// This file was decompiled using VCSCM.ini published on 2022-10-01
DEFINE OBJECTS 206
DEFINE OBJECT SANNY BUILDER 3.8.5     
DEFINE OBJECT DTN_STADDOORA            // Object number -1
DEFINE OBJECT DTN_STADDOORB            // Object number -2
DEFINE OBJECT DTHOTRING_A              // Object number -3
DEFINE OBJECT BRIBE                    // Object number -4
DEFINE OBJECT CI_GATESCLOSED           // Object number -5
DEFINE OBJECT CI_BACKGATECLOSE         // Object number -6
DEFINE OBJECT INFO                     // Object number -7
DEFINE OBJECT YT_MAIN_BODY             // Object number -8
DEFINE OBJECT YT_MAIN_BODY2            // Object number -9
DEFINE OBJECT YT_DOORS14               // Object number -10
DEFINE OBJECT YT_TMP_BOAT              // Object number -11
DEFINE OBJECT LODMAIN_BODY             // Object number -12
DEFINE OBJECT YACHT_CHUNK_KB           // Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP          // Object number -14
DEFINE OBJECT DTBLOODRING_A            // Object number -15
DEFINE OBJECT DTDIRTRING_A             // Object number -16
DEFINE OBJECT PICKUPSAVE               // Object number -17
DEFINE OBJECT BODYARMOUR               // Object number -18
DEFINE OBJECT STRIPCLBDROPEN           // Object number -19
DEFINE OBJECT OD_CLBDR_OPEN            // Object number -20
DEFINE OBJECT COP_DR_CLOSED            // Object number -21
DEFINE OBJECT STRPBCKDRCLSD            // Object number -22
DEFINE OBJECT STRIPCLBDRCLSD           // Object number -23
DEFINE OBJECT COP_DR_OPEN              // Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE           // Object number -25
DEFINE OBJECT LH_IMP_EXP01             // Object number -26
DEFINE OBJECT LH_IMP_EXP02             // Object number -27
DEFINE OBJECT LH_IMP_EXP03             // Object number -28
DEFINE OBJECT LH_IMP_EXP04             // Object number -29
DEFINE OBJECT LH_STRIKETHROUGH         // Object number -30
DEFINE OBJECT COMGATE1OPEN             // Object number -31
DEFINE OBJECT COMGATE2OPEN             // Object number -32
DEFINE OBJECT ELECTRICGATE             // Object number -33
DEFINE OBJECT MONEYBAG                 // Object number -34
DEFINE OBJECT BOOMSHINE                // Object number -35
DEFINE OBJECT MASK                     // Object number -36
DEFINE OBJECT COKE_VOODOO              // Object number -37
DEFINE OBJECT TROPHY1                  // Object number -38
DEFINE OBJECT SUTIBAG                  // Object number -39
DEFINE OBJECT PORNPOSTERS              // Object number -40
DEFINE OBJECT FRAME1                   // Object number -41
DEFINE OBJECT FRAME1DAMAGED            // Object number -42
DEFINE OBJECT FLAME_TINS               // Object number -43
DEFINE OBJECT TROPHIES                 // Object number -44
DEFINE OBJECT HELI_BOX                 // Object number -45
DEFINE OBJECT PIZZA_BOX1               // Object number -46
DEFINE OBJECT PIZZA_MESS               // Object number -47
DEFINE OBJECT PIZZA_MESS2              // Object number -48
DEFINE OBJECT MAN_RUBBISH03            // Object number -49
DEFINE OBJECT GASH_BAGS1               // Object number -50
DEFINE OBJECT GASHBAGS2                // Object number -51
DEFINE OBJECT POLOROIDS                // Object number -52
DEFINE OBJECT GUN_DOCS                 // Object number -53
DEFINE OBJECT SHOVEL                   // Object number -54
DEFINE OBJECT KILLFRENZY               // Object number -55
DEFINE OBJECT COMGATE1CLOSED           // Object number -56
DEFINE OBJECT COMGATE2CLOSED           // Object number -57
DEFINE OBJECT NT_ROADBLOCKCI           // Object number -58
DEFINE OBJECT NT_ROADBLOCKGF           // Object number -59
DEFINE OBJECT WSH_ROADBLOCK            // Object number -60
DEFINE OBJECT MANSION_NEW_DOORS        // Object number -61
DEFINE OBJECT MAN_DOORCLOSED           // Object number -62
DEFINE OBJECT WSHPERDRCLSD             // Object number -63
DEFINE OBJECT HAITAXIDR                // Object number -64
DEFINE OBJECT B_HSE_DOORS              // Object number -65
DEFINE OBJECT DK_CAMJONESDOOR          // Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL         // Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR         // Object number -68
DEFINE OBJECT DTS_SPOT_A               // Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A       // Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS          // Object number -71
DEFINE OBJECT OD_CELLDOOR02            // Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED       // Object number -73
DEFINE OBJECT NHAITPLATDR              // Object number -74
DEFINE OBJECT NHAITPLATDRR             // Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1          // Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2          // Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3          // Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED       // Object number -79
DEFINE OBJECT ICEDOOR                  // Object number -80
DEFINE OBJECT DTS_BBDOOR               // Object number -81
DEFINE OBJECT GOLF_GATESCLOSED         // Object number -82
DEFINE OBJECT PRINTDOOOR               // Object number -83
DEFINE OBJECT UNROCKETED_WIN1          // Object number -84
DEFINE OBJECT BNK_GRILL01              // Object number -85
DEFINE OBJECT HEALTH                   // Object number -86
DEFINE OBJECT ADRENALINE               // Object number -87
DEFINE OBJECT MOB_MOBROOM2             // Object number -88
DEFINE OBJECT MOB_DETAILSB             // Object number -89
DEFINE OBJECT AP_RADAR1_01             // Object number -90
DEFINE OBJECT VEG_PALM04               // Object number -91
DEFINE OBJECT DOC_CRANEEGGS04          // Object number -92
DEFINE OBJECT DOC_CRANE_CAB04          // Object number -93
DEFINE OBJECT DOCKFUEL07               // Object number -94
DEFINE OBJECT LODCARGOSHP03            // Object number -95
DEFINE OBJECT LODCARGOSHP04            // Object number -96
DEFINE OBJECT LODCARGOSHP05            // Object number -97
DEFINE OBJECT LODCARGOSHP24            // Object number -98
DEFINE OBJECT LODCARGOSHP25            // Object number -99
DEFINE OBJECT LODCARGOSHP28            // Object number -100
DEFINE OBJECT LODCARGOSHP32            // Object number -101
DEFINE OBJECT LODCARGOSHP35            // Object number -102
DEFINE OBJECT LODCARGOSHP41            // Object number -103
DEFINE OBJECT LODCARGOSHP47            // Object number -104
DEFINE OBJECT LODCARGOSHP50            // Object number -105
DEFINE OBJECT LODCARGOSHP51            // Object number -106
DEFINE OBJECT LODCARGOSHP64            // Object number -107
DEFINE OBJECT LODCARGOSHP70            // Object number -108
DEFINE OBJECT LODCARGOSHP71            // Object number -109
DEFINE OBJECT LODCARGOSHP72            // Object number -110
DEFINE OBJECT LODCARGOSHP73            // Object number -111
DEFINE OBJECT LODARGOHULL2             // Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B         // Object number -113
DEFINE OBJECT BARREL4                  // Object number -114
DEFINE OBJECT BIG_POLY_TINGS           // Object number -115
DEFINE OBJECT SPAD_DR_OPEN3            // Object number -116
DEFINE OBJECT SPAD_DR_OPEN2            // Object number -117
DEFINE OBJECT SPAD_DR_OPEN1            // Object number -118
DEFINE OBJECT SEXYPOOLCOVER            // Object number -119
DEFINE OBJECT BRIEFCASE                // Object number -120
DEFINE OBJECT FAKETARGET               // Object number -121
DEFINE OBJECT MAN_DOOROPEN             // Object number -122
DEFINE OBJECT GOLF_GATESOPEN           // Object number -123
DEFINE OBJECT DYNAMITE                 // Object number -124
DEFINE OBJECT BARREL2                  // Object number -125
DEFINE OBJECT BLDNGST2MESHDAM          // Object number -126
DEFINE OBJECT BLDNGST2MESH             // Object number -127
DEFINE OBJECT JW_COFFIN                // Object number -128
DEFINE OBJECT KEYCARD                  // Object number -129
DEFINE OBJECT TAR_GUN1                 // Object number -130
DEFINE OBJECT TAR_GUN2                 // Object number -131
DEFINE OBJECT TAR_FRAME                // Object number -132
DEFINE OBJECT TAR_DOWNLEFT             // Object number -133
DEFINE OBJECT TAR_DOWNRIGHT            // Object number -134
DEFINE OBJECT TAR_TOP                  // Object number -135
DEFINE OBJECT TAR_UPLEFT               // Object number -136
DEFINE OBJECT TAR_UPRIGHT              // Object number -137
DEFINE OBJECT BNK_LFT_DOOR1            // Object number -138
DEFINE OBJECT BNK_LFT_DOOR2            // Object number -139
DEFINE OBJECT GASGRENADE               // Object number -140
DEFINE OBJECT ROCKETED_WIN1            // Object number -141
DEFINE OBJECT OD_CLUBOUT_DY            // Object number -142
DEFINE OBJECT OD_CLUBOUT_NT            // Object number -143
DEFINE OBJECT OD_CLUBNEON              // Object number -144
DEFINE OBJECT OD_CLUBDOORS             // Object number -145
DEFINE OBJECT VEG_PALMKBB11            // Object number -146
DEFINE OBJECT ODNROAD01_NT             // Object number -147
DEFINE OBJECT ODNROAD01_DY             // Object number -148
DEFINE OBJECT OD_CLUBBACK              // Object number -149
DEFINE OBJECT MIAMIODNROADXA           // Object number -150
DEFINE OBJECT LODD_BUILD2              // Object number -151
DEFINE OBJECT SPAD_BUILDNEW            // Object number -152
DEFINE OBJECT VEG_PALMBIG14            // Object number -153
DEFINE OBJECT GUNBOX                   // Object number -154
DEFINE OBJECT OD_WTSIGN                // Object number -155
DEFINE OBJECT OD_CHARIOT               // Object number -156
DEFINE OBJECT LODD_BUILDNEW            // Object number -157
DEFINE OBJECT LODCHARIOT               // Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN         // Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B       // Object number -160
DEFINE OBJECT ML_TARBRUSH              // Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE        // Object number -162
DEFINE OBJECT CI_GATESOPEN             // Object number -163
DEFINE OBJECT CI_BACKGATEOPEN          // Object number -164
DEFINE OBJECT CI_JETYGATESOPEN         // Object number -165
DEFINE OBJECT DK_REEF                  // Object number -166
DEFINE OBJECT DOONTOON50               // Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2       // Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02          // Object number -169
DEFINE OBJECT AMMUNATION_DT            // Object number -170
DEFINE OBJECT DOONTOON19               // Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF         // Object number -172
DEFINE OBJECT DOONTOON51               // Object number -173
DEFINE OBJECT LODNTOON28               // Object number -174
DEFINE OBJECT AMMU_WINDOWS1            // Object number -175
DEFINE OBJECT WATERJUMPX2              // Object number -176
DEFINE OBJECT WATERJUMP1               // Object number -177
DEFINE OBJECT BUILD1                   // Object number -178
DEFINE OBJECT BUILDBLOWN               // Object number -179
DEFINE OBJECT HDRUGFACTORYINT          // Object number -180
DEFINE OBJECT HDRUGFACTORYPOL          // Object number -181
DEFINE OBJECT LODLD1                   // Object number -182
DEFINE OBJECT LODLDBLOWN               // Object number -183
DEFINE OBJECT RCBOMB                   // Object number -184
DEFINE OBJECT LF_MEDIASTAGE            // Object number -185
DEFINE OBJECT PIZZABOX                 // Object number -186
DEFINE OBJECT LH_RACE01                // Object number -187
DEFINE OBJECT LH_RACE02                // Object number -188
DEFINE OBJECT LH_RACE03                // Object number -189
DEFINE OBJECT LH_RACE04                // Object number -190
DEFINE OBJECT LH_RACE05                // Object number -191
DEFINE OBJECT LH_RACE06                // Object number -192
DEFINE OBJECT TRAFFICCONE              // Object number -193
DEFINE OBJECT CRAIGPACKAGE             // Object number -194
DEFINE OBJECT B_HSE_PIER               // Object number -195
DEFINE OBJECT B_HSE_EXT                // Object number -196
DEFINE OBJECT DOCKS28                  // Object number -197
DEFINE OBJECT DOCKSPROPS12             // Object number -198
DEFINE OBJECT DOCKS85                  // Object number -199
DEFINE OBJECT DK_DOCKROADS04           // Object number -200
DEFINE OBJECT B_HSE_PIERFENCE          // Object number -201
DEFINE OBJECT B_HSE_INTERIOR           // Object number -202
DEFINE OBJECT BOAT_KB2                 // Object number -203
DEFINE OBJECT SHARK                    // Object number -204
DEFINE OBJECT SKRELE                   // Object number -205

DEFINE MISSIONS 97
DEFINE MISSION 0 AT @INITIAL           // Initial
DEFINE MISSION 1 AT @INTRO             // Intro
DEFINE MISSION 2 AT @HOTEL             // An Old Friend
DEFINE MISSION 3 AT @LAWYER1           // The Party
DEFINE MISSION 4 AT @LAWYER2           // Back Alley Brawl
DEFINE MISSION 5 AT @LAWYER3           // Jury Fury
DEFINE MISSION 6 AT @LAWYER4           // Riot
DEFINE MISSION 7 AT @GENERL1           // Treacherous Swine
DEFINE MISSION 8 AT @COL2              // Mall Shootout
DEFINE MISSION 9 AT @GENERL3           // Guardian Angels
DEFINE MISSION 10 AT @COL_4            // Sir, Yes Sir!
DEFINE MISSION 11 AT @COL_5            // All Hands On Deck!
DEFINE MISSION 12 AT @BARON1           // The Chase
DEFINE MISSION 13 AT @BARON2           // Phnom Penh '86
DEFINE MISSION 14 AT @BARON3           // The Fastest Boat
DEFINE MISSION 15 AT @BARON4           // Supply & Demand
DEFINE MISSION 16 AT @BARON5           // Rub Out
DEFINE MISSION 17 AT @KENT1            // Death Row
DEFINE MISSION 18 AT @SERG1            // Four Iron
DEFINE MISSION 19 AT @SERG3            // Demolition Man
DEFINE MISSION 20 AT @SERG2            // Two Bit Hit
DEFINE MISSION 21 AT @BANKJO1          // No Escape?
DEFINE MISSION 22 AT @BANKJO2          // The Shootist
DEFINE MISSION 23 AT @BANKJO3          // The Driver
DEFINE MISSION 24 AT @BANKJO4          // The Job
DEFINE MISSION 25 AT @PHIL1            // Gun Runner
DEFINE MISSION 26 AT @PHIL2            // Boomshine Saigon
DEFINE MISSION 27 AT @PORNO1           // Recruitment Drive
DEFINE MISSION 28 AT @PORNO2           // Dildo Dodo
DEFINE MISSION 29 AT @PORNO3           // Martha's Mug Shot
DEFINE MISSION 30 AT @PORNO4           // G-spotlight
DEFINE MISSION 31 AT @PROTEC1          // Shakedown
DEFINE MISSION 32 AT @PROTEC2          // Bar Brawl
DEFINE MISSION 33 AT @PROTEC3          // Cop Land
DEFINE MISSION 34 AT @COUNT1           // Spilling the Beans
DEFINE MISSION 35 AT @COUNT2           // Hit the Courier
DEFINE MISSION 36 AT @BUYPRO1          // Printworks Buy
DEFINE MISSION 37 AT @CARBUY1          // Sunshine Autos
DEFINE MISSION 38 AT @BUYPRO2          // Interglobal Films Buy
DEFINE MISSION 39 AT @ICECUT           // Cherry Popper Icecreams Buy
DEFINE MISSION 40 AT @TAXCUT           // Kaufman Cabs Buy
DEFINE MISSION 41 AT @BUYPRO3          // Malibu Club Buy
DEFINE MISSION 42 AT @BOATBY           // The Boatyard Buy
DEFINE MISSION 43 AT @BUYPRO4          // Pole Position Club Buy
DEFINE MISSION 44 AT @BUYPRO5          // El Swanko Casa Buy
DEFINE MISSION 45 AT @LNKVBUY          // Links View Apartment Buy
DEFINE MISSION 46 AT @HYCOBUY          // Hyman Condo Buy
DEFINE MISSION 47 AT @OCHEBUY          // Ocean Heighs Aprt. Buy
DEFINE MISSION 48 AT @WASHBUY          // 1102 Washington Street Buy
DEFINE MISSION 49 AT @VCPTBUY          // Vice Point Buy
DEFINE MISSION 50 AT @SKUMBUY          // Skumole Shack Buy
DEFINE MISSION 51 AT @CAP_1            // Cap the Collector
DEFINE MISSION 52 AT @FIN_1            // Keep your Friends Close...
DEFINE MISSION 53 AT @BIKE1            // Alloy Wheels of Steel
DEFINE MISSION 54 AT @BIKE2            // Messing with the Man
DEFINE MISSION 55 AT @BIKE3            // Hog Tied
DEFINE MISSION 56 AT @CUBAN1           // Stunt Boat Challenge
DEFINE MISSION 57 AT @CUBAN2           // Cannon Fodder
DEFINE MISSION 58 AT @CUBAN3           // Naval Engagement
DEFINE MISSION 59 AT @CUBAN4           // Trojan Voodoo
DEFINE MISSION 60 AT @HAIT1            // Juju Scramble
DEFINE MISSION 61 AT @HAIT2            // Bombs Away!
DEFINE MISSION 62 AT @HAIT3            // Dirty Lickin's
DEFINE MISSION 63 AT @ROCKB1           // Love Juice
DEFINE MISSION 64 AT @ROCKB2           // Psycho Killer
DEFINE MISSION 65 AT @ROCKB3           // Publicity Tour
DEFINE MISSION 66 AT @RANGE            // Weapon Range
DEFINE MISSION 67 AT @ASSIN1           // Road Kill
DEFINE MISSION 68 AT @ASSIN2           // Waste the Wife
DEFINE MISSION 69 AT @ASSIN3           // Autocide
DEFINE MISSION 70 AT @ASSIN4           // Check Out at the Check In
DEFINE MISSION 71 AT @ASSIN5           // Loose Ends
DEFINE MISSION 72 AT @TAXWAR1          // V.I.P.
DEFINE MISSION 73 AT @TAXWAR2          // Friendly Rivalry
DEFINE MISSION 74 AT @TAXWAR3          // Cabmaggedon
DEFINE MISSION 75 AT @TAXI             // TAXI DRIVER
DEFINE MISSION 76 AT @AMBULAN          // PARAMEDIC
DEFINE MISSION 77 AT @FIRETRU          // FIREFIGHTER
DEFINE MISSION 78 AT @COPCAR           // VIGILANTE
DEFINE MISSION 79 AT @OVALRNG          // HOTRING
DEFINE MISSION 80 AT @MM               // BLOODRING
DEFINE MISSION 81 AT @KICKST           // DIRTRING
DEFINE MISSION 82 AT @RACE             // Sunshine Autos Races
DEFINE MISSION 83 AT @ICECRE1          // Distribution
DEFINE MISSION 84 AT @HELI1SC          // Downtown Chopper Checkpoint
DEFINE MISSION 85 AT @HELI2SC          // Ocean Beach Chopper Checkpoint
DEFINE MISSION 86 AT @HELI3SC          // Vice Point Chopper Checkpoint
DEFINE MISSION 87 AT @HELI4SC          // Little Haiti Chopper Checkpoint
DEFINE MISSION 88 AT @BMX_1            // Trial by Dirt
DEFINE MISSION 89 AT @BMX_2            // Test Track
DEFINE MISSION 90 AT @T4X4_1           // PCJ Playground
DEFINE MISSION 91 AT @CARPRK1          // Cone Crazy
DEFINE MISSION 92 AT @PIZZA            // PIZZA BOY
DEFINE MISSION 93 AT @RCHELI           // RC Raider Pickup
DEFINE MISSION 94 AT @RCRACE1          // RC Bandit Race
DEFINE MISSION 95 AT @RCPLNE1          // RC Baron Race
DEFINE MISSION 96 AT @COKERUN          // Checkpoint Charlie

{$USE CLEO}

//-------------MAIN---------------
script_name 'MAIN' 
fade 0 0 
042C: set_total_missions_to 88 
030D: set_total_mission_points_to 154 
01F0: set_max_wanted_level_to 6 
02ED: set_total_hidden_packages_to 40 
set_wb_check_to 0 
00C0: set_current_time 22 0 
04E4: request_collision_at 83.0 -849.8 
Camera.SetAtPos(83.0, -849.8, 9.3)
Player.Create($PLAYER_CHAR, #NULL, 83.0, -849.8, 9.3)
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
start_mission 0  // Initial
Object.Init($ARENA_DOOR_1, #DTN_STADDOORA, -1109.615, 1330.097, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_1)
Object.Init($ARENA_DOOR_2, #DTN_STADDOORB, -1109.615, 1331.932, 20.372)
Object.RemoveFromMissionCleanupList($ARENA_DOOR_2)
Object.Init($6, #DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
$67 = 0 // $ = int 
014B: $87 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0 
014C: set_parked_car_generator $87 cars_to_generate_to 0 
014B: $88 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0 
014C: set_parked_car_generator $88 cars_to_generate_to 0 
014B: $89 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0 
014C: set_parked_car_generator $89 cars_to_generate_to 0 
014B: $90 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0 
014C: set_parked_car_generator $90 cars_to_generate_to 0 
014B: $1977 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2 
014C: set_parked_car_generator $1977 cars_to_generate_to 0 
014B: $1978 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0 
014C: set_parked_car_generator $1978 cars_to_generate_to 0 
014B: $1979 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0 
014C: set_parked_car_generator $1979 cars_to_generate_to 0 
014B: $2098 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0 
014C: set_parked_car_generator $2098 cars_to_generate_to 0 
Object.Init($FILM_STUDIO_FRONT_GATE_CLOSED, #CI_GATESCLOSED, 11.697, 963.176, 12.258)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_CLOSED)
Object.Init($FILM_STUDIO_BACK_GATE_CLOSED, #CI_BACKGATECLOSE, -11.853, 884.06, 13.542)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_CLOSED)
024A: $292 = get_phone_at 36.90385 -1023.3 
024A: $293 = get_phone_at 482.453 244.221 
024A: $294 = get_phone_at 38.341 -1023.3 
024A: $295 = get_phone_at -1482.801 -825.2587 
024A: $296 = get_phone_at -976.7705 -530.5467 
0180: set_on_mission_flag_to $ONMISSION 
$585 = 304.5 // $ = float 
$586 = 376.3 // $ = float 
$587 = 12.7 // $ = float 
$588 = -834.8 // $ = float 
$589 = 1306.9 // $ = float 
$590 = 11.0 // $ = float 
$591 = 14.0 // $ = float 
$592 = -1500.7 // $ = float 
$593 = 12.7 // $ = float 
$594 = 88.5 // $ = float 
$595 = -804.7 // $ = float 
$596 = 11.2 // $ = float 
$597 = 531.4 // $ = float 
$598 = 1273.7 // $ = float 
$599 = 17.6 // $ = float 
$600 = -560.1 // $ = float 
$601 = 703.6 // $ = float 
$602 = 20.5 // $ = float 
$453 = 209.5 // $ = float 
$454 = -1288.9 // $ = float 
$455 = 12.4 // $ = float 
$465 = 257.1 // $ = float 
$466 = -231.7 // $ = float 
$467 = 10.0 // $ = float 
$549 = -1059.6 // $ = float 
$550 = -274.5 // $ = float 
$551 = 11.4 // $ = float 
$552 = -1007.3 // $ = float 
$553 = -869.9 // $ = float 
$554 = 12.8 // $ = float 
$555 = 15.2 // $ = float 
$556 = 962.6 // $ = float 
$557 = 10.9 // $ = float 
$558 = -864.3 // $ = float 
$559 = -576.6 // $ = float 
$560 = 11.0 // $ = float 
$561 = -1011.7 // $ = float 
$562 = 203.9 // $ = float 
$563 = 11.2 // $ = float 
$564 = 487.2 // $ = float 
$565 = -81.5 // $ = float 
$566 = 11.4 // $ = float 
$567 = -685.8 // $ = float 
$568 = -1495.6 // $ = float 
$569 = 12.5 // $ = float 
$489 = -1003.1 // $ = float 
$490 = 207.0 // $ = float 
$491 = 10.0 // $ = float 
$459 = -246.6 // $ = float 
$460 = -1360.5 // $ = float 
$461 = 7.3 // $ = float 
$462 = -378.5 // $ = float 
$463 = -551.3 // $ = float 
$464 = 18.2 // $ = float 
$468 = 463.9 // $ = float 
$469 = -58.5 // $ = float 
$470 = 10.5 // $ = float 
$492 = -1101.1 // $ = float 
$493 = 343.2 // $ = float 
$494 = 10.2 // $ = float 
$471 = -69.4 // $ = float 
$472 = 932.7 // $ = float 
$473 = 9.9 // $ = float 
$474 = -1062.6 // $ = float 
$475 = -278.8 // $ = float 
$476 = 11.0 // $ = float 
$456 = 119.2 // $ = float 
$457 = -826.9 // $ = float 
$458 = 9.7 // $ = float 
$513 = 488.6 // $ = float 
$514 = -75.4 // $ = float 
$515 = 10.4 // $ = float 
$477 = -597.3 // $ = float 
$478 = 652.9 // $ = float 
$479 = 10.0 // $ = float 
$486 = -875.5 // $ = float 
$487 = 1159.3 // $ = float 
$488 = 10.2 // $ = float 
$480 = -1170.0 // $ = float 
$481 = -606.9 // $ = float 
$482 = 10.6 // $ = float 
$483 = -962.4 // $ = float 
$484 = 143.0 // $ = float 
$485 = 8.2 // $ = float 
$570 = 99.5 // $ = float 
$571 = -1468.5 // $ = float 
$572 = 9.9 // $ = float 
$573 = 428.4 // $ = float 
$574 = 605.9 // $ = float 
$575 = 12.2 // $ = float 
$495 = -865.9 // $ = float 
$496 = -571.9 // $ = float 
$497 = 11.0 // $ = float 
$576 = -1.9 // $ = float 
$577 = 959.9 // $ = float 
$578 = 10.9 // $ = float 
$579 = -640.8 // $ = float 
$580 = -1491.8 // $ = float 
$581 = 13.7 // $ = float 
$582 = -997.1 // $ = float 
$583 = 189.8 // $ = float 
$584 = 11.4 // $ = float 
04AE: $421 = 4 // = constant 
04AE: $432 = 22 // = constant 
04AE: $417 = 9 // = constant 
04AE: $418 = 8 // = constant 
04AE: $419 = 6 // = constant 
04AE: $420 = 7 // = constant 
04AE: $422 = 13 // = constant 
04AE: $423 = 10 // = constant 
04AE: $424 = 15 // = constant 
04AE: $425 = 29 // = constant 
04AE: $426 = 24 // = constant 
04AE: $427 = 11 // = constant 
04AE: $428 = 23 // = constant 
04AE: $429 = 14 // = constant 
04AE: $430 = 17 // = constant 
04AE: $431 = 30 // = constant 
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 
Marker.Disable($223)
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 
Marker.Disable($241)
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 
Marker.Disable($274)
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 
Marker.Disable($287)
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 
Marker.Disable($278)
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 
Marker.Disable($283)
02A7: $297 = create_icon_marker_and_sphere $431 at -853.0 -302.0 10.0 
Marker.Disable($297)
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
Marker.Disable($247)
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
Marker.Disable($253)
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
Marker.Disable($256)
02A7: $265 = create_icon_marker_and_sphere $425 at $462 $463 $464 
Marker.Disable($265)
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
Marker.Disable($271)
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 
Marker.Disable($234)
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
Marker.Disable($243)
02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 
Marker.Disable($306)
02A7: $228 = create_icon_marker_and_sphere $419 at $459 $460 $461 
Marker.Disable($228)
$604 = 10000 // $ = int 
$605 = 2000 // $ = int 
$607 = 0 // $ = int 
$609 = 20000 // $ = int 
$610 = 3000 // $ = int 
$612 = 0 // $ = int 
$614 = 30000 // $ = int 
$617 = 4000 // $ = int 
$618 = 0 // $ = int 
$620 = 40000 // $ = int 
$621 = 5000 // $ = int 
$623 = 0 // $ = int 
$625 = 50000 // $ = int 
$626 = 1500 // $ = int 
$628 = 0 // $ = int 
$630 = 60000 // $ = int 
$631 = 7000 // $ = int 
$633 = 0 // $ = int 
$635 = 70000 // $ = int 
$636 = 8000 // $ = int 
$639 = 120000 // $ = int 
$640 = 10000 // $ = int 
$642 = 0 // $ = int 
$644 = 1000 // $ = int 
$647 = 2500 // $ = int 
$650 = 3000 // $ = int 
$653 = 6000 // $ = int 
$657 = 7000 // $ = int 
$661 = 8000 // $ = int 
$665 = 14000 // $ = int 
Pickup.Create($670, #INFO, 3, 493.5, 703.1, 12.1)
Pickup.Create($671, #INFO, 3, -108.3, -974.4, 10.4)
Pickup.Create($672, #INFO, 3, 508.9, 506.8, 11.3)
Pickup.Create($673, #INFO, 3, 398.8, -469.7, 11.7)
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup 'PRNT_NO' at $549 $550 $551  // You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup 'CAR_NO' at $552 $553 $554  // You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup 'PORN_NO' at $555 $556 $557  // You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup 'ICE_NO' at $558 $559 $560  // You cannot buy the Ice Cream Factory at this time, come back later.
0517: $678 = create_unavailable_asset_pickup 'TAXI_NO' at $561 $562 $563  // You cannot buy the Taxi Company at this time, come back later.
0517: $679 = create_unavailable_asset_pickup 'BANK_NO' at $564 $565 $566  // You cannot buy The Malibu at this time, come back later.
0517: $680 = create_unavailable_asset_pickup 'BOAT_NO' at $567 $568 $569  // You cannot buy the Boatyard at this time, come back later.
0517: $615 = create_unavailable_asset_pickup 'STRP_NO' at $570 $571 $572  // You cannot buy the Stripclub at this time, come back later.
0518: $662 = create_available_asset_pickup 'NBMN_L' at $573 $574 $575 price $661  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~
0570: $660 = create_asset_radar_marker_with_icon 25 at $573 $574 $575 
Marker.Disable($660)
0518: $654 = create_available_asset_pickup 'LNKV_L' at $585 $586 $587 price $653  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~
0570: $652 = create_asset_radar_marker_with_icon 25 at $585 $586 $587 
Marker.Disable($652)
0518: $666 = create_available_asset_pickup 'HYCO_L' at $588 $589 $590 price $665  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~
0570: $664 = create_asset_radar_marker_with_icon 25 at $588 $589 $590 
Marker.Disable($664)
0518: $658 = create_available_asset_pickup 'OCHE_L' at $591 $592 $593 price $657  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~
0570: $656 = create_asset_radar_marker_with_icon 25 at $591 $592 $593 
Marker.Disable($656)
0518: $651 = create_available_asset_pickup 'WASH_L' at $594 $595 $596 price $650  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~
0570: $649 = create_asset_radar_marker_with_icon 25 at $594 $595 $596 
Marker.Disable($649)
0518: $648 = create_available_asset_pickup 'VCPT_L' at $597 $598 $599 price $647  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~
0570: $646 = create_asset_radar_marker_with_icon 25 at $597 $598 $599 
Marker.Disable($646)
0518: $645 = create_available_asset_pickup 'SKUM_L' at $600 $601 $602 price $644  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~
0570: $643 = create_asset_radar_marker_with_icon 25 at $600 $601 $602 
Marker.Disable($643)
0219: $681 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 
0219: $682 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 
03BB: set_garage $682 door_type_to_swing_open 
0219: $683 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 
0219: $684 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 
0219: $685 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 
0219: $688 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611 
03BB: set_garage $688 door_type_to_swing_open 
0219: $689 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 
03DA: set_garage $689 camera_follows_player 
03BB: set_garage $689 door_type_to_swing_open 
0219: $687 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529 
03DA: set_garage $687 camera_follows_player 
03BB: set_garage $687 door_type_to_swing_open 
0219: $690 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 
03BB: set_garage $690 door_type_to_swing_open 
0219: $691 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939 
0219: $655 = create_garage_type 1 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389 
03DA: set_garage $655 camera_follows_player 
03BB: set_garage $655 door_type_to_swing_open 
057A: set_garage $655 max_cars_to 1 
0219: $667 = create_garage_type 1 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901 
03DA: set_garage $667 camera_follows_player 
057A: set_garage $667 max_cars_to 4 
0219: $668 = create_garage_type 1 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791 
03DA: set_garage $668 camera_follows_player 
057A: set_garage $668 max_cars_to 2 
0219: $669 = create_garage_type 1 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46 
03DA: set_garage $669 camera_follows_player 
057A: set_garage $669 max_cars_to 2 
0219: $659 = create_garage_type 1 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384 
03BB: set_garage $659 door_type_to_swing_open 
03DA: set_garage $659 camera_follows_player 
057A: set_garage $659 max_cars_to 1 
0219: $663 = create_garage_type 1 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726 
03BB: set_garage $663 door_type_to_swing_open 
03DA: set_garage $663 camera_follows_player 
057A: set_garage $663 max_cars_to 1 
0219: $692 = create_garage_type 1 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 
03BB: set_garage $692 door_type_to_swing_open 
03DA: set_garage $692 camera_follows_player 
057A: set_garage $692 max_cars_to 2 
0219: $693 = create_garage_type 1 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 
03BB: set_garage $693 door_type_to_swing_open 
03DA: set_garage $693 camera_follows_player 
057A: set_garage $693 max_cars_to 2 
0219: $694 = create_garage_type 1 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 
03BB: set_garage $694 door_type_to_swing_open 
03DA: set_garage $694 camera_follows_player 
057A: set_garage $694 max_cars_to 2 
0219: $695 = create_garage_type 1 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 
03BB: set_garage $695 door_type_to_swing_open 
03DA: set_garage $695 camera_follows_player 
057A: set_garage $695 max_cars_to 2 
0219: $686 = create_garage_type 1 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484 
03BB: set_garage $686 door_type_to_swing_open 
03DA: set_garage $686 camera_follows_player 
057A: set_garage $686 max_cars_to 2 
02A8: $374 = create_marker 27 at $705 $706 $707 
Marker.Disable($374)
049C: $722 = scripted_path_file 0 width 90.0 
Object.Init($714, #YT_MAIN_BODY, -375.499, -1322.31, 9.81124)
Object.Init($715, #YT_MAIN_BODY2, -375.499, -1322.31, 9.81124)
Object.Init($717, #YT_DOORS14, -375.499, -1322.31, 9.81124)
Object.Init($718, #YT_TMP_BOAT, -375.499, -1322.31, 9.81124)
Object.Init($719, #LODMAIN_BODY, -375.499, -1322.31, 9.81124)
Object.RemoveFromMissionCleanupList($714)
Object.RemoveFromMissionCleanupList($715)
Object.RemoveFromMissionCleanupList($717)
Object.RemoveFromMissionCleanupList($718)
Object.RemoveFromMissionCleanupList($719)
049D: attach_scripted_file $722 with_object $714 
049D: attach_scripted_file $722 with_object $715 
049D: attach_scripted_file $722 with_object $717 
049D: attach_scripted_file $722 with_object $718 
049D: attach_scripted_file $722 with_object $719 
049E: set_scripted_file $722 speed_to 0.0 
wait 0 
wait 0 
Object.Init($721, #YACHT_CHUNK_KB, $448, $449, $450)
Object.RemoveFromMissionCleanupList($721)
Object.Init($720, #YT_GANGPLNK_TMP, $448, $449, $450)
Object.RemoveFromMissionCleanupList($720)
start_mission 1  // Intro
start_new_script @COPSEE 
start_new_script @OPOPO 
start_new_script @O4X4_1 
start_new_script @TAXI_L 
start_new_script @FIRE 
start_new_script @AMBULA 
start_new_script @COP 
start_new_script @PIZZ 
start_new_script @BMXLOOP 
start_new_script @RCHELY1 
start_new_script @RC_RACE 
start_new_script @RC_PLNE 
start_new_script @MULTI 
start_new_script @PSAVE1 
start_new_script @HELP 
start_new_script @HELI1 
start_new_script @HELI2 
start_new_script @HELI3 
start_new_script @HELI4 
start_new_script @STADIUM 
start_new_script @ARMYBAS 
start_new_script @NBMNBUY 
start_new_script @LNKVBY 
start_new_script @HYCOBY 
start_new_script @OCHEBY 
start_new_script @WASHBY 
start_new_script @SKUMBY 
start_new_script @VCPTBY 
create_thread_wb @HJ 
create_thread_wb @USJ 
create_thread_wb @AMMU 
create_thread_wb @SECURE 
create_thread_wb @INTERIO 
create_thread_wb @IMPORT 
create_thread_wb @CELLFON 
create_thread_wb @BUS 
create_thread_wb @CARGEN 
create_thread_wb @PICKUPS 
create_thread_wb @JUNKFUD 
create_thread_wb @RAMPAGE 
create_thread_wb @SHOPS 
create_thread_wb @AUDIO 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @MAIN_4976 
set_weather 0 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @MAIN_4925 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @MAIN_4925 
0353: refresh_actor $PLAYER_ACTOR 

:MAIN_4925
fade 1 1000 
start_new_script @HOT 
if 
  Player.Defined($PLAYER_CHAR)
jf @MAIN_4967 
select_interior 0 
Player.CanMove($PLAYER_CHAR, True)

:MAIN_4967
01B7: release_weather 
jump @MAIN_4976 

:MAIN_4976
wait 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @MAIN_5229 
if 
  $ONMISSION == 0 // $ == int 
jf @MAIN_5095 
if 
  $62 == 0 // $ == int 
jf @MAIN_5095 
if and
  $245 == 1 // $ == int 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @MAIN_5095 
start_new_script @SER3 
Marker.Disable($243)
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
$62 = 1 // $ = int 

:MAIN_5095
if 
  100.0 > $102 // float > $ 
jf @MAIN_5128 
058C: $102 = percentage_completed 
jump @MAIN_5200 

:MAIN_5128
if 
  $91 == 0 // $ == int 
jf @MAIN_5200 
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 
03E5: text_box 'CUNTY'  // New clothes delivered to the Vercetti Estate!
wait 5000 
03E5: text_box 'HELP61'  // You now have limitless ammo and double health on all vehicles.
$91 = 1 // $ = int 

:MAIN_5200
if 
  $1531 == 15 // $ == int 
jf @MAIN_5229 
030C: progress_made += 1 
$1531 = -1 // $ = int 

:MAIN_5229
jump @MAIN_4976 

:HOT
script_name 'HOT' 

:HOT_10
wait 0 
if 
  $222 == 1 // $ == int 
jf @HOT_34 
terminate_this_script 

:HOT_34
if 
  Player.Defined($PLAYER_CHAR)
jf @HOT_355 
if 
00F6:   player $PLAYER_CHAR 0 $453 $454 $455 radius 1.4 1.8 1.5 
jf @HOT_355 
if 
  $ONMISSION == 0 // $ == int 
jf @HOT_355 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HOT_355 
02A3: enable_widescreen 1 
Camera.SetPosition(219.726, -1282.485, 12.53, 0.0, 0.0, 0.0)
Camera.PointAt(218.872, -1282.988, 12.392, 2)
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7 
TIMERA = 0 // @ = int 

:HOT_213
if 
   not TIMERA > 1000 // @ > int 
jf @HOT_322 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HOT_315 
if 
00F6:   player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0 
jf @HOT_315 
0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5 

:HOT_315
jump @HOT_213 

:HOT_322
HELP_2883()
00BA: text_styled 'INT_B' 15000 ms 2  // An Old Friend
HELP_2932()
start_mission 2  // An Old Friend

:HOT_355
jump @HOT_10 

:LAW1
script_name 'LAW1' 

:LAW1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW1_THE_PARTY == 1 // $ == int 
jf @LAW1_35 
terminate_this_script 

:LAW1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @LAW1_167 
if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
jf @LAW1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @LAW1_167 
HELP_2979()
HELP_2883()
00BA: text_styled 'LAW_1' 15000 ms 2  // The Party
HELP_2932()
start_mission 3  // The Party

:LAW1_167
jump @LAW1_10 

:LAW2
script_name 'LAW2' 

:LAW2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 
jf @LAW2_35 
terminate_this_script 

:LAW2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @LAW2_179 
if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
jf @LAW2_179 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW2_179 
if 
  Player.Controllable($PLAYER_CHAR)
jf @LAW2_179 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_2979()
HELP_2883()
00BA: text_styled 'LAW_2' 15000 ms 2  // Back Alley Brawl
HELP_2932()
start_mission 4  // Back Alley Brawl

:LAW2_179
jump @LAW2_10 

:LAW3
script_name 'LAW3' 

:LAW3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
jf @LAW3_35 
terminate_this_script 

:LAW3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @LAW3_179 
if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
jf @LAW3_179 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW3_179 
if 
  Player.Controllable($PLAYER_CHAR)
jf @LAW3_179 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_2979()
HELP_2883()
00BA: text_styled 'LAW_3' 15000 ms 2  // Jury Fury
HELP_2932()
start_mission 5  // Jury Fury

:LAW3_179
jump @LAW3_10 

:LAW4
script_name 'LAW4' 

:LAW4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @LAW4_35 
terminate_this_script 

:LAW4_35
if 
  Player.Defined($PLAYER_CHAR)
jf @LAW4_179 
if 
00F6:   player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 
jf @LAW4_179 
if 
  $ONMISSION == 0 // $ == int 
jf @LAW4_179 
if 
  Player.Controllable($PLAYER_CHAR)
jf @LAW4_179 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
HELP_2979()
HELP_2883()
00BA: text_styled 'LAW_4' 15000 ms 2  // Riot
HELP_2932()
start_mission 6  // Riot

:LAW4_179
jump @LAW4_10 

:GEN1
script_name 'GEN1' 

:GEN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL1_TREACHEROUS_SWINE == 1 // $ == int 
jf @GEN1_35 
terminate_this_script 

:GEN1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @GEN1_167 
if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
jf @GEN1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @GEN1_167 
HELP_3202()
HELP_2883()
00BA: text_styled 'COL_1' 15000 ms 2  // Treacherous Swine
HELP_2932()
start_mission 7  // Treacherous Swine

:GEN1_167
jump @GEN1_10 

:GEN2
script_name 'GEN2' 

:GEN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 
jf @GEN2_35 
terminate_this_script 

:GEN2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @GEN2_167 
if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
jf @GEN2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @GEN2_167 
HELP_3202()
HELP_2883()
00BA: text_styled 'COL_2' 15000 ms 2  // Mall Shootout
HELP_2932()
start_mission 8  // Mall Shootout

:GEN2_167
jump @GEN2_10 

:GEN3
script_name 'GEN3' 

:GEN3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 
jf @GEN3_35 
terminate_this_script 

:GEN3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @GEN3_167 
if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
jf @GEN3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @GEN3_167 
HELP_3202()
HELP_2883()
00BA: text_styled 'COL_3' 15000 ms 2  // Guardian Angels
HELP_2932()
start_mission 9  // Guardian Angels

:GEN3_167
jump @GEN3_10 

:GEN4
script_name 'GEN4' 

:GEN4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
jf @GEN4_35 
terminate_this_script 

:GEN4_35
if 
  Player.Defined($PLAYER_CHAR)
jf @GEN4_167 
if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
jf @GEN4_167 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN4_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @GEN4_167 
HELP_3202()
HELP_2883()
00BA: text_styled 'COL_4' 15000 ms 2  // Sir, Yes Sir!
HELP_2932()
start_mission 10  // Sir, Yes Sir!

:GEN4_167
jump @GEN4_10 

:GEN5
script_name 'GEN5' 

:GEN5_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @GEN5_35 
terminate_this_script 

:GEN5_35
if 
  Player.Defined($PLAYER_CHAR)
jf @GEN5_167 
if 
00F6:   player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 
jf @GEN5_167 
if 
  $ONMISSION == 0 // $ == int 
jf @GEN5_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @GEN5_167 
HELP_3202()
HELP_2883()
00BA: text_styled 'COL_5' 15000 ms 2  // All Hands On Deck!
HELP_2932()
start_mission 11  // All Hands On Deck!

:GEN5_167
jump @GEN5_10 

:BAR1
script_name 'BAR1' 

:BAR1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK1_THE_CHASE == 1 // $ == int 
jf @BAR1_35 
terminate_this_script 

:BAR1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BAR1_167 
if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
jf @BAR1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BAR1_167 
HELP_3133()
HELP_2883()
00BA: text_styled 'COK_1' 15000 ms 2  // The Chase
HELP_2932()
start_mission 12  // The Chase

:BAR1_167
jump @BAR1_10 

:BAR2
script_name 'BAR2' 

:BAR2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @BAR2_35 
terminate_this_script 

:BAR2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BAR2_167 
if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
jf @BAR2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BAR2_167 
HELP_3133()
HELP_2883()
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86
HELP_2932()
start_mission 13  // Phnom Penh '86

:BAR2_167
jump @BAR2_10 

:BAR3
script_name 'BAR3' 

:BAR3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 
jf @BAR3_35 
terminate_this_script 

:BAR3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BAR3_167 
if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
jf @BAR3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BAR3_167 
HELP_3133()
HELP_2883()
00BA: text_styled 'COK_3' 15000 ms 2  // The Fastest Boat
HELP_2932()
start_mission 14  // The Fastest Boat

:BAR3_167
jump @BAR3_10 

:BAR4
script_name 'BAR4' 

:BAR4_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
jf @BAR4_35 
terminate_this_script 

:BAR4_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BAR4_167 
if 
00F6:   player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 
jf @BAR4_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR4_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BAR4_167 
HELP_3133()
HELP_2883()
00BA: text_styled 'COK_4' 15000 ms 2  // Supply & Demand
HELP_2932()
start_mission 15  // Supply & Demand

:BAR4_167
jump @BAR4_10 

:BAR5
script_name 'BAR5' 

:BAR5_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @BAR5_35 
terminate_this_script 

:BAR5_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BAR5_180 
if 
00F6:   player $PLAYER_CHAR 0 $510 $511 $512 radius 2.0 2.0 2.0 
jf @BAR5_180 
if 
  $ONMISSION == 0 // $ == int 
jf @BAR5_180 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BAR5_180 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'ASS_1' 15000 ms 2  // Rub Out
HELP_2932()
start_mission 16  // Rub Out

:BAR5_180
jump @BAR5_10 

:KEN1
script_name 'KEN1' 

:KEN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_KENT1_DEATH_ROW == 1 // $ == int 
jf @KEN1_35 
terminate_this_script 

:KEN1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @KEN1_173 
if 
00F6:   player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5 
jf @KEN1_173 
if 
  $ONMISSION == 0 // $ == int 
jf @KEN1_173 
if 
  Player.Controllable($PLAYER_CHAR)
jf @KEN1_173 
HELP_3370()
HELP_2883()
00BA: text_styled 'KENT_1' 15000 ms 2  // Death Row
HELP_2932()
start_mission 17  // Death Row

:KEN1_173
jump @KEN1_10 

:SER1
script_name 'SER1' 

:SER1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_TEX1_FOUR_IRON == 1 // $ == int 
jf @SER1_35 
terminate_this_script 

:SER1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @SER1_160 
if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
jf @SER1_160 
if 
  $ONMISSION == 0 // $ == int 
jf @SER1_160 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SER1_160 
HELP_2883()
00BA: text_styled 'TEX_1' 15000 ms 2  // Four Iron
HELP_2932()
start_mission 18  // Four Iron

:SER1_160
jump @SER1_10 

:SER2
script_name 'SER2' 

:SER2_10
wait $DEFAULT_WAIT_TIME 
if 
  $245 == 1 // $ == int 
jf @SER2_35 
terminate_this_script 

:SER2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @SER2_160 
if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
jf @SER2_160 
if 
  $ONMISSION == 0 // $ == int 
jf @SER2_160 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SER2_160 
HELP_2883()
00BA: text_styled 'TEX_3' 15000 ms 2  // Demolition Man
HELP_2932()
start_mission 19  // Demolition Man

:SER2_160
jump @SER2_10 

:SER3
script_name 'SER3' 

:SER3_10
wait $DEFAULT_WAIT_TIME 
if 
  $246 == 1 // $ == int 
jf @SER3_35 
terminate_this_script 

:SER3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @SER3_160 
if 
00F6:   player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 
jf @SER3_160 
if 
  $ONMISSION == 0 // $ == int 
jf @SER3_160 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SER3_160 
HELP_2883()
00BA: text_styled 'TEX_2' 15000 ms 2  // Two Bit Hit
HELP_2932()
start_mission 20  // Two Bit Hit

:SER3_160
jump @SER3_10 

:BANK1
script_name 'BANK1' 

:BANK1_10
wait $DEFAULT_WAIT_TIME 
if 
  $248 == 1 // $ == int 
jf @BANK1_35 
terminate_this_script 

:BANK1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BANK1_167 
if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
jf @BANK1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BANK1_167 
HELP_3459()
HELP_2883()
00BA: text_styled 'BANK_1' 15000 ms 2  // No Escape?
HELP_2932()
start_mission 21  // No Escape?

:BANK1_167
jump @BANK1_10 

:BANK2
script_name 'BANK2' 

:BANK2_10
wait $DEFAULT_WAIT_TIME 
if 
  $249 == 1 // $ == int 
jf @BANK2_35 
terminate_this_script 

:BANK2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BANK2_167 
if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
jf @BANK2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BANK2_167 
HELP_3459()
HELP_2883()
00BA: text_styled 'BANK_2' 15000 ms 2  // The Shootist
HELP_2932()
start_mission 22  // The Shootist

:BANK2_167
jump @BANK2_10 

:BANK3
script_name 'BANK3' 

:BANK3_10
wait $DEFAULT_WAIT_TIME 
if 
  $250 == 1 // $ == int 
jf @BANK3_35 
terminate_this_script 

:BANK3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BANK3_167 
if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
jf @BANK3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BANK3_167 
HELP_3459()
HELP_2883()
00BA: text_styled 'BANK_3' 15000 ms 2  // The Driver
HELP_2932()
start_mission 23  // The Driver

:BANK3_167
jump @BANK3_10 

:BANK4
script_name 'BANK4' 

:BANK4_10
wait $DEFAULT_WAIT_TIME 
if 
  $251 == 1 // $ == int 
jf @BANK4_35 
terminate_this_script 

:BANK4_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BANK4_167 
if 
00F6:   player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 
jf @BANK4_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BANK4_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BANK4_167 
HELP_3459()
HELP_2883()
00BA: text_styled 'BANK_4' 15000 ms 2  // The Job
HELP_2932()
start_mission 24  // The Job

:BANK4_167
jump @BANK4_10 

:AMBBANK
script_name 'AMBBANK' 
0@ = 0 // @ = int 

:AMBBANK_17
wait $DEFAULT_WAIT_TIME 
if 
  $985 == 1 // $ == int 
jf @AMBBANK_280 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMBBANK_273 
if 
  0@ == 0 // @ == int 
jf @AMBBANK_273 
if 
00F5:   player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 
jf @AMBBANK_273 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 
0@ = 1 // @ = int 

:AMBBANK_273
jump @AMBBANK_335 

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

:AMBBANK_335
jump @AMBBANK_17 

:PHI1
script_name 'PHI1' 

:PHI1_10
wait $DEFAULT_WAIT_TIME 
if 
  $254 == 1 // $ == int 
jf @PHI1_35 
terminate_this_script 

:PHI1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PHI1_167 
if 
00F6:   player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 
jf @PHI1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PHI1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PHI1_167 
HELP_3538()
HELP_2883()
00BA: text_styled 'PHIL_1' 15000 ms 2  // Gun Runner
HELP_2932()
start_mission 25  // Gun Runner

:PHI1_167
jump @PHI1_10 

:PHI2
script_name 'PHI2' 

:PHI2_10
wait $DEFAULT_WAIT_TIME 
if 
  $255 == 1 // $ == int 
jf @PHI2_35 
terminate_this_script 

:PHI2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PHI2_167 
if 
00F6:   player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 
jf @PHI2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PHI2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PHI2_167 
HELP_3538()
HELP_2883()
00BA: text_styled 'PHIL_2' 15000 ms 2  // Boomshine Saigon
HELP_2932()
start_mission 26  // Boomshine Saigon

:PHI2_167
jump @PHI2_10 

:PORN1
script_name 'PORN1' 

:PORN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $257 == 1 // $ == int 
jf @PORN1_35 
terminate_this_script 

:PORN1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PORN1_167 
if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
jf @PORN1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PORN1_167 
HELP_3286()
HELP_2883()
00BA: text_styled 'PORN_1' 15000 ms 2  // Recruitment Drive
HELP_2932()
start_mission 27  // Recruitment Drive

:PORN1_167
jump @PORN1_10 

:PORN2
script_name 'PORN2' 

:PORN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $258 == 1 // $ == int 
jf @PORN2_35 
terminate_this_script 

:PORN2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PORN2_167 
if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
jf @PORN2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PORN2_167 
HELP_3286()
HELP_2883()
00BA: text_styled 'PORN_2' 15000 ms 2  // Dildo Dodo
HELP_2932()
start_mission 28  // Dildo Dodo

:PORN2_167
jump @PORN2_10 

:PORN3
script_name 'PORN3' 

:PORN3_10
wait $DEFAULT_WAIT_TIME 
if 
  $259 == 1 // $ == int 
jf @PORN3_35 
terminate_this_script 

:PORN3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PORN3_167 
if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
jf @PORN3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PORN3_167 
HELP_3286()
HELP_2883()
00BA: text_styled 'PORN_3' 15000 ms 2  // Martha's Mug Shot
HELP_2932()
start_mission 29  // Martha's Mug Shot

:PORN3_167
jump @PORN3_10 

:PORN4
script_name 'PORN4' 

:PORN4_10
wait $DEFAULT_WAIT_TIME 
if 
  $260 == 1 // $ == int 
jf @PORN4_35 
terminate_this_script 

:PORN4_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PORN4_167 
if 
00F6:   player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 
jf @PORN4_167 
if 
  $ONMISSION == 0 // $ == int 
jf @PORN4_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PORN4_167 
HELP_3286()
HELP_2883()
00BA: text_styled 'PORN_4' 15000 ms 2  // G-spotlight
HELP_2932()
start_mission 30  // G-spotlight

:PORN4_167
jump @PORN4_10 

:PRO1
script_name 'PRO1' 

:PRO1_10
wait $DEFAULT_WAIT_TIME 
if 
  $266 == 1 // $ == int 
jf @PRO1_35 
terminate_this_script 

:PRO1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PRO1_166 
if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
jf @PRO1_166 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO1_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PRO1_166 
HELP_2883()
00BA: text_styled 'BUD_1' 15000 ms 2  // Shakedown
HELP_2932()
start_mission 31  // Shakedown

:PRO1_166
jump @PRO1_10 

:PRO2
script_name 'PRO2' 

:PRO2_10
wait $DEFAULT_WAIT_TIME 
if 
  $267 == 1 // $ == int 
jf @PRO2_35 
terminate_this_script 

:PRO2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PRO2_166 
if 
00F6:   player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0 
jf @PRO2_166 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO2_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PRO2_166 
HELP_2883()
00BA: text_styled 'BUD_2' 15000 ms 2  // Bar Brawl
HELP_2932()
start_mission 32  // Bar Brawl

:PRO2_166
jump @PRO2_10 

:PRO3
script_name 'PRO3' 

:PRO3_10
wait $DEFAULT_WAIT_TIME 
if 
  $268 == 1 // $ == int 
jf @PRO3_35 
terminate_this_script 

:PRO3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @PRO3_166 
if 
00F6:   player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0 
jf @PRO3_166 
if 
  $ONMISSION == 0 // $ == int 
jf @PRO3_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PRO3_166 
HELP_2883()
00BA: text_styled 'BUD_3' 15000 ms 2  // Cop Land
HELP_2932()
start_mission 33  // Cop Land

:PRO3_166
jump @PRO3_10 

:COU1
script_name 'COU1' 

:COU1_10
wait $DEFAULT_WAIT_TIME 
if 
  $272 == 1 // $ == int 
jf @COU1_35 
terminate_this_script 

:COU1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @COU1_167 
if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
jf @COU1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @COU1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @COU1_167 
HELP_3622()
HELP_2883()
00BA: text_styled 'CNT_1' 15000 ms 2  // Spilling the Beans
HELP_2932()
start_mission 34  // Spilling the Beans

:COU1_167
jump @COU1_10 

:COU2
script_name 'COU2' 

:COU2_10
wait $DEFAULT_WAIT_TIME 
if 
  $273 == 1 // $ == int 
jf @COU2_35 
terminate_this_script 

:COU2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @COU2_167 
if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
jf @COU2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @COU2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @COU2_167 
HELP_3622()
HELP_2883()
00BA: text_styled 'CNT_2' 15000 ms 2  // Hit the Courier
HELP_2932()
start_mission 35  // Hit the Courier

:COU2_167
jump @COU2_10 

:COUBUY
script_name 'COUBUY' 

:COUBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @COUBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @COUBUY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @COUBUY_87 
if 
  Pickup.Picked_up($PRINT_WORKS_ASSET)
jf @COUBUY_87 
start_mission 36  // Printworks Buy
terminate_this_script 

:COUBUY_87
jump @COUBUY_10 

:CARBUY
script_name 'CARBUY' 

:CARBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @CARBUY_133 
if 
  $ONMISSION == 0 // $ == int 
jf @CARBUY_133 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CARBUY_133 
if 
  Pickup.Picked_up($CAR_SHOWROOM_ASSET)
jf @CARBUY_133 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'SUNSHIN' 6000 ms 2  // Sunshine Autos
HELP_2932()
start_mission 37  // Sunshine Autos
terminate_this_script 

:CARBUY_133
jump @CARBUY_10 

:PORNBUY
script_name 'PORNBUY' 

:PORNBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @PORNBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @PORNBUY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PORNBUY_87 
if 
  Pickup.Picked_up($FILM_STUDIO_ASSET)
jf @PORNBUY_87 
start_mission 38  // Interglobal Films Buy
terminate_this_script 

:PORNBUY_87
jump @PORNBUY_10 

:ICEBUY
script_name 'ICEBUY' 

:ICEBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @ICEBUY_141 
if 
  $ONMISSION == 0 // $ == int 
jf @ICEBUY_141 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ICEBUY_141 
if 
  Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
jf @ICEBUY_141 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'CHERRYP' 6000 ms 2  // Cherry Popper Icecreams
HELP_2932()
start_new_script @ICE1 
start_mission 39  // Cherry Popper Icecreams Buy
terminate_this_script 

:ICEBUY_141
jump @ICEBUY_10 

:TAXIBUY
script_name 'TAXIBUY' 

:TAXIBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXIBUY_141 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXIBUY_141 
if 
  Player.Controllable($PLAYER_CHAR)
jf @TAXIBUY_141 
if 
  Pickup.Picked_up($678)
jf @TAXIBUY_141 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KAUFCAB' 6000 ms 2  // Kaufman Cabs
HELP_2932()
start_new_script @TWAR1 
start_mission 40  // Kaufman Cabs Buy
terminate_this_script 

:TAXIBUY_141
jump @TAXIBUY_10 

:BANKBUY
script_name 'BANKBUY' 

:BANKBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @BANKBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @BANKBUY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BANKBUY_87 
if 
  Pickup.Picked_up($679)
jf @BANKBUY_87 
start_mission 41  // Malibu Club Buy
terminate_this_script 

:BANKBUY_87
jump @BANKBUY_10 

:BOATBUY
script_name 'BOATBUY' 

:BOATBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @BOATBUY_133 
if 
  $ONMISSION == 0 // $ == int 
jf @BOATBUY_133 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BOATBUY_133 
if 
  Pickup.Picked_up($680)
jf @BOATBUY_133 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'BOATYAR' 6000 ms 2  // The Boatyard
HELP_2932()
start_mission 42  // The Boatyard Buy
terminate_this_script 

:BOATBUY_133
jump @BOATBUY_10 

:STRPBUY
script_name 'STRPBUY' 

:STRPBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @STRPBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @STRPBUY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @STRPBUY_87 
if 
  Pickup.Picked_up($615)
jf @STRPBUY_87 
start_mission 43  // Pole Position Club Buy
terminate_this_script 

:STRPBUY_87
jump @STRPBUY_10 

:NBMNBUY
script_name 'NBMNBUY' 

:NBMNBUY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @NBMNBUY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @NBMNBUY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @NBMNBUY_87 
if 
  Pickup.Picked_up($662)
jf @NBMNBUY_87 
start_mission 44  // El Swanko Casa Buy
terminate_this_script 

:NBMNBUY_87
jump @NBMNBUY_10 

:LNKVBY
script_name 'LNKVBY' 

:LNKVBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @LNKVBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @LNKVBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @LNKVBY_87 
if 
  Pickup.Picked_up($654)
jf @LNKVBY_87 
start_mission 45  // Links View Apartment Buy
terminate_this_script 

:LNKVBY_87
jump @LNKVBY_10 

:HYCOBY
script_name 'HYCOBY' 

:HYCOBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @HYCOBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @HYCOBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HYCOBY_87 
if 
  Pickup.Picked_up($666)
jf @HYCOBY_87 
start_mission 46  // Hyman Condo Buy
terminate_this_script 

:HYCOBY_87
jump @HYCOBY_10 

:OCHEBY
script_name 'OCHEBY' 

:OCHEBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @OCHEBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @OCHEBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @OCHEBY_87 
if 
  Pickup.Picked_up($658)
jf @OCHEBY_87 
start_mission 47  // Ocean Heighs Aprt. Buy
terminate_this_script 

:OCHEBY_87
jump @OCHEBY_10 

:WASHBY
script_name 'WASHBY' 

:WASHBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @WASHBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @WASHBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @WASHBY_87 
if 
  Pickup.Picked_up($651)
jf @WASHBY_87 
start_mission 48  // 1102 Washington Street Buy
terminate_this_script 

:WASHBY_87
jump @WASHBY_10 

:VCPTBY
script_name 'VCPTBY' 

:VCPTBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @VCPTBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @VCPTBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @VCPTBY_87 
if 
  Pickup.Picked_up($648)
jf @VCPTBY_87 
start_mission 49  // Vice Point Buy
terminate_this_script 

:VCPTBY_87
jump @VCPTBY_10 

:SKUMBY
script_name 'SKUMBY' 

:SKUMBY_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @SKUMBY_87 
if 
  $ONMISSION == 0 // $ == int 
jf @SKUMBY_87 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SKUMBY_87 
if 
  Pickup.Picked_up($645)
jf @SKUMBY_87 
start_mission 50  // Skumole Shack Buy
terminate_this_script 

:SKUMBY_87
jump @SKUMBY_10 

:FIN1
script_name 'FIN1' 

:FIN1_10
wait $DEFAULT_WAIT_TIME 
if 
  $269 == 1 // $ == int 
jf @FIN1_35 
terminate_this_script 

:FIN1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @FIN1_167 
if 
00F6:   player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 
jf @FIN1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @FIN1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @FIN1_167 
HELP_3622()
HELP_2883()
00BA: text_styled 'CAP_1' 15000 ms 2  // Cap the Collector
HELP_2932()
start_mission 51  // Cap the Collector

:FIN1_167
jump @FIN1_10 

:FIN2
script_name 'FIN2' 

:FIN2_10
wait $DEFAULT_WAIT_TIME 
if 
  $270 == 1 // $ == int 
jf @FIN2_35 
terminate_this_script 

:FIN2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @FIN2_241 
if 
00F6:   player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 
jf @FIN2_234 
if 
  $ONMISSION == 0 // $ == int 
jf @FIN2_227 
if 
  Player.Controllable($PLAYER_CHAR)
jf @FIN2_227 
if 
  Player.Money($PLAYER_CHAR) > 1000
jf @FIN2_192 
HELP_2883()
00BA: text_styled 'FIN_1' 15000 ms 2  // Keep your Friends Close...
HELP_2932()
start_mission 52  // Keep your Friends Close...
jump @FIN2_227 

:FIN2_192
if 
  $452 == 0 // $ == int 
jf @FIN2_227 
03E5: text_box 'FIN_B6'  // You do not have enough money to start this mission.
$452 = 1 // $ = int 

:FIN2_227
jump @FIN2_241 

:FIN2_234
$452 = 0 // $ = int 

:FIN2_241
jump @FIN2_10 

:GANGMEM
script_name 'GANGMEM' 
$724 = -1 // $ = int 
0@ = -1 // @ = int 
1@ = -1 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
$725 = 0.0 // $ = float 

:GANGMEM_83
wait $DEFAULT_WAIT_TIME 
058C: $725 = percentage_completed 

:GANGMEM_93
if 
  $725 == 100.0 // $ == float 
jf @GANGMEM_478 
wait 100 
0084: $723 = $724 // $ = $ int 
0085: 2@ = 3@ // @ = @ int 
0085: 6@ = 7@ // @ = @ int 
10@ = -403.7998 // @ = float 
11@ = -558.5297 // @ = float 
12@ = 17.9388 // @ = float 
13@ = 170.5255 // @ = float 
14@ = -403.7675 // @ = float 
15@ = -559.4329 // @ = float 
GANGMEM_485()
0084: $724 = $723 // $ = $ int 
0085: 3@ = 2@ // @ = @ int 
0085: 7@ = 6@ // @ = @ int 
wait 100 
008A: $723 = 0@ // $ = @ int 
0085: 2@ = 4@ // @ = @ int 
0085: 6@ = 8@ // @ = @ int 
10@ = -401.1314 // @ = float 
11@ = -565.7331 // @ = float 
12@ = 18.5404 // @ = float 
13@ = 100.8949 // @ = float 
14@ = -402.1638 // @ = float 
15@ = -565.7678 // @ = float 
GANGMEM_485()
008B: 0@ = $723 // @ = $ int 
0085: 4@ = 2@ // @ = @ int 
0085: 8@ = 6@ // @ = @ int 
wait 100 
008A: $723 = 1@ // $ = @ int 
0085: 2@ = 5@ // @ = @ int 
0085: 6@ = 9@ // @ = @ int 
10@ = -404.3082 // @ = float 
11@ = -561.7204 // @ = float 
12@ = 17.9388 // @ = float 
13@ = 7.0257 // @ = float 
14@ = -404.3812 // @ = float 
15@ = -561.1186 // @ = float 
GANGMEM_485()
008B: 1@ = $723 // @ = $ int 
0085: 5@ = 2@ // @ = @ int 
0085: 9@ = 6@ // @ = @ int 
jump @GANGMEM_93 

:GANGMEM_478
jump @GANGMEM_83 

:GANGMEM_485
if 
  $ONMISSION == 0 // $ == int 
jf @GANGMEM_1107 
if 
  Player.Defined($PLAYER_CHAR)
jf @GANGMEM_1093 
if 
  Player.InZone($PLAYER_CHAR, 'GANG1')
jf @GANGMEM_789 
if 
  Player.Money($PLAYER_CHAR) > 6000
jf @GANGMEM_782 
if 
  2@ == 0 // @ == int 
jf @GANGMEM_782 
if 
  Model.Available(#PGA)
jf @GANGMEM_782 
if 
  Model.Available(#UZI)
jf @GANGMEM_782 
if 
80C2:   not sphere_onscreen 10@ 11@ 12@ 1.0 
jf @GANGMEM_782 
Actor.Create($723, 4, #PGA, 10@, 11@, 12@)
Actor.Angle($723) = 13@
04F5: set_actor $723 as_player_friend $PLAYER_CHAR flag 1 
0243: set_actor $723 ped_stats_to 16 
01ED: clear_actor $723 threat_search 
0568: set_actor $723 untargetable 1 
01B2: give_actor $723 weapon 23 ammo 9999 // Load the weapon model before using this 
0372: set_actor $723 anim 24 wait_state_time 60000000 ms 
01C5: remove_actor_from_mission_cleanup_list $723 
0319: set_actor $723 running 1 
Actor.Health($723) = 250
02E2: set_actor $723 weapon_accuracy_to 80 
054A: set_actor $723 can_be_shot_in_a_car 0 
0446: set_actor $723 dismemberment_possible 0 
03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 
2@ = 1 // @ = int 

:GANGMEM_782
jump @GANGMEM_824 

:GANGMEM_789
if 
  2 > 2@ // int > @ 
jf @GANGMEM_824 
Actor.RemoveReferences($723)
2@ = 0 // @ = int 
03BD: destroy_sphere 6@ 

:GANGMEM_824
if 
  2@ == 1 // @ == int 
jf @GANGMEM_966 
if 
  not Actor.Dead($723)
jf @GANGMEM_959 
if 
00F5:   player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 
jf @GANGMEM_952 
if 
  Player.Money($PLAYER_CHAR) > 2000
jf @GANGMEM_927 
Player.Money($PLAYER_CHAR) += -2000

:GANGMEM_927
01DF: tie_actor $723 to_player $PLAYER_CHAR 
053D: clear_actor $723 wait_state 
03BD: destroy_sphere 6@ 
2@ = 2 // @ = int 

:GANGMEM_952
jump @GANGMEM_966 

:GANGMEM_959
GANGMEM_1116()

:GANGMEM_966
if 
  2@ == 2 // @ == int 
jf @GANGMEM_1086 
if 
  not Actor.Dead($723)
jf @GANGMEM_1079 
if 
00E9:   player $PLAYER_CHAR 0 $723 radius 100.0 100.0 
jf @GANGMEM_1065 
if 
8320:   not actor $723 in_range_of_player $PLAYER_CHAR 
jf @GANGMEM_1058 
01DF: tie_actor $723 to_player $PLAYER_CHAR 

:GANGMEM_1058
jump @GANGMEM_1072 

:GANGMEM_1065
GANGMEM_1116()

:GANGMEM_1072
jump @GANGMEM_1086 

:GANGMEM_1079
GANGMEM_1116()

:GANGMEM_1086
jump @GANGMEM_1100 

:GANGMEM_1093
GANGMEM_1116()

:GANGMEM_1100
jump @GANGMEM_1114 

:GANGMEM_1107
GANGMEM_1116()

:GANGMEM_1114
return 

:GANGMEM_1116
if 
   not 2@ == 0 // @ == int 
jf @GANGMEM_1205 
Actor.RemoveReferences($723)
if 
  Player.Defined($PLAYER_CHAR)
jf @GANGMEM_1193 
if 
  not Player.InZone($PLAYER_CHAR, 'GANG1')
jf @GANGMEM_1186 
2@ = 0 // @ = int 

:GANGMEM_1186
jump @GANGMEM_1200 

:GANGMEM_1193
2@ = 0 // @ = int 

:GANGMEM_1200
03BD: destroy_sphere 6@ 

:GANGMEM_1205
return 

:ARMYBAS
script_name 'ARMYBAS' 
0@ = 0 // @ = int 

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

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

:ARMYBAS_222
03F1: pedtype 9 add_threat 1 

:ARMYBAS_228
jump @ARMYBAS_322 

:ARMYBAS_235
if 
  0@ == 1 // @ == int 
jf @ARMYBAS_322 
0235: set_gang 2 models_to #SGA #SGB 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0592: set_gang 2 attack_player_with_cops 0 
wait 0 
wait 0 
wait 0 
if 
  $1603 == 0 // $ == int 
jf @ARMYBAS_315 
Model.Destroy(#ARMY)

:ARMYBAS_315
0@ = 0 // @ = int 

:ARMYBAS_322
jump @ARMYBAS_17 

:BIK1
script_name 'BIK1' 

:BIK1_10
wait $DEFAULT_WAIT_TIME 
if 
  $275 == 1 // $ == int 
jf @BIK1_35 
terminate_this_script 

:BIK1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BIK1_167 
if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
jf @BIK1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BIK1_167 
HELP_3706()
HELP_2883()
00BA: text_styled 'BIKE_1' 15000 ms 2  // Alloy Wheels of Steel
HELP_2932()
start_mission 53  // Alloy Wheels of Steel

:BIK1_167
jump @BIK1_10 

:BIK2
script_name 'BIK2' 

:BIK2_10
wait $DEFAULT_WAIT_TIME 
if 
  $276 == 1 // $ == int 
jf @BIK2_35 
terminate_this_script 

:BIK2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BIK2_167 
if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
jf @BIK2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BIK2_167 
HELP_3706()
HELP_2883()
00BA: text_styled 'BIKE_2' 15000 ms 2  // Messing with the Man
HELP_2932()
start_mission 54  // Messing with the Man

:BIK2_167
jump @BIK2_10 

:BIK3
script_name 'BIK3' 

:BIK3_10
wait $DEFAULT_WAIT_TIME 
if 
  $277 == 1 // $ == int 
jf @BIK3_35 
terminate_this_script 

:BIK3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @BIK3_167 
if 
00F6:   player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 
jf @BIK3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @BIK3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @BIK3_167 
HELP_3706()
HELP_2883()
00BA: text_styled 'BIKE_3' 15000 ms 2  // Hog Tied
HELP_2932()
start_mission 55  // Hog Tied

:BIK3_167
jump @BIK3_10 

:CUB1
script_name 'CUB1' 

:CUB1_10
wait 0 
if 
  $279 == 1 // $ == int 
jf @CUB1_34 
terminate_this_script 

:CUB1_34
if 
  Player.Defined($PLAYER_CHAR)
jf @CUB1_166 
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB1_166 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB1_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CUB1_166 
HELP_3874()
HELP_2883()
00BA: text_styled 'CUB_1' 15000 ms 2  // Stunt Boat Challenge
HELP_2932()
start_mission 56  // Stunt Boat Challenge

:CUB1_166
jump @CUB1_10 

:CUB2
script_name 'CUB2' 

:CUB2_10
wait 0 
if 
  $280 == 1 // $ == int 
jf @CUB2_34 
terminate_this_script 

:CUB2_34
if 
  Player.Defined($PLAYER_CHAR)
jf @CUB2_166 
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB2_166 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB2_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CUB2_166 
HELP_3874()
HELP_2883()
00BA: text_styled 'CUB_2' 15000 ms 2  // Cannon Fodder
HELP_2932()
start_mission 57  // Cannon Fodder

:CUB2_166
jump @CUB2_10 

:CUB3
script_name 'CUB3' 

:CUB3_10
wait 0 
if 
  $281 == 1 // $ == int 
jf @CUB3_34 
terminate_this_script 

:CUB3_34
if 
  Player.Defined($PLAYER_CHAR)
jf @CUB3_166 
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB3_166 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB3_166 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CUB3_166 
HELP_3874()
HELP_2883()
00BA: text_styled 'CUB_3' 15000 ms 2  // Naval Engagement
HELP_2932()
start_mission 58  // Naval Engagement

:CUB3_166
jump @CUB3_10 

:CUB4
script_name 'CUB4' 

:CUB4_10
wait 0 
if 
  $282 == 1 // $ == int 
jf @CUB4_34 
terminate_this_script 

:CUB4_34
if 
  Player.Defined($PLAYER_CHAR)
jf @CUB4_492 
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB4_492 
if 
040C:   german_game 
jf @CUB4_302 
if 
  $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 
jf @CUB4_204 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB4_197 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CUB4_197 
HELP_3874()
HELP_2883()
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
HELP_2932()
start_mission 59  // Trojan Voodoo

:CUB4_197
jump @CUB4_295 

:CUB4_204
00BC: text_highpriority 'GOAWAY1' time 5000 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_219
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB4_295 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CUB4_288 
jump @CUB4_10 

:CUB4_288
jump @CUB4_219 

:CUB4_295
jump @CUB4_492 

:CUB4_302
if 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @CUB4_401 
if 
  $ONMISSION == 0 // $ == int 
jf @CUB4_394 
if 
  Player.Controllable($PLAYER_CHAR)
jf @CUB4_394 
HELP_3874()
HELP_2883()
00BA: text_styled 'CUB_4' 15000 ms 2  // Trojan Voodoo
HELP_2932()
start_mission 59  // Trojan Voodoo

:CUB4_394
jump @CUB4_492 

:CUB4_401
00BC: text_highpriority 'GOAWAY1' time 5000 1  // ~g~Come back when you have finished the Haitian gang missions.

:CUB4_416
if 
00F6:   player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 
jf @CUB4_492 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CUB4_485 
jump @CUB4_10 

:CUB4_485
jump @CUB4_416 

:CUB4_492
jump @CUB4_10 

:HAT1
script_name 'HAT1' 

:HAT1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT1_JUJU_SCRAMBLE == 1 // $ == int 
jf @HAT1_35 
terminate_this_script 

:HAT1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @HAT1_167 
if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
jf @HAT1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HAT1_167 
HELP_3963()
HELP_2883()
00BA: text_styled 'HAT_1' 15000 ms 2  // Juju Scramble
HELP_2932()
start_mission 60  // Juju Scramble

:HAT1_167
jump @HAT1_10 

:HAT2
script_name 'HAT2' 

:HAT2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT2_BOMBS_AWAY == 1 // $ == int 
jf @HAT2_35 
terminate_this_script 

:HAT2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @HAT2_167 
if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
jf @HAT2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HAT2_167 
HELP_3963()
HELP_2883()
00BA: text_styled 'HAT_2' 15000 ms 2  // Bombs Away!
HELP_2932()
start_mission 61  // Bombs Away!

:HAT2_167
jump @HAT2_10 

:HAT3
script_name 'HAT3' 

:HAT3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @HAT3_35 
terminate_this_script 

:HAT3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @HAT3_167 
if 
00F6:   player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 
jf @HAT3_167 
if 
  $ONMISSION == 0 // $ == int 
jf @HAT3_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HAT3_167 
HELP_3963()
HELP_2883()
00BA: text_styled 'HAT_3' 15000 ms 2  // Dirty Lickin's
HELP_2932()
start_mission 62  // Dirty Lickin's

:HAT3_167
jump @HAT3_10 

:ROC1
script_name 'ROC1' 

:ROC1_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ROCK1_LOVE_JUICE == 1 // $ == int 
jf @ROC1_35 
terminate_this_script 

:ROC1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @ROC1_167 
if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
jf @ROC1_167 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC1_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ROC1_167 
HELP_3790()
HELP_2883()
00BA: text_styled 'ROCK_1' 15000 ms 2  // Love Juice
HELP_2932()
start_mission 63  // Love Juice

:ROC1_167
jump @ROC1_10 

:ROC2
script_name 'ROC2' 

:ROC2_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ROCK2_PSYCHO_KILLER == 1 // $ == int 
jf @ROC2_35 
terminate_this_script 

:ROC2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @ROC2_167 
if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
jf @ROC2_167 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC2_167 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ROC2_167 
HELP_3790()
HELP_2883()
00BA: text_styled 'ROCK_2' 15000 ms 2  // Psycho Killer
HELP_2932()
start_mission 64  // Psycho Killer

:ROC2_167
jump @ROC2_10 

:ROC3
script_name 'ROC3' 

:ROC3_10
wait $DEFAULT_WAIT_TIME 
if 
  $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 
jf @ROC3_35 
terminate_this_script 

:ROC3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @ROC3_283 
if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
jf @ROC3_283 
if 
  $277 == 1 // $ == int 
jf @ROC3_192 
if 
  $ONMISSION == 0 // $ == int 
jf @ROC3_185 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ROC3_185 
HELP_3790()
HELP_2883()
00BA: text_styled 'ROCK_3' 15000 ms 2  // Publicity Tour
HELP_2932()
start_mission 65  // Publicity Tour

:ROC3_185
jump @ROC3_283 

:ROC3_192
00BC: text_highpriority 'GOAWAY2' time 1000 2  // ~g~Come back when you have finished the Biker gang missions.

:ROC3_207
if 
00F6:   player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 
jf @ROC3_283 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ROC3_276 
jump @ROC3_10 

:ROC3_276
jump @ROC3_207 

:ROC3_283
jump @ROC3_10 

:SHOOT
script_name 'SHOOT' 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOOT_101 

:SHOOT_26
if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
jf @SHOOT_101 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOOT_94 

:SHOOT_94
jump @SHOOT_26 

:SHOOT_101
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOOT_334 
if 
00F6:   player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 
jf @SHOOT_334 
if 
  $ONMISSION == 0 // $ == int 
jf @SHOOT_334 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SHOOT_334 
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
HELP_2932()
start_mission 66  // Weapon Range
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOOT_334 

:SHOOT_259
if 
00F6:   player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 
jf @SHOOT_334 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOOT_327 

:SHOOT_327
jump @SHOOT_259 

:SHOOT_334
jump @SHOOT_101 

:ASSIN_1
script_name 'ASSIN_1' 

:ASSIN_1_10
wait $DEFAULT_WAIT_TIME 
if 
  $298 == 1 // $ == int 
jf @ASSIN_1_40 
024E: disable_phone $292 
terminate_this_script 

:ASSIN_1_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_1_70 
0405: enable_phone $292 
jump @ASSIN_1_75 

:ASSIN_1_70
024E: disable_phone $292 

:ASSIN_1_75
if 
  Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_326 
if 
00F9:   player $PLAYER_CHAR stopped 0 $516 $517 $518 radius 1.0 1.0 2.0 
jf @ASSIN_1_326 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_1_326 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ASSIN_1_227 
$ONMISSION = 1 // $ = int 
024E: disable_phone $292 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_1' 15000 ms 2  // Road Kill
HELP_2932()
start_mission 67  // Road Kill

:ASSIN_1_227
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_250 
jump @ASSIN_1_10 

:ASSIN_1_250
if 
00F6:   player $PLAYER_CHAR 0 $516 $517 $518 radius 1.0 1.0 2.0 
jf @ASSIN_1_326 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_1_319 
jump @ASSIN_1_10 

:ASSIN_1_319
jump @ASSIN_1_250 

:ASSIN_1_326
jump @ASSIN_1_10 

:ASSIN_2
script_name 'ASSIN_2' 

:ASSIN_2_10
wait $DEFAULT_WAIT_TIME 
if 
  $299 == 1 // $ == int 
jf @ASSIN_2_40 
024E: disable_phone $293 
terminate_this_script 

:ASSIN_2_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_2_70 
0405: enable_phone $293 
jump @ASSIN_2_75 

:ASSIN_2_70
024E: disable_phone $293 

:ASSIN_2_75
if 
  Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_326 
if 
00F9:   player $PLAYER_CHAR stopped 0 $519 $520 $521 radius 1.0 1.0 2.0 
jf @ASSIN_2_326 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_2_326 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ASSIN_2_227 
$ONMISSION = 1 // $ = int 
024E: disable_phone $293 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_2' 15000 ms 2  // Waste the Wife
HELP_2932()
start_mission 68  // Waste the Wife

:ASSIN_2_227
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_250 
jump @ASSIN_2_10 

:ASSIN_2_250
if 
00F6:   player $PLAYER_CHAR 0 $519 $520 $521 radius 1.0 1.0 2.0 
jf @ASSIN_2_326 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_2_319 
jump @ASSIN_2_10 

:ASSIN_2_319
jump @ASSIN_2_250 

:ASSIN_2_326
jump @ASSIN_2_10 

:ASSIN_3
script_name 'ASSIN_3' 

:ASSIN_3_10
wait $DEFAULT_WAIT_TIME 
if 
  $300 == 1 // $ == int 
jf @ASSIN_3_40 
024E: disable_phone $294 
terminate_this_script 

:ASSIN_3_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_3_70 
0405: enable_phone $294 
jump @ASSIN_3_75 

:ASSIN_3_70
024E: disable_phone $294 

:ASSIN_3_75
if 
  Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_326 
if 
00F9:   player $PLAYER_CHAR stopped 0 $522 $523 $524 radius 1.0 1.0 2.0 
jf @ASSIN_3_326 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_3_326 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ASSIN_3_227 
$ONMISSION = 1 // $ = int 
024E: disable_phone $294 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_3' 15000 ms 2  // Autocide
HELP_2932()
start_mission 69  // Autocide

:ASSIN_3_227
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_250 
jump @ASSIN_3_10 

:ASSIN_3_250
if 
00F6:   player $PLAYER_CHAR 0 $522 $523 $524 radius 1.0 1.0 2.0 
jf @ASSIN_3_326 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_3_319 
jump @ASSIN_3_10 

:ASSIN_3_319
jump @ASSIN_3_250 

:ASSIN_3_326
jump @ASSIN_3_10 

:ASSIN_4
script_name 'ASSIN_4' 

:ASSIN_4_10
wait $DEFAULT_WAIT_TIME 
if 
  $301 == 1 // $ == int 
jf @ASSIN_4_40 
024E: disable_phone $295 
terminate_this_script 

:ASSIN_4_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_4_70 
0405: enable_phone $295 
jump @ASSIN_4_75 

:ASSIN_4_70
024E: disable_phone $295 

:ASSIN_4_75
if 
  Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_326 
if 
00F9:   player $PLAYER_CHAR stopped 0 $525 $526 $527 radius 1.0 1.0 2.0 
jf @ASSIN_4_326 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_4_326 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ASSIN_4_227 
$ONMISSION = 1 // $ = int 
024E: disable_phone $295 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_4' 15000 ms 2  // Check Out at the Check In
HELP_2932()
start_mission 70  // Check Out at the Check In

:ASSIN_4_227
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_250 
jump @ASSIN_4_10 

:ASSIN_4_250
if 
00F6:   player $PLAYER_CHAR 0 $525 $526 $527 radius 1.0 1.0 2.0 
jf @ASSIN_4_326 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_4_319 
jump @ASSIN_4_10 

:ASSIN_4_319
jump @ASSIN_4_250 

:ASSIN_4_326
jump @ASSIN_4_10 

:ASSIN_5
script_name 'ASSIN_5' 

:ASSIN_5_10
wait $DEFAULT_WAIT_TIME 
if 
  $302 == 1 // $ == int 
jf @ASSIN_5_40 
024E: disable_phone $296 
terminate_this_script 

:ASSIN_5_40
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_5_70 
0405: enable_phone $296 
jump @ASSIN_5_75 

:ASSIN_5_70
024E: disable_phone $296 

:ASSIN_5_75
if 
  Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_326 
if 
00F9:   player $PLAYER_CHAR stopped 0 $528 $529 $530 radius 1.0 1.0 2.0 
jf @ASSIN_5_326 
if 
  $ONMISSION == 0 // $ == int 
jf @ASSIN_5_326 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ASSIN_5_227 
$ONMISSION = 1 // $ = int 
024E: disable_phone $296 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'JOB_5' 15000 ms 2  // Loose Ends
HELP_2932()
start_mission 71  // Loose Ends

:ASSIN_5_227
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_250 
jump @ASSIN_5_10 

:ASSIN_5_250
if 
00F6:   player $PLAYER_CHAR 0 $528 $529 $530 radius 1.0 1.0 2.0 
jf @ASSIN_5_326 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ASSIN_5_319 
jump @ASSIN_5_10 

:ASSIN_5_319
jump @ASSIN_5_250 

:ASSIN_5_326
jump @ASSIN_5_10 

:TWAR1
script_name 'TWAR1' 

:TWAR1_10
wait $DEFAULT_WAIT_TIME 
if 
  $308 == 1 // $ == int 
jf @TWAR1_35 
terminate_this_script 

:TWAR1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @TWAR1_349 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR1_292 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR1_292 
if 
  Player.Controllable($PLAYER_CHAR)
jf @TWAR1_193 
$370 = 1 // $ = int 
HELP_4047()
00BA: text_styled 'TAXI_1' 15000 ms 2  // V.I.P.
if 
  $371 == 0 // $ == int 
jf @TWAR1_193 
start_mission 72  // V.I.P.
$371 = 1 // $ = int 

:TWAR1_193
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR1_216 
jump @TWAR1_10 

:TWAR1_216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR1_292 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR1_285 
jump @TWAR1_10 

:TWAR1_285
jump @TWAR1_216 

:TWAR1_292
if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
jf @TWAR1_349 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR1_349
jump @TWAR1_10 

:TWAR2
script_name 'TWAR2' 

:TWAR2_10
wait $DEFAULT_WAIT_TIME 
if 
  $309 == 1 // $ == int 
jf @TWAR2_35 
terminate_this_script 

:TWAR2_35
if 
  Player.Defined($PLAYER_CHAR)
jf @TWAR2_349 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR2_292 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR2_292 
if 
  Player.Controllable($PLAYER_CHAR)
jf @TWAR2_193 
$370 = 1 // $ = int 
HELP_4047()
00BA: text_styled 'TAXI_2' 15000 ms 2  // Friendly Rivalry
if 
  $371 == 0 // $ == int 
jf @TWAR2_193 
start_mission 73  // Friendly Rivalry
$371 = 1 // $ = int 

:TWAR2_193
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR2_216 
jump @TWAR2_10 

:TWAR2_216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR2_292 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR2_285 
jump @TWAR2_10 

:TWAR2_285
jump @TWAR2_216 

:TWAR2_292
if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
jf @TWAR2_349 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR2_349
jump @TWAR2_10 

:TWAR3
script_name 'TWAR3' 

:TWAR3_10
wait $DEFAULT_WAIT_TIME 
if 
  $310 == 1 // $ == int 
jf @TWAR3_35 
terminate_this_script 

:TWAR3_35
if 
  Player.Defined($PLAYER_CHAR)
jf @TWAR3_349 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR3_292 
if 
  $ONMISSION == 0 // $ == int 
jf @TWAR3_292 
if 
  Player.Controllable($PLAYER_CHAR)
jf @TWAR3_193 
$370 = 1 // $ = int 
HELP_4047()
00BA: text_styled 'TAXI_3' 15000 ms 2  // Cabmaggedon
if 
  $371 == 0 // $ == int 
jf @TWAR3_193 
start_mission 74  // Cabmaggedon
$371 = 1 // $ = int 

:TWAR3_193
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR3_216 
jump @TWAR3_10 

:TWAR3_216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 
jf @TWAR3_292 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TWAR3_285 
jump @TWAR3_10 

:TWAR3_285
jump @TWAR3_216 

:TWAR3_292
if 
00F6:   player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 
jf @TWAR3_349 
00BC: text_highpriority 'NOTAXI' time 1000 2  // ~g~You need a Kaufman Cab to activate this mission.

:TWAR3_349
jump @TWAR3_10 

:TAXI_L
script_name 'TAXI_L' 

:TAXI_L_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXI_L_474 
if 
8596:   not player $PLAYER_CHAR riding_mission_restart_taxi 
jf @TAXI_L_474 
if 
02DE:   player $PLAYER_CHAR in_taxi 
jf @TAXI_L_447 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXI_L_440 
0293: $18 = get_controller_mode 
if 
  $25 == 1 // $ == int 
jf @TAXI_L_173 
if 
  $370 == 0 // $ == int 
jf @TAXI_L_173 
if 
   not $18 == 3 // $ == int 
jf @TAXI_L_156 
03E5: text_box 'TTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
jump @TAXI_L_166 

:TAXI_L_156
03E5: text_box 'TTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.

:TAXI_L_166
$370 = 1 // $ = int 

:TAXI_L_173
if 
   not $18 == 3 // $ == int 
jf @TAXI_L_319 
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_L_312 

:TAXI_L_208
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_L_264 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
82DE:   not player $PLAYER_CHAR in_taxi 
jf @TAXI_L_257 
jump @TAXI_L 

:TAXI_L_257
jump @TAXI_L_208 

:TAXI_L_264
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
wait 0 
if 
  $371 == 0 // $ == int 
jf @TAXI_L_312 
start_mission 75  // TAXI DRIVER
$371 = 1 // $ = int 

:TAXI_L_312
jump @TAXI_L_440 

:TAXI_L_319
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_L_440 

:TAXI_L_336
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_L_392 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
82DE:   not player $PLAYER_CHAR in_taxi 
jf @TAXI_L_385 
jump @TAXI_L 

:TAXI_L_385
jump @TAXI_L_336 

:TAXI_L_392
00BA: text_styled 'TAXI_M' 6000 ms 5  // 'TAXI DRIVER'
wait 0 
if 
  $371 == 0 // $ == int 
jf @TAXI_L_440 
start_mission 75  // TAXI DRIVER
$371 = 1 // $ = int 

:TAXI_L_440
jump @TAXI_L_474 

:TAXI_L_447
if 
  $370 == 1 // $ == int 
jf @TAXI_L_474 
03E6: remove_text_box 
$370 = 0 // $ = int 

:TAXI_L_474
jump @TAXI_L_10 

:AMBULA
script_name 'AMBULA' 

:AMBULA_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMBULA_438 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_411 
if and
  $ONMISSION == 0 // $ == int 
  $319 == 0 // $ == int 
jf @AMBULA_404 
0293: $18 = get_controller_mode 
if 
  $25 == 1 // $ == int 
jf @AMBULA_167 
if 
  $318 == 0 // $ == int 
jf @AMBULA_167 
if 
   not $18 == 3 // $ == int 
jf @AMBULA_150 
03E5: text_box 'ATUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off.
jump @AMBULA_160 

:AMBULA_150
03E5: text_box 'ATUTOR3'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.

:AMBULA_160
$318 = 1 // $ = int 

:AMBULA_167
if 
   not $18 == 3 // $ == int 
jf @AMBULA_298 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULA_291 

:AMBULA_202
if 
00E1:   player 0 pressed_button 19 
jf @AMBULA_261 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_254 
jump @AMBULA 

:AMBULA_254
jump @AMBULA_202 

:AMBULA_261
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 76  // PARAMEDIC
$318 = 1 // $ = int 

:AMBULA_291
jump @AMBULA_404 

:AMBULA_298
if 
00E1:   player 0 pressed_button 14 
jf @AMBULA_404 

:AMBULA_315
if 
00E1:   player 0 pressed_button 14 
jf @AMBULA_374 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULA_367 
jump @AMBULA 

:AMBULA_367
jump @AMBULA_315 

:AMBULA_374
00BA: text_styled 'AMBUL_M' 6000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 76  // PARAMEDIC
$318 = 1 // $ = int 

:AMBULA_404
jump @AMBULA_438 

:AMBULA_411
if 
  $318 == 1 // $ == int 
jf @AMBULA_438 
03E6: remove_text_box 
$318 = 0 // $ = int 

:AMBULA_438
jump @AMBULA_10 

:FIRE
script_name 'FIRE' 

:FIRE_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @FIRE_438 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_411 
if and
  $ONMISSION == 0 // $ == int 
  $321 == 0 // $ == int 
jf @FIRE_404 
0293: $18 = get_controller_mode 
if 
  $25 == 1 // $ == int 
jf @FIRE_167 
if 
  $320 == 0 // $ == int 
jf @FIRE_167 
if 
   not $18 == 3 // $ == int 
jf @FIRE_150 
03E5: text_box 'FTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
jump @FIRE_160 

:FIRE_150
03E5: text_box 'FTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.

:FIRE_160
$320 = 1 // $ = int 

:FIRE_167
if 
   not $18 == 3 // $ == int 
jf @FIRE_298 
if 
00E1:   player 0 pressed_button 19 
jf @FIRE_291 

:FIRE_202
if 
00E1:   player 0 pressed_button 19 
jf @FIRE_261 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_254 
jump @FIRE 

:FIRE_254
jump @FIRE_202 

:FIRE_261
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 77  // FIREFIGHTER
$320 = 1 // $ = int 

:FIRE_291
jump @FIRE_404 

:FIRE_298
if 
00E1:   player 0 pressed_button 14 
jf @FIRE_404 

:FIRE_315
if 
00E1:   player 0 pressed_button 14 
jf @FIRE_374 
wait 0 
if or
  not Player.Defined($PLAYER_CHAR)
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRE_367 
jump @FIRE 

:FIRE_367
jump @FIRE_315 

:FIRE_374
00BA: text_styled 'FIRE_M' 6000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 77  // FIREFIGHTER
$320 = 1 // $ = int 

:FIRE_404
jump @FIRE_438 

:FIRE_411
if 
  $320 == 1 // $ == int 
jf @FIRE_438 
03E6: remove_text_box 
$320 = 0 // $ = int 

:FIRE_438
jump @FIRE_10 

:COP
script_name 'COP' 

:COP_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @COP_670 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_643 
if 
  $ONMISSION == 0 // $ == int 
jf @COP_636 
0293: $18 = get_controller_mode 
if 
  $25 == 1 // $ == int 
jf @COP_173 
if 
  $322 == 0 // $ == int 
jf @COP_173 
if 
   not $18 == 3 // $ == int 
jf @COP_156 
03E5: text_box 'CTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
jump @COP_166 

:COP_156
03E5: text_box 'CTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.

:COP_166
$322 = 1 // $ = int 

:COP_173
if 
   not $18 == 3 // $ == int 
jf @COP_417 
if 
00E1:   player 0 pressed_button 19 
jf @COP_410 

:COP_208
if 
00E1:   player 0 pressed_button 19 
jf @COP_298 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @COP_252 
jump @COP 

:COP_252
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_291 
jump @COP 

:COP_291
jump @COP_208 

:COP_298
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @COP_339 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
jump @COP_395 

:COP_339
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
jf @COP_380 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
jump @COP_395 

:COP_380
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_395
wait 0 
start_mission 78  // VIGILANTE
$322 = 1 // $ = int 

:COP_410
jump @COP_636 

:COP_417
if 
00E1:   player 0 pressed_button 14 
jf @COP_636 

:COP_434
if 
00E1:   player 0 pressed_button 14 
jf @COP_524 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @COP_478 
jump @COP 

:COP_478
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COP_517 
jump @COP 

:COP_517
jump @COP_434 

:COP_524
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @COP_565 
00BA: text_styled 'COP_M3' 6000 ms 5  // 'BROWN THUNDER'
jump @COP_621 

:COP_565
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH 
jf @COP_606 
00BA: text_styled 'COP_M2' 6000 ms 5  // 'VICE SQUAD'
jump @COP_621 

:COP_606
00BA: text_styled 'COP_M' 6000 ms 5  // 'VIGILANTE'

:COP_621
wait 0 
start_mission 78  // VIGILANTE
$322 = 1 // $ = int 

:COP_636
jump @COP_670 

:COP_643
if 
  $322 == 1 // $ == int 
jf @COP_670 
03E6: remove_text_box 
$322 = 0 // $ = int 

:COP_670
jump @COP_10 

:STADIUM
script_name 'STADIUM' 

:STADIUM_10
wait $DEFAULT_WAIT_TIME 
00BF: $9 = current_time_hours, $10 = current_time_minutes 
if 
  $9 > 19 // $ > int 
jf @STADIUM_507 
if 
  $ONMISSION == 0 // $ == int 
jf @STADIUM_391 
if 
  Player.Defined($PLAYER_CHAR)
jf @STADIUM_384 
if 
  Player.Controllable($PLAYER_CHAR)
jf @STADIUM_384 
if 
  $7 == 0 // $ == int 
jf @STADIUM_116 
$7 = 1 // $ = int 

:STADIUM_116
if 
  $11 == 1 // $ == int 
jf @STADIUM_161 
Object.Angle($ARENA_DOOR_1) = 90.0
Object.Angle($ARENA_DOOR_2) = -90.0
$11 = 0 // $ = int 

:STADIUM_161
if 
00F6:   player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 
jf @STADIUM_384 
$ONMISSION = 1 // $ = int 
0169: set_fade_color 0 0 0 
fade 0 1500 
if 
  $8 == 0 // $ == int 
jf @STADIUM_282 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'HOTRNG' 15000 ms 2  // HOTRING
HELP_2932()
start_mission 79  // HOTRING

:STADIUM_282
if 
  $8 == 1 // $ == int 
jf @STADIUM_333 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'BLODRNG' 15000 ms 2  // BLOODRING
HELP_2932()
start_mission 80  // BLOODRING

:STADIUM_333
if 
  $8 == 2 // $ == int 
jf @STADIUM_384 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'DIRTRNG' 15000 ms 2  // DIRTRING
HELP_2932()
start_mission 81  // DIRTRING

:STADIUM_384
jump @STADIUM_500 

:STADIUM_391
if 
  $11 == 0 // $ == int 
jf @STADIUM_500 
if 
  Player.Defined($PLAYER_CHAR)
jf @STADIUM_500 
if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
jf @STADIUM_500 
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$11 = 1 // $ = int 

:STADIUM_500
jump @STADIUM_835 

:STADIUM_507
if 
  $11 == 0 // $ == int 
jf @STADIUM_616 
if 
  Player.Defined($PLAYER_CHAR)
jf @STADIUM_616 
if 
8057:   not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 
jf @STADIUM_616 
Object.Angle($ARENA_DOOR_1) = 0.0
Object.Angle($ARENA_DOOR_2) = 0.0
$11 = 1 // $ = int 

:STADIUM_616
if 
  $7 == 1 // $ == int 
jf @STADIUM_835 
$8 += 1 // $ += int 
if 
  $8 == 3 // $ == int 
jf @STADIUM_666 
$8 = 0 // $ = int 

:STADIUM_666
if 
  $8 == 0 // $ == int 
jf @STADIUM_720 
Object.Destroy($6)
Object.Init($6, #DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 0 

:STADIUM_720
if 
  $8 == 1 // $ == int 
jf @STADIUM_774 
Object.Destroy($6)
Object.Init($6, #DTBLOODRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 1 

:STADIUM_774
if 
  $8 == 2 // $ == int 
jf @STADIUM_828 
Object.Destroy($6)
Object.Init($6, #DTDIRTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($6)
054D: display_message_at_stadium 2 

:STADIUM_828
$7 = 0 // $ = int 

:STADIUM_835
jump @STADIUM_10 

:RACES
script_name 'RACES' 

:RACES_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @RACES_121 
if 
  $ONMISSION == 0 // $ == int 
jf @RACES_121 
if 
  Player.Controllable($PLAYER_CHAR)
jf @RACES_121 
if 
00F6:   player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 
jf @RACES_121 
wait 0 
start_mission 82  // Sunshine Autos Races

:RACES_121
jump @RACES_10 

:ICE1
script_name 'ICE1' 

:ICE1_10
wait $DEFAULT_WAIT_TIME 
if 
  $337 == 1 // $ == int 
jf @ICE1_35 
terminate_this_script 

:ICE1_35
if 
  Player.Defined($PLAYER_CHAR)
jf @ICE1_264 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 
jf @ICE1_264 
if 
  $ONMISSION == 0 // $ == int 
jf @ICE1_264 
if 
  Player.Controllable($PLAYER_CHAR)
jf @ICE1_165 
00BA: text_styled 'CREAM' 15000 ms 2  // Distribution
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
start_mission 83  // Distribution

:ICE1_165
if 
  not Player.Defined($PLAYER_CHAR)
jf @ICE1_188 
jump @ICE1_10 

:ICE1_188
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 
jf @ICE1_264 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @ICE1_257 
jump @ICE1_10 

:ICE1_257
jump @ICE1_188 

:ICE1_264
jump @ICE1_10 

:HELI1
script_name 'HELI1' 

:HELI1_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELI1_233 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 
jf @HELI1_233 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI1_233 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HELI1_134 
00BA: text_styled 'HELI_1' 15000 ms 5  // Downtown Chopper Checkpoint
start_mission 84  // Downtown Chopper Checkpoint

:HELI1_134
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI1_157 
jump @HELI1_10 

:HELI1_157
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 
jf @HELI1_233 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI1_226 
jump @HELI1_10 

:HELI1_226
jump @HELI1_157 

:HELI1_233
jump @HELI1_10 

:HELI2
script_name 'HELI2' 

:HELI2_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELI2_233 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 
jf @HELI2_233 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI2_233 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HELI2_134 
00BA: text_styled 'HELI_2' 15000 ms 5  // Ocean Beach Chopper Checkpoint
start_mission 85  // Ocean Beach Chopper Checkpoint

:HELI2_134
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI2_157 
jump @HELI2_10 

:HELI2_157
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 
jf @HELI2_233 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI2_226 
jump @HELI2_10 

:HELI2_226
jump @HELI2_157 

:HELI2_233
jump @HELI2_10 

:HELI3
script_name 'HELI3' 

:HELI3_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELI3_233 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 
jf @HELI3_233 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI3_233 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HELI3_134 
00BA: text_styled 'HELI_3' 15000 ms 5  // Vice Point Chopper Checkpoint
start_mission 86  // Vice Point Chopper Checkpoint

:HELI3_134
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI3_157 
jump @HELI3_10 

:HELI3_157
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 
jf @HELI3_233 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI3_226 
jump @HELI3_10 

:HELI3_226
jump @HELI3_157 

:HELI3_233
jump @HELI3_10 

:HELI4
script_name 'HELI4' 

:HELI4_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELI4_233 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 
jf @HELI4_233 
if 
  $ONMISSION == 0 // $ == int 
jf @HELI4_233 
if 
  Player.Controllable($PLAYER_CHAR)
jf @HELI4_134 
00BA: text_styled 'HELI_4' 15000 ms 5  // Little Haiti Chopper Checkpoint
start_mission 87  // Little Haiti Chopper Checkpoint

:HELI4_134
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI4_157 
jump @HELI4_10 

:HELI4_157
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 
jf @HELI4_233 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HELI4_226 
jump @HELI4_10 

:HELI4_226
jump @HELI4_157 

:HELI4_233
jump @HELI4_10 

:BMXLOOP
script_name 'BMXLOOP' 

:BMXLOOP_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @BMXLOOP_264 
if 
  $ONMISSION == 0 // $ == int 
jf @BMXLOOP_264 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMXLOOP_131 
if 
8057:   not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 
jf @BMXLOOP_131 
$356 = 1 // $ = int 

:BMXLOOP_131
if 
  $356 == 0 // $ == int 
jf @BMXLOOP_225 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMXLOOP_187 
00BA: text_styled 'BMX_1' 15000 ms 2  // 'Trial by Dirt'
start_mission 88  // Trial by Dirt

:BMXLOOP_187
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMXLOOP_225 
00BA: text_styled 'BMX_2' 15000 ms 2  // 'Test Track'
start_mission 89  // Test Track

:BMXLOOP_225
if 
  Player.Defined($PLAYER_CHAR)
jf @BMXLOOP_264 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @BMXLOOP_264 
$356 = 0 // $ = int 

:BMXLOOP_264
jump @BMXLOOP_10 

:O4X4_1
script_name 'O4X4_1' 

:O4X4_1_10
wait $DEFAULT_WAIT_TIME 
if 
  $339 == 0 // $ == int 
jf @O4X4_1_41 
$345 = 300 // $ = int 

:O4X4_1_41
if 
  Player.Defined($PLAYER_CHAR)
jf @O4X4_1_248 
if and
  $ONMISSION == 0 // $ == int 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @O4X4_1_248 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
8057:   not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0 
jf @O4X4_1_151 
$342 = 1 // $ = int 

:O4X4_1_151
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @O4X4_1_174 
$342 = 0 // $ = int 

:O4X4_1_174
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
  $342 == 0 // $ == int 
jf @O4X4_1_207 
$354 = 1 // $ = int 

:O4X4_1_207
if 
  $354 == 1 // $ == int 
jf @O4X4_1_248 
00BA: text_styled 'T4X4_1' 15000 ms 2  // 'PCJ Playground'
wait 0 
start_mission 90  // PCJ Playground

:O4X4_1_248
jump @O4X4_1_10 

:MULTI
script_name 'MULTI' 

:MULTI_10
wait $DEFAULT_WAIT_TIME 
if 
  $351 == 0 // $ == int 
jf @MULTI_40 
$352 = 120 // $ = int 

:MULTI_40
if 
  Player.Defined($PLAYER_CHAR)
jf @MULTI_225 
if 
  $ONMISSION == 0 // $ == int 
jf @MULTI_225 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
8057:   not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0 
jf @MULTI_137 
$353 = 1 // $ = int 

:MULTI_137
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
  $353 == 0 // $ == int 
jf @MULTI_186 
00BA: text_styled 'MM_1' 15000 ms 2  // 'CONE CRAZY'
wait 0 
start_mission 91  // Cone Crazy

:MULTI_186
if 
  Player.Defined($PLAYER_CHAR)
jf @MULTI_225 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @MULTI_225 
$353 = 0 // $ = int 

:MULTI_225
jump @MULTI_10 

:PIZZ
script_name 'PIZZ' 
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @PIZZ_292 
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZ_292 
if 
  $389 == 0 // $ == int 
jf @PIZZ_292 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
8057:   not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0 
8057:   not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2 
8057:   not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9 
jf @PIZZ_204 
$390 = 1 // $ = int 

:PIZZ_204
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
  $390 == 0 // $ == int 
jf @PIZZ_253 
00BA: text_styled 'PIZ1_A' 15000 ms 2  // PIZZA BOY MISSION
wait 0 
start_mission 92  // PIZZA BOY

:PIZZ_253
if 
  Player.Defined($PLAYER_CHAR)
jf @PIZZ_292 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PIZZ_292 
$390 = 0 // $ = int 

:PIZZ_292
jump @PIZZ 

:RCHELY1
script_name 'RCHELY1' 

:RCHELY1_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @RCHELY1_192 
if 
  $ONMISSION == 0 // $ == int 
jf @RCHELY1_192 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RCHELY1_192 
if 
  $397 == 0 // $ == int 
jf @RCHELY1_192 
if 
00E3:   player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 
jf @RCHELY1_192 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RCHELY1_192 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCH1_11' 15000 ms 2  // RC Raider Pickup
HELP_2932()
start_mission 93  // RC Raider Pickup

:RCHELY1_192
if 
  Player.Defined($PLAYER_CHAR)
jf @RCHELY1_234 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RCHELY1_234 
$397 = 0 // $ = int 

:RCHELY1_234
jump @RCHELY1_10 

:RC_RACE
script_name 'RC_RACE' 

:RC_RACE_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @RC_RACE_192 
if 
  $ONMISSION == 0 // $ == int 
jf @RC_RACE_192 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_RACE_192 
if 
  $399 == 0 // $ == int 
jf @RC_RACE_192 
if 
00E3:   player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 
jf @RC_RACE_192 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RC_RACE_192 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCR1_5' 15000 ms 2  // RC Bandit Race
HELP_2932()
start_mission 94  // RC Bandit Race

:RC_RACE_192
if 
  Player.Defined($PLAYER_CHAR)
jf @RC_RACE_234 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_RACE_234 
$399 = 0 // $ = int 

:RC_RACE_234
jump @RC_RACE_10 

:RC_PLNE
script_name 'RC_PLNE' 

:RC_PLNE_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @RC_PLNE_202 
if 
  $ONMISSION == 0 // $ == int 
jf @RC_PLNE_202 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_PLNE_202 
if 
  $400 == 0 // $ == int 
jf @RC_PLNE_202 
if 
00F5:   player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 
jf @RC_PLNE_202 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @RC_PLNE_202 
Player.CanMove($PLAYER_CHAR, False)
wait 100 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'RCPL1_7' 15000 ms 2  // RC Baron Race
HELP_2932()
start_mission 95  // RC Baron Race

:RC_PLNE_202
if 
  Player.Defined($PLAYER_CHAR)
jf @RC_PLNE_244 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOPFUN 
jf @RC_PLNE_244 
$400 = 0 // $ = int 

:RC_PLNE_244
jump @RC_PLNE_10 

:COKRUN
script_name 'COKRUN' 

:COKRUN_10
wait $DEFAULT_WAIT_TIME 
if 
  Player.Defined($PLAYER_CHAR)
jf @COKRUN_345 
if 
  $ONMISSION == 0 // $ == int 
jf @COKRUN_345 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
jf @COKRUN_131 
if 
80F5:   not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 
jf @COKRUN_131 
$81 = 1 // $ = int 

:COKRUN_131
if 
  $81 == 0 // $ == int 
jf @COKRUN_224 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX 
jf @COKRUN_224 
0169: set_fade_color 0 0 0 
fade 0 1000 
00BA: text_styled 'BOAT_N' 15000 ms 2  // Checkpoint Charlie
Player.CanMove($PLAYER_CHAR, False)
HELP_2932()
start_mission 96  // Checkpoint Charlie

:COKRUN_224
if 
  Player.Defined($PLAYER_CHAR)
jf @COKRUN_263 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COKRUN_263 
$81 = 0 // $ = int 

:COKRUN_263
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 
jf @COKRUN_345 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @COKRUN_338 
jump @COKRUN_10 

:COKRUN_338
jump @COKRUN_263 

:COKRUN_345
jump @COKRUN_10 

:PSAVE1
script_name 'PSAVE1' 

:PSAVE1_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE1_563 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE1_563 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE1_563 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE1_533 
if 
  $444 == 0 // $ == int 
jf @PSAVE1_138 
Pickup.Create($443, #PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
$444 = 1 // $ = int 

:PSAVE1_138
if 
  Pickup.Picked_up($443)
jf @PSAVE1_526 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE1_491 
Pickup.Destroy($443)
Pickup.Create($443, #PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
fade 1 1000 
if 
  $222 == 0 // $ == int 
jf @PSAVE1_433 
0395: clear_area 1 at 220.3 -1275.5 11.0 range 1.0 
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 121.0 
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 2)
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
TIMERA = 0 // @ = int 

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

:PSAVE1_419
jump @PSAVE1_353 

:PSAVE1_426
jump @PSAVE1_487 

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

:PSAVE1_487
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:PSAVE1_491
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE1_526 
Player.CanMove($PLAYER_CHAR, True)
$ONMISSION = 0 // $ = int 

:PSAVE1_526
jump @PSAVE1_563 

:PSAVE1_533
if 
  $444 == 1 // $ == int 
jf @PSAVE1_563 
Pickup.Destroy($443)
$444 = 0 // $ = int 

:PSAVE1_563
jump @PSAVE1_10 

:PSAVE2
script_name 'PSAVE2' 

:PSAVE2_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE2_311 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @PSAVE2_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE2_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE2_281 
if 
  $21 == 0 // $ == int 
jf @PSAVE2_138 
Pickup.Create($20, #PICKUPSAVE, 3, -378.3, -597.2, 25.8)
$21 = 1 // $ = int 

:PSAVE2_138
if 
  Pickup.Picked_up($20)
jf @PSAVE2_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE2_267 
Pickup.Destroy($20)
Pickup.Create($20, #PICKUPSAVE, 3, -378.3, -597.2, 25.8)
fade 1 1000 
0395: clear_area 1 at -378.3 -592.3 25.3 range 1.0 
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:PSAVE2_267
HELP_4212()

:PSAVE2_274
jump @PSAVE2_311 

:PSAVE2_281
if 
  $21 == 1 // $ == int 
jf @PSAVE2_311 
Pickup.Destroy($20)
$21 = 0 // $ = int 

:PSAVE2_311
jump @PSAVE2_10 

:PSAVE3
script_name 'PSAVE3' 

:PSAVE3_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE3_311 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE3_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE3_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE3_281 
if 
  $67 == 0 // $ == int 
jf @PSAVE3_138 
Pickup.Create($68, #PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
$67 = 1 // $ = int 

:PSAVE3_138
if 
  Pickup.Picked_up($68)
jf @PSAVE3_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE3_267 
Pickup.Destroy($68)
Pickup.Create($68, #PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
fade 1 1000 
0395: clear_area 1 at -1028.3 -851.9 12.3 range 1.0 
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3 
0171: set_player $PLAYER_CHAR z_angle_to 226.0 

:PSAVE3_267
HELP_4212()

:PSAVE3_274
jump @PSAVE3_311 

:PSAVE3_281
if 
  $67 == 1 // $ == int 
jf @PSAVE3_311 
Pickup.Destroy($68)
$67 = 0 // $ = int 

:PSAVE3_311
jump @PSAVE3_10 

:PSAVE4
script_name 'PSAVE4' 

:PSAVE4_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE4_311 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PSAVE4_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE4_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE4_281 
if 
  $27 == 0 // $ == int 
jf @PSAVE4_138 
Pickup.Create($70, #PICKUPSAVE, 3, -992.7, 193.4, 11.4)
$27 = 1 // $ = int 

:PSAVE4_138
if 
  Pickup.Picked_up($70)
jf @PSAVE4_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE4_267 
Pickup.Destroy($70)
Pickup.Create($70, #PICKUPSAVE, 3, -992.7, 193.4, 11.4)
fade 1 1000 
0395: clear_area 1 at -996.5 194.1 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 

:PSAVE4_267
HELP_4212()

:PSAVE4_274
jump @PSAVE4_311 

:PSAVE4_281
if 
  $27 == 1 // $ == int 
jf @PSAVE4_311 
Pickup.Destroy($70)
$27 = 0 // $ = int 

:PSAVE4_311
jump @PSAVE4_10 

:PSAVE5
script_name 'PSAVE5' 

:PSAVE5_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE5_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE5_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE5_299 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE5_269 
if 
  $37 == 0 // $ == int 
jf @PSAVE5_132 
Pickup.Create($615, #PICKUPSAVE, 3, $570, $571, $572)
$37 = 1 // $ = int 

:PSAVE5_132
if 
  Pickup.Picked_up($615)
jf @PSAVE5_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE5_255 
Pickup.Destroy($615)
Pickup.Create($615, #PICKUPSAVE, 3, $570, $571, $572)
fade 1 1000 
0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 

:PSAVE5_255
HELP_4212()

:PSAVE5_262
jump @PSAVE5_299 

:PSAVE5_269
if 
  $37 == 1 // $ == int 
jf @PSAVE5_299 
Pickup.Destroy($615)
$37 = 0 // $ = int 

:PSAVE5_299
jump @PSAVE5_10 

:PSAVE6
script_name 'PSAVE6' 

:PSAVE6_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE6_311 
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @PSAVE6_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE6_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE6_281 
if 
  $49 == 0 // $ == int 
jf @PSAVE6_138 
Pickup.Create($680, #PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
$49 = 1 // $ = int 

:PSAVE6_138
if 
  Pickup.Picked_up($680)
jf @PSAVE6_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE6_267 
Pickup.Destroy($680)
Pickup.Create($680, #PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
fade 1 1000 
0395: clear_area 1 at -660.0 -1477.8 13.0 range 1.0 
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0 
0171: set_player $PLAYER_CHAR z_angle_to 248.0 

:PSAVE6_267
HELP_4212()

:PSAVE6_274
jump @PSAVE6_311 

:PSAVE6_281
if 
  $49 == 1 // $ == int 
jf @PSAVE6_311 
Pickup.Destroy($680)
$49 = 0 // $ = int 

:PSAVE6_311
jump @PSAVE6_10 

:PSAVE7
script_name 'PSAVE7' 

:PSAVE7_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE7_311 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE7_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE7_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE7_281 
if 
  $50 == 0 // $ == int 
jf @PSAVE7_138 
Pickup.Create($ICE_CREAM_FACTORY_ASSET, #PICKUPSAVE, 3, -878.5, -575.1, 11.2)
$50 = 1 // $ = int 

:PSAVE7_138
if 
  Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET)
jf @PSAVE7_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE7_267 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
Pickup.Create($ICE_CREAM_FACTORY_ASSET, #PICKUPSAVE, 3, -878.5, -575.1, 11.2)
fade 1 1000 
0395: clear_area 1 at -872.0 -573.4 10.4 range 1.0 
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 277.0 

:PSAVE7_267
HELP_4212()

:PSAVE7_274
jump @PSAVE7_311 

:PSAVE7_281
if 
  $50 == 1 // $ == int 
jf @PSAVE7_311 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
$50 = 0 // $ = int 

:PSAVE7_311
jump @PSAVE7_10 

:PSAVE8
script_name 'PSAVE8' 

:PSAVE8_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE8_311 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @PSAVE8_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE8_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE8_281 
if 
  $71 == 0 // $ == int 
jf @PSAVE8_138 
Pickup.Create($74, #PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
$71 = 1 // $ = int 

:PSAVE8_138
if 
  Pickup.Picked_up($74)
jf @PSAVE8_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE8_267 
Pickup.Destroy($74)
Pickup.Create($74, #PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
fade 1 1000 
0395: clear_area 1 at -1056.7 -279.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 273.0 

:PSAVE8_267
HELP_4212()

:PSAVE8_274
jump @PSAVE8_311 

:PSAVE8_281
if 
  $71 == 1 // $ == int 
jf @PSAVE8_311 
Pickup.Destroy($74)
$71 = 0 // $ = int 

:PSAVE8_311
jump @PSAVE8_10 

:PSAVE9
script_name 'PSAVE9' 

:PSAVE9_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE9_311 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @PSAVE9_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE9_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE9_281 
if 
  $72 == 0 // $ == int 
jf @PSAVE9_138 
Pickup.Create($75, #PICKUPSAVE, 3, 0.0, 957.9, 11.1)
$72 = 1 // $ = int 

:PSAVE9_138
if 
  Pickup.Picked_up($75)
jf @PSAVE9_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE9_267 
Pickup.Destroy($75)
Pickup.Create($75, #PICKUPSAVE, 3, 0.0, 957.9, 11.1)
fade 1 1000 
0395: clear_area 1 at 1.4 960.7 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 274.3 

:PSAVE9_267
HELP_4212()

:PSAVE9_274
jump @PSAVE9_311 

:PSAVE9_281
if 
  $72 == 1 // $ == int 
jf @PSAVE9_311 
Pickup.Destroy($75)
$72 = 0 // $ = int 

:PSAVE9_311
jump @PSAVE9_10 

:PSAVE10
script_name 'PSAVE10' 

:PSAVE10_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE10_311 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @PSAVE10_311 
if 
  Player.Controllable($PLAYER_CHAR)
jf @PSAVE10_311 
if 
  $ONMISSION == 0 // $ == int 
jf @PSAVE10_281 
if 
  $73 == 0 // $ == int 
jf @PSAVE10_138 
Pickup.Create($76, #PICKUPSAVE, 3, 499.5, -66.9, 11.4)
$73 = 1 // $ = int 

:PSAVE10_138
if 
  Pickup.Picked_up($76)
jf @PSAVE10_274 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @PSAVE10_267 
Pickup.Destroy($76)
Pickup.Create($76, #PICKUPSAVE, 3, 499.5, -66.9, 11.4)
fade 1 1000 
0395: clear_area 1 at 492.0 -80.6 10.7 range 0.5 
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 224.5 

:PSAVE10_267
HELP_4212()

:PSAVE10_274
jump @PSAVE10_311 

:PSAVE10_281
if 
  $73 == 1 // $ == int 
jf @PSAVE10_311 
Pickup.Destroy($76)
$73 = 0 // $ = int 

:PSAVE10_311
jump @PSAVE10_10 

:SAVE1
script_name 'SAVE1' 

:SAVE1_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE1_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE1_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE1_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE1_269 
if 
  $36 == 0 // $ == int 
jf @SAVE1_132 
Pickup.Create($662, #PICKUPSAVE, 3, $573, $574, $575)
$36 = 1 // $ = int 

:SAVE1_132
if 
  Pickup.Picked_up($662)
jf @SAVE1_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE1_255 
Pickup.Destroy($662)
Pickup.Create($662, #PICKUPSAVE, 3, $573, $574, $575)
fade 1 1000 
0395: clear_area 1 at 428.4 609.1 12.0 range 1.0 
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:SAVE1_255
HELP_4212()

:SAVE1_262
jump @SAVE1_299 

:SAVE1_269
if 
  $36 == 1 // $ == int 
jf @SAVE1_299 
Pickup.Destroy($662)
$36 = 0 // $ = int 

:SAVE1_299
jump @SAVE1_10 

:SAVE2
script_name 'SAVE2' 

:SAVE2_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE2_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE2_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE2_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE2_269 
if 
  $22 == 0 // $ == int 
jf @SAVE2_132 
Pickup.Create($654, #PICKUPSAVE, 3, $585, $586, $587)
$22 = 1 // $ = int 

:SAVE2_132
if 
  Pickup.Picked_up($654)
jf @SAVE2_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE2_255 
Pickup.Destroy($654)
Pickup.Create($654, #PICKUPSAVE, 3, $585, $586, $587)
fade 1 1000 
0395: clear_area 1 at 306.5728 376.2928 12.1856 range 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 

:SAVE2_255
HELP_4212()

:SAVE2_262
jump @SAVE2_299 

:SAVE2_269
if 
  $22 == 1 // $ == int 
jf @SAVE2_299 
Pickup.Destroy($654)
$22 = 0 // $ = int 

:SAVE2_299
jump @SAVE2_10 

:SAVE3
script_name 'SAVE3' 

:SAVE3_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE3_299 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SAVE3_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE3_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE3_269 
if 
  $15 == 0 // $ == int 
jf @SAVE3_132 
Pickup.Create($666, #PICKUPSAVE, 3, $588, $589, $590)
$15 = 1 // $ = int 

:SAVE3_132
if 
  Pickup.Picked_up($666)
jf @SAVE3_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE3_255 
Pickup.Destroy($666)
Pickup.Create($666, #PICKUPSAVE, 3, $588, $589, $590)
fade 1 1000 
0395: clear_area 1 at -833.811 1304.07 10.5131 range 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 

:SAVE3_255
HELP_4212()

:SAVE3_262
jump @SAVE3_299 

:SAVE3_269
if 
  $15 == 1 // $ == int 
jf @SAVE3_299 
Pickup.Destroy($666)
$15 = 0 // $ = int 

:SAVE3_299
jump @SAVE3_10 

:SAVE4
script_name 'SAVE4' 

:SAVE4_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE4_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @SAVE4_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE4_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE4_269 
if 
  $32 == 0 // $ == int 
jf @SAVE4_132 
Pickup.Create($651, #PICKUPSAVE, 3, $594, $595, $596)
$32 = 1 // $ = int 

:SAVE4_132
if 
  Pickup.Picked_up($651)
jf @SAVE4_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE4_255 
Pickup.Destroy($651)
Pickup.Create($651, #PICKUPSAVE, 3, $594, $595, $596)
fade 1 1000 
0395: clear_area 1 at 90.781 -806.1213 10.3349 range 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 

:SAVE4_255
HELP_4212()

:SAVE4_262
jump @SAVE4_299 

:SAVE4_269
if 
  $32 == 1 // $ == int 
jf @SAVE4_299 
Pickup.Destroy($651)
$32 = 0 // $ = int 

:SAVE4_299
jump @SAVE4_10 

:SAVE5
script_name 'SAVE5' 

:SAVE5_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE5_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @SAVE5_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE5_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE5_269 
if 
  $16 == 0 // $ == int 
jf @SAVE5_132 
Pickup.Create($658, #PICKUPSAVE, 3, $591, $592, $593)
$16 = 1 // $ = int 

:SAVE5_132
if 
  Pickup.Picked_up($658)
jf @SAVE5_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE5_255 
Pickup.Destroy($658)
Pickup.Create($658, #PICKUPSAVE, 3, $591, $592, $593)
fade 1 1000 
0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 

:SAVE5_255
HELP_4212()

:SAVE5_262
jump @SAVE5_299 

:SAVE5_269
if 
  $16 == 1 // $ == int 
jf @SAVE5_299 
Pickup.Destroy($658)
$16 = 0 // $ = int 

:SAVE5_299
jump @SAVE5_10 

:SAVE6
script_name 'SAVE6' 

:SAVE6_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE6_299 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @SAVE6_299 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE6_299 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE6_269 
if 
  $69 == 0 // $ == int 
jf @SAVE6_132 
Pickup.Create($648, #PICKUPSAVE, 3, $597, $598, $599)
$69 = 1 // $ = int 

:SAVE6_132
if 
  Pickup.Picked_up($648)
jf @SAVE6_262 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE6_255 
Pickup.Destroy($648)
Pickup.Create($648, #PICKUPSAVE, 3, $597, $598, $599)
fade 1 1000 
0395: clear_area 1 at 529.6626 1272.155 16.822 range 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 

:SAVE6_255
HELP_4212()

:SAVE6_262
jump @SAVE6_299 

:SAVE6_269
if 
  $69 == 1 // $ == int 
jf @SAVE6_299 
Pickup.Destroy($648)
$69 = 0 // $ = int 

:SAVE6_299
jump @SAVE6_10 

:SAVE7
script_name 'SAVE7' 

:SAVE7_10
wait 250 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE7_327 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SAVE7_327 
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE7_327 
if 
  Player.Controllable($PLAYER_CHAR)
jf @SAVE7_327 
if 
  $ONMISSION == 0 // $ == int 
jf @SAVE7_297 
if 
  $60 == 0 // $ == int 
jf @SAVE7_154 
Pickup.Create($645, #PICKUPSAVE, 3, -562.8, 699.7, 20.6)
$60 = 1 // $ = int 

:SAVE7_154
if 
  Pickup.Picked_up($645)
jf @SAVE7_290 
HELP_4118()
if 
  Player.Defined($PLAYER_CHAR)
jf @SAVE7_283 
Pickup.Destroy($645)
Pickup.Create($645, #PICKUPSAVE, 3, -562.8, 699.7, 20.6)
fade 1 1000 
0395: clear_area 1 at -559.9 705.4 19.8 range 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 

:SAVE7_283
HELP_4212()

:SAVE7_290
jump @SAVE7_327 

:SAVE7_297
if 
  $60 == 1 // $ == int 
jf @SAVE7_327 
Pickup.Destroy($645)
$60 = 0 // $ = int 

:SAVE7_327
jump @SAVE7_10 

:HELP
script_name 'HELP' 

:HELP_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2876 
if 
  $220 == 1 // $ == int 
jf @HELP_2876 
if 
  $45 == 0 // $ == int 
jf @HELP_195 
wait 500 
0293: $18 = get_controller_mode 
if 
  $18 == 2 // $ == int 
jf @HELP_111 
03E5: text_box 'HELP26'  // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
jump @HELP_121 

:HELP_111
03E5: text_box 'HELP21'  // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.

:HELP_121
wait 5000 
03E5: text_box 'HELP42'  // Follow the ~q~pink blip~w~ to find the hotel.
0189: $66 = create_checkpoint_and_sphere_at 240.4 -1280.2 10.0 
03E7: flash_hud 8 
wait 3000 
03E7: flash_hud -1 
TIMERB = 0 // @ = int 
wait 3000 
$45 = 1 // $ = int 
jump @HELP_942 

:HELP_195
if 
  $82 == 0 // $ == int 
jf @HELP_283 
if 
00F5:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0 
jf @HELP_283 
03E5: text_box 'HELP44'  // Stop in the ~q~pink marker.
wait 3000 
$82 = 1 // $ = int 

:HELP_283
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_942 
if 
  $25 == 0 // $ == int 
jf @HELP_625 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_618 
wait 1000 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @HELP_378 
03E5: text_box 'HELP4_D'  // Push the right analog stick up to ~h~accelerate.
jump @HELP_388 

:HELP_378
03E5: text_box 'HELP4_A'  // Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate.

:HELP_388
wait 4000 
0293: $18 = get_controller_mode 
if or
  $18 == 1 // $ == int 
  $18 == 3 // $ == int 
jf @HELP_440 
03E5: text_box 'HELP36'  // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
jump @HELP_450 

:HELP_440
03E5: text_box 'HELP35'  // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.

:HELP_450
wait 4000 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @HELP_495 
03E5: text_box 'HELP5_D'  // Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
jump @HELP_505 

:HELP_495
03E5: text_box 'HELP5_A'  // Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped.

:HELP_505
wait 4000 
0293: $18 = get_controller_mode 
if or
  $18 == 0 // $ == int 
  $18 == 1 // $ == int 
jf @HELP_550 
03E5: text_box 'HELP6_A'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:HELP_550
if 
  $18 == 2 // $ == int 
jf @HELP_578 
03E5: text_box 'HELP6_C'  // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake.

:HELP_578
if 
  $18 == 3 // $ == int 
jf @HELP_606 
03E5: text_box 'HELP6_D'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:HELP_606
wait 4000 
$25 = 1 // $ = int 

:HELP_618
jump @HELP_942 

:HELP_625
if 
  $85 == 1 // $ == int 
jf @HELP_942 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_942 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @HELP_766 
if 
  $48 == 0 // $ == int 
jf @HELP_766 
wait 2000 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_759 
if 
  $18 == 0 // $ == int 
jf @HELP_749 
03E5: text_box 'HELP27'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
jump @HELP_759 

:HELP_749
03E5: text_box 'HELP28'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.

:HELP_759
$48 = 1 // $ = int 

:HELP_766
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_942 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_942 
if 
  $47 == 0 // $ == int 
jf @HELP_942 
if or
02D7:   player $PLAYER_CHAR current_weapon == 22 
02D7:   player $PLAYER_CHAR current_weapon == 23 
02D7:   player $PLAYER_CHAR current_weapon == 24 
02D7:   player $PLAYER_CHAR current_weapon == 25 
jf @HELP_942 
03E5: text_box 'HELP31'  // To do a drive-by, first look left or right using the ~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~.
wait 5000 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @HELP_910 
03E5: text_box 'HELP33'  // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
jump @HELP_920 

:HELP_910
03E5: text_box 'HELP32'  // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.

:HELP_920
wait 5000 
03E5: text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
$47 = 1 // $ = int 

:HELP_942
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1228 
if 
  $44 == 0 // $ == int 
jf @HELP_1228 
if 
  $17 == 0 // $ == int 
jf @HELP_1228 
if or
00FA:   player $PLAYER_CHAR stopped 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
00F6:   player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 
jf @HELP_1228 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(264.334, -1311.16, 10.297, 0.0, 0.0, 0.0)
Camera.PointAt(263.577, -1310.574, 10.589, 2)
wait 1000 
03E5: text_box 'HELP16'  // Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
wait 3000 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1180 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1180
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Marker.Disable($66)
if 
  $222 == 0 // $ == int 
jf @HELP_1221 
0189: $66 = create_checkpoint_and_sphere_at $453 $454 $455 

:HELP_1221
$17 = 1 // $ = int 

:HELP_1228
if 
  $44 == 0 // $ == int 
jf @HELP_1822 
if 
  $ONMISSION == 0 // $ == int 
jf @HELP_1822 
if 
  $1088 == 1 // $ == int 
jf @HELP_1822 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1822 
if 
00F5:   player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0 
jf @HELP_1822 
Marker.Disable($66)
if 
  $222 == 0 // $ == int 
jf @HELP_1383 
0189: $66 = create_checkpoint_and_sphere_at $453 $454 $455 

:HELP_1383
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.578, -1277.013, 13.565, 2)
03E5: text_box 'S_PROMP'  // When not on a mission you can save your progress by collecting the ~h~cassette tape pickup.
TIMERA = 0 // @ = int 

:HELP_1458
if 
   not TIMERA > 1000 // @ > int 
jf @HELP_1511 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1504 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1504
jump @HELP_1458 

:HELP_1511
TIMERA = 0 // @ = int 

:HELP_1518
if 
   not TIMERA > 2000 // @ > int 
jf @HELP_1595 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1564 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1564
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1588 
jump @HELP_1788 

:HELP_1588
jump @HELP_1518 

:HELP_1595
0460: set_camera_pointing_time 0.0 1500 
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 1)
TIMERA = 0 // @ = int 

:HELP_1663
if 
   not TIMERA > 1500 // @ > int 
jf @HELP_1717 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1710 
jump @HELP_1788 

:HELP_1710
jump @HELP_1663 

:HELP_1717
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
TIMERA = 0 // @ = int 

:HELP_1734
if 
   not TIMERA > 4000 // @ > int 
jf @HELP_1788 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HELP_1781 
jump @HELP_1788 

:HELP_1781
jump @HELP_1734 

:HELP_1788
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1811 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1811
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$44 = 1 // $ = int 

:HELP_1822
if 
  $222 == 1 // $ == int 
jf @HELP_1970 
if 
  $46 == 0 // $ == int 
jf @HELP_1970 
02A7: $221 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0 
018B: set_marker $221 display 2 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1910 
Player.CanMove($PLAYER_CHAR, False)

:HELP_1910
HELP_2932()
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_1940 
Player.CanMove($PLAYER_CHAR, True)

:HELP_1940
03E5: text_box 'HELP14'  // To find the Lawyer's office, follow the ~h~L blip~w~ on the radar
03E7: flash_hud 8 
wait 2000 
03E7: flash_hud -1 
$46 = 1 // $ = int 

:HELP_1970
if 
  $46 == 1 // $ == int 
jf @HELP_2086 
if 
  $25 == 1 // $ == int 
jf @HELP_2086 
if 
  $86 == 0 // $ == int 
jf @HELP_2086 
wait 4000 
0293: $18 = get_controller_mode 
if 
  $18 == 1 // $ == int 
jf @HELP_2069 
03E5: text_box 'HELP57'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
jump @HELP_2079 

:HELP_2069
03E5: text_box 'HELP56'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.

:HELP_2079
$86 = 1 // $ = int 

:HELP_2086
if and
  $47 == 1 // $ == int 
  $48 == 1 // $ == int 
  $46 == 1 // $ == int 
  $86 == 1 // $ == int 
  $105 == 1 // $ == int 
  $104 == 1 // $ == int 
jf @HELP_2179 
if 
  $103 == 1 // $ == int 
jf @HELP_2179 
Pickup.Destroy($670)
Pickup.Destroy($671)
Pickup.Destroy($672)
Pickup.Destroy($673)
terminate_this_script 

:HELP_2179
if 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @HELP_2234 
Pickup.Destroy($670)
Pickup.Destroy($671)
Pickup.Destroy($672)
Pickup.Destroy($673)
wait 3000 
03E5: text_box 'BRID_OP'  // Storm warning over, all bridges to the mainland are now open.
terminate_this_script 

:HELP_2234
if 
  $103 == 0 // $ == int 
jf @HELP_2346 
if or
  Pickup.Picked_up($670)
  Pickup.Picked_up($671)
jf @HELP_2346 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2346 
Pickup.Destroy($670)
Pickup.Destroy($671)
03E5: text_box 'HEAL_B'  // When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
wait 5000 
03E5: text_box 'HEAL_C'  // You will lose your weapons and the doctors will take some cash for patching you up.
wait 5000 
03E5: text_box 'HEAL_E'  // You will find ways of healing or protecting yourself the more you play the game.
$103 = 1 // $ = int 

:HELP_2346
if 
  $104 == 0 // $ == int 
jf @HELP_2503 
if or
  Pickup.Picked_up($672)
  Pickup.Picked_up($673)
jf @HELP_2503 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2503 
Pickup.Destroy($672)
Pickup.Destroy($673)
03E5: text_box 'WANT_G'  // When you are ~h~'busted'~w~ you are returned to the nearest police station.
wait 5000 
03E5: text_box 'WANT_H'  // The cops will take all your weapons and some of your cash as a bribe.
wait 5000 
03E5: text_box 'WANT_I'  // Any mission you were on will be failed.
wait 5000 
03E5: text_box 'WANT_A'  // You will only be arrested if you have a ~h~wanted level.
wait 5000 
03E5: text_box 'WANT_B'  // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
wait 5000 
03E5: text_box 'WANT_F'  // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
$104 = 1 // $ = int 

:HELP_2503
if 
  $105 == 0 // $ == int 
jf @HELP_2718 
if or
  Pickup.Picked_up($110)
  Pickup.Picked_up($111)
  Pickup.Picked_up($112)
  Pickup.Picked_up($113)
  Pickup.Picked_up($114)
  Pickup.Picked_up($115)
jf @HELP_2595 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2595 
03E5: text_box 'BRIBE1'  // You didn't pick up a police bribe, this message is bugged. Police bribes are gone, buddy.
$105 = 1 // $ = int 

:HELP_2595
if 
  Pickup.Picked_up($116)
jf @HELP_2644 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2644 
03E5: text_box 'BRIBE1'  // You didn't pick up a police bribe, this message is bugged. Police bribes are gone, buddy.
$105 = 1 // $ = int 

:HELP_2644
if or
  Pickup.Picked_up($117)
  Pickup.Picked_up($118)
  Pickup.Picked_up($119)
  Pickup.Picked_up($120)
  Pickup.Picked_up($121)
  Pickup.Picked_up($122)
jf @HELP_2718 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2718 
03E5: text_box 'BRIBE1'  // You didn't pick up a police bribe, this message is bugged. Police bribes are gone, buddy.
$105 = 1 // $ = int 

:HELP_2718
if 
  $106 == 0 // $ == int 
jf @HELP_2787 
if 
057B:   wanted_level_suspended 
jf @HELP_2787 
wait 5000 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2787 
03E5: text_box 'WANT_L'  // Pay n Sprays no longer reduce your wanted level.
$106 = 1 // $ = int 

:HELP_2787
if 
  $25 == 1 // $ == int 
jf @HELP_2876 
if 
  $85 == 0 // $ == int 
jf @HELP_2876 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2876 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELP_2876 
057D: play_bridge_status_mp3 0 
03E5: text_box 'BRID_CL'  // Storm warning: All bridges to the mainland are closed.
$85 = 1 // $ = int 

:HELP_2876
jump @HELP_10 

:HELP_2883
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2930 
$ONMISSION = 1 // $ = int 
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 

:HELP_2930
return 

:HELP_2932
if 
  fading 
jf @HELP_2956 
wait 0 
jump @HELP_2932 

:HELP_2956
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_2977 
011C: actor $PLAYER_ACTOR clear_objective 

:HELP_2977
return 

:HELP_2979
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_3126 
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(91.925, -818.489, 20.0, 0.0, 0.0, 0.0)
Camera.PointAt(92.866, -818.736, 19.769, 2)
0395: clear_area 1 at 119.2 -826.9 10.0 range 1.0 
0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9 

:HELP_3126
wait 1000 
return 

:HELP_3133
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-381.923, -473.339, 48.904, 0.0, 0.0, 0.0)
Camera.PointAt(-381.898, -474.247, 48.486, 2)
wait 1000 
return 

:HELP_3202
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8 
wait 1000 
return 

:HELP_3286
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-52.624, 939.244, 10.011, 0.0, 0.0, 0.0)
Camera.PointAt(-53.538, 938.966, 10.306, 2)
0211: actor $PLAYER_ACTOR walk_to -76.3 931.3 
wait 1000 
return 

:HELP_3370
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(499.781, -106.921, 12.057, 0.0, 0.0, 0.0)
Camera.PointAt(499.357, -106.019, 12.139, 2)
Actor.PutAt($PLAYER_ACTOR, 482.2, -69.9, 9.9)
wait 1000 
return 

:HELP_3459
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(487.475, -68.248, 11.147, 0.0, 0.0, 0.0)
Camera.PointAt(486.5, -68.023, 11.15, 2)
Actor.Angle($PLAYER_ACTOR) = 62.0
wait 1000 
return 

:HELP_3538
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1094.531, 332.318, 14.799, 0.0, 0.0, 0.0)
Camera.PointAt(-1095.238, 332.993, 14.591, 2)
0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4 
wait 1000 
return 

:HELP_3622
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1039.093, -293.828, 27.81, 0.0, 0.0, 0.0)
Camera.PointAt(-1039.811, -293.283, 27.377, 2)
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9 
wait 1000 
return 

:HELP_3706
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-609.208, 660.793, 14.52, 0.0, 0.0, 0.0)
Camera.PointAt(-608.458, 660.156, 14.339, 2)
0211: actor $PLAYER_ACTOR walk_to -597.4 651.6 
wait 1000 
return 

:HELP_3790
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-870.59, 1155.257, 10.356, 0.0, 0.0, 0.0)
Camera.PointAt(-871.349, 1155.864, 10.592, 2)
0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2 
wait 1000 
return 

:HELP_3874
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-1179.528, -605.912, 12.22, 0.0, 0.0, 0.0)
Camera.PointAt(-1178.774, -606.569, 12.223, 2)
Actor.PutAt($PLAYER_ACTOR, -1166.3, -634.4, 10.6)
wait 1000 
return 

:HELP_3963
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Camera.SetPosition(-969.554, 139.73, 10.058, 0.0, 0.0, 0.0)
Camera.PointAt(-968.921, 140.503, 10.031, 2)
0211: actor $PLAYER_ACTOR walk_to -962.6 146.1 
wait 1000 
return 

:HELP_4047
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-994.919, 210.472, 15.758, 0.0, 0.0, 0.0)
Camera.PointAt(-995.722, 210.02, 15.37, 2)
return 

:HELP_4118
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03D8: show_save_screen 
0AAD: stop_audio_stream 
wait 0 

:HELP_4140
if 
83D9:   not save_done 
jf @HELP_4164 
wait 0 
jump @HELP_4140 

:HELP_4164
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_4210 
0222: set_player $PLAYER_CHAR health_to 200 
Player.CanMove($PLAYER_CHAR, False)

:HELP_4210
return 

:HELP_4212
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_4232 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:HELP_4232
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @HELP_4267 
Player.CanMove($PLAYER_CHAR, True)
$ONMISSION = 0 // $ = int 

:HELP_4267
return 

:COPSEE
script_name 'COPSEE' 

:COPSEE_10
$9635 = Player.WantedLevel($PLAYER_CHAR)
wait 0 
if 
057B:   wanted_level_suspended 
jf @COPSEE_10 
jump @COPSEE_42 

:COPSEE_42
Player.WantedLevel($PLAYER_CHAR) = $9635
jump @COPSEE_10 

:OPOPO
script_name 'OPOPO' 

:OPOPO_10
wait 0 
if or
05EE:   key_pressed 112 //VK_... 
05EE:   key_pressed 113 //VK_... 
05EE:   key_pressed 114 //VK_... 
jf @OPOPO_10 
00BC: text_highpriority 'SNBOB98' time 6500 1 
0322: kill_player $PLAYER_CHAR 
jump @OPOPO_10 

:HJ
set_wb_check_to 0 
script_name 'HJ' 
$740 = 0 // $ = int 

:HJ_21
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HJ_48 
jump @HJ_21 

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

:HJ_68
if 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @HJ_91 
jump @HJ_21 

:HJ_91
if 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @HJ_114 
jump @HJ_21 

:HJ_114
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HJ_1591 
03C1: $727 = player $PLAYER_CHAR car_no_save 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $768 $772 wheelie: $775 $779 stoppie: $782 $786 
if 
  $768 > 0 // $ > int 
jf @HJ_355 
$768 /= 1000 // $ /= int 
008C: $769 = float_to_integer $772 
008D: $773 = integer_to_float $769 
0086: $763 = $772 // $ = $ float 
0061: $763 -= $773 // $ -= $ float 
$763 *= 100.0 // $ *= float 
008C: $770 = float_to_integer $763 
0084: $726 = $768 // $ = $ int 
0058: $726 += $769 // $ += $ int 
$726 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $726
if 
0424:   metric 
jf @HJ_315 
0302: text_4numbers_lowpriority 'WHEEL01' $726 $769 $770 $768 time 3000 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_355 

:HJ_315
0425: $774 = meters $772 to_feet // float 
008C: $771 = float_to_integer $774 
02FF: text_3numbers_lowpriority 'WHEEL02' $726 $771 $768 time time 3000 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_355
if 
  $775 > 0 // $ > int 
jf @HJ_563 
$775 /= 1000 // $ /= int 
008C: $776 = float_to_integer $779 
008D: $780 = integer_to_float $776 
0086: $763 = $779 // $ = $ float 
0061: $763 -= $780 // $ -= $ float 
$763 *= 100.0 // $ *= float 
008C: $777 = float_to_integer $763 
0084: $726 = $775 // $ = $ int 
0058: $726 += $776 // $ += $ int 
$726 *= 2 // $ *= int 
$726 /= 5 // $ /= int 
$726 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $726
if 
0424:   metric 
jf @HJ_523 
0302: text_4numbers_lowpriority 'WHEEL06' $726 $776 $777 $775 time 3000 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_563 

:HJ_523
0425: $781 = meters $779 to_feet // float 
008C: $778 = float_to_integer $781 
02FF: text_3numbers_lowpriority 'WHEEL07' $726 $778 $775 time time 3000 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_563
if 
  $782 > 0 // $ > int 
jf @HJ_757 
$782 /= 1000 // $ /= int 
008C: $783 = float_to_integer $786 
008D: $787 = integer_to_float $783 
0086: $763 = $786 // $ = $ float 
0061: $763 -= $787 // $ -= $ float 
$763 *= 100.0 // $ *= float 
008C: $784 = float_to_integer $763 
0084: $726 = $782 // $ = $ int 
0058: $726 += $783 // $ += $ int 
$726 /= 2 // $ /= int 
Player.Money($PLAYER_CHAR) += $726
if 
0424:   metric 
jf @HJ_717 
0302: text_4numbers_lowpriority 'WHEEL11' $726 $783 $784 $782 time 3000 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_757 

:HJ_717
0425: $788 = meters $786 to_feet // float 
008C: $785 = float_to_integer $788 
02FF: text_3numbers_lowpriority 'WHEEL12' $726 $785 $782 time time 3000 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_757
if 
01F3:   car $727 airborne 
jf @HJ_1577 
$739 = 0 // $ = int 
$762 = 0.0 // $ = float 
$730 = 0 // $ = int 
$737 = 0 // $ = int 
$733 = 0 // $ = int 
$732 = 0 // $ = int 
$738 = 0 // $ = int 
$731 = 0 // $ = int 
$728 = 0 // $ = int 
$729 = 0 // $ = int 
$749 = -100.0 // $ = float 
$750 = 0.0 // $ = float 
$751 = 0.0 // $ = float 
$752 = 0.0 // $ = float 
$753 = 0.0 // $ = float 
$754 = 0.0 // $ = float 
$755 = 0.0 // $ = float 
$756 = 0.0 // $ = float 
$757 = 0.0 // $ = float 
$758 = 0.0 // $ = float 
$759 = 0.0 // $ = float 
$760 = 0.0 // $ = float 
$761 = 0.0 // $ = float 
$736 = 0 // $ = int 
$735 = 0 // $ = int 
$734 = 0 // $ = int 
$763 = 0.0 // $ = float 
$765 = 0.0 // $ = float 
$767 = 0.0 // $ = float 
$766 = 0.0 // $ = float 
$764 = 0.0 // $ = float 
$741 = 0 // $ = int 
$742 = 0 // $ = int 
$743 = 0 // $ = int 
$744 = 0 // $ = int 
$745 = 0 // $ = int 
$746 = 0 // $ = int 

:HJ_1089
if or
01F3:   car $727 airborne 
  10 > $746 // int > $ 
jf @HJ_1570 
$746 += 1 // $ += int 
Car.StorePos($727, $750, $751, $752)
0086: $764 = $762 // $ = $ float 
if 
  $728 == 0 // $ == int 
jf @HJ_1198 
$764 = Car.Angle($727)
0086: $753 = $750 // $ = $ float 
0086: $754 = $751 // $ = $ float 
0086: $755 = $752 // $ = $ float 
$728 = 1 // $ = int 

:HJ_1198
wait 0 
if 
  Car.Wrecked($727)
jf @HJ_1225 
jump @HJ_21 

:HJ_1225
if 
  not Player.Defined($PLAYER_CHAR)
jf @HJ_1248 
jump @HJ_21 

:HJ_1248
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HJ_1271 
jump @HJ_21 

:HJ_1271
if and
820D:   not car $727 flipped 
  $732 == 0 // $ == int 
jf @HJ_1301 
$732 = 1 // $ = int 

:HJ_1301
if and
020D:   car $727 flipped 
  $732 == 1 // $ == int 
jf @HJ_1338 
$733 += 1 // $ += int 
$732 = 0 // $ = int 

:HJ_1338
$762 = Car.Angle($727)
0086: $765 = $762 // $ = $ float 
0061: $765 -= $764 // $ -= $ float 
if 
  $765 > 180.0 // $ > float 
jf @HJ_1416 
0086: $766 = $765 // $ = $ float 
$765 = 360.0 // $ = float 
0061: $765 -= $766 // $ -= $ float 
jump @HJ_1463 

:HJ_1416
if 
  -180.0 > $765 // float > $ 
jf @HJ_1463 
0086: $766 = $765 // $ = $ float 
$765 = 360.0 // $ = float 
0059: $765 += $766 // $ += $ float 

:HJ_1463
if 
  0.0 > $765 // float > $ 
jf @HJ_1510 
0086: $766 = $765 // $ = $ float 
$765 = 0.0 // $ = float 
0061: $765 -= $766 // $ -= $ float 

:HJ_1510
0059: $767 += $765 // $ += $ float 
008C: $739 = float_to_integer $767 
if 
0024:   $752 > $749 // $ > $ float 
jf @HJ_1553 
0086: $749 = $752 // $ = $ float 

:HJ_1553
$752 = 0.0 // $ = float 
jump @HJ_1089 

:HJ_1570
jump @HJ_1584 

:HJ_1577
jump @HJ_21 

:HJ_1584
jump @HJ_1598 

:HJ_1591
jump @HJ_21 

:HJ_1598
if 
  $728 == 1 // $ == int 
jf @HJ_1837 
Car.StorePos($727, $756, $757, $763)
$737 = 0 // $ = int 
0086: $758 = $753 // $ = $ float 
0061: $758 -= $756 // $ -= $ float 
0086: $759 = $754 // $ = $ float 
0061: $759 -= $757 // $ -= $ float 
0069: $758 *= $758 // $ *= $ float 
0069: $759 *= $759 // $ *= $ float 
0086: $760 = $758 // $ = $ float 
0059: $760 += $759 // $ += $ float 
01FB: $761 = square_root $760 
030E: save_jump_distance $761 
008C: $736 = float_to_integer $761 
0061: $749 -= $755 // $ -= $ float 
030F: save_jump_height $749 
008C: $729 = float_to_integer $749 
008D: $763 = integer_to_float $736 
0061: $761 -= $763 // $ -= $ float 
0086: $763 = $761 // $ = $ float 
$763 *= 100.0 // $ *= float 
008C: $735 = float_to_integer $763 
008D: $763 = integer_to_float $729 
0061: $749 -= $763 // $ -= $ float 
0086: $763 = $749 // $ = $ float 
$763 *= 100.0 // $ *= float 
008C: $734 = float_to_integer $763 
0310: save_jump_flips $733 
0311: save_jump_rotation $739 

:HJ_1837
if 
  $749 > 4.0 // $ > float 
jf @HJ_1865 
$731 += 1 // $ += int 

:HJ_1865
if 
  $736 > 40 // $ > int 
jf @HJ_1890 
$731 += 1 // $ += int 

:HJ_1890
if 
  $733 > 1 // $ > int 
jf @HJ_1915 
$731 += 1 // $ += int 

:HJ_1915
if 
  $739 > 360 // $ > int 
jf @HJ_1941 
$731 += 1 // $ += int 

:HJ_1941
if 
  $738 > 60 // $ > int 
jf @HJ_1966 
$730 = 1 // $ = int 

:HJ_1966
if 
  $731 > 0 // $ > int 
jf @HJ_2475 
0084: $747 = $733 // $ = $ int 
$747 *= 180 // $ *= int 
0058: $747 += $739 // $ += $ int 
0084: $748 = $736 // $ = $ int 
$748 *= 6 // $ *= int 
0058: $747 += $748 // $ += $ int 
0084: $748 = $729 // $ = $ int 
$748 *= 45 // $ *= int 
0058: $747 += $748 // $ += $ int 
if 
  $730 == 1 // $ == int 
jf @HJ_2079 
$747 *= 2 // $ *= int 

:HJ_2079
0068: $747 *= $731 // $ *= $ int 
$747 /= 3 // $ /= int 
$747 /= 5 // $ /= int 
Player.Money($PLAYER_CHAR) += $747
if 
  $731 == 1 // $ == int 
jf @HJ_2149 
01E4: text_1number_lowpriority 'HJ_IS' $747 time 2000 1  // INSANE STUNT BONUS: $~1~
0312: save_jump_type 1 

:HJ_2149
if 
  $731 == 2 // $ == int 
jf @HJ_2189 
01E4: text_1number_lowpriority 'HJ_DIS' $747 time 2000 1  // DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 3 

:HJ_2189
if 
  $731 == 3 // $ == int 
jf @HJ_2229 
01E4: text_1number_lowpriority 'HJ_TIS' $747 time 2000 1  // TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 5 

:HJ_2229
if 
  $731 == 4 // $ == int 
jf @HJ_2269 
01E4: text_1number_lowpriority 'HJ_QIS' $747 time 2000 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 7 

:HJ_2269
if 
0424:   metric 
jf @HJ_2380 
if 
  $730 == 1 // $ == int 
jf @HJ_2340 
0308: text_6numbers_lowpriority 'HJSTATW' $736 $735 $729 $734 $733 $739 time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2373 

:HJ_2340
0308: text_6numbers_lowpriority 'HJSTAT' $736 $735 $729 $734 $733 $739 time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:HJ_2373
jump @HJ_2475 

:HJ_2380
042D: $736 = meters $736 to_feet // int 
042D: $729 = meters $729 to_feet // int 
if 
  $730 == 1 // $ == int 
jf @HJ_2448 
0302: text_4numbers_lowpriority 'HJSTAWF' $736 $729 $733 $739 time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2475 

:HJ_2448
0302: text_4numbers_lowpriority 'HJSTATF' $736 $729 $733 $739 time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:HJ_2475
jump @HJ_21 
terminate_this_script 

:USJ
$795 = 0 // $ = int 
$796 = 0 // $ = int 
$797 = 0 // $ = int 
$798 = 0 // $ = int 
$799 = 0 // $ = int 
$800 = 0 // $ = int 
$801 = 0 // $ = int 
$802 = 0 // $ = int 
$803 = 0 // $ = int 
$804 = 0 // $ = int 
$805 = 0 // $ = int 
$806 = 0 // $ = int 
$807 = 0 // $ = int 
$808 = 0 // $ = int 
$809 = 0 // $ = int 
$810 = 0 // $ = int 
$811 = 0 // $ = int 
$812 = 0 // $ = int 
$813 = 0 // $ = int 
$814 = 0 // $ = int 
$815 = 0 // $ = int 
$816 = 0 // $ = int 
$817 = 0 // $ = int 
$818 = 0 // $ = int 
$819 = 0 // $ = int 
$820 = 0 // $ = int 
$821 = 0 // $ = int 
$822 = 0 // $ = int 
$823 = 0 // $ = int 
$824 = 0 // $ = int 
$825 = 0 // $ = int 
$826 = 0 // $ = int 
$827 = 0 // $ = int 
$828 = 0 // $ = int 
$829 = 0 // $ = int 
$830 = 0 // $ = int 
$790 = 100 // $ = int 
$792 = 0 // $ = int 
$791 = 0 // $ = int 
$794 = 0 // $ = int 
set_wb_check_to 0 
0314: set_total_unique_jumps_to 36 
script_name 'USJ' 

:USJ_298
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @USJ_325 
jump @USJ_298 

:USJ_325
if 
  $355 == 1 // $ == int 
jf @USJ_350 
jump @USJ_298 

:USJ_350
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_373 
jump @USJ_298 

:USJ_373
if 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @USJ_396 
jump @USJ_298 

:USJ_396
if 
04C9:   player $PLAYER_CHAR in_flying_vehicle 
jf @USJ_419 
jump @USJ_298 

:USJ_419
03C1: $789 = player $PLAYER_CHAR car_no_save 
02E3: $831 = car $789 speed 
if 
  25.0 > $831 // float > $ 
jf @USJ_463 
jump @USJ_298 

:USJ_463
if 
81F3:   not car $789 airborne 
jf @USJ_486 
jump @USJ_298 

:USJ_486
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @USJ_1486 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0 
jf @USJ_632 
$792 = 1 // $ = int 
$832 = -1521.964 // $ = float 
$833 = -1039.85 // $ = float 
$834 = 24.1338 // $ = float 
$835 = -1510.208 // $ = float 
$836 = -1042.849 // $ = float 
$837 = 32.151 // $ = float 
jump @USJ_5369 

:USJ_632
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0 
jf @USJ_754 
$792 = 2 // $ = int 
$832 = -1360.824 // $ = float 
$833 = -781.5606 // $ = float 
$834 = 37.2329 // $ = float 
$835 = -1353.033 // $ = float 
$836 = -806.455 // $ = float 
$837 = 39.2439 // $ = float 
jump @USJ_5369 

:USJ_754
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0 
jf @USJ_876 
$792 = 3 // $ = int 
$832 = -1200.244 // $ = float 
$833 = -894.1972 // $ = float 
$834 = 26.7296 // $ = float 
$835 = -1170.48 // $ = float 
$836 = -892.3815 // $ = float 
$837 = 34.0162 // $ = float 
jump @USJ_5369 

:USJ_876
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0 
jf @USJ_998 
$792 = 4 // $ = int 
$832 = -1194.279 // $ = float 
$833 = -1027.862 // $ = float 
$834 = 22.979 // $ = float 
$835 = -1201.502 // $ = float 
$836 = -1013.937 // $ = float 
$837 = 23.4673 // $ = float 
jump @USJ_5369 

:USJ_998
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5 
jf @USJ_1120 
$792 = 5 // $ = int 
$832 = -1520.165 // $ = float 
$833 = -1073.36 // $ = float 
$834 = 24.1604 // $ = float 
$835 = -1511.204 // $ = float 
$836 = -1065.214 // $ = float 
$837 = 32.3439 // $ = float 
jump @USJ_5369 

:USJ_1120
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5 
jf @USJ_1242 
$792 = 6 // $ = int 
$832 = -1564.454 // $ = float 
$833 = -1271.588 // $ = float 
$834 = 21.5915 // $ = float 
$835 = -1548.072 // $ = float 
$836 = -1255.53 // $ = float 
$837 = 23.9858 // $ = float 
jump @USJ_5369 

:USJ_1242
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5 
jf @USJ_1364 
$792 = 7 // $ = int 
$832 = -1590.58 // $ = float 
$833 = -1247.373 // $ = float 
$834 = 26.3087 // $ = float 
$835 = -1598.12 // $ = float 
$836 = -1252.426 // $ = float 
$837 = 23.7824 // $ = float 
jump @USJ_5369 

:USJ_1364
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0 
jf @USJ_1486 
$792 = 8 // $ = int 
$832 = -1355.275 // $ = float 
$833 = -997.9999 // $ = float 
$834 = 24.0731 // $ = float 
$835 = -1363.207 // $ = float 
$836 = -996.5805 // $ = float 
$837 = 32.2555 // $ = float 
jump @USJ_5369 

:USJ_1486
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @USJ_1632 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5 
jf @USJ_1632 
$792 = 9 // $ = int 
$832 = 0.1404 // $ = float 
$833 = 878.4036 // $ = float 
$834 = 20.2009 // $ = float 
$835 = -15.8172 // $ = float 
$836 = 907.157 // $ = float 
$837 = 28.9023 // $ = float 
jump @USJ_5369 

:USJ_1632
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @USJ_1900 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
jf @USJ_1778 
$792 = 25 // $ = int 
$832 = -311.0497 // $ = float 
$833 = -1399.506 // $ = float 
$834 = 9.6779 // $ = float 
$835 = -320.9215 // $ = float 
$836 = -1430.599 // $ = float 
$837 = 16.8534 // $ = float 
jump @USJ_5369 

:USJ_1778
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
jf @USJ_1900 
$792 = 26 // $ = int 
$832 = -314.5936 // $ = float 
$833 = -1300.281 // $ = float 
$834 = 9.4204 // $ = float 
$835 = -320.6415 // $ = float 
$836 = -1310.957 // $ = float 
$837 = 17.6351 // $ = float 
jump @USJ_5369 

:USJ_1900
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @USJ_2412 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5 
jf @USJ_2046 
$792 = 11 // $ = int 
$832 = -690.7014 // $ = float 
$833 = 1199.213 // $ = float 
$834 = 25.0565 // $ = float 
$835 = -673.2637 // $ = float 
$836 = 1209.819 // $ = float 
$837 = 32.8857 // $ = float 
jump @USJ_5369 

:USJ_2046
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0 
jf @USJ_2168 
$792 = 12 // $ = int 
$832 = -543.2 // $ = float 
$833 = 843.4 // $ = float 
$834 = 99.2 // $ = float 
$835 = -529.3288 // $ = float 
$836 = 888.8258 // $ = float 
$837 = 77.5537 // $ = float 
jump @USJ_5369 

:USJ_2168
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5 
jf @USJ_2290 
$792 = 13 // $ = int 
$832 = -853.7 // $ = float 
$833 = 1172.3 // $ = float 
$834 = 24.4 // $ = float 
$835 = -837.848 // $ = float 
$836 = 1200.585 // $ = float 
$837 = 25.7884 // $ = float 
jump @USJ_5369 

:USJ_2290
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5 
jf @USJ_2412 
$792 = 14 // $ = int 
$832 = -292.5 // $ = float 
$833 = 1102.7 // $ = float 
$834 = 40.0 // $ = float 
$835 = -335.0812 // $ = float 
$836 = 1055.352 // $ = float 
$837 = 47.3995 // $ = float 
jump @USJ_5369 

:USJ_2412
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @USJ_2802 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5 
jf @USJ_2558 
$792 = 15 // $ = int 
$832 = -1004.154 // $ = float 
$833 = -62.9943 // $ = float 
$834 = 15.957 // $ = float 
$835 = -1001.711 // $ = float 
$836 = -83.5744 // $ = float 
$837 = 22.2569 // $ = float 
jump @USJ_5369 

:USJ_2558
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5 
jf @USJ_2680 
$792 = 16 // $ = int 
$832 = -930.7841 // $ = float 
$833 = -125.4432 // $ = float 
$834 = 12.2188 // $ = float 
$835 = -881.2348 // $ = float 
$836 = -107.6016 // $ = float 
$837 = 20.23 // $ = float 
jump @USJ_5369 

:USJ_2680
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5 
jf @USJ_2802 
$792 = 17 // $ = int 
$832 = -906.6896 // $ = float 
$833 = 238.6932 // $ = float 
$834 = 16.5044 // $ = float 
$835 = -896.8717 // $ = float 
$836 = 235.2098 // $ = float 
$837 = 23.9347 // $ = float 
jump @USJ_5369 

:USJ_2802
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @USJ_2948 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5 
jf @USJ_2948 
$792 = 18 // $ = int 
$832 = -1055.616 // $ = float 
$833 = -588.8613 // $ = float 
$834 = 18.1929 // $ = float 
$835 = -1038.943 // $ = float 
$836 = -599.2438 // $ = float 
$837 = 26.4899 // $ = float 
jump @USJ_5369 

:USJ_2948
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @USJ_4070 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5 
jf @USJ_3094 
$792 = 19 // $ = int 
$832 = 233.5752 // $ = float 
$833 = -960.8961 // $ = float 
$834 = 21.5283 // $ = float 
$835 = 242.0566 // $ = float 
$836 = -963.7044 // $ = float 
$837 = 30.6993 // $ = float 
jump @USJ_5369 

:USJ_3094
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5 
jf @USJ_3216 
$792 = 20 // $ = int 
$832 = 63.3356 // $ = float 
$833 = -967.6796 // $ = float 
$834 = 26.3317 // $ = float 
$835 = 104.9159 // $ = float 
$836 = -964.5817 // $ = float 
$837 = 18.515 // $ = float 
jump @USJ_5369 

:USJ_3216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5 
jf @USJ_3338 
$792 = 22 // $ = int 
$832 = 84.5247 // $ = float 
$833 = -1258.389 // $ = float 
$834 = 31.4335 // $ = float 
$835 = 106.3865 // $ = float 
$836 = -1279.522 // $ = float 
$837 = 40.51 // $ = float 
jump @USJ_5369 

:USJ_3338
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5 
jf @USJ_3460 
$792 = 23 // $ = int 
$832 = 4.1501 // $ = float 
$833 = -1274.46 // $ = float 
$834 = 19.7525 // $ = float 
$835 = 11.7328 // $ = float 
$836 = -1306.691 // $ = float 
$837 = 25.3238 // $ = float 
jump @USJ_5369 

:USJ_3460
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5 
jf @USJ_3582 
$792 = 24 // $ = int 
$832 = -6.4837 // $ = float 
$833 = -1355.176 // $ = float 
$834 = 20.045 // $ = float 
$835 = 11.7328 // $ = float 
$836 = -1371.335 // $ = float 
$837 = 19.3237 // $ = float 
jump @USJ_5369 

:USJ_3582
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 
jf @USJ_3704 
$792 = 25 // $ = int 
$832 = -311.0497 // $ = float 
$833 = -1399.506 // $ = float 
$834 = 9.6779 // $ = float 
$835 = -320.9215 // $ = float 
$836 = -1430.599 // $ = float 
$837 = 16.8534 // $ = float 
jump @USJ_5369 

:USJ_3704
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 
jf @USJ_3826 
$792 = 26 // $ = int 
$832 = -314.5936 // $ = float 
$833 = -1300.281 // $ = float 
$834 = 9.4204 // $ = float 
$835 = -320.6415 // $ = float 
$836 = -1310.957 // $ = float 
$837 = 17.6351 // $ = float 
jump @USJ_5369 

:USJ_3826
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5 
jf @USJ_3948 
$792 = 27 // $ = int 
$832 = 228.2427 // $ = float 
$833 = -1140.774 // $ = float 
$834 = 14.4116 // $ = float 
$835 = 225.9232 // $ = float 
$836 = -1101.189 // $ = float 
$837 = 20.9205 // $ = float 
jump @USJ_5369 

:USJ_3948
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0 
jf @USJ_4070 
$792 = 28 // $ = int 
$832 = 259.0203 // $ = float 
$833 = -963.3474 // $ = float 
$834 = 10.0962 // $ = float 
$835 = 246.7973 // $ = float 
$836 = -1007.525 // $ = float 
$837 = 22.6569 // $ = float 
jump @USJ_5369 

:USJ_4070
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @USJ_4826 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0 
jf @USJ_4216 
$792 = 30 // $ = int 
$832 = 268.9545 // $ = float 
$833 = -469.6216 // $ = float 
$834 = 15.2438 // $ = float 
$835 = 252.5868 // $ = float 
$836 = -477.8011 // $ = float 
$837 = 20.6179 // $ = float 
jump @USJ_5369 

:USJ_4216
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0 
jf @USJ_4338 
$792 = 31 // $ = int 
$832 = 361.3011 // $ = float 
$833 = -735.6794 // $ = float 
$834 = 23.4501 // $ = float 
$835 = 344.1249 // $ = float 
$836 = -748.2875 // $ = float 
$837 = 31.9164 // $ = float 
jump @USJ_5369 

:USJ_4338
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0 
jf @USJ_4460 
$792 = 32 // $ = int 
$832 = 426.6392 // $ = float 
$833 = -524.0469 // $ = float 
$834 = 12.3656 // $ = float 
$835 = 403.8112 // $ = float 
$836 = -510.4724 // $ = float 
$837 = 18.9753 // $ = float 
jump @USJ_5369 

:USJ_4460
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0 
jf @USJ_4582 
$792 = 33 // $ = int 
$832 = 456.6417 // $ = float 
$833 = -532.0921 // $ = float 
$834 = 19.3283 // $ = float 
$835 = 436.7198 // $ = float 
$836 = -555.8276 // $ = float 
$837 = 28.7096 // $ = float 
jump @USJ_5369 

:USJ_4582
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0 
jf @USJ_4704 
$792 = 34 // $ = int 
$832 = 462.6722 // $ = float 
$833 = -399.8143 // $ = float 
$834 = 17.5715 // $ = float 
$835 = 457.8847 // $ = float 
$836 = -413.2519 // $ = float 
$837 = 26.4187 // $ = float 
jump @USJ_5369 

:USJ_4704
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0 
jf @USJ_4826 
$792 = 35 // $ = int 
$832 = 282.5344 // $ = float 
$833 = -479.8412 // $ = float 
$834 = 10.4141 // $ = float 
$835 = 290.986 // $ = float 
$836 = -497.1007 // $ = float 
$837 = 19.0179 // $ = float 
jump @USJ_5369 

:USJ_4826
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @USJ_5216 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6 
jf @USJ_4972 
$792 = 10 // $ = int 
$832 = 301.9448 // $ = float 
$833 = -215.9068 // $ = float 
$834 = 34.4501 // $ = float 
$835 = 309.8567 // $ = float 
$836 = -170.8791 // $ = float 
$837 = 20.3312 // $ = float 
jump @USJ_5369 

:USJ_4972
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0 
jf @USJ_5094 
$792 = 29 // $ = int 
$832 = 416.4033 // $ = float 
$833 = -125.6725 // $ = float 
$834 = 13.7649 // $ = float 
$835 = 394.259 // $ = float 
$836 = -116.6847 // $ = float 
$837 = 19.7462 // $ = float 
jump @USJ_5369 

:USJ_5094
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0 
jf @USJ_5216 
$792 = 21 // $ = int 
$832 = 420.6179 // $ = float 
$833 = -367.5033 // $ = float 
$834 = 14.1343 // $ = float 
$835 = 427.7329 // $ = float 
$836 = -381.8485 // $ = float 
$837 = 18.9116 // $ = float 
jump @USJ_5369 

:USJ_5216
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @USJ_5362 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0 
jf @USJ_5362 
$792 = 36 // $ = int 
$832 = -317.0066 // $ = float 
$833 = -298.789 // $ = float 
$834 = 15.3976 // $ = float 
$835 = -306.2269 // $ = float 
$836 = -290.804 // $ = float 
$837 = 22.1777 // $ = float 
jump @USJ_5369 

:USJ_5362
jump @USJ_298 

:USJ_5369
$793 = 0 // $ = int 
$794 = 0 // $ = int 
015D: set_gamespeed 0.3 
Camera.SetPosition($832, $833, $834, 0.0, 0.0, 0.0)
Camera.OnVehicle($789, 15, 2)

:USJ_5425
if or
01F3:   car $789 airborne 
  10 > $793 // int > $ 
jf @USJ_5665 
$793 += 1 // $ += int 
wait 0 
if 
  Car.Wrecked($789)
jf @USJ_5492 
$841 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5492
if 
02BF:   car $789 sunk 
jf @USJ_5525 
$841 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5525
if 
  not Player.Defined($PLAYER_CHAR)
jf @USJ_5558 
$841 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5558
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_5591 
$841 = 0.0 // $ = float 
jump @USJ_5665 

:USJ_5591
if 
  $794 == 0 // $ == int 
jf @USJ_5658 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $835 $836 $837 radius 10.0 10.0 10.0 
jf @USJ_5658 
$794 = 1 // $ = int 

:USJ_5658
jump @USJ_5425 

:USJ_5665
wait 300 
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
if 
  $794 == 1 // $ == int 
jf @USJ_7497 
if and
  $792 == 1 // $ == int 
  $795 == 0 // $ == int 
jf @USJ_5747 
$795 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5747
if and
  $792 == 2 // $ == int 
  $796 == 0 // $ == int 
jf @USJ_5797 
$796 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5797
if and
  $792 == 3 // $ == int 
  $797 == 0 // $ == int 
jf @USJ_5847 
$797 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5847
if and
  $792 == 4 // $ == int 
  $798 == 0 // $ == int 
jf @USJ_5897 
$798 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5897
if and
  $792 == 5 // $ == int 
  $799 == 0 // $ == int 
jf @USJ_5947 
$799 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5947
if and
  $792 == 6 // $ == int 
  $800 == 0 // $ == int 
jf @USJ_5997 
$800 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_5997
if and
  $792 == 7 // $ == int 
  $801 == 0 // $ == int 
jf @USJ_6047 
$801 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6047
if and
  $792 == 8 // $ == int 
  $802 == 0 // $ == int 
jf @USJ_6097 
$802 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6097
if and
  $792 == 9 // $ == int 
  $803 == 0 // $ == int 
jf @USJ_6147 
$803 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6147
if and
  $792 == 10 // $ == int 
  $804 == 0 // $ == int 
jf @USJ_6197 
$804 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6197
if and
  $792 == 11 // $ == int 
  $805 == 0 // $ == int 
jf @USJ_6247 
$805 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6247
if and
  $792 == 12 // $ == int 
  $806 == 0 // $ == int 
jf @USJ_6297 
$806 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6297
if and
  $792 == 13 // $ == int 
  $807 == 0 // $ == int 
jf @USJ_6347 
$807 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6347
if and
  $792 == 14 // $ == int 
  $808 == 0 // $ == int 
jf @USJ_6397 
$808 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6397
if and
  $792 == 15 // $ == int 
  $809 == 0 // $ == int 
jf @USJ_6447 
$809 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6447
if and
  $792 == 16 // $ == int 
  $810 == 0 // $ == int 
jf @USJ_6497 
$810 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6497
if and
  $792 == 17 // $ == int 
  $811 == 0 // $ == int 
jf @USJ_6547 
$811 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6547
if and
  $792 == 18 // $ == int 
  $812 == 0 // $ == int 
jf @USJ_6597 
$812 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6597
if and
  $792 == 19 // $ == int 
  $813 == 0 // $ == int 
jf @USJ_6647 
$813 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6647
if and
  $792 == 20 // $ == int 
  $814 == 0 // $ == int 
jf @USJ_6697 
$814 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6697
if and
  $792 == 21 // $ == int 
  $815 == 0 // $ == int 
jf @USJ_6747 
$815 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6747
if and
  $792 == 22 // $ == int 
  $816 == 0 // $ == int 
jf @USJ_6797 
$816 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6797
if and
  $792 == 23 // $ == int 
  $817 == 0 // $ == int 
jf @USJ_6847 
$817 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6847
if and
  $792 == 24 // $ == int 
  $818 == 0 // $ == int 
jf @USJ_6897 
$818 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6897
if and
  $792 == 25 // $ == int 
  $819 == 0 // $ == int 
jf @USJ_6947 
$819 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6947
if and
  $792 == 26 // $ == int 
  $820 == 0 // $ == int 
jf @USJ_6997 
$820 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_6997
if and
  $792 == 27 // $ == int 
  $821 == 0 // $ == int 
jf @USJ_7047 
$821 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7047
if and
  $792 == 28 // $ == int 
  $822 == 0 // $ == int 
jf @USJ_7097 
$822 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7097
if and
  $792 == 29 // $ == int 
  $823 == 0 // $ == int 
jf @USJ_7147 
$823 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7147
if and
  $792 == 30 // $ == int 
  $824 == 0 // $ == int 
jf @USJ_7197 
$824 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7197
if and
  $792 == 31 // $ == int 
  $825 == 0 // $ == int 
jf @USJ_7247 
$825 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7247
if and
  $792 == 32 // $ == int 
  $826 == 0 // $ == int 
jf @USJ_7297 
$826 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7297
if and
  $792 == 33 // $ == int 
  $827 == 0 // $ == int 
jf @USJ_7347 
$827 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7347
if and
  $792 == 34 // $ == int 
  $828 == 0 // $ == int 
jf @USJ_7397 
$828 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7397
if and
  $792 == 35 // $ == int 
  $829 == 0 // $ == int 
jf @USJ_7447 
$829 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7447
if and
  $792 == 36 // $ == int 
  $830 == 0 // $ == int 
jf @USJ_7497 
$830 = 1 // $ = int 
$791 += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_7504 

:USJ_7497
jump @USJ_298 

:USJ_7504
if 
  36 > $791 // int > $ 
jf @USJ_7570 
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
01E3: text_1number_styled 'REWARD' number $790 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += $790
jump @USJ_7621 

:USJ_7570
0217: text_styled 'USJ' time 5000 style 5  // UNIQUE STUNT BONUS!
03E5: text_box 'USJ_ALL'  // ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled 'REWARD' number 10000 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += 10000

:USJ_7621
$794 = 0 // $ = int 
018C: play_sound 1 at 0.0 0.0 0.0 
0313: increment_unique_jumps_found 
$790 += 100 // $ += int 
jump @USJ_298 
terminate_this_script 

:AMMU
$859 = 0 // $ = int 
$860 = -30000 // $ = int 
$861 = -60000 // $ = int 
$851 = 0 // $ = int 
$849 = 0 // $ = int 
$850 = 0 // $ = int 
$842 = 0 // $ = int 
$843 = 0 // $ = int 
$846 = 0 // $ = int 
$844 = 0 // $ = int 
$845 = 0 // $ = int 
$866 = 0 // $ = int 
$862 = 0 // $ = int 
$863 = 0 // $ = int 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$902 = 0 // $ = int 
$903 = 0 // $ = int 
$904 = 0 // $ = int 
$905 = 0 // $ = int 
$867 = 0 // $ = int 
$868 = 0 // $ = int 
$847 = 0 // $ = int 
$855 = 0 // $ = int 
$848 = 0 // $ = int 
$856 = 0 // $ = int 
$907 = 0 // $ = int 
$906 = 0 // $ = int 
$874 = 0 // $ = int 
$886 = 0 // $ = int 
$887 = 0 // $ = int 
$888 = 0 // $ = int 
018D: $865 = create_sound 0 at $896 $897 $898 
018E: stop_sound $865 
script_name 'AMMU' 
set_wb_check_to 0 
start_new_script @AMMU1 
start_new_script @AMMU2 
start_new_script @AMMU3 
start_new_script @HARD1 
start_new_script @HARD2 
start_new_script @HARD3 
terminate_this_script 

:AMMU1
script_name 'AMMU1' 

:AMMU1_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_3396 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @AMMU1_3389 
if 
00F5:   player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0 
jf @AMMU1_3364 
if 
  $842 == 0 // $ == int 
jf @AMMU1_394 
HARD3_5492()
0084: $857 = $859 // $ = $ int 
0060: $857 -= $860 // $ -= $ int 
Object.Create($889, #COLT45, -60.793, -1488.141, 12.24)
Object.ToggleInMovingList($889, False)
0453: object $889 set_rotation 0.0 8.0 0.0 
Object.Create($890, #INGRAMSL, -62.293, -1488.241, 12.223)
Object.ToggleInMovingList($890, False)
0453: object $890 set_rotation 0.0 2.0 0.0 
Object.Create($891, #CHROMEGUN, -63.993, -1488.241, 12.24)
Object.ToggleInMovingList($891, False)
0453: object $891 set_rotation 0.0 7.0 0.0 
Object.Create($892, #RUGER, -65.393, -1488.221, 12.18)
Object.ToggleInMovingList($892, False)
if 
  $857 > 30000 // $ > int 
jf @AMMU1_380 
Actor.Create($853, 4, #SPECIAL21, -62.5, -1485.1, 9.6)
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
HARD3_4804()

:AMMU1_380
$842 = 1 // $ = int 
jump @AMMU1_449 

:AMMU1_394
if 
0057:   player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 
jf @AMMU1_449 
HARD3_2766()

:AMMU1_449
if 
  not Actor.Dead($853)
jf @AMMU1_3357 
if 
  $844 == 0 // $ == int 
jf @AMMU1_3357 
if 
  $1180 == 0 // $ == int 
jf @AMMU1_3357 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @AMMU1_3357 
if 
00F9:   player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0 
jf @AMMU1_3274 
HARD3_4750()

:AMMU1_573
if 
  $849 == 0 // $ == int 
jf @AMMU1_3267 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1132 
if 
  $851 == 0 // $ == int 
jf @AMMU1_1132 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($853)
jf @AMMU1_667 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU1_667
Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-60.593, -1487.241, 12.433, 1)
if 
  $862 == 0 // $ == int 
jf @AMMU1_760 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @AMMU1_770 

:AMMU1_760
0460: set_camera_pointing_time 0.0 800 

:AMMU1_770
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_819 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU1_819
if 
  $851 == 0 // $ == int 
jf @AMMU1_1132 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1125 
HARD3_3761()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
0490:   player $PLAYER_CHAR has_weapon 18 
jf @AMMU1_954 
01E5: text_1number_highpriority 'HELP54' 100 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_954
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1100 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
if 
  Player.Money($PLAYER_CHAR) > 99
jf @AMMU1_1093 
if 
  9999 > $852 // int > $ 
jf @AMMU1_1086 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU1_1056 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU1_1056
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1086
jump @AMMU1_1100 

:AMMU1_1093
HARD3_3615()

:AMMU1_1100
if 
  $849 == 1 // $ == int 
jf @AMMU1_1125 
jump @AMMU1_10 

:AMMU1_1125
jump @AMMU1_819 

:AMMU1_1132
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1615 
if 
  $851 == 1 // $ == int 
jf @AMMU1_1615 
Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-62.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1283 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_1283
if 
  $851 == 1 // $ == int 
jf @AMMU1_1615 
wait 0 
00BA: text_styled 'INGRAM' 1000 ms 4  // Mac
01E5: text_1number_highpriority 'G_COST' 300 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1608 
HARD3_3761()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
HARD3_5678()
if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU1_1434 
01E5: text_1number_highpriority 'HELP54' 300 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1434
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1583 
0419: $852 = player $PLAYER_CHAR weapon 24 ammo 
if 
  Player.Money($PLAYER_CHAR) > 299
jf @AMMU1_1576 
if 
  9999 > $852 // int > $ 
jf @AMMU1_1569 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU1_1537 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this 

:AMMU1_1537
01B8: set_player $PLAYER_CHAR armed_weapon_to 24 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1569
jump @AMMU1_1583 

:AMMU1_1576
HARD3_3615()

:AMMU1_1583
if 
  $849 == 1 // $ == int 
jf @AMMU1_1608 
jump @AMMU1_10 

:AMMU1_1608
jump @AMMU1_1283 

:AMMU1_1615
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2181 
if 
  $851 == 2 // $ == int 
jf @AMMU1_2181 
Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-63.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_1766 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_1766
if 
  $851 == 2 // $ == int 
jf @AMMU1_2181 
wait 0 
00BA: text_styled 'SHOTGN1' 1000 ms 4  // Shotgun
if 
  $902 == 0 // $ == int 
jf @AMMU1_1843 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_1861 

:AMMU1_1843
01E5: text_1number_highpriority 'G_COST' 500 time 1000 1  // Cost: $~1~

:AMMU1_1861
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2174 
HARD3_3761()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $902 == 1 // $ == int 
jf @AMMU1_1968 
if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 21 
jf @AMMU1_1968 
01E5: text_1number_highpriority 'HELP54' 500 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1968
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2149 
if 
  $902 == 1 // $ == int 
jf @AMMU1_2142 
0419: $852 = player $PLAYER_CHAR weapon 19 ammo 
if 
  Player.Money($PLAYER_CHAR) > 499
jf @AMMU1_2128 
if 
  9999 > $852 // int > $ 
jf @AMMU1_2121 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU1_2089 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this 

:AMMU1_2089
01B8: set_player $PLAYER_CHAR armed_weapon_to 19 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2121
jump @AMMU1_2135 

:AMMU1_2128
HARD3_3615()

:AMMU1_2135
jump @AMMU1_2149 

:AMMU1_2142
HARD3_3615()

:AMMU1_2149
if 
  $849 == 1 // $ == int 
jf @AMMU1_2174 
jump @AMMU1_10 

:AMMU1_2174
jump @AMMU1_1766 

:AMMU1_2181
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2741 
if 
  $851 == 3 // $ == int 
jf @AMMU1_2741 
Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-65.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2332 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_2332
if 
  $851 == 3 // $ == int 
jf @AMMU1_2741 
wait 0 
00BA: text_styled 'RUGER' 1000 ms 4  // Kruger
if 
  $903 == 0 // $ == int 
jf @AMMU1_2409 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_2427 

:AMMU1_2409
01E5: text_1number_highpriority 'G_COST' 1000 time 1000 1  // Cost: $~1~

:AMMU1_2427
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2734 
HARD3_3761()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $903 == 1 // $ == int 
jf @AMMU1_2527 
if 
0490:   player $PLAYER_CHAR has_weapon 26 
jf @AMMU1_2527 
01E5: text_1number_highpriority 'HELP54' 1000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_2527
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2709 
if 
  $903 == 1 // $ == int 
jf @AMMU1_2702 
0419: $852 = player $PLAYER_CHAR weapon 27 ammo 
if 
  Player.Money($PLAYER_CHAR) > 999
jf @AMMU1_2688 
if 
  9999 > $852 // int > $ 
jf @AMMU1_2681 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU1_2649 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this 

:AMMU1_2649
01B8: set_player $PLAYER_CHAR armed_weapon_to 27 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -1000
0528: add 1000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2681
jump @AMMU1_2695 

:AMMU1_2688
HARD3_3615()

:AMMU1_2695
jump @AMMU1_2709 

:AMMU1_2702
HARD3_3615()

:AMMU1_2709
if 
  $849 == 1 // $ == int 
jf @AMMU1_2734 
jump @AMMU1_10 

:AMMU1_2734
jump @AMMU1_2332 

:AMMU1_2741
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_3260 
if 
  $851 == 4 // $ == int 
jf @AMMU1_3260 
Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-66.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_2892 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:AMMU1_2892
if 
  $851 == 4 // $ == int 
jf @AMMU1_3260 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $867 == 0 // $ == int 
jf @AMMU1_2969 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU1_2987 

:AMMU1_2969
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~

:AMMU1_2987
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_3253 
HARD3_3761()
04DD: $873 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_3228 
if 
  $867 == 1 // $ == int 
jf @AMMU1_3221 
if 
  Player.Money($PLAYER_CHAR) > 199
jf @AMMU1_3207 
if 
  100 > $873 // int > $ 
jf @AMMU1_3130 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU1_3200 

:AMMU1_3130
if 
  $1582 == 1 // $ == int 
jf @AMMU1_3200 
if 
  200 > $873 // int > $ 
jf @AMMU1_3200 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_3200
jump @AMMU1_3214 

:AMMU1_3207
HARD3_3615()

:AMMU1_3214
jump @AMMU1_3228 

:AMMU1_3221
HARD3_3615()

:AMMU1_3228
if 
  $849 == 1 // $ == int 
jf @AMMU1_3253 
jump @AMMU1_10 

:AMMU1_3253
jump @AMMU1_2892 

:AMMU1_3260
jump @AMMU1_573 

:AMMU1_3267
jump @AMMU1_3357 

:AMMU1_3274
if 
80F6:   not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0 
jf @AMMU1_3357 
if 
  $849 == 1 // $ == int 
jf @AMMU1_3357 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU1_3357 
HARD3_5024()

:AMMU1_3357
jump @AMMU1_3389 

:AMMU1_3364
if 
  $842 == 1 // $ == int 
jf @AMMU1_3389 
HARD3_5056()

:AMMU1_3389
jump @AMMU1_3403 

:AMMU1_3396
HARD3_5056()

:AMMU1_3403
jump @AMMU1_10 

:AMMU2
script_name 'AMMU2' 

:AMMU2_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3920 
if 
  $1003 == 1 // $ == int 
jf @AMMU2_3913 
if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @AMMU2_3888 
if 
  $842 == 0 // $ == int 
jf @AMMU2_443 
HARD3_5492()
0084: $857 = $859 // $ = $ int 
0060: $857 -= $860 // $ -= $ int 
Object.Create($889, #COLT45, 367.0, 1049.5, 21.09)
Object.ToggleInMovingList($889, False)
0453: object $889 set_rotation 0.0 8.0 0.0 
Object.Create($890, #UZI, 366.0, 1049.5, 21.05)
Object.ToggleInMovingList($890, False)
0453: object $890 set_rotation 0.0 4.0 0.0 
Object.Create($891, #BUDDYSHOT, 364.9, 1049.5, 21.067)
Object.ToggleInMovingList($891, False)
0453: object $891 set_rotation 0.0 9.0 0.0 
Object.Create($892, #SNIPER, 363.9, 1049.5, 21.05)
Object.ToggleInMovingList($892, False)
0453: object $892 set_rotation 0.0 5.0 0.0 
Object.Create($895, #BODYARMOUR, 362.1, 1049.5, 20.9)
Object.ToggleInMovingList($895, False)
if 
  $857 > 30000 // $ > int 
jf @AMMU2_429 
Actor.Create($853, 4, #SPECIAL21, 366.1, 1052.2, 18.2)
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
HARD3_4804()

:AMMU2_429
$842 = 1 // $ = int 
jump @AMMU2_498 

:AMMU2_443
if 
0057:   player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 
jf @AMMU2_498 
HARD3_2766()

:AMMU2_498
if 
  not Actor.Dead($853)
jf @AMMU2_3881 
if 
  $844 == 0 // $ == int 
jf @AMMU2_3881 
if 
  $1180 == 0 // $ == int 
jf @AMMU2_3881 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @AMMU2_3881 
if 
00F9:   player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0 
jf @AMMU2_3798 
HARD3_4750()

:AMMU2_622
if 
  $849 == 0 // $ == int 
jf @AMMU2_3791 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1181 
if 
  $851 == 0 // $ == int 
jf @AMMU2_1181 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($853)
jf @AMMU2_716 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU2_716
Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(367.152, 1050.163, 21.291, 1)
if 
  $862 == 0 // $ == int 
jf @AMMU2_809 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @AMMU2_819 

:AMMU2_809
0460: set_camera_pointing_time 0.0 800 

:AMMU2_819
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_868 
0055: put_player $PLAYER_CHAR at $534 $535 $536 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU2_868
if 
  $851 == 0 // $ == int 
jf @AMMU2_1181 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1174 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
0490:   player $PLAYER_CHAR has_weapon 18 
jf @AMMU2_1003 
01E5: text_1number_highpriority 'HELP54' 100 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1003
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1149 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
if 
  Player.Money($PLAYER_CHAR) > 99
jf @AMMU2_1142 
if 
  9999 > $852 // int > $ 
jf @AMMU2_1135 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU2_1105 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU2_1105
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1135
jump @AMMU2_1149 

:AMMU2_1142
HARD3_3615()

:AMMU2_1149
if 
  $849 == 1 // $ == int 
jf @AMMU2_1174 
jump @AMMU2_10 

:AMMU2_1174
jump @AMMU2_868 

:AMMU2_1181
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1664 
if 
  $851 == 1 // $ == int 
jf @AMMU2_1664 
Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(366.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1332 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_1332
if 
  $851 == 1 // $ == int 
jf @AMMU2_1664 
wait 0 
00BA: text_styled 'UZI' 1000 ms 4  // Uz-1
01E5: text_1number_highpriority 'G_COST' 400 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1657 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
HARD3_5678()
if or
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU2_1483 
01E5: text_1number_highpriority 'HELP54' 400 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1483
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1632 
0419: $852 = player $PLAYER_CHAR weapon 23 ammo 
if 
  Player.Money($PLAYER_CHAR) > 399
jf @AMMU2_1625 
if 
  9999 > $852 // int > $ 
jf @AMMU2_1618 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU2_1586 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this 

:AMMU2_1586
01B8: set_player $PLAYER_CHAR armed_weapon_to 23 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -400
0528: add 400 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1618
jump @AMMU2_1632 

:AMMU2_1625
HARD3_3615()

:AMMU2_1632
if 
  $849 == 1 // $ == int 
jf @AMMU2_1657 
jump @AMMU2_10 

:AMMU2_1657
jump @AMMU2_1332 

:AMMU2_1664
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2230 
if 
  $851 == 2 // $ == int 
jf @AMMU2_2230 
Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(365.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_1815 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_1815
if 
  $851 == 2 // $ == int 
jf @AMMU2_2230 
wait 0 
00BA: text_styled 'SHOTGN3' 1000 ms 4  // Stubby shotgun
if 
  $868 == 0 // $ == int 
jf @AMMU2_1892 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_1910 

:AMMU2_1892
01E5: text_1number_highpriority 'G_COST' 600 time 1000 1  // Cost: $~1~

:AMMU2_1910
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2223 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $868 == 1 // $ == int 
jf @AMMU2_2017 
if or
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 19 
jf @AMMU2_2017 
01E5: text_1number_highpriority 'HELP54' 600 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2017
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2198 
if 
  $868 == 1 // $ == int 
jf @AMMU2_2191 
0419: $852 = player $PLAYER_CHAR weapon 21 ammo 
if 
  Player.Money($PLAYER_CHAR) > 599
jf @AMMU2_2177 
if 
  9999 > $852 // int > $ 
jf @AMMU2_2170 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU2_2138 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this 

:AMMU2_2138
01B8: set_player $PLAYER_CHAR armed_weapon_to 21 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -600
0528: add 600 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2170
jump @AMMU2_2184 

:AMMU2_2177
HARD3_3615()

:AMMU2_2184
jump @AMMU2_2198 

:AMMU2_2191
HARD3_3615()

:AMMU2_2198
if 
  $849 == 1 // $ == int 
jf @AMMU2_2223 
jump @AMMU2_10 

:AMMU2_2223
jump @AMMU2_1815 

:AMMU2_2230
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2789 
if 
  $851 == 3 // $ == int 
jf @AMMU2_2789 
Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(364.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2381 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_2381
if 
  $851 == 3 // $ == int 
jf @AMMU2_2789 
wait 0 
00BA: text_styled 'SNIPE' 1000 ms 4  // Sniper rifle
if 
  $847 == 0 // $ == int 
jf @AMMU2_2458 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_2476 

:AMMU2_2458
01E5: text_1number_highpriority 'G_COST' 1500 time 1000 1  // Cost: $~1~

:AMMU2_2476
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2782 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $847 == 1 // $ == int 
jf @AMMU2_2576 
if 
0490:   player $PLAYER_CHAR has_weapon 29 
jf @AMMU2_2576 
01E5: text_1number_highpriority 'HELP54' 1500 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2576
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2757 
if 
  $847 == 1 // $ == int 
jf @AMMU2_2750 
0419: $852 = player $PLAYER_CHAR weapon 28 ammo 
if 
  Player.Money($PLAYER_CHAR) > 1499
jf @AMMU2_2736 
if 
  9999 > $852 // int > $ 
jf @AMMU2_2729 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU2_2697 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this 

:AMMU2_2697
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -1500
0528: add 1500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2729
jump @AMMU2_2743 

:AMMU2_2736
HARD3_3615()

:AMMU2_2743
jump @AMMU2_2757 

:AMMU2_2750
HARD3_3615()

:AMMU2_2757
if 
  $849 == 1 // $ == int 
jf @AMMU2_2782 
jump @AMMU2_10 

:AMMU2_2782
jump @AMMU2_2381 

:AMMU2_2789
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3265 
if 
  $851 == 4 // $ == int 
jf @AMMU2_3265 
Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(363.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_2940 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_2940
if 
  $851 == 4 // $ == int 
jf @AMMU2_3265 
wait 0 
00BA: text_styled 'GRENADE' 1000 ms 4  // Grenades
01E5: text_1number_highpriority 'G_COST' 300 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3258 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $869 ammo $852 model $870 
HARD3_5678()
if or
0490:   player $PLAYER_CHAR has_weapon 13 
0490:   player $PLAYER_CHAR has_weapon 15 
0490:   player $PLAYER_CHAR has_weapon 14 
jf @AMMU2_3091 
01E5: text_1number_highpriority 'HELP54' 300 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_3091
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3233 
0419: $852 = player $PLAYER_CHAR weapon 12 ammo 
if 
  Player.Money($PLAYER_CHAR) > 299
jf @AMMU2_3226 
if 
  9999 > $852 // int > $ 
jf @AMMU2_3219 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU2_3194 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this 

:AMMU2_3194
HARD3_3688()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3219
jump @AMMU2_3233 

:AMMU2_3226
HARD3_3615()

:AMMU2_3233
if 
  $849 == 1 // $ == int 
jf @AMMU2_3258 
jump @AMMU2_10 

:AMMU2_3258
jump @AMMU2_2940 

:AMMU2_3265
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3784 
if 
  $851 == 5 // $ == int 
jf @AMMU2_3784 
Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(362.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3416 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:AMMU2_3416
if 
  $851 == 5 // $ == int 
jf @AMMU2_3784 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $867 == 0 // $ == int 
jf @AMMU2_3493 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU2_3511 

:AMMU2_3493
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~

:AMMU2_3511
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3777 
HARD3_4026()
04DD: $873 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3752 
if 
  $867 == 1 // $ == int 
jf @AMMU2_3745 
if 
  Player.Money($PLAYER_CHAR) > 199
jf @AMMU2_3731 
if 
  100 > $873 // int > $ 
jf @AMMU2_3654 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU2_3724 

:AMMU2_3654
if 
  $1582 == 1 // $ == int 
jf @AMMU2_3724 
if 
  200 > $873 // int > $ 
jf @AMMU2_3724 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3724
jump @AMMU2_3738 

:AMMU2_3731
HARD3_3615()

:AMMU2_3738
jump @AMMU2_3752 

:AMMU2_3745
HARD3_3615()

:AMMU2_3752
if 
  $849 == 1 // $ == int 
jf @AMMU2_3777 
jump @AMMU2_10 

:AMMU2_3777
jump @AMMU2_3416 

:AMMU2_3784
jump @AMMU2_622 

:AMMU2_3791
jump @AMMU2_3881 

:AMMU2_3798
if 
80F6:   not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0 
jf @AMMU2_3881 
if 
  $849 == 1 // $ == int 
jf @AMMU2_3881 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU2_3881 
HARD3_5024()

:AMMU2_3881
jump @AMMU2_3913 

:AMMU2_3888
if 
  $842 == 1 // $ == int 
jf @AMMU2_3913 
HARD3_5056()

:AMMU2_3913
jump @AMMU2_3927 

:AMMU2_3920
HARD3_5056()

:AMMU2_3927
jump @AMMU2_10 

:AMMU3
script_name 'AMMU3' 

:AMMU3_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_4198 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @AMMU3_4191 
if 
00F5:   player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0 
jf @AMMU3_4166 
if 
  $842 == 0 // $ == int 
jf @AMMU3_513 
HARD3_5492()
0084: $857 = $859 // $ = $ int 
0060: $857 -= $860 // $ -= $ int 
Object.Create($889, #PYTHON, -683.6, 1200.549, 12.93)
Object.ToggleInMovingList($889, False)
0453: object $889 set_rotation 0.0 4.0 90.0 
Object.Create($890, #MP5LNG, -683.6, 1202.049, 12.86)
Object.ToggleInMovingList($890, False)
0453: object $890 set_rotation 0.0 8.0 95.0 
Object.Create($891, #SHOTGSPA, -683.6, 1203.449, 12.91)
Object.ToggleInMovingList($891, False)
0453: object $891 set_rotation 0.0 9.0 95.0 
Object.Create($892, #M4, -683.6, 1205.049, 12.88)
Object.ToggleInMovingList($892, False)
0453: object $892 set_rotation 0.0 3.0 95.0 
Object.Create($893, #LASER, -683.6, 1206.549, 12.81)
Object.ToggleInMovingList($893, False)
0453: object $893 set_rotation 0.0 2.0 95.0 
Object.Create($894, #BODYARMOUR, -683.5, 1208.189, 12.809)
Object.ToggleInMovingList($894, False)
Object.Angle($894) = 90.0
if 
  $857 > 30000 // $ > int 
jf @AMMU3_499 
Actor.Create($853, 4, #SPECIAL21, -679.97, 1203.5, 10.0)
Actor.Angle($853) = 270.0
01ED: clear_actor $853 threat_search 
0350: set_actor $853 maintain_position_when_attacked 1 
HARD3_4804()

:AMMU3_499
$842 = 1 // $ = int 
jump @AMMU3_568 

:AMMU3_513
if 
0057:   player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 
jf @AMMU3_568 
HARD3_2766()

:AMMU3_568
if 
  $995 == 0 // $ == int 
jf @AMMU3_4159 
if 
  not Actor.Dead($853)
jf @AMMU3_4159 
if 
  $844 == 0 // $ == int 
jf @AMMU3_4159 
if 
  $1180 == 0 // $ == int 
jf @AMMU3_4159 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @AMMU3_4159 
if 
00F9:   player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0 
jf @AMMU3_4076 
HARD3_4750()

:AMMU3_710
if 
  $849 == 0 // $ == int 
jf @AMMU3_4069 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_1364 
if 
  $851 == 0 // $ == int 
jf @AMMU3_1364 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($853)
jf @AMMU3_804 
0210: player $PLAYER_CHAR look_at_actor $853 

:AMMU3_804
Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1200.697, 13.171, 1)
if 
  $862 == 0 // $ == int 
jf @AMMU3_897 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @AMMU3_907 

:AMMU3_897
0460: set_camera_pointing_time 0.0 800 

:AMMU3_907
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_956 
0055: put_player $PLAYER_CHAR at $537 $538 $539 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:AMMU3_956
if 
  $851 == 0 // $ == int 
jf @AMMU3_1364 
wait 0 
00BA: text_styled 'PYTHON' 2000 ms 4  // .357
if 
  $907 == 0 // $ == int 
jf @AMMU3_1033 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_1051 

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

:AMMU3_1051
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_1357 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $907 == 1 // $ == int 
jf @AMMU3_1151 
if 
0490:   player $PLAYER_CHAR has_weapon 17 
jf @AMMU3_1151 
01E5: text_1number_highpriority 'HELP54' 2000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1151
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1332 
if 
  $907 == 1 // $ == int 
jf @AMMU3_1325 
0419: $852 = player $PLAYER_CHAR weapon 18 ammo 
if 
  Player.Money($PLAYER_CHAR) > 1999
jf @AMMU3_1311 
if 
  9999 > $852 // int > $ 
jf @AMMU3_1304 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU3_1272 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this 

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

:AMMU3_1304
jump @AMMU3_1318 

:AMMU3_1311
HARD3_3615()

:AMMU3_1318
jump @AMMU3_1332 

:AMMU3_1325
HARD3_3615()

:AMMU3_1332
if 
  $849 == 1 // $ == int 
jf @AMMU3_1357 
jump @AMMU3_10 

:AMMU3_1357
jump @AMMU3_956 

:AMMU3_1364
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_1937 
if 
  $851 == 1 // $ == int 
jf @AMMU3_1937 
Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1202.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_1515 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_1515
if 
  $851 == 1 // $ == int 
jf @AMMU3_1937 
wait 0 
00BA: text_styled 'MP5' 1000 ms 4  // MP
if 
  $906 == 0 // $ == int 
jf @AMMU3_1592 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_1610 

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

:AMMU3_1610
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_1930 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $906 == 1 // $ == int 
jf @AMMU3_1724 
if or
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @AMMU3_1724 
01E5: text_1number_highpriority 'HELP54' 3000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1724
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1905 
if 
  $906 == 1 // $ == int 
jf @AMMU3_1898 
0419: $852 = player $PLAYER_CHAR weapon 25 ammo 
if 
  Player.Money($PLAYER_CHAR) > 2999
jf @AMMU3_1884 
if 
  9999 > $852 // int > $ 
jf @AMMU3_1877 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU3_1845 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this 

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

:AMMU3_1877
jump @AMMU3_1891 

:AMMU3_1884
HARD3_3615()

:AMMU3_1891
jump @AMMU3_1905 

:AMMU3_1898
HARD3_3615()

:AMMU3_1905
if 
  $849 == 1 // $ == int 
jf @AMMU3_1930 
jump @AMMU3_10 

:AMMU3_1930
jump @AMMU3_1515 

:AMMU3_1937
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_2503 
if 
  $851 == 2 // $ == int 
jf @AMMU3_2503 
Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1203.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_2088 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_2088
if 
  $851 == 2 // $ == int 
jf @AMMU3_2503 
wait 0 
00BA: text_styled 'SHOTGN2' 1000 ms 4  // S.P.A.S. 12
if 
  $848 == 0 // $ == int 
jf @AMMU3_2165 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_2183 

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

:AMMU3_2183
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_2496 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $848 == 1 // $ == int 
jf @AMMU3_2290 
if or
0490:   player $PLAYER_CHAR has_weapon 21 
0490:   player $PLAYER_CHAR has_weapon 19 
jf @AMMU3_2290 
01E5: text_1number_highpriority 'HELP54' 4000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2290
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_2471 
if 
  $848 == 1 // $ == int 
jf @AMMU3_2464 
0419: $852 = player $PLAYER_CHAR weapon 20 ammo 
if 
  Player.Money($PLAYER_CHAR) > 3999
jf @AMMU3_2450 
if 
  9999 > $852 // int > $ 
jf @AMMU3_2443 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU3_2411 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this 

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

:AMMU3_2443
jump @AMMU3_2457 

:AMMU3_2450
HARD3_3615()

:AMMU3_2457
jump @AMMU3_2471 

:AMMU3_2464
HARD3_3615()

:AMMU3_2471
if 
  $849 == 1 // $ == int 
jf @AMMU3_2496 
jump @AMMU3_10 

:AMMU3_2496
jump @AMMU3_2088 

:AMMU3_2503
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3063 
if 
  $851 == 3 // $ == int 
jf @AMMU3_3063 
Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1205.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_2654 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_2654
if 
  $851 == 3 // $ == int 
jf @AMMU3_3063 
wait 0 
00BA: text_styled 'M4' 1000 ms 4  // M4
if 
  $855 == 0 // $ == int 
jf @AMMU3_2731 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_2749 

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

:AMMU3_2749
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3056 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $855 == 1 // $ == int 
jf @AMMU3_2849 
if 
0490:   player $PLAYER_CHAR has_weapon 27 
jf @AMMU3_2849 
01E5: text_1number_highpriority 'HELP54' 5000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2849
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3031 
if 
  $855 == 1 // $ == int 
jf @AMMU3_3024 
0419: $852 = player $PLAYER_CHAR weapon 26 ammo 
if 
  Player.Money($PLAYER_CHAR) > 4999
jf @AMMU3_3010 
if 
  9999 > $852 // int > $ 
jf @AMMU3_3003 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU3_2971 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this 

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

:AMMU3_3003
jump @AMMU3_3017 

:AMMU3_3010
HARD3_3615()

:AMMU3_3017
jump @AMMU3_3031 

:AMMU3_3024
HARD3_3615()

:AMMU3_3031
if 
  $849 == 1 // $ == int 
jf @AMMU3_3056 
jump @AMMU3_10 

:AMMU3_3056
jump @AMMU3_2654 

:AMMU3_3063
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3615 
if 
  $851 == 4 // $ == int 
jf @AMMU3_3615 
Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1206.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3214 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_3214
if 
  $851 == 4 // $ == int 
jf @AMMU3_3615 
wait 0 
00BA: text_styled 'LASER' 1000 ms 4  // .308 Sniper
if 
  $856 == 0 // $ == int 
jf @AMMU3_3291 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @AMMU3_3309 

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

:AMMU3_3309
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3608 
HARD3_4026()
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 
HARD3_5678()
if 
  $856 == 1 // $ == int 
jf @AMMU3_3409 
if 
0490:   player $PLAYER_CHAR has_weapon 28 
jf @AMMU3_3409 
01E5: text_1number_highpriority 'HELP54' 6000 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_3409
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3583 
if 
  $856 == 1 // $ == int 
jf @AMMU3_3576 
0419: $852 = player $PLAYER_CHAR weapon 29 ammo 
if 
  Player.Money($PLAYER_CHAR) > 5999
jf @AMMU3_3562 
if 
  9999 > $852 // int > $ 
jf @AMMU3_3555 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this 
if 
  $852 > 9999 // $ > int 
jf @AMMU3_3530 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this 

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

:AMMU3_3555
jump @AMMU3_3569 

:AMMU3_3562
HARD3_3615()

:AMMU3_3569
jump @AMMU3_3583 

:AMMU3_3576
HARD3_3615()

:AMMU3_3583
if 
  $849 == 1 // $ == int 
jf @AMMU3_3608 
jump @AMMU3_10 

:AMMU3_3608
jump @AMMU3_3214 

:AMMU3_3615
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_4062 
if 
  $851 == 5 // $ == int 
jf @AMMU3_4062 
Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1208.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$871 = 0 // $ = int 
$872 = 0 // $ = int 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_3766 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:AMMU3_3766
if 
  $851 == 5 // $ == int 
jf @AMMU3_4062 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
01E5: text_1number_highpriority 'G_COST' 200 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_4055 
HARD3_4026()
04DD: $873 = actor $PLAYER_ACTOR armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_4030 
if 
  Player.Money($PLAYER_CHAR) > 199
jf @AMMU3_4023 
if 
  100 > $873 // int > $ 
jf @AMMU3_3946 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU3_4016 

:AMMU3_3946
if 
  $1582 == 1 // $ == int 
jf @AMMU3_4016 
if 
  200 > $873 // int > $ 
jf @AMMU3_4016 
035E: set_player $PLAYER_CHAR armour_to 200 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_4016
jump @AMMU3_4030 

:AMMU3_4023
HARD3_3615()

:AMMU3_4030
if 
  $849 == 1 // $ == int 
jf @AMMU3_4055 
jump @AMMU3_10 

:AMMU3_4055
jump @AMMU3_3766 

:AMMU3_4062
jump @AMMU3_710 

:AMMU3_4069
jump @AMMU3_4159 

:AMMU3_4076
if 
80F6:   not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0 
jf @AMMU3_4159 
if 
  $849 == 1 // $ == int 
jf @AMMU3_4159 
if 
  Player.Defined($PLAYER_CHAR)
jf @AMMU3_4159 
HARD3_5024()

:AMMU3_4159
jump @AMMU3_4191 

:AMMU3_4166
if 
  $842 == 1 // $ == int 
jf @AMMU3_4191 
HARD3_5056()

:AMMU3_4191
jump @AMMU3_4205 

:AMMU3_4198
HARD3_5056()

:AMMU3_4205
jump @AMMU3_10 

:HARD1
script_name 'HARD1' 

:HARD1_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2927 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @HARD1_2920 
if 
00F5:   player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 
jf @HARD1_2895 
if 
  $843 == 0 // $ == int 
jf @HARD1_423 
HARD3_5554()
0084: $858 = $859 // $ = $ int 
0060: $858 -= $861 // $ -= $ int 
Object.Create($875, #SCREWDRIVER, 201.508, -469.297, 13.79)
Object.ToggleInMovingList($875, False)
Object.Create($876, #HAMMER, 202.508, -469.297, 13.73)
Object.ToggleInMovingList($876, False)
0453: object $876 set_rotation 0.0 4.0 0.0 
Object.Create($877, #CLEAVER, 203.508, -469.297, 13.77)
Object.ToggleInMovingList($877, False)
Object.Create($878, #BAT, 204.606, -469.297, 13.91)
Object.ToggleInMovingList($878, False)
0453: object $878 set_rotation 85.0 0.0 90.0 
Object.Create($879, #MACHETE, 205.858, -469.297, 14.0)
Object.ToggleInMovingList($879, False)
0453: object $879 set_rotation 0.0 90.0 0.0 
if 
  $858 > 60000 // $ > int 
jf @HARD1_409 
Actor.Create($854, 4, #SPECIAL16, 202.4, -471.1, 10.1)
Actor.Angle($854) = 180.1
HARD3_5204()

:HARD1_409
$843 = 1 // $ = int 
jump @HARD1_478 

:HARD1_423
if 
0057:   player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 
jf @HARD1_478 
HARD3_2856()

:HARD1_478
if 
  not Actor.Dead($854)
jf @HARD1_2888 
if 
  $845 == 0 // $ == int 
jf @HARD1_2888 
if 
  $1180 == 0 // $ == int 
jf @HARD1_2888 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @HARD1_2888 
if 
00F9:   player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0 
jf @HARD1_2805 
HARD3_4777()

:HARD1_602
if 
  $850 == 0 // $ == int 
jf @HARD1_2798 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1091 
if 
  $851 == 0 // $ == int 
jf @HARD1_1091 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($854)
jf @HARD1_696 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD1_696
Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(201.608, -469.797, 14.217, 1)
if 
  $862 == 0 // $ == int 
jf @HARD1_789 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @HARD1_799 

:HARD1_789
0460: set_camera_pointing_time 0.0 800 

:HARD1_799
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_848 
0055: put_player $PLAYER_CHAR at $540 $541 $542 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD1_848
if 
  $851 == 0 // $ == int 
jf @HARD1_1091 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1084 
HARD3_4369()
$885 = 10 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1059 
if 
  Player.Money($PLAYER_CHAR) > 9
jf @HARD1_1052 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD1_1038 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1045 

:HARD1_1038
HARD3_3615()

:HARD1_1045
jump @HARD1_1059 

:HARD1_1052
HARD3_3615()

:HARD1_1059
if 
  $850 == 1 // $ == int 
jf @HARD1_1084 
jump @HARD1_10 

:HARD1_1084
jump @HARD1_848 

:HARD1_1091
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1471 
if 
  $851 == 1 // $ == int 
jf @HARD1_1471 
Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(202.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1228 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1228
if 
  $851 == 1 // $ == int 
jf @HARD1_1471 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1464 
HARD3_4369()
$885 = 20 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1439 
if 
  Player.Money($PLAYER_CHAR) > 19
jf @HARD1_1432 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD1_1418 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1425 

:HARD1_1418
HARD3_3615()

:HARD1_1425
jump @HARD1_1439 

:HARD1_1432
HARD3_3615()

:HARD1_1439
if 
  $850 == 1 // $ == int 
jf @HARD1_1464 
jump @HARD1_10 

:HARD1_1464
jump @HARD1_1228 

:HARD1_1471
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1851 
if 
  $851 == 2 // $ == int 
jf @HARD1_1851 
Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(203.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1608 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1608
if 
  $851 == 2 // $ == int 
jf @HARD1_1851 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1844 
HARD3_4369()
$885 = 50 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1819 
if 
  Player.Money($PLAYER_CHAR) > 49
jf @HARD1_1812 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD1_1798 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1805 

:HARD1_1798
HARD3_3615()

:HARD1_1805
jump @HARD1_1819 

:HARD1_1812
HARD3_3615()

:HARD1_1819
if 
  $850 == 1 // $ == int 
jf @HARD1_1844 
jump @HARD1_10 

:HARD1_1844
jump @HARD1_1608 

:HARD1_1851
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2321 
if 
  $851 == 3 // $ == int 
jf @HARD1_2321 
Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(204.808, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_1988 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_1988
if 
  $851 == 3 // $ == int 
jf @HARD1_2321 
wait 0 
00BA: text_styled 'BASEBAT' 1000 ms 4  // Baseball bat
if 
  $904 == 0 // $ == int 
jf @HARD1_2065 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD1_2082 

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

:HARD1_2082
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2314 
HARD3_4369()
if 
  $904 == 1 // $ == int 
jf @HARD1_2137 
$885 = 80 // $ = int 
HARD3_5616()

:HARD1_2137
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2289 
if 
  $904 == 1 // $ == int 
jf @HARD1_2282 
if 
  Player.Money($PLAYER_CHAR) > 79
jf @HARD1_2268 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 6 
jf @HARD1_2254 
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 6 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -80
0528: add 80 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2261 

:HARD1_2254
HARD3_3615()

:HARD1_2261
jump @HARD1_2275 

:HARD1_2268
HARD3_3615()

:HARD1_2275
jump @HARD1_2289 

:HARD1_2282
HARD3_3615()

:HARD1_2289
if 
  $850 == 1 // $ == int 
jf @HARD1_2314 
jump @HARD1_10 

:HARD1_2314
jump @HARD1_1988 

:HARD1_2321
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2791 
if 
  $851 == 4 // $ == int 
jf @HARD1_2791 
Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(206.108, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2458 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD1_2458
if 
  $851 == 4 // $ == int 
jf @HARD1_2791 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
if 
  $905 == 0 // $ == int 
jf @HARD1_2535 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD1_2552 

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

:HARD1_2552
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2784 
HARD3_4369()
if 
  $905 == 1 // $ == int 
jf @HARD1_2607 
$885 = 100 // $ = int 
HARD3_5616()

:HARD1_2607
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2759 
if 
  $905 == 1 // $ == int 
jf @HARD1_2752 
if 
  Player.Money($PLAYER_CHAR) > 99
jf @HARD1_2738 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 9 
jf @HARD1_2724 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2731 

:HARD1_2724
HARD3_3615()

:HARD1_2731
jump @HARD1_2745 

:HARD1_2738
HARD3_3615()

:HARD1_2745
jump @HARD1_2759 

:HARD1_2752
HARD3_3615()

:HARD1_2759
if 
  $850 == 1 // $ == int 
jf @HARD1_2784 
jump @HARD1_10 

:HARD1_2784
jump @HARD1_2458 

:HARD1_2791
jump @HARD1_602 

:HARD1_2798
jump @HARD1_2888 

:HARD1_2805
if 
80F6:   not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0 
jf @HARD1_2888 
if 
  $850 == 1 // $ == int 
jf @HARD1_2888 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD1_2888 
HARD3_5265()

:HARD1_2888
jump @HARD1_2920 

:HARD1_2895
if 
  $843 == 1 // $ == int 
jf @HARD1_2920 
HARD3_5297()

:HARD1_2920
jump @HARD1_2934 

:HARD1_2927
HARD3_5297()

:HARD1_2934
jump @HARD1_10 

:HARD2
script_name 'HARD2' 

:HARD2_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2822 
if 
  $1003 == 1 // $ == int 
jf @HARD2_2815 
if 
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @HARD2_2790 
if 
  $843 == 0 // $ == int 
jf @HARD2_403 
HARD3_5554()
0084: $858 = $859 // $ = $ int 
0060: $858 -= $861 // $ -= $ int 
Object.Create($875, #SCREWDRIVER, 365.96, 1072.8, 20.68)
Object.ToggleInMovingList($875, False)
Object.Create($876, #HAMMER, 364.96, 1072.8, 20.669)
Object.ToggleInMovingList($876, False)
0453: object $876 set_rotation 0.0 4.0 0.0 
Object.Create($877, #CLEAVER, 363.96, 1072.8, 20.729)
Object.ToggleInMovingList($877, False)
Object.Create($878, #KNIFECUR, 362.92, 1072.8, 20.639)
Object.ToggleInMovingList($878, False)
Object.Create($879, #KATANA, 362.0, 1072.8, 20.75)
Object.ToggleInMovingList($879, False)
0453: object $879 set_rotation 0.0 -20.0 0.0 
if 
  $858 > 60000 // $ > int 
jf @HARD2_389 
Actor.Create($854, 4, #SPECIAL16, 364.5, 1074.3, 18.0)
Actor.Angle($854) = 358.1
HARD3_5204()

:HARD2_389
$843 = 1 // $ = int 
jump @HARD2_458 

:HARD2_403
if 
0057:   player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 
jf @HARD2_458 
HARD3_2856()

:HARD2_458
if 
  not Actor.Dead($854)
jf @HARD2_2783 
if 
  $845 == 0 // $ == int 
jf @HARD2_2783 
if 
  $1180 == 0 // $ == int 
jf @HARD2_2783 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @HARD2_2783 
if 
00F9:   player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0 
jf @HARD2_2700 
HARD3_4777()

:HARD2_582
if 
  $850 == 0 // $ == int 
jf @HARD2_2693 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1071 
if 
  $851 == 0 // $ == int 
jf @HARD2_1071 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($854)
jf @HARD2_676 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD2_676
Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(366.089, 1073.72, 21.084, 1)
if 
  $862 == 0 // $ == int 
jf @HARD2_769 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @HARD2_779 

:HARD2_769
0460: set_camera_pointing_time 0.0 800 

:HARD2_779
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_828 
0055: put_player $PLAYER_CHAR at $543 $544 $545 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD2_828
if 
  $851 == 0 // $ == int 
jf @HARD2_1071 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1064 
HARD3_4369()
$885 = 10 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1039 
if 
  Player.Money($PLAYER_CHAR) > 9
jf @HARD2_1032 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD2_1018 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1025 

:HARD2_1018
HARD3_3615()

:HARD2_1025
jump @HARD2_1039 

:HARD2_1032
HARD3_3615()

:HARD2_1039
if 
  $850 == 1 // $ == int 
jf @HARD2_1064 
jump @HARD2_10 

:HARD2_1064
jump @HARD2_828 

:HARD2_1071
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1451 
if 
  $851 == 1 // $ == int 
jf @HARD2_1451 
Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(365.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1208 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1208
if 
  $851 == 1 // $ == int 
jf @HARD2_1451 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1444 
HARD3_4369()
$885 = 20 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1419 
if 
  Player.Money($PLAYER_CHAR) > 19
jf @HARD2_1412 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD2_1398 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1405 

:HARD2_1398
HARD3_3615()

:HARD2_1405
jump @HARD2_1419 

:HARD2_1412
HARD3_3615()

:HARD2_1419
if 
  $850 == 1 // $ == int 
jf @HARD2_1444 
jump @HARD2_10 

:HARD2_1444
jump @HARD2_1208 

:HARD2_1451
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1831 
if 
  $851 == 2 // $ == int 
jf @HARD2_1831 
Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(364.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1588 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1588
if 
  $851 == 2 // $ == int 
jf @HARD2_1831 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1824 
HARD3_4369()
$885 = 50 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1799 
if 
  Player.Money($PLAYER_CHAR) > 49
jf @HARD2_1792 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD2_1778 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1785 

:HARD2_1778
HARD3_3615()

:HARD2_1785
jump @HARD2_1799 

:HARD2_1792
HARD3_3615()

:HARD2_1799
if 
  $850 == 1 // $ == int 
jf @HARD2_1824 
jump @HARD2_10 

:HARD2_1824
jump @HARD2_1588 

:HARD2_1831
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2211 
if 
  $851 == 3 // $ == int 
jf @HARD2_2211 
Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(363.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_1968 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_1968
if 
  $851 == 3 // $ == int 
jf @HARD2_2211 
wait 0 
00BA: text_styled 'KNIFE' 1000 ms 4  // Knife
01E5: text_1number_highpriority 'G_COST' 90 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2204 
HARD3_4369()
$885 = 90 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2179 
if 
  Player.Money($PLAYER_CHAR) > 89
jf @HARD2_2172 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 5 
jf @HARD2_2158 
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 5 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -90
0528: add 90 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2165 

:HARD2_2158
HARD3_3615()

:HARD2_2165
jump @HARD2_2179 

:HARD2_2172
HARD3_3615()

:HARD2_2179
if 
  $850 == 1 // $ == int 
jf @HARD2_2204 
jump @HARD2_10 

:HARD2_2204
jump @HARD2_1968 

:HARD2_2211
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2686 
if 
  $851 == 4 // $ == int 
jf @HARD2_2686 
Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(362.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2348 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD2_2348
if 
  $851 == 4 // $ == int 
jf @HARD2_2686 
wait 0 
00BA: text_styled 'KATANA' 1000 ms 4  // Katana
if 
  $874 == 0 // $ == int 
jf @HARD2_2425 
00BC: text_highpriority 'STOCK' time 1000 1  // ~r~out of stock
jump @HARD2_2443 

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

:HARD2_2443
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2679 
HARD3_4369()
if 
  $874 == 1 // $ == int 
jf @HARD2_2499 
$885 = 300 // $ = int 
HARD3_5616()

:HARD2_2499
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2654 
if 
  $874 == 1 // $ == int 
jf @HARD2_2647 
if 
  Player.Money($PLAYER_CHAR) > 299
jf @HARD2_2633 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 10 
jf @HARD2_2619 
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 10 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2626 

:HARD2_2619
HARD3_3615()

:HARD2_2626
jump @HARD2_2640 

:HARD2_2633
HARD3_3615()

:HARD2_2640
jump @HARD2_2654 

:HARD2_2647
HARD3_3615()

:HARD2_2654
if 
  $850 == 1 // $ == int 
jf @HARD2_2679 
jump @HARD2_10 

:HARD2_2679
jump @HARD2_2348 

:HARD2_2686
jump @HARD2_582 

:HARD2_2693
jump @HARD2_2783 

:HARD2_2700
if 
80F6:   not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0 
jf @HARD2_2783 
if 
  $850 == 1 // $ == int 
jf @HARD2_2783 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD2_2783 
HARD3_5265()

:HARD2_2783
jump @HARD2_2815 

:HARD2_2790
if 
  $843 == 1 // $ == int 
jf @HARD2_2815 
HARD3_5297()

:HARD2_2815
jump @HARD2_2829 

:HARD2_2822
HARD3_5297()

:HARD2_2829
jump @HARD2_10 

:HARD3
script_name 'HARD3' 

:HARD3_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2752 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @HARD3_2745 
if 
00F5:   player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 
jf @HARD3_2720 
if 
  $843 == 0 // $ == int 
jf @HARD3_423 
HARD3_5554()
0084: $858 = $859 // $ = $ int 
0060: $858 -= $861 // $ -= $ int 
Object.Create($875, #SCREWDRIVER, -961.0, -689.87, 14.08)
Object.ToggleInMovingList($875, False)
Object.Angle($875) = 270.0
Object.Create($876, #HAMMER, -960.95, -690.88, 14.032)
Object.ToggleInMovingList($876, False)
0453: object $876 set_rotation 0.0 4.0 270.0 
Object.Create($877, #CLEAVER, -960.95, -691.9, 14.08)
Object.ToggleInMovingList($877, False)
Object.Angle($877) = 270.0
Object.Create($878, #MACHETE, -960.8, -693.0, 14.08)
Object.ToggleInMovingList($878, False)
Object.Angle($878) = 270.0
Object.Create($879, #CHNSAW, -960.8, -694.0, 14.162)
Object.ToggleInMovingList($879, False)
Object.Angle($879) = 270.0
if 
  $858 > 60000 // $ > int 
jf @HARD3_409 
Actor.Create($854, 4, #SPECIAL16, -963.8, -692.3, 10.3)
Actor.Angle($854) = 90.0
HARD3_5204()

:HARD3_409
$843 = 1 // $ = int 
jump @HARD3_478 

:HARD3_423
if 
0057:   player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 
jf @HARD3_478 
HARD3_2856()

:HARD3_478
if 
  not Actor.Dead($854)
jf @HARD3_2713 
if 
  $845 == 0 // $ == int 
jf @HARD3_2713 
if 
  $1180 == 0 // $ == int 
jf @HARD3_2713 
01FA: $908 = rampage_status 
if 
   not $908 == 1 // $ == int 
jf @HARD3_2713 
if 
00F9:   player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0 
jf @HARD3_2630 
HARD3_4777()

:HARD3_602
if 
  $850 == 0 // $ == int 
jf @HARD3_2623 
$1180 = 1 // $ = int 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1091 
if 
  $851 == 0 // $ == int 
jf @HARD3_1091 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($854)
jf @HARD3_696 
0210: player $PLAYER_CHAR look_at_actor $854 

:HARD3_696
Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -690.029, 14.481, 1)
if 
  $862 == 0 // $ == int 
jf @HARD3_789 
0460: set_camera_pointing_time 0.0 1200 
$862 = 1 // $ = int 
jump @HARD3_799 

:HARD3_789
0460: set_camera_pointing_time 0.0 800 

:HARD3_799
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_848 
0055: put_player $PLAYER_CHAR at $546 $547 $548 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)

:HARD3_848
if 
  $851 == 0 // $ == int 
jf @HARD3_1091 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1084 
HARD3_4369()
$885 = 10 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1059 
if 
  Player.Money($PLAYER_CHAR) > 9
jf @HARD3_1052 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 2 
jf @HARD3_1038 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1045 

:HARD3_1038
HARD3_3615()

:HARD3_1045
jump @HARD3_1059 

:HARD3_1052
HARD3_3615()

:HARD3_1059
if 
  $850 == 1 // $ == int 
jf @HARD3_1084 
jump @HARD3_10 

:HARD3_1084
jump @HARD3_848 

:HARD3_1091
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1471 
if 
  $851 == 1 // $ == int 
jf @HARD3_1471 
Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -691.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1228 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1228
if 
  $851 == 1 // $ == int 
jf @HARD3_1471 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1464 
HARD3_4369()
$885 = 20 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1439 
if 
  Player.Money($PLAYER_CHAR) > 19
jf @HARD3_1432 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 7 
jf @HARD3_1418 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1425 

:HARD3_1418
HARD3_3615()

:HARD3_1425
jump @HARD3_1439 

:HARD3_1432
HARD3_3615()

:HARD3_1439
if 
  $850 == 1 // $ == int 
jf @HARD3_1464 
jump @HARD3_10 

:HARD3_1464
jump @HARD3_1228 

:HARD3_1471
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1851 
if 
  $851 == 2 // $ == int 
jf @HARD3_1851 
Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -692.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1608 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1608
if 
  $851 == 2 // $ == int 
jf @HARD3_1851 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1844 
HARD3_4369()
$885 = 50 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1819 
if 
  Player.Money($PLAYER_CHAR) > 49
jf @HARD3_1812 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 8 
jf @HARD3_1798 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1805 

:HARD3_1798
HARD3_3615()

:HARD3_1805
jump @HARD3_1819 

:HARD3_1812
HARD3_3615()

:HARD3_1819
if 
  $850 == 1 // $ == int 
jf @HARD3_1844 
jump @HARD3_10 

:HARD3_1844
jump @HARD3_1608 

:HARD3_1851
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2231 
if 
  $851 == 3 // $ == int 
jf @HARD3_2231 
Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -693.129, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_1988 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_1988
if 
  $851 == 3 // $ == int 
jf @HARD3_2231 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
01E5: text_1number_highpriority 'G_COST' 100 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2224 
HARD3_4369()
$885 = 100 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2199 
if 
  Player.Money($PLAYER_CHAR) > 99
jf @HARD3_2192 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 9 
jf @HARD3_2178 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2185 

:HARD3_2178
HARD3_3615()

:HARD3_2185
jump @HARD3_2199 

:HARD3_2192
HARD3_3615()

:HARD3_2199
if 
  $850 == 1 // $ == int 
jf @HARD3_2224 
jump @HARD3_10 

:HARD3_2224
jump @HARD3_1988 

:HARD3_2231
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2616 
if 
  $851 == 4 // $ == int 
jf @HARD3_2616 
Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -694.429, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$863 = 0 // $ = int 
wait 800 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2368 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_2368
if 
  $851 == 4 // $ == int 
jf @HARD3_2616 
wait 0 
00BA: text_styled 'CHAINSA' 1000 ms 4  // Chainsaw
01E5: text_1number_highpriority 'G_COST' 500 time 1000 1  // Cost: $~1~
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2609 
HARD3_4369()
$885 = 500 // $ = int 
HARD3_5616()
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2584 
if 
  Player.Money($PLAYER_CHAR) > 499
jf @HARD3_2577 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 11 
jf @HARD3_2563 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
HARD3_3688()
Player.Money($PLAYER_CHAR) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2570 

:HARD3_2563
HARD3_3615()

:HARD3_2570
jump @HARD3_2584 

:HARD3_2577
HARD3_3615()

:HARD3_2584
if 
  $850 == 1 // $ == int 
jf @HARD3_2609 
jump @HARD3_10 

:HARD3_2609
jump @HARD3_2368 

:HARD3_2616
jump @HARD3_602 

:HARD3_2623
jump @HARD3_2713 

:HARD3_2630
if 
80F6:   not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0 
jf @HARD3_2713 
if 
  $850 == 1 // $ == int 
jf @HARD3_2713 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2713 
HARD3_5265()

:HARD3_2713
jump @HARD3_2745 

:HARD3_2720
if 
  $843 == 1 // $ == int 
jf @HARD3_2745 
HARD3_5297()

:HARD3_2745
jump @HARD3_2759 

:HARD3_2752
HARD3_5297()

:HARD3_2759
jump @HARD3_10 

:HARD3_2766
if 
  not Actor.Dead($853)
jf @HARD3_2854 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $853 hit_by_weapon 47 
jf @HARD3_2854 
if 
  $844 == 0 // $ == int 
jf @HARD3_2854 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_2847 
01CA: actor $853 kill_player $PLAYER_CHAR 

:HARD3_2847
$844 = 1 // $ = int 

:HARD3_2854
return 

:HARD3_2856
if 
  not Actor.Dead($854)
jf @HARD3_3613 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $854 
jf @HARD3_3454 
if 
  $845 == 0 // $ == int 
jf @HARD3_3013 
022F: set_actor $854 stop_looking 
if 
  not Actor.Dead($854)
jf @HARD3_2992 
04EB: actor $854 crouch 0 9999999 ms 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
0372: set_actor $854 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0 

:HARD3_2992
TIMERA = 0 // @ = int 
$845 = 1 // $ = int 
jump @HARD3_3417 

:HARD3_3013
if and
  TIMERA > 2000 // @ > int 
  6000 > TIMERA // int > @ 
jf @HARD3_3101 
if 
  $1540 == 0 // $ == int 
jf @HARD3_3101 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
HARD3_5706()
$1540 = 1 // $ = int 

:HARD3_3101
if and
  TIMERA > 6000 // @ > int 
  10000 > TIMERA // int > @ 
jf @HARD3_3209 
if 
  $1541 == 0 // $ == int 
jf @HARD3_3209 
$897 += 0.1 // $ += float 
$896 += 0.1 // $ += float 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1541 = 1 // $ = int 

:HARD3_3209
if and
  TIMERA > 10000 // @ > int 
  14000 > TIMERA // int > @ 
jf @HARD3_3308 
if 
  $1542 == 0 // $ == int 
jf @HARD3_3308 
$897 += 0.1 // $ += float 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1542 = 1 // $ = int 

:HARD3_3308
if and
  TIMERA > 14000 // @ > int 
  20000 > TIMERA // int > @ 
jf @HARD3_3417 
if 
  $1543 == 0 // $ == int 
jf @HARD3_3417 
$897 += 0.1 // $ += float 
$896 += 0.1 // $ += float 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1543 = 1 // $ = int 

:HARD3_3417
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $854 hit_by_weapon 47 
jf @HARD3_3447 
jump @HARD3_3454 

:HARD3_3447
jump @HARD3_3613 

:HARD3_3454
if 
  $845 == 0 // $ == int 
jf @HARD3_3509 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $854 hit_by_weapon 47 
jf @HARD3_3502 
$845 = 1 // $ = int 

:HARD3_3502
jump @HARD3_3613 

:HARD3_3509
if 
  not Actor.Dead($854)
jf @HARD3_3613 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
04EB: actor $854 crouch 1 9999999 ms 
if 
  $864 == 0 // $ == int 
jf @HARD3_3613 
022F: set_actor $854 stop_looking 
Actor.StorePos($854, $896, $897, $898)
018D: $865 = create_sound 0 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$864 = 1 // $ = int 

:HARD3_3613
return 

:HARD3_3615
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_3658 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 14 at $899 $900 $901 

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

:HARD3_3686
return 

:HARD3_3688
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_3731 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 13 at $899 $900 $901 

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

:HARD3_3759
return 

:HARD3_3761
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
if or
00E1:   player 0 pressed_button 10 
  -100 > $880 // int > $ 
jf @HARD3_3818 
$851 -= 1 // $ -= int 

:HARD3_3818
if or
00E1:   player 0 pressed_button 11 
  $880 > 100 // $ > int 
jf @HARD3_3849 
$851 += 1 // $ += int 

:HARD3_3849
if 
  0 > $851 // int > $ 
jf @HARD3_3874 
$851 = 4 // $ = int 

:HARD3_3874
if 
  $851 > 4 // $ > int 
jf @HARD3_3899 
$851 = 0 // $ = int 

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

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

:HARD3_3944
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4024 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4010 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4010
$1180 = 0 // $ = int 
$849 = 1 // $ = int 

:HARD3_4024
return 

:HARD3_4026
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
if or
00E1:   player 0 pressed_button 10 
  -100 > $880 // int > $ 
jf @HARD3_4083 
$851 -= 1 // $ -= int 

:HARD3_4083
if or
00E1:   player 0 pressed_button 11 
  $880 > 100 // $ > int 
jf @HARD3_4114 
$851 += 1 // $ += int 

:HARD3_4114
if 
  0 > $851 // int > $ 
jf @HARD3_4139 
$851 = 5 // $ = int 

:HARD3_4139
if 
  $851 > 5 // $ > int 
jf @HARD3_4164 
$851 = 0 // $ = int 

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

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

:HARD3_4209
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4367 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4323 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4285 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:HARD3_4285
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @HARD3_4323 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:HARD3_4323
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4353 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4353
$1180 = 0 // $ = int 
$849 = 1 // $ = int 

:HARD3_4367
return 

:HARD3_4369
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $880 $881 $882 $883 
if or
00E1:   player 0 pressed_button 10 
  -100 > $880 // int > $ 
jf @HARD3_4426 
$851 -= 1 // $ -= int 

:HARD3_4426
if or
00E1:   player 0 pressed_button 11 
  $880 > 100 // $ > int 
jf @HARD3_4457 
$851 += 1 // $ += int 

:HARD3_4457
if 
  0 > $851 // int > $ 
jf @HARD3_4482 
$851 = 4 // $ = int 

:HARD3_4482
if 
  $851 > 4 // $ > int 
jf @HARD3_4507 
$851 = 0 // $ = int 

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

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

:HARD3_4552
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4748 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4704 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @HARD3_4628 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:HARD3_4628
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4666 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:HARD3_4666
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @HARD3_4704 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:HARD3_4704
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_4734 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Player.CanMove($PLAYER_CHAR, True)

:HARD3_4734
$1180 = 0 // $ = int 
$850 = 1 // $ = int 

:HARD3_4748
return 

:HARD3_4750
if 
  $846 == 0 // $ == int 
jf @HARD3_4775 
$846 = 1 // $ = int 

:HARD3_4775
return 

:HARD3_4777
if 
  $846 == 0 // $ == int 
jf @HARD3_4802 
$846 = 1 // $ = int 

:HARD3_4802
return 

:HARD3_4804
wait 1500 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_5022 
if 
  not Actor.Dead($853)
jf @HARD3_5022 
0243: set_actor $853 ped_stats_to 16 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @HARD3_4898 
if 
  Model.Available(#INGRAMSL)
jf @HARD3_4898 
01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this 

:HARD3_4898
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @HARD3_4948 
if 
  Model.Available(#UZI)
jf @HARD3_4948 
01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this 

:HARD3_4948
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @HARD3_4998 
if 
  Model.Available(#PYTHON)
jf @HARD3_4998 
01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this 

:HARD3_4998
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_5022 
022D: set_actor $853 to_look_at_player $PLAYER_CHAR 

:HARD3_5022
return 

:HARD3_5024
$849 = 0 // $ = int 
$851 = 0 // $ = int 
$846 = 0 // $ = int 
$862 = 0 // $ = int 
03E6: remove_text_box 
return 

:HARD3_5056
if and
  Actor.Dead($853)
  $857 > 30000 // $ > int 
jf @HARD3_5085 
01BD: $860 = current_time_in_ms 

:HARD3_5085
Actor.DestroyInstantly($853)
0296: unload_special_actor 21 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_5117 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)

:HARD3_5117
Object.Destroy($889)
Object.Destroy($890)
Object.Destroy($891)
Object.Destroy($892)
Object.Destroy($893)
Object.Destroy($894)
Object.Destroy($895)
$844 = 0 // $ = int 
$842 = 0 // $ = int 
$866 = 0 // $ = int 
018E: stop_sound $865 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HARD3_5202 
$860 = -30000 // $ = int 

:HARD3_5202
return 

:HARD3_5204
if 
  not Actor.Dead($854)
jf @HARD3_5263 
0243: set_actor $854 ped_stats_to 16 
01ED: clear_actor $854 threat_search 
0350: set_actor $854 maintain_position_when_attacked 1 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_5263 
022D: set_actor $854 to_look_at_player $PLAYER_CHAR 

:HARD3_5263
return 

:HARD3_5265
$850 = 0 // $ = int 
$851 = 0 // $ = int 
$846 = 0 // $ = int 
$862 = 0 // $ = int 
03E6: remove_text_box 
return 

:HARD3_5297
if or
  Actor.Dead($854)
  $845 == 1 // $ == int 
jf @HARD3_5346 
if 
  $858 > 60000 // $ > int 
jf @HARD3_5346 
01BD: $861 = current_time_in_ms 

:HARD3_5346
Actor.DestroyInstantly($854)
Object.Destroy($875)
Object.Destroy($876)
Object.Destroy($877)
Object.Destroy($878)
Object.Destroy($879)
0296: unload_special_actor 16 
if 
  Player.Defined($PLAYER_CHAR)
jf @HARD3_5403 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)

:HARD3_5403
$1540 = 0 // $ = int 
$1541 = 0 // $ = int 
$1542 = 0 // $ = int 
$1543 = 0 // $ = int 
$845 = 0 // $ = int 
$843 = 0 // $ = int 
$866 = 0 // $ = int 
$864 = 0 // $ = int 
018E: stop_sound $865 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HARD3_5490 
$861 = -60000 // $ = int 

:HARD3_5490
return 

:HARD3_5492
023C: load_special_actor 21 'SAM' 

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

:HARD3_5542
01BD: $859 = current_time_in_ms 
Actor.DestroyInstantly($853)
return 

:HARD3_5554
023C: load_special_actor 16 'S_KEEP' 

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

:HARD3_5604
01BD: $859 = current_time_in_ms 
Actor.DestroyInstantly($854)
return 

:HARD3_5616
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $869 ammo $852 model $870 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 
if 
84A3:   not  $869 == 0 // == constant 
jf @HARD3_5676 
01E5: text_1number_highpriority 'HELP54' $885 time 1000 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:HARD3_5676
return 

:HARD3_5678
if 
  $852 > 0 // $ > int 
jf @HARD3_5704 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 

:HARD3_5704
return 

:HARD3_5706
if and
00F5:   player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 
  $886 == 0 // $ == int 
jf @HARD3_5773 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$886 = 1 // $ = int 

:HARD3_5773
if and
0057:   player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
  $887 == 0 // $ == int 
jf @HARD3_5846 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$887 = 1 // $ = int 

:HARD3_5846
if and
00F5:   player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 
  $888 == 0 // $ == int 
jf @HARD3_5913 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$888 = 1 // $ = int 

:HARD3_5913
return 

:SECURE
$912 = 0 // $ = int 
$915 = 0 // $ = int 
$916 = 0 // $ = int 
$911 = 0 // $ = int 
$959 = 0 // $ = int 
$913 = 0 // $ = int 
$914 = 0 // $ = int 
$960 = 0 // $ = int 
$961 = 0 // $ = int 
$931 = 0 // $ = int 
$917 = 0 // $ = int 
$981 = 0.0 // $ = float 
$979 = -1436.0 // $ = float 
$980 = -805.0 // $ = float 
$983 = 0 // $ = int 
script_name 'SECURE' 
set_wb_check_to 0 
start_new_script @SECURI 
terminate_this_script 

:SECURI
script_name 'SECURI' 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
jump @SECURI_347 
032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
Actor.Create($909, 4, #GDA, $953, $954, $955)
Actor.Create($910, 4, #GDA, $953, $954, $955)

:SECURI_347
wait 0 
$983 += 1 // $ += int 
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_1703 
01FA: $962 = rampage_status 
if 
   not $962 == 1 // $ == int 
jf @SECURI_1696 
if 
  $983 == 1 // $ == int 
jf @SECURI_1696 
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @SECURI_1576 
$915 = 1 // $ = int 
$950 = 95.0 // $ = float 
$951 = 267.7 // $ = float 
$952 = 21.0 // $ = float 
0086: $969 = $950 // $ = $ float 
0086: $970 = $951 // $ = $ float 
0086: $971 = $952 // $ = $ float 
0086: $972 = $950 // $ = $ float 
0086: $973 = $951 // $ = $ float 
0086: $974 = $952 // $ = $ float 
$974 += 1.0 // $ += float 
$963 = 99.0 // $ = float 
$964 = 257.0 // $ = float 
$965 = 24.4 // $ = float 
$966 = 90.3 // $ = float 
$967 = 277.6 // $ = float 
$968 = 24.5 // $ = float 
$953 = 91.1 // $ = float 
$954 = 270.0 // $ = float 
$955 = 21.8 // $ = float 
$956 = 95.8 // $ = float 
$957 = 271.5 // $ = float 
$958 = 21.8 // $ = float 
if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 8.0 8.0 3.0 
jf @SECURI_954 
0054: store_player $PLAYER_CHAR position_to $976 $977 $978 
if 
0024:   $951 > $977 // $ > $ float 
jf @SECURI_797 
if 
  $959 == 0 // $ == int 
jf @SECURI_797 
Camera.SetPosition($963, $964, $965, 0.0, 0.0, 0.0)
Camera.PointAt($969, $970, $971, 2)
04C7: toggle_camera_green_scanlines 1 
$959 = 1 // $ = int 

:SECURI_797
if 
0024:   $977 > $951 // $ > $ float 
jf @SECURI_884 
if 
  $959 == 0 // $ == int 
jf @SECURI_884 
Camera.SetPosition($966, $967, $968, 0.0, 0.0, 0.0)
Camera.PointAt($969, $970, $971, 2)
04C7: toggle_camera_green_scanlines 1 
$959 = 2 // $ = int 

:SECURI_884
if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
jf @SECURI_947 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_947
jump @SECURI_1127 

:SECURI_954
if 
   not $959 == 0 // $ == int 
jf @SECURI_1127 
0170: $975 = player $PLAYER_CHAR z_angle 
if 
  $959 == 1 // $ == int 
jf @SECURI_1050 
if and
  $975 > 155.0 // $ > float 
  245.0 > $975 // float > $ 
jf @SECURI_1044 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1050 

:SECURI_1044
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1050
if 
  $959 == 2 // $ == int 
jf @SECURI_1120 
if or
  $975 > 290.0 // $ > float 
  110.0 > $975 // float > $ 
jf @SECURI_1114 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1120 

:SECURI_1114
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1120
$959 = 0 // $ = int 

:SECURI_1127
if 
  $911 == 1 // $ == int 
jf @SECURI_1311 
if 
  not Actor.Dead($909)
jf @SECURI_1200 
if 
8184:   not actor $909 health > 90 
jf @SECURI_1193 
SECURI_4205()
SECURI_4286()

:SECURI_1193
jump @SECURI_1212 

:SECURI_1200
Actor.RemoveReferences($909)
SECURI_4286()

:SECURI_1212
if 
  not Actor.Dead($910)
jf @SECURI_1267 
if 
8184:   not actor $910 health > 90 
jf @SECURI_1260 
SECURI_4205()
SECURI_4286()

:SECURI_1260
jump @SECURI_1279 

:SECURI_1267
Actor.RemoveReferences($910)
SECURI_4205()

:SECURI_1279
if 
  $961 == 1 // $ == int 
jf @SECURI_1311 
SECURI_4205()
SECURI_4286()

:SECURI_1311
if 
  $911 == 0 // $ == int 
jf @SECURI_1569 
$98 = 0.0 // $ = float 
$960 = 0 // $ = int 
02CE: $98 = ground_z $953 $954 50.0 
if 
   not $98 == 0.0 // $ == float 
jf @SECURI_1569 
if 
  Model.Available(#GDA)
jf @SECURI_1405 
$960 = 1 // $ = int 

:SECURI_1405
if 
  $960 == 0 // $ == int 
jf @SECURI_1453 
Model.Load(#GDA)

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

:SECURI_1453
Actor.Create($909, 4, #GDA, $953, $954, $955)
0243: set_actor $909 ped_stats_to 16 
Actor.Angle($909) = 300.0
009F: set_actor $909 idle 
Actor.Create($910, 4, #GDA, $956, $957, $958)
0243: set_actor $910 ped_stats_to 16 
Actor.Angle($910) = 130.0
009F: set_actor $910 idle 
if 
  $960 == 0 // $ == int 
jf @SECURI_1555 
Model.Destroy(#GDA)

:SECURI_1555
$960 = 0 // $ = int 
$911 = 1 // $ = int 

:SECURI_1569
jump @SECURI_1696 

:SECURI_1576
if 
  $915 == 1 // $ == int 
jf @SECURI_1689 
if 
  $911 == 1 // $ == int 
jf @SECURI_1675 
if 
  not Actor.Dead($909)
jf @SECURI_1633 
Actor.RemoveReferences($909)

:SECURI_1633
if 
  not Actor.Dead($910)
jf @SECURI_1654 
Actor.RemoveReferences($910)

:SECURI_1654
$911 = 0 // $ = int 
$913 = 0 // $ = int 
$914 = 0 // $ = int 

:SECURI_1675
SECURI_4124()
$915 = 0 // $ = int 

:SECURI_1689
$917 = 0 // $ = int 

:SECURI_1696
jump @SECURI_1710 

:SECURI_1703
SECURI_4124()

:SECURI_1710
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_2191 
01FA: $962 = rampage_status 
if 
   not $962 == 1 // $ == int 
jf @SECURI_2184 
if 
  $983 == 2 // $ == int 
jf @SECURI_2184 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @SECURI_2115 
$915 = 2 // $ = int 
$950 = -1464.1 // $ = float 
$951 = -830.6 // $ = float 
$952 = 13.9 // $ = float 
0086: $974 = $952 // $ = $ float 
$974 += 1.0 // $ += float 
if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
jf @SECURI_1941 
if 
  $916 == 2 // $ == int 
jf @SECURI_1913 
$917 = 0 // $ = int 

:SECURI_1913
$916 = 1 // $ = int 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_1941
$950 = -1408.3 // $ = float 
$951 = -831.5 // $ = float 
$952 = 13.9 // $ = float 
0086: $974 = $952 // $ = $ float 
$974 += 1.0 // $ += float 
if 
00F5:   player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 
jf @SECURI_2084 
if 
  $916 == 1 // $ == int 
jf @SECURI_2056 
$917 = 0 // $ = int 

:SECURI_2056
$916 = 2 // $ = int 
SECURI_2758()
SECURI_2999()
SECURI_4164()

:SECURI_2084
if 
  $961 == 1 // $ == int 
jf @SECURI_2108 
03F1: pedtype 11 add_threat 1 

:SECURI_2108
jump @SECURI_2184 

:SECURI_2115
if 
  $915 == 2 // $ == int 
jf @SECURI_2177 
SECURI_4124()
03F2: pedtype 11 remove_threat 1 
$961 = 0 // $ = int 
$981 = 0.0 // $ = float 
$916 = 0 // $ = int 
$915 = 0 // $ = int 

:SECURI_2177
$917 = 0 // $ = int 

:SECURI_2184
jump @SECURI_2198 

:SECURI_2191
SECURI_4124()

:SECURI_2198
if and
  Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 // $ == int 
jf @SECURI_2342 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @SECURI_2342 
if 
  $987 == 1 // $ == int 
jf @SECURI_2342 
if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
jf @SECURI_2342 
if 
80F5:   not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 
jf @SECURI_2342 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:SECURI_2342
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_2726 
if or
  Player.InZone($PLAYER_CHAR, 'GOLF1')
  Player.InZone($PLAYER_CHAR, 'GOLF2')
jf @SECURI_2605 
if 
  $931 == 0 // $ == int 
jf @SECURI_2598 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @SECURI_2591 
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 

:SECURI_2591
$931 = 1 // $ = int 

:SECURI_2598
jump @SECURI_2726 

:SECURI_2605
if 
  $931 == 1 // $ == int 
jf @SECURI_2726 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
$931 = 0 // $ = int 

:SECURI_2726
if 
  $983 > 1 // $ > int 
jf @SECURI_2751 
$983 = 0 // $ = int 

:SECURI_2751
jump @SECURI_347 

:SECURI_2758
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $928 ammo $932 model $919 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $929 ammo $933 model $920 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $930 ammo $934 model $921 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $930 ammo $935 model $922 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $930 ammo $936 model $923 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $930 ammo $937 model $924 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $930 ammo $938 model $925 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $930 ammo $939 model $926 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $930 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 
if 
  $915 == 1 // $ == int 
jf @SECURI_2983 
if 
  $919 > 0 // $ > int 
jf @SECURI_2954 
01B1: give_player $PLAYER_CHAR weapon $928 ammo $932 // Load the weapon model before using this 

:SECURI_2954
if 
  $920 > 0 // $ > int 
jf @SECURI_2983 
01B1: give_player $PLAYER_CHAR weapon $929 ammo $933 // Load the weapon model before using this 

:SECURI_2983
$917 = 0 // $ = int 
$918 = 0 // $ = int 
return 

:SECURI_2999
if 
  $915 == 2 // $ == int 
jf @SECURI_3121 
if 
  $919 > 0 // $ > int 
jf @SECURI_3069 
Pickup.Destroy($941)
SECURI_3487()
032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974 

:SECURI_3069
if 
  $920 > 0 // $ > int 
jf @SECURI_3121 
Pickup.Destroy($942)
SECURI_3487()
032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974 

:SECURI_3121
if 
  $921 > 0 // $ > int 
jf @SECURI_3173 
Pickup.Destroy($943)
SECURI_3487()
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 

:SECURI_3173
if 
  $922 > 0 // $ > int 
jf @SECURI_3225 
Pickup.Destroy($944)
SECURI_3487()
032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974 

:SECURI_3225
if 
  $923 > 0 // $ > int 
jf @SECURI_3277 
Pickup.Destroy($945)
SECURI_3487()
032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974 

:SECURI_3277
if 
  $924 > 0 // $ > int 
jf @SECURI_3329 
Pickup.Destroy($946)
SECURI_3487()
032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 

:SECURI_3329
if 
  $925 > 0 // $ > int 
jf @SECURI_3381 
Pickup.Destroy($947)
SECURI_3487()
032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974 

:SECURI_3381
if 
  $926 > 0 // $ > int 
jf @SECURI_3433 
Pickup.Destroy($948)
SECURI_3487()
032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974 

:SECURI_3433
if 
  $927 > 0 // $ > int 
jf @SECURI_3485 
Pickup.Destroy($949)
SECURI_3487()
032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974 

:SECURI_3485
return 

:SECURI_3487
wait 0 
$917 += 1 // $ += int 
if 
  $915 == 1 // $ == int 
jf @SECURI_3827 
if 
  $917 > 1 // $ > int 
jf @SECURI_3791 
if 
  $918 == 4 // $ == int 
jf @SECURI_3579 
$972 += 3.7 // $ += float 
$973 += 1.5 // $ += float 
$918 += 1 // $ += int 

:SECURI_3579
if 
  $918 == 3 // $ == int 
jf @SECURI_3624 
$973 -= 1.85 // $ -= float 
$972 += 0.75 // $ += float 
$918 += 1 // $ += int 

:SECURI_3624
if 
  $918 == 2 // $ == int 
jf @SECURI_3669 
$972 -= 3.7 // $ -= float 
$973 -= 1.5 // $ -= float 
$918 += 1 // $ += int 

:SECURI_3669
if 
  $918 == 1 // $ == int 
jf @SECURI_3714 
$973 -= 1.85 // $ -= float 
$972 += 0.75 // $ += float 
$918 += 1 // $ += int 

:SECURI_3714
if 
  $918 == 0 // $ == int 
jf @SECURI_3759 
$972 += 3.7 // $ += float 
$973 += 1.5 // $ += float 
$918 += 1 // $ += int 

:SECURI_3759
if 
  $918 > 4 // $ > int 
jf @SECURI_3784 
$918 = 0 // $ = int 

:SECURI_3784
jump @SECURI_3827 

:SECURI_3791
0086: $972 = $950 // $ = $ float 
$972 -= 1.4 // $ -= float 
0086: $973 = $951 // $ = $ float 
$973 -= 2.6 // $ -= float 

:SECURI_3827
if 
  $915 == 2 // $ == int 
jf @SECURI_4039 
if 
  $916 == 1 // $ == int 
jf @SECURI_3880 
$982 = -5.0 // $ = float 
jump @SECURI_3890 

:SECURI_3880
$982 = 5.0 // $ = float 

:SECURI_3890
if 
  $917 > 1 // $ > int 
jf @SECURI_3969 
if 
  10 > $918 // int > $ 
jf @SECURI_3955 
0059: $981 += $982 // $ += $ float 
SECURI_4070()
$918 += 1 // $ += int 
jump @SECURI_3962 

:SECURI_3955
$918 = 0 // $ = int 

:SECURI_3962
jump @SECURI_4039 

:SECURI_3969
if 
  $916 == 1 // $ == int 
jf @SECURI_4004 
$981 = 220.0 // $ = float 
SECURI_4070()

:SECURI_4004
if 
  $916 == 2 // $ == int 
jf @SECURI_4039 
$981 = 140.0 // $ = float 
SECURI_4070()

:SECURI_4039
if 
048C:   pickup_at $972 $973 $974 available_or_will_respawn 
jf @SECURI_4068 
jump @SECURI_3487 

:SECURI_4068
return 

:SECURI_4070
02F6: $972 = sine $981 // float 
$972 *= 34.5 // $ *= float 
0059: $972 += $979 // $ += $ float 
02F7: $973 = cosine $981 // float 
$973 *= 34.5 // $ *= float 
0059: $973 += $980 // $ += $ float 
return 

:SECURI_4124
if 
  $959 > 0 // $ > int 
jf @SECURI_4144 
Camera.Restore_WithJumpCut

:SECURI_4144
04C7: toggle_camera_green_scanlines 0 
$961 = 0 // $ = int 
$912 = 0 // $ = int 
return 

:SECURI_4164
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_4203 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SECURI_4203 
$961 = 1 // $ = int 

:SECURI_4203
return 

:SECURI_4205
if 
  not Actor.Dead($909)
jf @SECURI_4284 
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_4284 
01CC: actor $909 kill_player $PLAYER_CHAR 
if and
  $913 == 0 // $ == int 
  Model.Available(#NITESTICK)
jf @SECURI_4284 
01B2: give_actor $909 weapon 4 ammo 0 // Load the weapon model before using this 
$913 = 1 // $ = int 

:SECURI_4284
return 

:SECURI_4286
if 
  not Actor.Dead($910)
jf @SECURI_4360 
if 
  Player.Defined($PLAYER_CHAR)
jf @SECURI_4360 
01CC: actor $910 kill_player $PLAYER_CHAR 
if 
  $914 == 0 // $ == int 
jf @SECURI_4360 
01B2: give_actor $910 weapon 4 ammo 0 // Load the weapon model before using this 
$914 = 1 // $ = int 

:SECURI_4360
return 

:INTERIO
$984 = 0 // $ = int 
$995 = 0 // $ = int 
$997 = 0 // $ = int 
$1000 = 0 // $ = int 
$993 = 0 // $ = int 
$994 = 0 // $ = int 
$996 = 0 // $ = int 
$1002 = 0 // $ = int 
$1003 = 0 // $ = int 
$1088 = 0 // $ = int 
$988 = 0 // $ = int 
$987 = 0 // $ = int 
$989 = 0 // $ = int 
$991 = 0 // $ = int 
$986 = 0 // $ = int 
$985 = 0 // $ = int 
$990 = 0 // $ = int 
$1001 = 0 // $ = int 
$1006 = 0 // $ = int 
$1005 = 0 // $ = int 
$1009 = 0 // $ = int 
$1008 = 0 // $ = int 
$1011 = 0 // $ = int 
$1012 = 0 // $ = int 
$1014 = 0 // $ = int 
$1033 = 0 // $ = int 
$1028 = 0 // $ = int 
$1072 = 0 // $ = int 
$999 = 0 // $ = int 
$1034 = 0 // $ = int 
$1039 = 0 // $ = int 
$1040 = 0 // $ = int 
$1086 = 0 // $ = int 
$1087 = 0 // $ = int 
$1089 = 0 // $ = int 
$1101 = 9.0 // $ = float 
$1102 = 0.0 // $ = float 
$1103 = 0.0 // $ = float 
$1090 = 0 // $ = int 
$1092 = 0 // $ = int 
$1093 = 0 // $ = int 
$1094 = 0 // $ = int 
$1096 = 0 // $ = int 
$1095 = 0 // $ = int 
$1098 = 0 // $ = int 
$1084 = 0 // $ = int 
script_name 'INTERIO' 
set_wb_check_to 0 
start_new_script @SHIT 
terminate_this_script 

:SHIT
$992 = 0 // $ = int 
script_name 'SHIT' 
jump @SHIT_112 
Object.Init($1007, #STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.Init($1013, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.Init($1010, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.Init($1790, #STRPBCKDRCLSD, 68.988, -1444.242, 10.727)

:SHIT_112
wait 0 
$1095 += 1 // $ += int 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1963 
$1094 = 0 // $ = int 
if 
  $1095 == 1 // $ == int 
jf @SHIT_1956 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1084 == 1 // $ == int 
jf @SHIT_1956 
if 
  $999 == 1 // $ == int 
jf @SHIT_1956 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_302 
if 
  $1006 == 0 // $ == int 
jf @SHIT_295 
Object.Destroy($1007)
Object.Init($1007, #STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
$1006 = 1 // $ = int 
$1005 = 0 // $ = int 

:SHIT_295
jump @SHIT_366 

:SHIT_302
if 
  $1005 == 0 // $ == int 
jf @SHIT_366 
Object.Destroy($1007)
Object.Init($1007, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
$1005 = 1 // $ = int 
$1006 = 0 // $ = int 

:SHIT_366
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1956 
if and
  $1002 == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_959 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_504 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_497 
if 
01AF:   car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
jf @SHIT_497 
0409: blow_up_rc_buggy 

:SHIT_497
jump @SHIT_959 

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

:SHIT_588
$1002 = 1 // $ = int 
00BA: text_styled 'STRIP' 3000 ms 2  // The 'Pole Position Club'
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_690 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_690 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car 
Car.Destroy($1004)

:SHIT_690
if 
059A:   australian_game 
jf @SHIT_852 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1073 ammo $932 model $919 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1074 ammo $933 model $920 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1075 ammo $934 model $921 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1076 ammo $935 model $922 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1077 ammo $936 model $923 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1078 ammo $937 model $924 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1079 ammo $938 model $925 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1080 ammo $939 model $926 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1081 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 

:SHIT_852
if 
  $992 == 0 // $ == int 
jf @SHIT_945 
select_interior 5 
Camera.SetAtPos(91.2, -1460.9, 10.6)
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 40.0 
04F9: set_extra_colors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
jump @SHIT_952 

:SHIT_945
jump @SHIT_112 

:SHIT_952
SHIT_16148()

:SHIT_959
if 
  $1002 == 1 // $ == int 
jf @SHIT_1956 
if 
00F5:   player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 
jf @SHIT_1956 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @SHIT_1048 
jump @SHIT_112 

:SHIT_1048
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_1942 
$1002 = 0 // $ = int 
SHIT_16342()
0395: clear_area 0 at 97.7 -1472.2 10.5 range 1.0 
Camera.SetAtPos(97.7, -1472.2, 10.5)
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
if 
059A:   australian_game 
jf @SHIT_1935 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 1 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1271 
0084: $1083 = $919 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1264 
01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this 

:SHIT_1264
SHIT_25497()

:SHIT_1271
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1354 
0084: $1083 = $920 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1347 
01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this 

:SHIT_1347
SHIT_25497()

:SHIT_1354
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1437 
0084: $1083 = $921 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1430 
01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this 

:SHIT_1430
SHIT_25497()

:SHIT_1437
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1520 
0084: $1083 = $922 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1513 
01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this 

:SHIT_1513
SHIT_25497()

:SHIT_1520
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1603 
0084: $1083 = $923 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1596 
01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this 

:SHIT_1596
SHIT_25497()

:SHIT_1603
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1686 
0084: $1083 = $924 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1679 
01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this 

:SHIT_1679
SHIT_25497()

:SHIT_1686
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1769 
0084: $1083 = $925 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1762 
01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this 

:SHIT_1762
SHIT_25497()

:SHIT_1769
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1852 
0084: $1083 = $926 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1845 
01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this 

:SHIT_1845
SHIT_25497()

:SHIT_1852
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 9 weapon $1082 ammo $1082 model $1083 
if 
84A3:   not  $1083 == 0 // == constant 
jf @SHIT_1935 
0084: $1083 = $927 // $ = $ int 
SHIT_25463()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_1928 
01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this 

:SHIT_1928
SHIT_25497()

:SHIT_1935
jump @SHIT_1949 

:SHIT_1942
jump @SHIT_112 

:SHIT_1949
SHIT_16148()

:SHIT_1956
jump @SHIT_1970 

:SHIT_1963
SHIT_16363()

:SHIT_1970
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_2674 
$1094 = 0 // $ = int 
if 
  $1095 == 2 // $ == int 
jf @SHIT_2667 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1084 == 1 // $ == int 
jf @SHIT_2667 
if 
  $1088 == 0 // $ == int 
jf @SHIT_2427 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_2157 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_2150 
if 
01AF:   car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 
jf @SHIT_2150 
0409: blow_up_rc_buggy 

:SHIT_2150
jump @SHIT_2427 

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

:SHIT_2233
00BA: text_styled 'HOTEL' 3000 ms 2  // Ocean View
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_2320 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_2320 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car 
Car.Destroy($1004)

:SHIT_2320
if 
  $992 == 0 // $ == int 
jf @SHIT_2413 
$1088 = 1 // $ = int 
select_interior 1 
03AD: set_rubbish 0 
Camera.SetAtPos(225.0, -1277.3, 12.0)
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extra_colors 3 fade 0 
jump @SHIT_2420 

:SHIT_2413
jump @SHIT_112 

:SHIT_2420
SHIT_16148()

:SHIT_2427
if 
  $1088 == 1 // $ == int 
jf @SHIT_2667 
if 
0057:   player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 
jf @SHIT_2667 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_2521 
jump @SHIT_112 

:SHIT_2521
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_2653 
SHIT_16342()
$1088 = 0 // $ = int 
0395: clear_area 0 at 233.5 -1278.45 11.0 range 1.0 
Camera.SetAtPos(233.5, -1278.45, 11.0)
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
jump @SHIT_2660 

:SHIT_2653
jump @SHIT_112 

:SHIT_2660
SHIT_16148()

:SHIT_2667
jump @SHIT_2681 

:SHIT_2674
SHIT_16363()

:SHIT_2681
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_3382 
$1094 = 0 // $ = int 
if 
  $1095 == 1 // $ == int 
jf @SHIT_3375 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
  $1084 == 1 // $ == int 
jf @SHIT_3375 
if 
  $990 == 0 // $ == int 
jf @SHIT_3133 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_2868 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_2861 
if 
01AF:   car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 
jf @SHIT_2861 
0409: blow_up_rc_buggy 

:SHIT_2861
jump @SHIT_3133 

:SHIT_2868
if 
00F5:   player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3133 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_2981 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_2981 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car 
Car.Destroy($1004)

:SHIT_2981
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @SHIT_3004 
jump @SHIT_112 

:SHIT_3004
00BA: text_styled 'SCARF' 3000 ms 2  // Apartment 3c
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_3119 
$990 = 1 // $ = int 
select_interior 11 
03AD: set_rubbish 0 
Camera.SetAtPos(27.19, -1327.0, 12.0)
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 23.0 
04F9: set_extra_colors 3 fade 0 
jump @SHIT_3126 

:SHIT_3119
jump @SHIT_112 

:SHIT_3126
SHIT_16148()

:SHIT_3133
if 
  $990 == 1 // $ == int 
jf @SHIT_3375 
if 
00F5:   player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3375 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_3227 
jump @SHIT_112 

:SHIT_3227
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_3361 
SHIT_16342()
$990 = 0 // $ = int 
0395: clear_area 0 at 27.33 -1331.1 11.8 range 1.0 
Camera.SetAtPos(27.33, -1331.1, 11.8)
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 
0171: set_player $PLAYER_CHAR z_angle_to 160.0 
03C8: set_camera_directly_before_player 
jump @SHIT_3368 

:SHIT_3361
jump @SHIT_112 

:SHIT_3368
SHIT_16148()

:SHIT_3375
jump @SHIT_3389 

:SHIT_3382
SHIT_16363()

:SHIT_3389
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_4676 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
  $1084 == 1 // $ == int 
jf @SHIT_4669 
if 
  $1095 == 1 // $ == int 
jf @SHIT_4669 
if or
  $ONMISSION == 0 // $ == int 
  $997 == 1 // $ == int 
  $1000 == 1 // $ == int 
jf @SHIT_3564 
if 
  $1009 == 0 // $ == int 
jf @SHIT_3557 
Object.Destroy($1010)
Object.Init($1010, #COP_DR_OPEN, 396.458, -473.047, 12.6)
Object.RemoveFromMissionCleanupList($1010)
$1009 = 1 // $ = int 
$1008 = 0 // $ = int 

:SHIT_3557
jump @SHIT_3628 

:SHIT_3564
if 
  $1008 == 0 // $ == int 
jf @SHIT_3628 
Object.Destroy($1010)
Object.Init($1010, #COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.RemoveFromMissionCleanupList($1010)
$1008 = 1 // $ = int 
$1009 = 0 // $ = int 

:SHIT_3628
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_4669 
if or
  $ONMISSION == 0 // $ == int 
  $997 == 1 // $ == int 
  $1000 == 1 // $ == int 
jf @SHIT_4242 
if 
  $987 == 0 // $ == int 
jf @SHIT_4242 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_3791 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_3784 
if 
01AF:   car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 
jf @SHIT_3784 
0409: blow_up_rc_buggy 

:SHIT_3784
jump @SHIT_4242 

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

:SHIT_3872
00BA: text_styled 'POL_HQ' 3000 ms 2  // VCPD HQ
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_3959 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_3959 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car 
Car.Destroy($1004)

:SHIT_3959
if 
  $992 == 0 // $ == int 
jf @SHIT_4228 
select_interior 12 
$987 = 1 // $ = int 
if 
  $997 == 0 // $ == int 
jf @SHIT_4164 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
0395: clear_area 1 at 400.0 -486.5 10.0 range 5.0 

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

:SHIT_4228
jump @SHIT_112 

:SHIT_4235
SHIT_16148()

:SHIT_4242
if 
  $987 == 1 // $ == int 
jf @SHIT_4669 
if 
02B3:   player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 
jf @SHIT_4669 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_4341 
jump @SHIT_112 

:SHIT_4341
00BA: text_styled 'BEACH2' 3000 ms 2  // Washington Beach
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_4655 
SHIT_16342()
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 
0395: clear_area 0 at 399.38 -468.6 10.7 range 1.0 
$987 = 0 // $ = int 
if 
  $997 == 0 // $ == int 
jf @SHIT_4601 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 

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

:SHIT_4655
jump @SHIT_112 

:SHIT_4662
SHIT_16148()

:SHIT_4669
jump @SHIT_4683 

:SHIT_4676
SHIT_16363()

:SHIT_4683
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_6291 
$1094 = 0 // $ = int 
if 
  $1095 == 1 // $ == int 
jf @SHIT_6284 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_6277 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_5373 
if 
  $986 == 0 // $ == int 
jf @SHIT_5295 
$98 = 0.0 // $ = float 
02CE: $98 = ground_z 492.5 -76.17 10.5 
if 
  $98 > 0.0 // $ > float 
jf @SHIT_5126 
if 
  $1039 == 0 // $ == int 
jf @SHIT_5119 
if 
80C2:   not sphere_onscreen 489.6 -79.8 10.5 2.0 
jf @SHIT_5119 
if 
80C2:   not sphere_onscreen 492.5 -76.17 10.5 2.0 
jf @SHIT_5119 
023C: load_special_actor 15 'BGB' 

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

:SHIT_4976
Actor.Create($1037, 4, #SPECIAL15, 489.6, -79.8, 10.5)
Actor.Angle($1037) = 225.0
0243: set_actor $1037 ped_stats_to 30 
Actor.Health($1037) = 200
01ED: clear_actor $1037 threat_search 
0291: set_actor $1037 heed_threats 1 
0243: set_actor $1037 ped_stats_to 11 
Actor.Create($1038, 4, #SPECIAL15, 492.5, -76.17, 10.5)
Actor.Angle($1038) = 225.0
0243: set_actor $1038 ped_stats_to 30 
Actor.Health($1038) = 200
01ED: clear_actor $1038 threat_search 
0291: set_actor $1038 heed_threats 1 
0243: set_actor $1038 ped_stats_to 11 
$1039 = 1 // $ = int 

:SHIT_5119
jump @SHIT_5133 

:SHIT_5126
SHIT_25301()

:SHIT_5133
if and
  $1039 == 1 // $ == int 
  $1040 == 0 // $ == int 
jf @SHIT_5288 
if 
  not Actor.Dead($1037)
jf @SHIT_5223 
if 
8184:   not actor $1037 health > 199 
jf @SHIT_5223 
if 
  not Actor.Dead($1038)
jf @SHIT_5223 
011A: set_actor $1038 search_threat 1 
$1040 = 1 // $ = int 

:SHIT_5223
if 
  not Actor.Dead($1038)
jf @SHIT_5288 
if 
8184:   not actor $1038 health > 199 
jf @SHIT_5288 
if 
  not Actor.Dead($1037)
jf @SHIT_5288 
011A: set_actor $1037 search_threat 1 
$1040 = 1 // $ = int 

:SHIT_5288
jump @SHIT_5302 

:SHIT_5295
SHIT_25301()

:SHIT_5302
if 
  $1012 == 0 // $ == int 
jf @SHIT_5366 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1012 = 1 // $ = int 
$1011 = 0 // $ = int 

:SHIT_5366
jump @SHIT_5458 

:SHIT_5373
if and
  $1011 == 0 // $ == int 
  $993 == 0 // $ == int 
  $994 == 0 // $ == int 
jf @SHIT_5451 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // $ = int 
$1012 = 0 // $ = int 

:SHIT_5451
SHIT_25301()

:SHIT_5458
if 
  $996 == 0 // $ == int 
jf @SHIT_6270 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_6270 
if and
  $986 == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_5973 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_5614 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_5607 
if 
01AF:   car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
jf @SHIT_5607 
0409: blow_up_rc_buggy 

:SHIT_5607
jump @SHIT_5973 

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

:SHIT_5690
$986 = 1 // $ = int 
00BA: text_styled 'MALIBU' 3000 ms 2  // The Malibu Club
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_5792 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_5792 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car 
Car.Destroy($1004)

:SHIT_5792
if 
  $992 == 0 // $ == int 
jf @SHIT_5934 
select_interior 17 
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(484.2, -72.5, 9.5)
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
04F9: set_extra_colors 1 fade 0 
0395: clear_area 1 at 491.0 -77.7 10.4 range 1.0 
jump @SHIT_5941 

:SHIT_5934
jump @SHIT_112 

:SHIT_5941
if and
  $994 == 0 // $ == int 
  $993 == 0 // $ == int 
jf @SHIT_5973 
SHIT_16148()

:SHIT_5973
if 
  $986 == 1 // $ == int 
jf @SHIT_6270 
if 
00F5:   player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 
jf @SHIT_6270 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6067 
jump @SHIT_112 

:SHIT_6067
if and
  $994 == 0 // $ == int 
  $993 == 0 // $ == int 
jf @SHIT_6114 
SHIT_15897()
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point

:SHIT_6114
if 
  $992 == 0 // $ == int 
jf @SHIT_6256 
$986 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
0395: clear_area 0 at 493.1 -82.4 10.8 range 1.0 
Camera.SetAtPos(493.1, -82.4, 10.8)
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
jump @SHIT_6263 

:SHIT_6256
jump @SHIT_112 

:SHIT_6263
SHIT_16148()

:SHIT_6270
jump @SHIT_6284 

:SHIT_6277
SHIT_25301()

:SHIT_6284
jump @SHIT_6298 

:SHIT_6291
SHIT_16363()

:SHIT_6298
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_7022 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
  $1084 == 1 // $ == int 
jf @SHIT_7015 
if 
  $1095 == 2 // $ == int 
jf @SHIT_7015 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_6467 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_6460 
if 
01AF:   car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6460 
0409: blow_up_rc_buggy 

:SHIT_6460
jump @SHIT_6773 

:SHIT_6467
if 
  $989 == 0 // $ == int 
jf @SHIT_6773 
if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6773 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6561 
jump @SHIT_112 

:SHIT_6561
00BA: text_styled 'UMBERTO' 3000 ms 2  // Cafe Robina
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_6648 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_6648 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car 
Car.Destroy($1004)

:SHIT_6648
if 
  $992 == 0 // $ == int 
jf @SHIT_6759 
$989 = 1 // $ = int 
select_interior 7 
Camera.SetAtPos(-1170.0, -611.0, 11.0)
0395: clear_area 0 at -1170.0 -611.0 11.0 range 1.0 
03AD: set_rubbish 0 
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
jump @SHIT_6766 

:SHIT_6759
jump @SHIT_112 

:SHIT_6766
SHIT_16148()

:SHIT_6773
if 
  $989 == 1 // $ == int 
jf @SHIT_7015 
if 
00F5:   player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 
jf @SHIT_7015 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SHIT_6867 
jump @SHIT_112 

:SHIT_6867
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_7001 
$989 = 0 // $ = int 
SHIT_16342()
0395: clear_area 0 at -1170.0 -605.0 11.0 range 1.0 
Camera.SetAtPos(-1170.0, -605.0, 11.0)
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
jump @SHIT_7008 

:SHIT_7001
jump @SHIT_112 

:SHIT_7008
SHIT_16148()

:SHIT_7015
jump @SHIT_7029 

:SHIT_7022
SHIT_16363()

:SHIT_7029
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_7769 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_7762 
if 
  $1095 == 2 // $ == int 
jf @SHIT_7762 
if 
  $1003 == 0 // $ == int 
jf @SHIT_7475 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_7216 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_7209 
if 
01AF:   car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 
jf @SHIT_7209 
0409: blow_up_rc_buggy 

:SHIT_7209
jump @SHIT_7475 

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

:SHIT_7300
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_7461 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(448.3, 1030.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 
$1104 = 0.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_7468 

:SHIT_7461
jump @SHIT_112 

:SHIT_7468
SHIT_16148()

:SHIT_7475
if 
  $1003 == 1 // $ == int 
jf @SHIT_7762 
if 
00F5:   player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
jf @SHIT_7762 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_7577 
jump @SHIT_112 

:SHIT_7577
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_7748 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.7 992.2 17.0 range 1.0 
Camera.SetAtPos(449.7, 992.2, 17.0)
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 
$1104 = 180.0 // $ = float 
SHIT_25504()
jump @SHIT_7755 

:SHIT_7748
jump @SHIT_112 

:SHIT_7755
SHIT_16148()

:SHIT_7762
jump @SHIT_7776 

:SHIT_7769
SHIT_16363()

:SHIT_7776
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_8516 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_8509 
if 
  $1095 == 1 // $ == int 
jf @SHIT_8509 
if 
  $1003 == 0 // $ == int 
jf @SHIT_8222 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_7963 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_7956 
if 
01AF:   car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 
jf @SHIT_7956 
0409: blow_up_rc_buggy 

:SHIT_7956
jump @SHIT_8222 

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

:SHIT_8047
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_8208 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(380.0, 1026.4, 18.2)
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 
$1104 = 0.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8215 

:SHIT_8208
jump @SHIT_112 

:SHIT_8215
SHIT_16148()

:SHIT_8222
if 
  $1003 == 1 // $ == int 
jf @SHIT_8509 
if 
00F5:   player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
jf @SHIT_8509 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_8324 
jump @SHIT_112 

:SHIT_8324
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_8495 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 379.3 991.4 17.2 range 1.0 
Camera.SetAtPos(379.3, 991.4, 17.2)
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 
$1104 = 180.0 // $ = float 
SHIT_25504()
jump @SHIT_8502 

:SHIT_8495
jump @SHIT_112 

:SHIT_8502
SHIT_16148()

:SHIT_8509
jump @SHIT_8523 

:SHIT_8516
SHIT_16363()

:SHIT_8523
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_9263 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_9256 
if 
  $1095 == 1 // $ == int 
jf @SHIT_9256 
if 
  $1003 == 0 // $ == int 
jf @SHIT_8969 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_8710 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_8703 
if 
01AF:   car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 
jf @SHIT_8703 
0409: blow_up_rc_buggy 

:SHIT_8703
jump @SHIT_8969 

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

:SHIT_8794
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_8955 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(390.0, 1124.4, 17.5)
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 
$1104 = 270.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8962 

:SHIT_8955
jump @SHIT_112 

:SHIT_8962
SHIT_16148()

:SHIT_8969
if 
  $1003 == 1 // $ == int 
jf @SHIT_9256 
if 
00F5:   player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
jf @SHIT_9256 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_9071 
jump @SHIT_112 

:SHIT_9071
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_9242 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 344.5 1123.5 17.0 range 1.0 
Camera.SetAtPos(344.5, 1123.5, 17.0)
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 
$1104 = 90.0 // $ = float 
SHIT_25504()
jump @SHIT_9249 

:SHIT_9242
jump @SHIT_112 

:SHIT_9249
SHIT_16148()

:SHIT_9256
jump @SHIT_9270 

:SHIT_9263
SHIT_16363()

:SHIT_9270
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_10010 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_10003 
if 
  $1095 == 2 // $ == int 
jf @SHIT_10003 
if 
  $1003 == 0 // $ == int 
jf @SHIT_9716 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_9457 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_9450 
if 
01AF:   car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 
jf @SHIT_9450 
0409: blow_up_rc_buggy 

:SHIT_9450
jump @SHIT_9716 

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

:SHIT_9541
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_9702 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(395.0, 1212.0, 24.4)
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 
$1104 = 270.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_9709 

:SHIT_9702
jump @SHIT_112 

:SHIT_9709
SHIT_16148()

:SHIT_9716
if 
  $1003 == 1 // $ == int 
jf @SHIT_10003 
if 
00F5:   player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
jf @SHIT_10003 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_9818 
jump @SHIT_112 

:SHIT_9818
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_9989 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 366.0 1210.0 24.0 range 1.0 
Camera.SetAtPos(343.0, 1210.0, 24.0)
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 
$1104 = 90.0 // $ = float 
SHIT_25504()
jump @SHIT_9996 

:SHIT_9989
jump @SHIT_112 

:SHIT_9996
SHIT_16148()

:SHIT_10003
jump @SHIT_10017 

:SHIT_10010
SHIT_16363()

:SHIT_10017
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_10757 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_10750 
if 
  $1095 == 2 // $ == int 
jf @SHIT_10750 
if 
  $1003 == 0 // $ == int 
jf @SHIT_10463 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_10204 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_10197 
if 
01AF:   car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 
jf @SHIT_10197 
0409: blow_up_rc_buggy 

:SHIT_10197
jump @SHIT_10463 

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

:SHIT_10288
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_10449 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(385.0, 1230.7, 18.0)
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 
$1104 = 180.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_10456 

:SHIT_10449
jump @SHIT_112 

:SHIT_10456
SHIT_16148()

:SHIT_10463
if 
  $1003 == 1 // $ == int 
jf @SHIT_10750 
if 
00F5:   player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
jf @SHIT_10750 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_10565 
jump @SHIT_112 

:SHIT_10565
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_10736 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 378.0 1263.6 16.5 range 1.0 
Camera.SetAtPos(378.0, 1263.6, 16.5)
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 
$1104 = 0.0 // $ = float 
SHIT_25504()
jump @SHIT_10743 

:SHIT_10736
jump @SHIT_112 

:SHIT_10743
SHIT_16148()

:SHIT_10750
jump @SHIT_10764 

:SHIT_10757
SHIT_16363()

:SHIT_10764
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_11504 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_11497 
if 
  $1095 == 1 // $ == int 
jf @SHIT_11497 
if 
  $1003 == 0 // $ == int 
jf @SHIT_11210 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_10951 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_10944 
if 
01AF:   car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 
jf @SHIT_10944 
0409: blow_up_rc_buggy 

:SHIT_10944
jump @SHIT_11210 

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

:SHIT_11035
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_11196 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(448.5, 1230.0, 18.0)
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 
$1104 = 180.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11203 

:SHIT_11196
jump @SHIT_112 

:SHIT_11203
SHIT_16148()

:SHIT_11210
if 
  $1003 == 1 // $ == int 
jf @SHIT_11497 
if 
00F5:   player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
jf @SHIT_11497 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_11312 
jump @SHIT_112 

:SHIT_11312
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_11483 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.0 1263.0 16.5 range 1.0 
Camera.SetAtPos(449.0, 1263.0, 16.5)
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 
$1104 = 0.0 // $ = float 
SHIT_25504()
jump @SHIT_11490 

:SHIT_11483
jump @SHIT_112 

:SHIT_11490
SHIT_16148()

:SHIT_11497
jump @SHIT_11511 

:SHIT_11504
SHIT_16363()

:SHIT_11511
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_12251 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1084 == 1 // $ == int 
jf @SHIT_12244 
if 
  $1095 == 2 // $ == int 
jf @SHIT_12244 
if 
  $1003 == 0 // $ == int 
jf @SHIT_11957 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_11698 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_11691 
if 
01AF:   car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 
jf @SHIT_11691 
0409: blow_up_rc_buggy 

:SHIT_11691
jump @SHIT_11957 

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

:SHIT_11782
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_11943 
$1003 = 1 // $ = int 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(444.4, 1123.7, 17.0)
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 
$1104 = 90.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11950 

:SHIT_11943
jump @SHIT_112 

:SHIT_11950
SHIT_16148()

:SHIT_11957
if 
  $1003 == 1 // $ == int 
jf @SHIT_12244 
if 
00F5:   player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
jf @SHIT_12244 
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_12059 
jump @SHIT_112 

:SHIT_12059
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_12230 
$1003 = 0 // $ = int 
SHIT_16342()
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 482.0 1124.5 15.3 range 1.0 
Camera.SetAtPos(482.0, 1124.5, 15.3)
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 
$1104 = 0.0 // $ = float 
SHIT_25504()
jump @SHIT_12237 

:SHIT_12230
jump @SHIT_112 

:SHIT_12237
SHIT_16148()

:SHIT_12244
jump @SHIT_12258 

:SHIT_12251
SHIT_16363()

:SHIT_12258
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_12926 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
  $1084 == 1 // $ == int 
jf @SHIT_12919 
if 
  $1095 == 1 // $ == int 
jf @SHIT_12919 
if 
  $988 == 0 // $ == int 
jf @SHIT_12705 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_12445 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_12438 
if 
01AF:   car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12438 
0409: blow_up_rc_buggy 

:SHIT_12438
jump @SHIT_12705 

:SHIT_12445
if 
00F5:   player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12705 
00BA: text_styled 'RANGE' 3000 ms 2  // Rifle Range
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_12580 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_12580 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car 
Car.Destroy($1004)

:SHIT_12580
if 
  $992 == 0 // $ == int 
jf @SHIT_12673 
select_interior 10 
$988 = 1 // $ = int 
03AD: set_rubbish 0 
Camera.SetAtPos(-667.8, 1221.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
04F9: set_extra_colors 7 fade 0 
jump @SHIT_12680 

:SHIT_12673
jump @SHIT_112 

:SHIT_12680
if 
  $995 == 0 // $ == int 
jf @SHIT_12705 
SHIT_16148()

:SHIT_12705
if 
  $988 == 1 // $ == int 
jf @SHIT_12919 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12919 
00BA: text_styled 'DTOWN' 3000 ms 2  // Downtown
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_12905 
$988 = 0 // $ = int 
SHIT_16342()
0395: clear_area 0 at -667.8 1210.0 11.0 range 1.0 
Camera.SetAtPos(-667.8, 1210.0, 11.0)
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 140.0 
03C8: set_camera_directly_before_player 
jump @SHIT_12912 

:SHIT_12905
jump @SHIT_112 

:SHIT_12912
SHIT_16148()

:SHIT_12919
jump @SHIT_12933 

:SHIT_12926
SHIT_16363()

:SHIT_12933
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_15058 
$1094 = 0 // $ = int 
if or
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
  $1084 == 1 // $ == int 
jf @SHIT_15051 
if 
  $1001 > 0 // $ > int 
jf @SHIT_15051 
if 
  $1001 > 1 // $ > int 
jf @SHIT_13656 
if 
  $1095 == 1 // $ == int 
jf @SHIT_13656 
if 
  $991 == 0 // $ == int 
jf @SHIT_13412 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_13156 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_13149 
if 
01AF:   car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 
jf @SHIT_13149 
0409: blow_up_rc_buggy 

:SHIT_13149
jump @SHIT_13412 

:SHIT_13156
if 
0057:   player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 
jf @SHIT_13412 
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_13244 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13259 

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

:SHIT_13259
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_13398 
select_interior 2 
$991 = 1 // $ = int 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-378.5, -560.03, 19.0)
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 
$1104 = 190.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 8 fade 0 
jump @SHIT_13405 

:SHIT_13398
jump @SHIT_112 

:SHIT_13405
SHIT_16148()

:SHIT_13412
if 
  $991 == 1 // $ == int 
jf @SHIT_13656 
if 
0057:   player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 
jf @SHIT_13656 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_13642 
SHIT_16342()
$991 = 0 // $ = int 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -377.06 -545.43 17.0 range 1.0 
Camera.SetAtPos(-377.06, -545.43, 17.0)
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
jump @SHIT_13649 

:SHIT_13642
jump @SHIT_112 

:SHIT_13649
SHIT_16148()

:SHIT_13656
if 
  $1095 == 2 // $ == int 
jf @SHIT_14375 
if 
  $991 == 0 // $ == int 
jf @SHIT_14131 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_13789 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_13782 
if 
01AF:   car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 
jf @SHIT_13782 
0409: blow_up_rc_buggy 

:SHIT_13782
jump @SHIT_14131 

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

:SHIT_13865
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_13905 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13920 

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

:SHIT_13920
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_13992 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @SHIT_13992 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car 
Car.Destroy($1004)

:SHIT_13992
if 
  $992 == 0 // $ == int 
jf @SHIT_14117 
select_interior 2 
$991 = 1 // $ = int 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-329.24, -582.5, 34.5)
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
04F9: set_extra_colors 8 fade 0 
jump @SHIT_14124 

:SHIT_14117
jump @SHIT_112 

:SHIT_14124
SHIT_16148()

:SHIT_14131
if 
  $991 == 1 // $ == int 
jf @SHIT_14375 
if 
00F5:   player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 
jf @SHIT_14375 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_14361 
SHIT_16342()
$991 = 0 // $ = int 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -343.3 -572.8 36.0 range 1.0 
Camera.SetAtPos(-343.3, -572.8, 36.0)
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
jump @SHIT_14368 

:SHIT_14361
jump @SHIT_112 

:SHIT_14368
SHIT_16148()

:SHIT_14375
if 
  $1095 == 1 // $ == int 
jf @SHIT_15051 
if 
  $991 == 0 // $ == int 
jf @SHIT_14800 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_14508 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_14501 
if 
01AF:   car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
jf @SHIT_14501 
0409: blow_up_rc_buggy 

:SHIT_14501
jump @SHIT_14800 

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

:SHIT_14592
if 
  $PASSED_ASS1_RUB_OUT == 0 // $ == int 
jf @SHIT_14632 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_14647 

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

:SHIT_14647
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_14786 
select_interior 2 
$991 = 1 // $ = int 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-338.5, -578.8, 10.6)
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 
$1104 = 270.0 // $ = float 
SHIT_25504()
04F9: set_extra_colors 8 fade 0 
jump @SHIT_14793 

:SHIT_14786
jump @SHIT_112 

:SHIT_14793
SHIT_16148()

:SHIT_14800
if 
  $991 == 1 // $ == int 
jf @SHIT_15051 
if 
00F5:   player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 
jf @SHIT_15051 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_15037 
SHIT_16342()
$991 = 0 // $ = int 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -354.0 -586.0 10.6 range 1.0 
Camera.SetAtPos(-354.0, -586.0, 10.6)
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 
$1104 = 180.0 // $ = float 
SHIT_25504()
jump @SHIT_15044 

:SHIT_15037
jump @SHIT_112 

:SHIT_15044
SHIT_16148()

:SHIT_15051
jump @SHIT_15065 

:SHIT_15058
SHIT_16363()

:SHIT_15065
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_15844 
if 
  $251 == 1 // $ == int 
jf @SHIT_15837 
if or
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
  $1084 == 1 // $ == int 
jf @SHIT_15837 
if 
  $1095 == 2 // $ == int 
jf @SHIT_15837 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SHIT_15245 
$1004 = Player.RC_car($PLAYER_CHAR)
if 
  not Car.Wrecked($1004)
jf @SHIT_15238 
if 
01AF:   car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 
jf @SHIT_15238 
0409: blow_up_rc_buggy 

:SHIT_15238
jump @SHIT_15581 

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

:SHIT_15329
00BA: text_styled 'BANKINT' 3000 ms 2  // El Banco Corrupto Grande
SHIT_15897()
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_15424 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_15424 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car 
Car.Destroy($1004)

:SHIT_15424
if 
  $992 == 0 // $ == int 
jf @SHIT_15567 
select_interior 3 
03AD: set_rubbish 0 
if 
  $ONMISSION == 0 // $ == int 
jf @SHIT_15500 
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 

:SHIT_15500
Camera.SetAtPos(-903.0, -341.0, 13.4)
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 
$985 = 1 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
04F9: set_extra_colors 4 fade 0 
jump @SHIT_15574 

:SHIT_15567
jump @SHIT_112 

:SHIT_15574
SHIT_16148()

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

:SHIT_15657
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
SHIT_15897()
if 
  $992 == 0 // $ == int 
jf @SHIT_15823 
SHIT_16342()
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 13.5 range 1.0 
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
$985 = 0 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
jump @SHIT_15830 

:SHIT_15823
jump @SHIT_112 

:SHIT_15830
SHIT_16148()

:SHIT_15837
jump @SHIT_15851 

:SHIT_15844
SHIT_16363()

:SHIT_15851
SHIT_16696()
SHIT_21817()
if 
  $1095 > 1 // $ > int 
jf @SHIT_15890 
$1095 = 0 // $ = int 

:SHIT_15890
jump @SHIT_112 

:SHIT_15897
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_16146 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
if and
  $995 == 0 // $ == int 
  $993 == 0 // $ == int 
  $994 == 0 // $ == int 
jf @SHIT_15981 
fade 0 500 
jump @SHIT_16028 

:SHIT_15981
if 
  $986 == 1 // $ == int 
jf @SHIT_16021 
0169: set_fade_color 0 0 0 
fade 0 1500 
jump @SHIT_16028 

:SHIT_16021
fade 0 500 

:SHIT_16028
if 
  fading 
jf @SHIT_16139 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHIT_16075 
$992 = 1 // $ = int 
jump @SHIT_16082 

:SHIT_16075
$992 = 0 // $ = int 

:SHIT_16082
if 
  $1002 == 1 // $ == int 
jf @SHIT_16107 
SHIT_16696()

:SHIT_16107
if 
  $986 == 1 // $ == int 
jf @SHIT_16132 
SHIT_21817()

:SHIT_16132
jump @SHIT_16028 

:SHIT_16139
01EB: set_traffic_density_multiplier_to 0.0 

:SHIT_16146
return 

:SHIT_16148
0169: set_fade_color 0 0 1 
if and
  $995 == 0 // $ == int 
  $993 == 0 // $ == int 
  $994 == 0 // $ == int 
jf @SHIT_16202 
fade 1 500 
jump @SHIT_16249 

:SHIT_16202
if 
  $986 == 1 // $ == int 
jf @SHIT_16242 
0169: set_fade_color 0 0 0 
fade 1 1500 
jump @SHIT_16249 

:SHIT_16242
fade 1 500 

:SHIT_16249
if 
  fading 
jf @SHIT_16310 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHIT_16296 
$992 = 1 // $ = int 
jump @SHIT_16303 

:SHIT_16296
$992 = 0 // $ = int 

:SHIT_16303
jump @SHIT_16249 

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

:SHIT_16340
return 

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

:SHIT_16363
if 
  $1094 == 0 // $ == int 
jf @SHIT_16694 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
$989 = 0 // $ = int 
$986 = 0 // $ = int 
$1002 = 0 // $ = int 
$1003 = 0 // $ = int 
$1088 = 0 // $ = int 
$987 = 0 // $ = int 
$988 = 0 // $ = int 
$990 = 0 // $ = int 
$991 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
$1094 = 1 // $ = int 

:SHIT_16694
return 

:SHIT_16696
if 
  $1002 == 1 // $ == int 
jf @SHIT_17956 
if 
  $1014 == 1 // $ == int 
jf @SHIT_16904 
SHIT_18199()
if and
  Player.Defined($PLAYER_CHAR)
  Player.Money($PLAYER_CHAR) > 5
  $ONMISSION == 0 // $ == int 
jf @SHIT_16819 
if and
00E4:   player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 
  Player.Controllable($PLAYER_CHAR)
jf @SHIT_16819 
SHIT_19465()

:SHIT_16819
if and
  Player.Defined($PLAYER_CHAR)
  $1096 == 1 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @SHIT_16904 
if and
00E4:   player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 
  Player.Controllable($PLAYER_CHAR)
jf @SHIT_16904 
Player.MakeSafe($PLAYER_CHAR)
SHIT_21221()

:SHIT_16904
if 
  $1014 == 0 // $ == int 
jf @SHIT_17949 
$1015 = 24 // $ = int 
$1016 = 24 // $ = int 
$1017 = 25 // $ = int 
$1018 = 29 // $ = int 
$1019 = 19 // $ = int 
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)

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

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

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

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

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

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

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

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

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

:SHIT_17295
Actor.Create($1029, 4, #HMOST, 89.8, -1456.2, 9.4)
Actor.Angle($1029) = 287.0
01ED: clear_actor $1029 threat_search 
Actor.Create($1030, 4, #WMYBU, 89.15, -1461.3, 9.6)
Actor.Angle($1030) = 48.7
01ED: clear_actor $1030 threat_search 
Actor.Create($1042, 5, #BFYPR, 79.67, -1461.34, 10.6)
Actor.Angle($1042) = 168.0
01ED: clear_actor $1042 threat_search 
0372: set_actor $1042 anim 32 wait_state_time 999999 ms 
Actor.Create($1025, 4, #WMOST, 79.5, -1463.1, 9.6)
Actor.Angle($1025) = 5.0
01ED: clear_actor $1025 threat_search 
0372: set_actor $1025 anim 29 wait_state_time 999999 ms 
Actor.Create($1020, 4, #WMOCA, 87.3, -1462.85, 9.6)
Actor.Angle($1020) = 117.0
01ED: clear_actor $1020 threat_search 
Actor.Create($1043, 5, #WFYBE, 86.06, -1463.6, 10.4)
Actor.Angle($1043) = 295.0
01ED: clear_actor $1043 threat_search 
0372: set_actor $1043 anim 32 wait_state_time 999999 ms 
Actor.Create($1021, 4, #BKB, 79.0, -1466.31, 9.6)
Actor.Angle($1021) = 58.0
01ED: clear_actor $1021 threat_search 
Actor.Create($1022, 4, #BKA, 77.46, -1466.06, 9.6)
Actor.Angle($1022) = 265.0
01ED: clear_actor $1022 threat_search 
Actor.Create($1045, 5, #WFOBE, 78.07, -1465.7, 10.4)
Actor.Angle($1045) = 168.0
01ED: clear_actor $1045 threat_search 
0372: set_actor $1045 anim 32 wait_state_time 999999 ms 
Actor.Create($1023, 4, #BMYBB, 81.35, -1459.9, 9.6)
Actor.Angle($1023) = 5.0
01ED: clear_actor $1023 threat_search 
0372: set_actor $1023 anim 29 wait_state_time 999999 ms 
Actor.Create($1024, 4, #WMOBE, 83.4, -1458.9, 9.6)
Actor.Angle($1024) = 60.0
01ED: clear_actor $1024 threat_search 
0372: set_actor $1024 anim 29 wait_state_time 999999 ms 
Actor.Create($1041, 5, #WFYG1, 81.45, -1457.44, 10.6)
Actor.Angle($1041) = 210.0
01ED: clear_actor $1041 threat_search 
0372: set_actor $1041 anim 32 wait_state_time 999999 ms 
Actor.Create($1026, 5, #BFYRI, 88.6, -1450.0, 9.6)
Actor.Angle($1026) = 325.0
01ED: clear_actor $1026 threat_search 
009F: set_actor $1026 idle 
Actor.Create($1027, 5, #HFYMD, 91.44, -1455.3, 9.6)
Actor.Angle($1027) = 128.0
01ED: clear_actor $1027 threat_search 
009F: set_actor $1027 idle 
SHIT_18199()
$1014 = 1 // $ = int 

:SHIT_17949
jump @SHIT_18197 

:SHIT_17956
if 
  $1014 > 0 // $ > int 
jf @SHIT_18197 

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

:SHIT_18001
Actor.DestroyInstantly($1041)
Actor.DestroyInstantly($1042)
Actor.DestroyInstantly($1043)
Actor.DestroyInstantly($1045)
Actor.DestroyInstantly($1020)
Actor.DestroyInstantly($1021)
Actor.DestroyInstantly($1022)
Actor.DestroyInstantly($1023)
Actor.DestroyInstantly($1024)
Actor.DestroyInstantly($1025)
Actor.DestroyInstantly($1026)
Actor.DestroyInstantly($1027)
Actor.DestroyInstantly($1029)
Actor.DestroyInstantly($1030)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYBE)
Model.Destroy(#BFYPR)
Model.Destroy(#WFOBE)
Model.Destroy(#BFYRI)
Model.Destroy(#HFYMD)
Model.Destroy(#WMOCA)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#WMOST)
Model.Destroy(#WMOBE)
Model.Destroy(#BMYBB)
Model.Destroy(#HMOST)
Model.Destroy(#WMYBU)
Model.Destroy(#MACHETE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 19 
0296: unload_special_actor 18 
0296: unload_special_actor 17 
04EF: release_animation 'RIOT' 
04EF: release_animation 'STRIP' 
$1034 = 0 // $ = int 
$1033 = 0 // $ = int 
$1028 = 0 // $ = int 
$1014 = 0 // $ = int 

:SHIT_18197
return 

:SHIT_18199
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_18727 
if and
  not Actor.Dead($1029)
  not Actor.Dead($1030)
jf @SHIT_18275 
if or
8184:   not actor $1029 health > 95 
8184:   not actor $1030 health > 95 
jf @SHIT_18268 
SHIT_18734()

:SHIT_18268
jump @SHIT_18282 

:SHIT_18275
SHIT_18734()

:SHIT_18282
if and
  not Actor.Dead($1042)
  not Actor.Dead($1025)
jf @SHIT_18342 
if or
8184:   not actor $1042 health > 95 
8184:   not actor $1025 health > 95 
jf @SHIT_18335 
SHIT_18895()

:SHIT_18335
jump @SHIT_18349 

:SHIT_18342
SHIT_18895()

:SHIT_18349
if and
  not Actor.Dead($1020)
  not Actor.Dead($1043)
jf @SHIT_18429 
if and
0184:   actor $1020 health > 95 
0184:   actor $1043 health > 95 
jf @SHIT_18415 
0372: set_actor $1020 anim $1016 wait_state_time 999999 ms 
jump @SHIT_18422 

:SHIT_18415
SHIT_19068()

:SHIT_18422
jump @SHIT_18436 

:SHIT_18429
SHIT_19068()

:SHIT_18436
if and
  not Actor.Dead($1021)
  not Actor.Dead($1022)
  not Actor.Dead($1045)
jf @SHIT_18541 
if and
0184:   actor $1021 health > 95 
0184:   actor $1022 health > 95 
0184:   actor $1045 health > 95 
jf @SHIT_18527 
0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 
0372: set_actor $1022 anim $1016 wait_state_time 999999 ms 
jump @SHIT_18534 

:SHIT_18527
SHIT_19161()

:SHIT_18534
jump @SHIT_18548 

:SHIT_18541
SHIT_19161()

:SHIT_18548
if and
  not Actor.Dead($1023)
  not Actor.Dead($1024)
  not Actor.Dead($1041)
jf @SHIT_18620 
if or
8184:   not actor $1023 health > 95 
8184:   not actor $1024 health > 95 
8184:   not actor $1041 health > 95 
jf @SHIT_18613 
SHIT_19107()

:SHIT_18613
jump @SHIT_18627 

:SHIT_18620
SHIT_19107()

:SHIT_18627
if and
  not Actor.Dead($1026)
  not Actor.Dead($1027)
jf @SHIT_18720 
if and
0184:   actor $1026 health > 95 
0184:   actor $1027 health > 95 
jf @SHIT_18706 
0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 
0372: set_actor $1027 anim $1019 wait_state_time 999999 ms 
jump @SHIT_18713 

:SHIT_18706
SHIT_19215()

:SHIT_18713
jump @SHIT_18727 

:SHIT_18720
SHIT_19215()

:SHIT_18727
01BD: $1085 = current_time_in_ms 
return 

:SHIT_18734
if 
  $1034 == 0 // $ == int 
jf @SHIT_18796 
Model.Load(#BAT)

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

:SHIT_18789
$1034 = 1 // $ = int 

:SHIT_18796
0084: $1035 = $1029 // $ = $ int 
if 
859A:   not australian_game 
jf @SHIT_18824 
SHIT_18868()

:SHIT_18824
SHIT_19367()
0084: $1035 = $1030 // $ = $ int 
if 
859A:   not australian_game 
jf @SHIT_18859 
SHIT_18868()

:SHIT_18859
SHIT_19367()
return 

:SHIT_18868
if 
  not Actor.Dead($1035)
jf @SHIT_18893 
01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this 

:SHIT_18893
return 

:SHIT_18895
if 
  not Actor.Dead($1025)
jf @SHIT_18916 
022F: set_actor $1025 stop_looking 

:SHIT_18916
0084: $1036 = $1025 // $ = $ int 
SHIT_19418()
if 
  $1072 == 0 // $ == int 
jf @SHIT_19059 
if 
859A:   not australian_game 
jf @SHIT_18999 
Model.Load(#KNIFECUR)

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

:SHIT_18999
if 
  not Actor.Dead($1042)
jf @SHIT_19052 
if 
859A:   not australian_game 
jf @SHIT_19037 
01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this 

:SHIT_19037
0084: $1035 = $1042 // $ = $ int 
SHIT_19367()

:SHIT_19052
$1072 = 1 // $ = int 

:SHIT_19059
SHIT_18734()
return 

:SHIT_19068
0084: $1036 = $1020 // $ = $ int 
SHIT_19418()
0084: $1035 = $1043 // $ = $ int 
SHIT_19367()
SHIT_18734()
return 

:SHIT_19107
0084: $1035 = $1023 // $ = $ int 
SHIT_19367()
0084: $1035 = $1024 // $ = $ int 
SHIT_19367()
0084: $1036 = $1041 // $ = $ int 
SHIT_19418()
SHIT_18734()
return 

:SHIT_19161
0084: $1035 = $1021 // $ = $ int 
SHIT_19367()
0084: $1035 = $1022 // $ = $ int 
SHIT_19367()
0084: $1036 = $1045 // $ = $ int 
SHIT_19418()
SHIT_18734()
return 

:SHIT_19215
if 
  $1028 == 0 // $ == int 
jf @SHIT_19343 
if 
859A:   not australian_game 
jf @SHIT_19283 
Model.Load(#MACHETE)

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

:SHIT_19283
if 
  not Actor.Dead($1026)
jf @SHIT_19336 
if 
859A:   not australian_game 
jf @SHIT_19321 
01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this 

:SHIT_19321
0084: $1035 = $1026 // $ = $ int 
SHIT_19367()

:SHIT_19336
$1028 = 1 // $ = int 

:SHIT_19343
0084: $1035 = $1027 // $ = $ int 
SHIT_19367()
SHIT_18734()
return 

:SHIT_19367
if 
  not Actor.Dead($1035)
jf @SHIT_19416 
0372: set_actor $1035 anim 0 wait_state_time 0 ms 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_19416 
01CA: actor $1035 kill_player $PLAYER_CHAR 

:SHIT_19416
return 

:SHIT_19418
if 
  not Actor.Dead($1036)
jf @SHIT_19463 
0372: set_actor $1036 anim 0 wait_state_time 0 ms 
0239: actor $1036 run_to 65.8 -1444.0 
Actor.RemoveReferences($1036)

:SHIT_19463
return 

:SHIT_19465
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_21219 
$ONMISSION = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

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

:SHIT_19559
jump @SHIT_19524 

:SHIT_19566
if 
  100 > $1086 // int > $ 
jf @SHIT_19658 
023C: load_special_actor 19 'STRIPC' 

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

:SHIT_19634
Actor.Create($1044, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19658
if and
  $1086 > 99 // $ > int 
  200 > $1086 // int > $ 
jf @SHIT_19758 
023C: load_special_actor 19 'STRIPA' 

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

:SHIT_19734
Actor.Create($1044, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19758
if 
  $1086 > 199 // $ > int 
jf @SHIT_19851 
023C: load_special_actor 19 'STRIPB' 

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

:SHIT_19827
Actor.Create($1044, 4, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19851
Actor.Angle($1044) = 33.0
01ED: clear_actor $1044 threat_search 
0372: set_actor $1044 anim 32 wait_state_time 999999 ms 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SHIT_19937 
Actor.PutAt($PLAYER_ACTOR, 65.5, -1453.7, 9.6)
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 
Actor.Angle($PLAYER_ACTOR) = 210.0

:SHIT_19937
$1087 = 0 // $ = int 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)
fade 1 500 

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

:SHIT_20037
jump @SHIT_20002 

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

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

:SHIT_20109
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 

:SHIT_20122
if 
  TIMERA > 5000 // @ > int 
jf @SHIT_20539 
Player.Money($PLAYER_CHAR) += -5
TIMERA = 0 // @ = int 
$1086 += 5 // $ += int 
$1087 += 1 // $ += int 
if 
  $1087 == 6 // $ == int 
jf @SHIT_20194 
$1087 = 0 // $ = int 

:SHIT_20194
if 
  $1087 == 1 // $ == int 
jf @SHIT_20263 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)

:SHIT_20263
if 
  $1087 == 2 // $ == int 
jf @SHIT_20332 
Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0)
Camera.PointAt(67.36, -1456.33, 11.58, 2)

:SHIT_20332
if 
  $1087 == 3 // $ == int 
jf @SHIT_20401 
Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(64.9, -1454.5, 10.89, 2)

:SHIT_20401
if 
  $1087 == 4 // $ == int 
jf @SHIT_20470 
Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(65.4, -1454.25, 11.37, 2)

:SHIT_20470
if 
  $1087 == 5 // $ == int 
jf @SHIT_20539 
Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0)
Camera.PointAt(68.42, -1458.24, 8.36, 2)

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

:SHIT_20563
jump @SHIT_20062 

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

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

:SHIT_20631
jump @SHIT_20592 

:SHIT_20638
fade 0 500 

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

:SHIT_20680
jump @SHIT_20645 

:SHIT_20687
Actor.DestroyInstantly($1044)
0296: unload_special_actor 19 
03E6: remove_text_box 
if and
  $1086 > 299 // $ > int 
  $1096 == 0 // $ == int 
jf @SHIT_21072 
SHIT_16342()
Camera.SetAtPos(93.3, -1472.14, $572)
Camera.SetPosition(103.0, -1488.0, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(99.5, -1476.6, 16.75, 2)
04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 rate $617 
fade 1 1000 

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

:SHIT_20852
TIMERA = 0 // @ = int 

:SHIT_20859
if 
  2000 > TIMERA // int > @ 
jf @SHIT_20889 
wait 0 
jump @SHIT_20859 

:SHIT_20889
00BA: text_styled 'ASSET_C' 10000 ms 6  // POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_D' $617 time 10000 1  // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.PointAt(93.3, -1472.14, $572, 1)
0394: play_music 1 
TIMERA = 0 // @ = int 

:SHIT_20950
if 
  5000 > TIMERA // int > @ 
jf @SHIT_20980 
wait 0 
jump @SHIT_20950 

:SHIT_20980
fade 0 500 

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

:SHIT_21011
Camera.SetAtPos(72.0, -1454.7, 9.45)
Object.Destroy($1790)
select_interior 5 
04F9: set_extra_colors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
$1096 = 1 // $ = int 
$1175 += 1 // $ += int 
030C: progress_made += 1 

:SHIT_21072
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_21127 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 
0171: set_player $PLAYER_CHAR z_angle_to 208.0 

:SHIT_21127
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:SHIT_21140
if 
  fading 
jf @SHIT_21182 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHIT_21175 
return 

:SHIT_21175
jump @SHIT_21140 

:SHIT_21182
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_21219 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$ONMISSION = 0 // $ = int 

:SHIT_21219
return 

:SHIT_21221
$ONMISSION = 1 // $ = int 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

:SHIT_21268
if 
  fading 
jf @SHIT_21310 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHIT_21303 
return 

:SHIT_21303
jump @SHIT_21268 

:SHIT_21310
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
if 
  $1098 == 0 // $ == int 
jf @SHIT_21356 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21356
if 
  $1098 == 1 // $ == int 
jf @SHIT_21386 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21386
if 
  $1098 == 2 // $ == int 
jf @SHIT_21416 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21416
038B: load_requested_models 

:SHIT_21418
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 19 loaded 
jf @SHIT_21472 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 19 'STRIPA' 
wait 0 
jump @SHIT_21418 

:SHIT_21472
02E4: load_cutscene_data 'STRIPA' 
0244: set_cutscene_pos 69.5133 -1444.698 9.5255 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $1097 = create_cutscene_object #SPECIAL19 
02E6: set_cutscene_anim $1097 'STRIPA' 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_21585 
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:SHIT_21585
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SHIT_21607
if 
  25000 > $CUT_SCENE_TIME // int > $ 
jf @SHIT_21642 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SHIT_21607 

:SHIT_21642
fade 0 1500 

:SHIT_21649
if 
  fading 
jf @SHIT_21673 
wait 0 
jump @SHIT_21649 

:SHIT_21673
if 
82E9:   not cutscene_reached_end 
jf @SHIT_21697 
wait 0 
jump @SHIT_21673 

:SHIT_21697
02EA: end_cutscene 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 19 
fade 1 1500 
$1098 += 1 // $ += int 
if 
  $1098 > 2 // $ > int 
jf @SHIT_21754 
$1098 = 0 // $ = int 

:SHIT_21754
if 
  fading 
jf @SHIT_21778 
wait 0 
jump @SHIT_21754 

:SHIT_21778
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_21815 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$ONMISSION = 0 // $ = int 

:SHIT_21815
return 

:SHIT_21817
if 
  $986 == 1 // $ == int 
jf @SHIT_24769 
if 
  $1089 == 0 // $ == int 
jf @SHIT_24258 
$1015 = 24 // $ = int 
$1016 = 24 // $ = int 
$1017 = 25 // $ = int 
$1018 = 29 // $ = int 
$1019 = 19 // $ = int 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)

:SHIT_21900
if or
  not Model.Available(#WFYG1)
  not Model.Available(#HFYRI)
  not Model.Available(#BFYRI)
jf @SHIT_21946 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)
wait 0 
jump @SHIT_21900 

:SHIT_21946
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)

:SHIT_21958
if or
  not Model.Available(#CBA)
  not Model.Available(#BMYRI)
  not Model.Available(#BMYBB)
jf @SHIT_22004 
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)
wait 0 
jump @SHIT_21958 

:SHIT_22004
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)

:SHIT_22020
if or
  not Model.Available(#FIREMAN)
  not Model.Available(#WMYCW)
  not Model.Available(#ARMY)
  not Model.Available(#BKA)
jf @SHIT_22074 
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)
wait 0 
jump @SHIT_22020 

:SHIT_22074
023C: load_special_actor 19 'BGA' 

:SHIT_22086
if 
823D:   not special_actor 19 loaded 
jf @SHIT_22124 
023C: load_special_actor 19 'BGA' 
wait 0 
jump @SHIT_22086 

:SHIT_22124
04ED: load_animation 'STRIP' 

:SHIT_22134
if 
84EE:   not animation 'STRIP' loaded 
jf @SHIT_22176 
04ED: load_animation 'STRIP' 
wait 0 
jump @SHIT_22134 

:SHIT_22176
Model.Load(#BRASSKNUCKLE)

:SHIT_22181
if 
  not Model.Available(#BRASSKNUCKLE)
jf @SHIT_22213 
Model.Load(#BRASSKNUCKLE)
wait 0 
jump @SHIT_22181 

:SHIT_22213
if 
  26 > $1090 // int > $ 
jf @SHIT_23524 
wait 0 
SHIT_25170()
if 
  $1090 == 1 // $ == int 
jf @SHIT_22293 
Actor.Create($1041, 4, #CBA, $1099, $1100, $1101)
0084: $1091 = $1041 // $ = $ int 
SHIT_25224()

:SHIT_22293
if 
  $1090 == 2 // $ == int 
jf @SHIT_22344 
Actor.Create($1042, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1042 // $ = $ int 
SHIT_25224()

:SHIT_22344
if 
  $1090 == 3 // $ == int 
jf @SHIT_22395 
Actor.Create($1043, 5, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1043 // $ = $ int 
SHIT_25224()

:SHIT_22395
if 
  $1090 == 4 // $ == int 
jf @SHIT_22446 
Actor.Create($1044, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1044 // $ = $ int 
SHIT_25224()

:SHIT_22446
if 
  $1090 == 5 // $ == int 
jf @SHIT_22497 
Actor.Create($1045, 4, #CBA, $1099, $1100, $1101)
0084: $1091 = $1045 // $ = $ int 
SHIT_25224()

:SHIT_22497
if 
  $1090 == 6 // $ == int 
jf @SHIT_22548 
Actor.Create($1046, 4, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1046 // $ = $ int 
SHIT_25224()

:SHIT_22548
if 
  $1090 == 7 // $ == int 
jf @SHIT_22599 
Actor.Create($1047, 4, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1047 // $ = $ int 
SHIT_25224()

:SHIT_22599
if 
  $1090 == 8 // $ == int 
jf @SHIT_22650 
Actor.Create($1048, 5, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1048 // $ = $ int 
SHIT_25224()

:SHIT_22650
if 
  $1090 == 9 // $ == int 
jf @SHIT_22701 
Actor.Create($1049, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1049 // $ = $ int 
SHIT_25224()

:SHIT_22701
if 
  $1090 == 10 // $ == int 
jf @SHIT_22752 
Actor.Create($1050, 5, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1050 // $ = $ int 
SHIT_25224()

:SHIT_22752
if 
  $1090 == 11 // $ == int 
jf @SHIT_22803 
Actor.Create($1051, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1051 // $ = $ int 
SHIT_25224()

:SHIT_22803
if 
  $1090 == 12 // $ == int 
jf @SHIT_22854 
Actor.Create($1052, 5, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1052 // $ = $ int 
SHIT_25224()

:SHIT_22854
if 
  $1090 == 13 // $ == int 
jf @SHIT_22905 
Actor.Create($1053, 4, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1053 // $ = $ int 
SHIT_25224()

:SHIT_22905
if 
  $1090 == 14 // $ == int 
jf @SHIT_22956 
Actor.Create($1054, 4, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1054 // $ = $ int 
SHIT_25224()

:SHIT_22956
if 
  $1090 == 15 // $ == int 
jf @SHIT_23007 
Actor.Create($1055, 5, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1055 // $ = $ int 
SHIT_25224()

:SHIT_23007
if 
  $1090 == 16 // $ == int 
jf @SHIT_23058 
Actor.Create($1056, 4, #BMYBB, $1099, $1100, $1101)
0084: $1091 = $1056 // $ = $ int 
SHIT_25224()

:SHIT_23058
if 
  $1090 == 17 // $ == int 
jf @SHIT_23109 
Actor.Create($1057, 5, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1057 // $ = $ int 
SHIT_25224()

:SHIT_23109
if 
  $1090 == 18 // $ == int 
jf @SHIT_23160 
Actor.Create($1058, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1058 // $ = $ int 
SHIT_25224()

:SHIT_23160
if 
  $1090 == 19 // $ == int 
jf @SHIT_23211 
Actor.Create($1059, 5, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1059 // $ = $ int 
SHIT_25224()

:SHIT_23211
if 
  $1090 == 20 // $ == int 
jf @SHIT_23262 
Actor.Create($1060, 4, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1060 // $ = $ int 
SHIT_25224()

:SHIT_23262
if 
  $1090 == 21 // $ == int 
jf @SHIT_23313 
Actor.Create($1061, 4, #BMYRI, $1099, $1100, $1101)
0084: $1091 = $1061 // $ = $ int 
SHIT_25224()

:SHIT_23313
if 
  $1090 == 22 // $ == int 
jf @SHIT_23364 
Actor.Create($1062, 5, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1062 // $ = $ int 
SHIT_25224()

:SHIT_23364
if 
  $1090 == 23 // $ == int 
jf @SHIT_23415 
Actor.Create($1063, 5, #HFYRI, $1099, $1100, $1101)
0084: $1091 = $1063 // $ = $ int 
SHIT_25224()

:SHIT_23415
if 
  $1090 == 24 // $ == int 
jf @SHIT_23466 
Actor.Create($1064, 5, #WFYG1, $1099, $1100, $1101)
0084: $1091 = $1064 // $ = $ int 
SHIT_25224()

:SHIT_23466
if 
  $1090 == 25 // $ == int 
jf @SHIT_23517 
Actor.Create($1065, 5, #BFYRI, $1099, $1100, $1101)
0084: $1091 = $1065 // $ = $ int 
SHIT_25224()

:SHIT_23517
jump @SHIT_22213 

:SHIT_23524
Actor.Create($1066, 4, #FIREMAN, 474.0, -72.14, 9.5)
Actor.Angle($1066) = 310.0
0084: $1091 = $1066 // $ = $ int 
SHIT_25224()
Actor.Create($1067, 4, #WMYCW, 473.2, -70.9, 9.5)
Actor.Angle($1067) = 310.0
0084: $1091 = $1067 // $ = $ int 
SHIT_25224()
Actor.Create($1068, 4, #BKA, 472.4, -69.65, 9.5)
Actor.Angle($1068) = 310.0
0084: $1091 = $1068 // $ = $ int 
SHIT_25224()
Actor.Create($1069, 4, #ARMY, 471.6, -68.4, 9.5)
Actor.Angle($1069) = 310.0
0084: $1091 = $1069 // $ = $ int 
SHIT_25224()
Actor.Create($1070, 4, #COP, 470.8, -67.15, 9.5)
Actor.Angle($1070) = 310.0
0084: $1091 = $1070 // $ = $ int 
SHIT_25224()
Actor.Create($1029, 4, #SPECIAL19, 487.8, -77.3, 10.5)
Actor.Angle($1029) = 55.0
0243: set_actor $1029 ped_stats_to 30 
01B2: give_actor $1029 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1030, 4, #SPECIAL19, 490.9, -74.4, 10.5)
Actor.Angle($1030) = 55.0
0243: set_actor $1030 ped_stats_to 30 
01B2: give_actor $1030 weapon 1 ammo 0 // Load the weapon model before using this 
if 
  $1092 == 0 // $ == int 
jf @SHIT_24043 
Actor.Create($1031, 4, #SPECIAL19, 463.2, -58.16, 10.5)
Actor.Angle($1031) = 250.0
0243: set_actor $1031 ped_stats_to 30 
Actor.Health($1031) = 200
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1032, 4, #SPECIAL19, 465.5, -51.7, 14.7)
Actor.Angle($1032) = 134.0
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1026, 5, #BFYRI, 465.25, -54.66, 10.5)
Actor.Angle($1026) = 50.0
0243: set_actor $1026 ped_stats_to 30 
jump @SHIT_24244 

:SHIT_24043
Actor.Create($1031, 4, #SPECIAL19, 467.65, -60.36, 9.5)
Actor.Angle($1031) = 250.0
0243: set_actor $1031 ped_stats_to 30 
01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this 
Actor.Create($1032, 4, #SPECIAL19, 468.0, -55.6, 10.5)
Actor.Angle($1032) = 60.0
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 
023C: load_special_actor 18 'STRIPA' 

:SHIT_24155
if 
823D:   not special_actor 18 loaded 
jf @SHIT_24193 
023C: load_special_actor 18 'STRIPA' 
wait 0 
jump @SHIT_24155 

:SHIT_24193
Actor.Create($1026, 5, #SPECIAL18, 466.6, -54.56, 10.5)
Actor.Angle($1026) = 245.0
0243: set_actor $1026 ped_stats_to 30 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:SHIT_24244
TIMERA = 0 // @ = int 
$1089 = 1 // $ = int 

:SHIT_24258
if 
  $1089 == 1 // $ == int 
jf @SHIT_24762 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_24762 
if or
02DF:   player $PLAYER_CHAR aggressive 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @SHIT_24340 
if 
  $1092 == 0 // $ == int 
jf @SHIT_24340 
SHIT_25349()

:SHIT_24340
if and
  TIMERA > 10000 // @ > int 
  $1033 == 0 // $ == int 
jf @SHIT_24392 
if 
  not Actor.Dead($1026)
jf @SHIT_24392 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:SHIT_24392
if and
  $1092 == 0 // $ == int 
  $1033 == 0 // $ == int 
  not Actor.Dead($1026)
jf @SHIT_24559 
if 
00F6:   player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 
jf @SHIT_24559 
Model.Load(#BUDDYSHOT)

:SHIT_24475
if 
  not Model.Available(#BUDDYSHOT)
jf @SHIT_24507 
Model.Load(#BUDDYSHOT)
wait 0 
jump @SHIT_24475 

:SHIT_24507
if and
  not Actor.Dead($1026)
  Player.Defined($PLAYER_CHAR)
jf @SHIT_24545 
01B2: give_actor $1026 weapon 21 ammo 20 // Load the weapon model before using this 
01CA: actor $1026 kill_player $PLAYER_CHAR 

:SHIT_24545
SHIT_25349()
$1033 = 1 // $ = int 

:SHIT_24559
if 
  TIMERA > 10000 // @ > int 
jf @SHIT_24762 
$1093 = 1 // $ = int 
0208: $1102 = random_float 0.0 360.0 
if 
  not Actor.Dead($1066)
jf @SHIT_24631 
0084: $1091 = $1066 // $ = $ int 
SHIT_25224()

:SHIT_24631
if 
  not Actor.Dead($1067)
jf @SHIT_24662 
0084: $1091 = $1067 // $ = $ int 
SHIT_25224()

:SHIT_24662
if 
  not Actor.Dead($1068)
jf @SHIT_24693 
0084: $1091 = $1068 // $ = $ int 
SHIT_25224()

:SHIT_24693
if 
  not Actor.Dead($1069)
jf @SHIT_24724 
0084: $1091 = $1069 // $ = $ int 
SHIT_25224()

:SHIT_24724
if 
  not Actor.Dead($1070)
jf @SHIT_24755 
0084: $1091 = $1070 // $ = $ int 
SHIT_25224()

:SHIT_24755
TIMERA = 0 // @ = int 

:SHIT_24762
jump @SHIT_25168 

:SHIT_24769
if 
  $1089 > 0 // $ > int 
jf @SHIT_25168 

:SHIT_24787
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHIT_24814 
wait 0 
jump @SHIT_24787 

:SHIT_24814
Actor.DestroyInstantly($1041)
Actor.DestroyInstantly($1042)
Actor.DestroyInstantly($1043)
Actor.DestroyInstantly($1044)
Actor.DestroyInstantly($1045)
Actor.DestroyInstantly($1046)
Actor.DestroyInstantly($1047)
Actor.DestroyInstantly($1048)
Actor.DestroyInstantly($1049)
Actor.DestroyInstantly($1050)
Actor.DestroyInstantly($1051)
Actor.DestroyInstantly($1052)
Actor.DestroyInstantly($1053)
Actor.DestroyInstantly($1054)
Actor.DestroyInstantly($1055)
Actor.DestroyInstantly($1056)
Actor.DestroyInstantly($1057)
Actor.DestroyInstantly($1058)
Actor.DestroyInstantly($1059)
Actor.DestroyInstantly($1060)
Actor.DestroyInstantly($1061)
Actor.DestroyInstantly($1062)
Actor.DestroyInstantly($1063)
Actor.DestroyInstantly($1064)
Actor.DestroyInstantly($1065)
Actor.DestroyInstantly($1066)
Actor.DestroyInstantly($1067)
Actor.DestroyInstantly($1068)
Actor.DestroyInstantly($1069)
Actor.DestroyInstantly($1070)
Actor.DestroyInstantly($1026)
Actor.DestroyInstantly($1029)
Actor.DestroyInstantly($1030)
Actor.DestroyInstantly($1031)
Actor.DestroyInstantly($1032)
Model.Destroy(#FIREMAN)
Model.Destroy(#WMYCW)
Model.Destroy(#ARMY)
Model.Destroy(#BKA)
Model.Destroy(#WFYG1)
Model.Destroy(#HFYRI)
Model.Destroy(#BFYRI)
Model.Destroy(#CBA)
Model.Destroy(#BMYRI)
Model.Destroy(#BMYBB)
Model.Destroy(#BRASSKNUCKLE)
0296: unload_special_actor 19 
if 
  $1092 == 0 // $ == int 
jf @SHIT_25086 
if 
  $1033 == 1 // $ == int 
jf @SHIT_25079 
Model.Destroy(#BUDDYSHOT)

:SHIT_25079
jump @SHIT_25090 

:SHIT_25086
0296: unload_special_actor 18 

:SHIT_25090
04EF: release_animation 'STRIP' 
$1089 = 0 // $ = int 
$1090 = 0 // $ = int 
$1099 = 0.0 // $ = float 
$1100 = 0.0 // $ = float 
$1103 = 0.0 // $ = float 
$1102 = 0.0 // $ = float 
$1033 = 0 // $ = int 
$1093 = 0 // $ = int 

:SHIT_25168
return 

:SHIT_25170
0208: $1099 = random_float 474.0 481.0 
0208: $1100 = random_float -69.0 -61.0 
0208: $1102 = random_float 0.0 360.0 
$1090 += 1 // $ += int 
return 

:SHIT_25224
if 
  1 > $1093 // int > $ 
jf @SHIT_25273 
01ED: clear_actor $1091 threat_search 
0291: set_actor $1091 heed_threats 1 
0243: set_actor $1091 ped_stats_to 11 
0372: set_actor $1091 anim 32 wait_state_time 999999 ms 

:SHIT_25273
if 
  2 > $1093 // int > $ 
jf @SHIT_25299 
Actor.Angle($1091) = $1102

:SHIT_25299
return 

:SHIT_25301
if 
  $1039 == 1 // $ == int 
jf @SHIT_25347 
0296: unload_special_actor 15 
Actor.DestroyWithFade($1037)
Actor.DestroyWithFade($1038)
$1039 = 0 // $ = int 
$1040 = 0 // $ = int 

:SHIT_25347
return 

:SHIT_25349
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_25461 
if 
  not Actor.Dead($1029)
jf @SHIT_25389 
01CA: actor $1029 kill_player $PLAYER_CHAR 

:SHIT_25389
if 
  not Actor.Dead($1030)
jf @SHIT_25413 
01CA: actor $1030 kill_player $PLAYER_CHAR 

:SHIT_25413
if 
  not Actor.Dead($1031)
jf @SHIT_25437 
01CA: actor $1031 kill_player $PLAYER_CHAR 

:SHIT_25437
if 
  not Actor.Dead($1032)
jf @SHIT_25461 
01CA: actor $1032 kill_player $PLAYER_CHAR 

:SHIT_25461
return 

:SHIT_25463
Model.Load($1083)

:SHIT_25468
if 
  not Model.Available($1083)
jf @SHIT_25495 
wait 0 
jump @SHIT_25468 

:SHIT_25495
return 

:SHIT_25497
Model.Destroy($1083)
return 

:SHIT_25504
if 
  Player.Defined($PLAYER_CHAR)
jf @SHIT_25575 
if or
047E:   player $PLAYER_CHAR on_any_bike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SHIT_25567 
03C1: $1004 = player $PLAYER_CHAR car_no_save 
Car.Angle($1004) = $1104
jump @SHIT_25575 

:SHIT_25567
0171: set_player $PLAYER_CHAR z_angle_to $1104 

:SHIT_25575
return 

:IMPORT
$1105 = 0 // $ = int 
$1107 = 0 // $ = int 
$1125 = 0 // $ = int 
$1126 = 0 // $ = int 
$1127 = 0 // $ = int 
$1128 = 0 // $ = int 
script_name 'IMPORT' 
set_wb_check_to 0 
jump @IMPORT_90 
Object.Init($1114, #LH_IMP_EXP01, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)

:IMPORT_90
terminate_this_script 

:IMPORT1
script_name 'IMPORT1' 

:IMPORT1_10
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT1_822 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT1_822 
if 
   not $1105 == 6 // $ == int 
jf @IMPORT1_87 
IMPGEN4_183()
jump @IMPORT1_822 

:IMPORT1_87
if 
  $1107 == 0 // $ == int 
jf @IMPORT1_822 
IMPGEN4_639()
02FA: garage $687 change_to_type 9 
Object.Init($1114, #LH_IMP_EXP02, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$1175 += 1 // $ += int 
$628 = 1 // $ = int 
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 
increment_mission_attempts 
0595: mission_complete 
$1107 = 1 // $ = int 
wait 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT1_793 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT1_226
if 
  fading 
jf @IMPORT1_250 
wait 0 
jump @IMPORT1_226 

:IMPORT1_250
02A3: enable_widescreen 1 
Model.Load(#DELUXO)
038B: load_requested_models 

:IMPORT1_261
if 
  not Model.Available(#DELUXO)
jf @IMPORT1_288 
wait 0 
jump @IMPORT1_261 

:IMPORT1_288
Car.Create($1121, #DELUXO, -1022.3, -868.2, 12.0)
Car.Angle($1121) = 175.0
$1125 = 1 // $ = int 
Camera.SetAtPos(-1027.755, -870.693, 13.398)
Camera.SetPosition(-1028.692, -871.013, 13.541, 0.0, 0.0, 0.0)
Camera.PointAt(-1027.755, -870.693, 13.398, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1019.562, -865.229, 13.506)
Camera.SetPosition(-1018.839, -864.582, 13.748, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.562, -865.229, 13.506, 2)
wait 4000 
fade 0 500 

:IMPORT1_488
if 
  fading 
jf @IMPORT1_512 
wait 0 
jump @IMPORT1_488 

:IMPORT1_512
Camera.SetAtPos(-1033.841, -904.032, 17.364)
Camera.SetPosition(-1034.135, -904.978, 17.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.841, -904.032, 17.364, 2)
fade 1 500 

:IMPORT1_587
if 
  fading 
jf @IMPORT1_611 
wait 0 
jump @IMPORT1_587 

:IMPORT1_611
0394: play_music 1 
00BA: text_styled 'CAR_AS1' 5000 ms 6  // CAR SHOWROOM ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1008.388, -873.565, 13.218)
Camera.SetPosition(-1007.333, -874.26, 13.824, 0.0, 0.0, 0.0)
Camera.PointAt(-1007.34, -873.279, 13.63, 2)
01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:IMPORT1_733
if 
  fading 
jf @IMPORT1_757 
wait 0 
jump @IMPORT1_733 

:IMPORT1_757
fade 1 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT1_793 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut

:IMPORT1_793
IMPGEN4_581()
030C: progress_made += 1 
start_new_script @IMPORT2 
start_new_script @IMPGEN1 
terminate_this_script 

:IMPORT1_822
jump @IMPORT1_10 

:IMPORT2
script_name 'IMPORT2' 

:IMPORT2_10
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT2_556 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT2_556 
if 
   not $1105 == 6 // $ == int 
jf @IMPORT2_87 
IMPGEN4_183()
jump @IMPORT2_556 

:IMPORT2_87
if 
  $1107 == 0 // $ == int 
jf @IMPORT2_556 
IMPGEN4_639()
02FA: garage $687 change_to_type 10 
Object.Init($1114, #LH_IMP_EXP03, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$626 += 2500 // $ += int 
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 
increment_mission_attempts 
0595: mission_complete 
$1107 = 1 // $ = int 
wait 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT2_527 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT2_225
if 
  fading 
jf @IMPORT2_249 
wait 0 
jump @IMPORT2_225 

:IMPORT2_249
02A3: enable_widescreen 1 
Model.Load(#SABRETUR)
038B: load_requested_models 

:IMPORT2_260
if 
  not Model.Available(#SABRETUR)
jf @IMPORT2_287 
wait 0 
jump @IMPORT2_260 

:IMPORT2_287
Car.Create($1122, #SABRETUR, -1014.1, -869.4, 12.0)
Car.Angle($1122) = 188.0
$1126 = 1 // $ = int 
Camera.SetAtPos(-1012.449, -874.397, 13.795)
Camera.SetPosition(-1012.101, -875.321, 13.952, 0.0, 0.0, 0.0)
Camera.PointAt(-1012.449, -874.397, 13.795, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1016.831, -866.517, 13.734)
Camera.SetPosition(-1017.595, -865.969, 14.074, 0.0, 0.0, 0.0)
Camera.PointAt(-1016.831, -866.517, 13.734, 2)
wait 4000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT2_527 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT2_527
IMPGEN4_581()
030C: progress_made += 1 
start_new_script @IMPORT3 
start_new_script @IMPGEN2 
terminate_this_script 

:IMPORT2_556
jump @IMPORT2_10 

:IMPORT3
script_name 'IMPORT3' 

:IMPORT3_10
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT3_556 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT3_556 
if 
   not $1105 == 6 // $ == int 
jf @IMPORT3_87 
IMPGEN4_183()
jump @IMPORT3_556 

:IMPORT3_87
if 
  $1107 == 0 // $ == int 
jf @IMPORT3_556 
IMPGEN4_639()
02FA: garage $687 change_to_type 22 
Object.Init($1114, #LH_IMP_EXP04, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
$626 += 2500 // $ += int 
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 
increment_mission_attempts 
0595: mission_complete 
$1107 = 1 // $ = int 
wait 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT3_527 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT3_225
if 
  fading 
jf @IMPORT3_249 
wait 0 
jump @IMPORT3_225 

:IMPORT3_249
02A3: enable_widescreen 1 
Model.Load(#SANDKING)
038B: load_requested_models 

:IMPORT3_260
if 
  not Model.Available(#SANDKING)
jf @IMPORT3_287 
wait 0 
jump @IMPORT3_260 

:IMPORT3_287
Car.Create($1123, #SANDKING, -1014.3, -868.8, 17.7)
Car.Angle($1123) = 195.0
$1127 = 1 // $ = int 
Camera.SetAtPos(-1009.532, -871.888, 19.307)
Camera.SetPosition(-1008.656, -872.307, 19.548, 0.0, 0.0, 0.0)
Camera.PointAt(-1009.532, -871.888, 19.307, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1018.04, -871.539, 20.058)
Camera.SetPosition(-1018.791, -872.077, 20.442, 0.0, 0.0, 0.0)
Camera.PointAt(-1018.04, -871.539, 20.058, 2)
wait 4000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT3_527 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT3_527
IMPGEN4_581()
030C: progress_made += 1 
start_new_script @IMPORT4 
start_new_script @IMPGEN3 
terminate_this_script 

:IMPORT3_556
jump @IMPORT3_10 

:IMPORT4
script_name 'IMPORT4' 

:IMPORT4_10
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT4_500 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @IMPORT4_500 
if 
   not $1105 == 6 // $ == int 
jf @IMPORT4_87 
IMPGEN4_183()
jump @IMPORT4_500 

:IMPORT4_87
if 
  $1107 == 0 // $ == int 
jf @IMPORT4_500 
$626 += 2500 // $ += int 
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 
increment_mission_attempts 
0595: mission_complete 
$1107 = 1 // $ = int 
wait 1000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT4_486 
Player.CanMove($PLAYER_CHAR, False)
fade 0 500 

:IMPORT4_184
if 
  fading 
jf @IMPORT4_208 
wait 0 
jump @IMPORT4_184 

:IMPORT4_208
02A3: enable_widescreen 1 
Model.Load(#HOTRING)
038B: load_requested_models 

:IMPORT4_219
if 
  not Model.Available(#HOTRING)
jf @IMPORT4_246 
wait 0 
jump @IMPORT4_219 

:IMPORT4_246
Car.Create($1124, #HOTRING, -1023.2, -868.1, 17.0)
Car.Angle($1124) = 172.0
$1128 = 1 // $ = int 
Camera.SetAtPos(-1026.903, -871.942, 19.008)
Camera.SetPosition(-1027.585, -872.634, 19.244, 0.0, 0.0, 0.0)
Camera.PointAt(-1026.903, -871.942, 19.008, 2)
fade 1 500 
wait 4000 
Camera.SetAtPos(-1019.624, -869.584, 18.612)
Camera.SetPosition(-1018.721, -869.948, 18.844, 0.0, 0.0, 0.0)
Camera.PointAt(-1019.624, -869.584, 18.612, 2)
wait 4000 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPORT4_486 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E5: text_1number_highpriority 'CAR_AS2' $626 time 6000 1  // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:IMPORT4_486
030C: progress_made += 1 
start_new_script @IMPGEN4 
terminate_this_script 

:IMPORT4_500
jump @IMPORT4_10 

:IMPGEN1
script_name 'IMPGEN1' 

:IMPGEN1_10
wait 1000 
if 
  $51 == 0 // $ == int 
jf @IMPGEN1_176 
if 
  $1125 == 1 // $ == int 
jf @IMPGEN1_176 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPGEN1_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN1_176 
if 
  not Car.Wrecked($1121)
jf @IMPGEN1_155 
Car.RemoveReferences($1121)
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $87 cars_to_generate_to 101 
jump @IMPGEN1_167 

:IMPGEN1_155
Model.Destroy(#DELUXO)
014C: set_parked_car_generator $87 cars_to_generate_to 101 

:IMPGEN1_167
$51 = 1 // $ = int 
terminate_this_script 

:IMPGEN1_176
jump @IMPGEN1_10 

:IMPGEN2
script_name 'IMPGEN2' 

:IMPGEN2_10
wait 1000 
if 
  $52 == 0 // $ == int 
jf @IMPGEN2_176 
if 
  $1126 == 1 // $ == int 
jf @IMPGEN2_176 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPGEN2_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN2_176 
if 
  not Car.Wrecked($1122)
jf @IMPGEN2_155 
Model.Destroy(#SABRETUR)
Car.RemoveReferences($1122)
014C: set_parked_car_generator $88 cars_to_generate_to 101 
jump @IMPGEN2_167 

:IMPGEN2_155
Model.Destroy(#SABRETUR)
014C: set_parked_car_generator $88 cars_to_generate_to 101 

:IMPGEN2_167
$52 = 1 // $ = int 
terminate_this_script 

:IMPGEN2_176
jump @IMPGEN2_10 

:IMPGEN3
script_name 'IMPGEN3' 

:IMPGEN3_10
wait 1000 
if 
  $53 == 0 // $ == int 
jf @IMPGEN3_176 
if 
  $1127 == 1 // $ == int 
jf @IMPGEN3_176 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPGEN3_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN3_176 
if 
  not Car.Wrecked($1123)
jf @IMPGEN3_155 
Model.Destroy(#SANDKING)
Car.RemoveReferences($1123)
014C: set_parked_car_generator $89 cars_to_generate_to 101 
jump @IMPGEN3_167 

:IMPGEN3_155
Model.Destroy(#SANDKING)
014C: set_parked_car_generator $89 cars_to_generate_to 101 

:IMPGEN3_167
$53 = 1 // $ = int 
terminate_this_script 

:IMPGEN3_176
jump @IMPGEN3_10 

:IMPGEN4
script_name 'IMPGEN4' 

:IMPGEN4_10
wait 1000 
if 
  $54 == 0 // $ == int 
jf @IMPGEN4_176 
if 
  $1128 == 1 // $ == int 
jf @IMPGEN4_176 
if 
  Player.Defined($PLAYER_CHAR)
jf @IMPGEN4_176 
if 
80F5:   not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 
jf @IMPGEN4_176 
if 
  not Car.Wrecked($1124)
jf @IMPGEN4_155 
Model.Destroy(#HOTRING)
Car.RemoveReferences($1124)
014C: set_parked_car_generator $90 cars_to_generate_to 101 
jump @IMPGEN4_167 

:IMPGEN4_155
Model.Destroy(#HOTRING)
014C: set_parked_car_generator $90 cars_to_generate_to 101 

:IMPGEN4_167
$54 = 1 // $ = int 
terminate_this_script 

:IMPGEN4_176
jump @IMPGEN4_10 

:IMPGEN4_183
if and
03D4:   garage $687 contains_neededcar 1 
  $1108 == 0 // $ == int 
jf @IMPGEN4_249 
$1105 += 1 // $ += int 
Object.Init($1115, #LH_STRIKETHROUGH, -981.519, -841.222, 8.378)
Object.RemoveFromMissionCleanupList($1115)
$1108 = 1 // $ = int 

:IMPGEN4_249
if and
03D4:   garage $687 contains_neededcar 2 
  $1109 == 0 // $ == int 
jf @IMPGEN4_315 
$1105 += 1 // $ += int 
Object.Init($1116, #LH_STRIKETHROUGH, -981.519, -841.222, 8.216)
Object.RemoveFromMissionCleanupList($1116)
$1109 = 1 // $ = int 

:IMPGEN4_315
if and
03D4:   garage $687 contains_neededcar 3 
  $1110 == 0 // $ == int 
jf @IMPGEN4_381 
$1105 += 1 // $ += int 
Object.Init($1117, #LH_STRIKETHROUGH, -981.519, -841.222, 8.062)
Object.RemoveFromMissionCleanupList($1117)
$1110 = 1 // $ = int 

:IMPGEN4_381
if and
03D4:   garage $687 contains_neededcar 4 
  $1111 == 0 // $ == int 
jf @IMPGEN4_447 
$1105 += 1 // $ += int 
Object.Init($1118, #LH_STRIKETHROUGH, -981.519, -841.222, 7.901)
Object.RemoveFromMissionCleanupList($1118)
$1111 = 1 // $ = int 

:IMPGEN4_447
if and
03D4:   garage $687 contains_neededcar 5 
  $1112 == 0 // $ == int 
jf @IMPGEN4_513 
$1105 += 1 // $ += int 
Object.Init($1119, #LH_STRIKETHROUGH, -981.519, -841.222, 7.74)
Object.RemoveFromMissionCleanupList($1119)
$1112 = 1 // $ = int 

:IMPGEN4_513
if and
03D4:   garage $687 contains_neededcar 6 
  $1113 == 0 // $ == int 
jf @IMPGEN4_579 
$1105 += 1 // $ += int 
Object.Init($1120, #LH_STRIKETHROUGH, -981.519, -841.222, 7.585)
Object.RemoveFromMissionCleanupList($1120)
$1113 = 1 // $ = int 

:IMPGEN4_579
return 

:IMPGEN4_581
$1108 = 0 // $ = int 
$1109 = 0 // $ = int 
$1110 = 0 // $ = int 
$1111 = 0 // $ = int 
$1112 = 0 // $ = int 
$1113 = 0 // $ = int 
$1105 = 0 // $ = int 
$1107 = 0 // $ = int 
return 

:IMPGEN4_639
Object.Destroy($1115)
Object.Destroy($1116)
Object.Destroy($1118)
Object.Destroy($1117)
Object.Destroy($1119)
Object.Destroy($1120)
Object.Destroy($1114)
return 

:CELLFON
$1129 = 0 // $ = int 
$1130 = 0 // $ = int 
$1131 = 0 // $ = int 
$1132 = 0 // $ = int 
$1133 = 0 // $ = int 
$1134 = 0 // $ = int 
$1135 = 0 // $ = int 
$1136 = 0 // $ = int 
$1137 = 0 // $ = int 
$1138 = 0 // $ = int 
$1139 = 0 // $ = int 
$1140 = 0 // $ = int 
$1141 = 0 // $ = int 
$1142 = 0 // $ = int 
$1143 = 0 // $ = int 
$1144 = 0 // $ = int 
$1145 = 0 // $ = int 
$1146 = 0 // $ = int 
$1147 = 0 // $ = int 
$1148 = 0 // $ = int 
$1149 = 0 // $ = int 
$1150 = 0 // $ = int 
$1151 = 0 // $ = int 
$1152 = 0 // $ = int 
$1153 = 0 // $ = int 
$1154 = 0 // $ = int 
$1155 = 0 // $ = int 
$1156 = 0 // $ = int 
$1157 = 0 // $ = int 
$1158 = 0 // $ = int 
$1159 = 0 // $ = int 
$1160 = 0 // $ = int 
$1161 = 0 // $ = int 
$1162 = 0 // $ = int 
$1163 = 0 // $ = int 
$1164 = 0 // $ = int 
$1165 = 0 // $ = int 
$1166 = 0 // $ = int 
$1167 = 0 // $ = int 
$1168 = 0 // $ = int 
$1169 = 0 // $ = int 
$1181 = 0 // $ = int 
$1175 = 0 // $ = int 
$1176 = 0 // $ = int 
$393 = 0 // $ = int 
$1178 = 0 // $ = int 
$1179 = 0 // $ = int 
$1170 = 0 // $ = int 
$1171 = 0 // $ = int 
$1172 = 0 // $ = int 
$1180 = 0 // $ = int 
$1182 = 20000 // $ = int 
script_name 'CELLFON' 
set_wb_check_to 0 
start_new_script @CELL 
terminate_this_script 

:CELL
set_wb_check_to 0 
script_name 'CELL' 
jump @CELL_87 
Object.Init($1779, #COMGATE1OPEN, -712.524, -489.428, 12.549)
Object.Init($1780, #COMGATE2OPEN, -712.524, -489.428, 12.549)
032B: $637 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 

:CELL_87
wait 0 
if and
  $ONMISSION == 0 // $ == int 
  $1178 == 0 // $ == int 
jf @CELL_128 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$1178 = 1 // $ = int 

:CELL_128
if 
  $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // $ == int 
jf @CELL_15081 
if 
  Player.Defined($PLAYER_CHAR)
jf @CELL_15074 
if and
044B:   actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 // $ == int 
  $1180 == 0 // $ == int 
jf @CELL_15067 
CELL_15088()
if and
  not Player.WantedLevel($PLAYER_CHAR) > 0
001C:   $396 > $1182 // $ > $ int 
jf @CELL_15067 
if 
00F6:   player $PLAYER_CHAR 0 $549 $550 $551 radius 4.0 4.0 4.0 
jf @CELL_274 
jump @CELL_87 

:CELL_274
if 
00F6:   player $PLAYER_CHAR 0 $552 $553 $554 radius 4.0 4.0 4.0 
jf @CELL_323 
jump @CELL_87 

:CELL_323
if 
00F6:   player $PLAYER_CHAR 0 $555 $556 $557 radius 4.0 4.0 4.0 
jf @CELL_372 
jump @CELL_87 

:CELL_372
if 
00F6:   player $PLAYER_CHAR 0 $558 $559 $560 radius 4.0 4.0 4.0 
jf @CELL_421 
jump @CELL_87 

:CELL_421
if 
00F6:   player $PLAYER_CHAR 0 $561 $562 $563 radius 4.0 4.0 4.0 
jf @CELL_470 
jump @CELL_87 

:CELL_470
if 
00F6:   player $PLAYER_CHAR 0 $564 $565 $566 radius 4.0 4.0 4.0 
jf @CELL_519 
jump @CELL_87 

:CELL_519
if 
00F6:   player $PLAYER_CHAR 0 $567 $568 $569 radius 4.0 4.0 4.0 
jf @CELL_568 
jump @CELL_87 

:CELL_568
if 
  $1156 == 0 // $ == int 
jf @CELL_1005 
03E5: text_box 'ANSWER'  // Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone.
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_966 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_52A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_A' time 10000 1  // Hey Leo, I think we got a buyer for Diaz's merchandise.
CELL_15747()
03CF: load_wav 'MOB_52B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_B' time 10000 1  // You gotta give him a ring, man, set up the deal, you know?
CELL_15747()
03CF: load_wav 'MOB_52C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_C' time 10000 1  // Where are you now?
CELL_15747()
03CF: load_wav 'MOB_52D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_D' time 10000 1  // You ok Leo? You sound kinda different.
CELL_15747()
03CF: load_wav 'MOB_52E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_E' time 10000 1  // Just tell me where you are.
CELL_15747()
03CF: load_wav 'MOB_52F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_F' time 10000 1  // Who the hell is this? Put Leo on, man!
CELL_15747()
03CF: load_wav 'MOB_52G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_G' time 10000 1  // Leo's gone away for a while, he left me in charge.
CELL_15747()
03CF: load_wav 'MOB_52H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB52_H' time 10000 1  // Screw you, man!
CELL_15747()
00BE: text_clear_all 

:CELL_966
if 
  $1179 == 1 // $ == int 
jf @CELL_991 
$1156 = 1 // $ = int 

:CELL_991
CELL_16014()
jump @CELL_87 

:CELL_1005
if 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @CELL_1030 
$1172 = 1 // $ = int 

:CELL_1030
if 
  $1172 == 0 // $ == int 
jf @CELL_2055 
if and
  $1142 == 0 // $ == int 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @CELL_1528 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_1443 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_24A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24A' time 10000 1  // Hola, is this Mr. Vercetti?
CELL_15747()
03CF: load_wav 'MOB_24B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24B' time 10000 1  // Yeah.
CELL_15747()
03CF: load_wav 'MOB_24C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24C' time 10000 1  // This is Cortez. You were at my party.
CELL_15747()
03CF: load_wav 'MOB_24D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24D' time 10000 1  // Yeah. I remember.
CELL_15747()
03CF: load_wav 'MOB_24E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24E' time 10000 1  // Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
CELL_15747()
03CF: load_wav 'MOB_24F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24F' time 10000 1  // I know.
CELL_15747()
03CF: load_wav 'MOB_24G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24G' time 10000 1  // I want you to know me and my people are doing their utmost to get to the bottom of it.
CELL_15747()
03CF: load_wav 'MOB_24H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_24H' time 10000 1  // If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor.
CELL_15747()
00BE: text_clear_all 

:CELL_1443
if 
  $1179 == 1 // $ == int 
jf @CELL_1514 
$1142 = 1 // $ = int 
start_new_script @GEN1 
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 
03E5: text_box 'NEWCONT'  // New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
$1181 = 1 // $ = int 

:CELL_1514
CELL_16014()
jump @CELL_87 

:CELL_1528
if and
  $1161 == 0 // $ == int 
  $PASSED_COK2_PHNOM_PENH_86 == 1 // $ == int 
jf @CELL_1739 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_1671 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_70A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_70A' time 10000 1  // Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me.
CELL_15747()
03CF: load_wav 'MOB_70B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_70B' time 10000 1  // You can find me at the boat.
CELL_15747()
00BE: text_clear_all 

:CELL_1671
if 
  $1179 == 1 // $ == int 
jf @CELL_1725 
$1161 = 1 // $ = int 
start_new_script @GEN4 
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 

:CELL_1725
CELL_16014()
jump @CELL_87 

:CELL_1739
if and
  $1143 == 0 // $ == int 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 0 // $ == int 
  $PASSED_KENT1_DEATH_ROW == 1 // $ == int 
jf @CELL_2048 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_1980 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_25A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_25A' time 10000 1  // Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
CELL_15747()
03CF: load_wav 'MOB_25B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_25B' time 10000 1  // Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief!
CELL_15747()
03CF: load_wav 'MOB_25C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_25C' time 10000 1  // I am going to need your help as soon as possible, amigo.
CELL_15747()
03CF: load_wav 'MOB_25D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_25D' time 10000 1  // So please hurry, Tommy, I need you, all right? I hate the damn French.
CELL_15747()
00BE: text_clear_all 

:CELL_1980
if 
  $1179 == 1 // $ == int 
jf @CELL_2034 
$1143 = 1 // $ = int 
start_new_script @GEN5 
Marker.Disable($228)
02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 

:CELL_2034
CELL_16014()
jump @CELL_87 

:CELL_2048
jump @CELL_3140 

:CELL_2055
if and
  $1140 == 0 // $ == int 
  $270 == 1 // $ == int 
jf @CELL_2447 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_2408 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_18A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18A' time 10000 1  // Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line.
CELL_15747()
03CF: load_wav 'MOB_18B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18B' time 10000 1  // Oh my good lord, my son, you will not believe the quality of the brass I just encountered.
CELL_15747()
03CF: load_wav 'MOB_18C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18C' time 10000 1  // Street walker or something, just down in Little Havana, mate.
CELL_15747()
03CF: load_wav 'MOB_18D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18D' time 10000 1  // Said her name was Mercedes or something.
CELL_15747()
03CF: load_wav 'MOB_18E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18E' time 10000 1  // Oh my god, mate. You gotta check this bird out.
CELL_15747()
03CF: load_wav 'MOB_18F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18F' time 10000 1  // Could strip the lead out of a pencil. Said I was the best she ever had and all.
CELL_15747()
03CF: load_wav 'MOB_18G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_18G' time 10000 1  // Keep you potatoes skinned for her. Be seeing you.
CELL_15747()
00BE: text_clear_all 

:CELL_2408
if 
  $1179 == 1 // $ == int 
jf @CELL_2433 
$1140 = 1 // $ = int 

:CELL_2433
CELL_16014()
jump @CELL_87 

:CELL_2447
if and
  $1162 == 0 // $ == int 
  $1140 == 1 // $ == int 
  $270 == 1 // $ == int 
jf @CELL_3140 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_3101 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_71A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_A' time 10000 1  // Tommy, Thomas, it's Cortez. Que pasa?
CELL_15747()
03CF: load_wav 'MOB_71B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_B' time 10000 1  // Things are interesting. How are you, my friend?
CELL_15747()
03CF: load_wav 'MOB_71C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_G' time 10000 1  // I wanted to ask you about Mercedes.
CELL_15747()
03CF: load_wav 'MOB_71D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_H' time 10000 1  // Ok, what about her?
CELL_15747()
03CF: load_wav 'MOB_71E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_I' time 10000 1  // Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think.
CELL_15747()
03CF: load_wav 'MOB_71F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_K' time 10000 1  // Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
CELL_15747()
03CF: load_wav 'MOB_71G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_M' time 10000 1  // Is what true?
CELL_15747()
03CF: load_wav 'MOB_71H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_N' time 10000 1  // These stories I hear. Is she really going to be a lawyer?
CELL_15747()
03CF: load_wav 'MOB_71I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_O' time 10000 1  // Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
CELL_15747()
03CF: load_wav 'MOB_71J' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_P' time 10000 1  // We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it.
CELL_15747()
03CF: load_wav 'MOB_71K' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_Q' time 10000 1  // Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it.
CELL_15747()
03CF: load_wav 'MOB_71L' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_R' time 10000 1  // Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable. She is a lady, not a parasite, you know.
CELL_15747()
03CF: load_wav 'MOB_71M' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_T' time 10000 1  // Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
CELL_15747()
03CF: load_wav 'MOB_71N' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB21_U' time 10000 1  // Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo.
CELL_15747()
00BE: text_clear_all 

:CELL_3101
if 
  $1179 == 1 // $ == int 
jf @CELL_3126 
$1162 = 1 // $ = int 

:CELL_3126
CELL_16014()
jump @CELL_87 

:CELL_3140
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_3165 
$1171 = 1 // $ = int 

:CELL_3165
if 
  $1171 == 0 // $ == int 
jf @CELL_3575 
if and
  $1157 == 0 // $ == int 
  $PASSED_COL3_GUARDIAN_ANGELS == 1 // $ == int 
jf @CELL_3575 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_3410 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_62A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_62A' time 10000 1  // Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
CELL_15747()
03CF: load_wav 'MOB_62B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_62B' time 10000 1  // I ask that prick Cortez, he say you the real deal, my friend, why you not come see me.
CELL_15747()
03CF: load_wav 'MOB_62C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_62C' time 10000 1  // I need a guy like you. All I have now is dickheads,
CELL_15747()
03CF: load_wav 'MOB_62D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_62D' time 10000 1  // dickheads everywhere, yo. I make you real rich.
CELL_15747()
00BE: text_clear_all 

:CELL_3410
if 
  $1179 == 1 // $ == int 
jf @CELL_3561 
$1157 = 1 // $ = int 
022A: remove_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 
01E7: remove_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 
Object.Destroy($1780)
Object.Init($1780, #COMGATE2OPEN, -183.824, -473.223, 12.615)
Object.RemoveFromMissionCleanupList($1780)
Marker.Disable($234)
02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 
start_new_script @BAR1 

:CELL_3561
CELL_16014()
jump @CELL_87 

:CELL_3575
if and
  $1141 == 0 // $ == int 
  $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // $ == int 
jf @CELL_3883 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_3844 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_20A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_20A' time 10000 1  // Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy.
CELL_15747()
03CF: load_wav 'MOB_20B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_20B' time 10000 1  // Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing.
CELL_15747()
03CF: load_wav 'MOB_20C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_20C' time 10000 1  // Well, don't say I never warned you or nothing. Boasting is a mug's game, son.
CELL_15747()
03CF: load_wav 'MOB_20D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_20D' time 10000 1  // Anyway, I heard there's some price been put on your head and someone's going to have a crack at you,
CELL_15747()
03CF: load_wav 'MOB_20E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_20E' time 10000 1  // so watch yourself, and remember me, mate.
CELL_15747()
00BE: text_clear_all 

:CELL_3844
if 
  $1179 == 1 // $ == int 
jf @CELL_3869 
$1141 = 1 // $ = int 

:CELL_3869
CELL_16014()
jump @CELL_87 

:CELL_3883
if and
  $1129 == 0 // $ == int 
  $1154 == 1 // $ == int 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
  $PASSED_COL4_SIR_YES_SIR == 1 // $ == int 
jf @CELL_4164 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_4082 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_01A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_01A' time 10000 1  // Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person.
CELL_15747()
03CF: load_wav 'MOB_01B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_01B' time 10000 1  // I'm enjoying a little R&R at the Club Malibu.
CELL_15747()
03CF: load_wav 'MOB_01C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_01C' time 10000 1  // Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later.
CELL_15747()
00BE: text_clear_all 

:CELL_4082
if 
  $1179 == 1 // $ == int 
jf @CELL_4150 
$1129 = 1 // $ = int 
Marker.Disable($241)
02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 
start_new_script @KEN1 
$996 = 1 // $ = int 

:CELL_4150
CELL_16014()
jump @CELL_87 

:CELL_4164
if and
  $1130 == 0 // $ == int 
  $273 == 1 // $ == int 
  $268 == 1 // $ == int 
  $1175 > 6 // $ > int 
jf @CELL_4437 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_4363 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_02A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_02A' time 10000 1  // Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
CELL_15747()
03CF: load_wav 'MOB_02B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_02B' time 10000 1  // We got a situation over at the Print Works. You better go and check it out.
CELL_15747()
03CF: load_wav 'MOB_02C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_02C' time 10000 1  // Some kind of mess or other. Things are messed up. I gotta go.
CELL_15747()
00BE: text_clear_all 

:CELL_4363
if 
  $1179 == 1 // $ == int 
jf @CELL_4423 
$1130 = 1 // $ = int 
Pickup.Destroy($637)
Marker.Disable($271)
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @FIN1 

:CELL_4423
CELL_16014()
jump @CELL_87 

:CELL_4437
if and
  $1160 == 0 // $ == int 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_4728 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_4664 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_68A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_68A' time 10000 1  // Tommy son, have I got a surprise for you
CELL_15747()
03CF: load_wav 'MOB_68B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_68B' time 10000 1  // I'm down at the recording studios with some major artists
CELL_15747()
03CF: load_wav 'MOB_68C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_68C' time 10000 1  // Why don't you pay us a visit?
CELL_15747()
03CF: load_wav 'MOB_68D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_68D' time 10000 1  // You know it makes sense, dontcha? See ya later.
CELL_15747()
00BE: text_clear_all 

:CELL_4664
if 
  $1179 == 1 // $ == int 
jf @CELL_4714 
$1160 = 1 // $ = int 
02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 
start_new_script @ROC1 

:CELL_4714
CELL_16014()
jump @CELL_87 

:CELL_4728
if and
  $1131 == 0 // $ == int 
  $PASSED_ROCK1_LOVE_JUICE == 1 // $ == int 
jf @CELL_5019 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_4955 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_04A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_04A' time 10000 1  // How you doin' mate? It's Paulo again.
CELL_15747()
03CF: load_wav 'MOB_04B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_04B' time 10000 1  // Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security.
CELL_15747()
03CF: load_wav 'MOB_04C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_04C' time 10000 1  // There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby.
CELL_15747()
03CF: load_wav 'MOB_04D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_04D' time 10000 1  // Sort this out for me and I'll get you some back stage passes for the gig, awright?
CELL_15747()
00BE: text_clear_all 

:CELL_4955
if 
  $1179 == 1 // $ == int 
jf @CELL_5005 
$1131 = 1 // $ = int 
02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 
start_new_script @BIK1 

:CELL_5005
CELL_16014()
jump @CELL_87 

:CELL_5019
if and
  $1132 == 0 // $ == int 
  $277 == 1 // $ == int 
jf @CELL_5285 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_5246 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_05A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_05A' time 10000 1  // Hey, it's Mitch. You did good Tommy, it's good to have the old girl back.
CELL_15747()
03CF: load_wav 'MOB_05B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_05B' time 10000 1  // You tell Kent Paul he'll get his security for the gig.
CELL_15747()
03CF: load_wav 'MOB_05C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_05C' time 10000 1  // You have my word on that.
CELL_15747()
03CF: load_wav 'MOB_05D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_05D' time 10000 1  // Now keep yourself out of trouble.
CELL_15747()
00BE: text_clear_all 

:CELL_5246
if 
  $1179 == 1 // $ == int 
jf @CELL_5271 
$1132 = 1 // $ = int 

:CELL_5271
CELL_16014()
jump @CELL_87 

:CELL_5285
if and
  $1144 == 0 // $ == int 
  $PASSED_ROCK3_PUBLICITY_TOUR == 1 // $ == int 
jf @CELL_5593 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_5554 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_26A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_26A' time 10000 1  // Hello, Tommy?
CELL_15747()
03CF: load_wav 'MOB_26B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_26B' time 10000 1  // Yeah?
CELL_15747()
03CF: load_wav 'MOB_26C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_26C' time 10000 1  // It's Baker. I just wanted to say I really enjoyed the show.
CELL_15747()
03CF: load_wav 'MOB_26D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_26D' time 10000 1  // Me and the boys want to thank you, and remind you,
CELL_15747()
03CF: load_wav 'MOB_26E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_26E' time 10000 1  // you got our respect. Good day. Keep riding hard, son.
CELL_15747()
00BE: text_clear_all 

:CELL_5554
if 
  $1179 == 1 // $ == int 
jf @CELL_5579 
$1144 = 1 // $ = int 

:CELL_5579
CELL_16014()
jump @CELL_87 

:CELL_5593
if and
  $1135 == 0 // $ == int 
  $246 == 1 // $ == int 
jf @CELL_5973 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_5904 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_09A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09A' time 10000 1  // Hey Leo! I got some work for you!
CELL_15747()
03CF: load_wav 'MOB_09B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09B' time 10000 1  // This ain't Leo.
CELL_15747()
03CF: load_wav 'MOB_09C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09C' time 10000 1  // Hey, if Leo knows you got his phone, he gonna kill you!
CELL_15747()
03CF: load_wav 'MOB_09D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09D' time 10000 1  // Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick?
CELL_15747()
03CF: load_wav 'MOB_09E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09E' time 10000 1  // You killed Leo? You must have big cojones - wanna work for me?!
CELL_15747()
03CF: load_wav 'MOB_09F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_09F' time 10000 1  // Drop by my father's cafe in Little Havana and we'll talk mano a mano.
CELL_15747()
00BE: text_clear_all 

:CELL_5904
if 
  $1179 == 1 // $ == int 
jf @CELL_5959 
$1135 = 1 // $ = int 
Marker.Disable($278)
02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 
start_new_script @CUB1 

:CELL_5959
CELL_16014()
jump @CELL_87 

:CELL_5973
if and
  $1133 == 0 // $ == int 
  $279 == 1 // $ == int 
jf @CELL_6222 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_6158 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_06A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_06A' time 10000 1  // Tommy, 'nuf dead man been chattin' about you, my dear.
CELL_15747()
03CF: load_wav 'MOB_06B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_06B' time 10000 1  // Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye?
CELL_15747()
03CF: load_wav 'MOB_06C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_06C' time 10000 1  // Come by me kitchen some time, ok Tommy?
CELL_15747()
00BE: text_clear_all 

:CELL_6158
if 
  $1179 == 1 // $ == int 
jf @CELL_6208 
$1133 = 1 // $ = int 
02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 
start_new_script @HAT1 

:CELL_6208
CELL_16014()
jump @CELL_87 

:CELL_6222
if and
  $1159 == 0 // $ == int 
  $PASSED_HAT3_DIRTY_LICKINS == 1 // $ == int 
jf @CELL_6444 
if 
  Player.Defined($PLAYER_CHAR)
jf @CELL_6444 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @CELL_6444 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_6405 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_66A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_66A' time 10000 1  // Tommy, Tommy why you coming back here for?
CELL_15747()
03CF: load_wav 'MOB_66B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_66B' time 10000 1  // I tell you we don't want to see you around here no more.
CELL_15747()
00BE: text_clear_all 

:CELL_6405
if 
  $1179 == 1 // $ == int 
jf @CELL_6430 
$1159 = 1 // $ = int 

:CELL_6430
CELL_16014()
jump @CELL_87 

:CELL_6444
if and
  $1134 == 0 // $ == int 
  $393 == 1 // $ == int 
jf @CELL_6836 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_6797 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_08A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08A' time 10000 1  // Hey Tommy, I thought you might need some business advice.
CELL_15747()
03CF: load_wav 'MOB_08B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08B' time 10000 1  // Once you got an operation up and running, you'll need to drop by and take the week's cash.
CELL_15747()
03CF: load_wav 'MOB_08C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08C' time 10000 1  // Let the guys think they got the run of the place and they'll try shaving the profits - ok?
CELL_15747()
03CF: load_wav 'MOB_08D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08D' time 10000 1  // Hey, I know how to handle business, Ken, ok?
CELL_15747()
03CF: load_wav 'MOB_08E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08E' time 10000 1  // Ok, ok. I know, you know. I know. I was,
CELL_15747()
03CF: load_wav 'MOB_08F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08F' time 10000 1  // I was just, you know, telling you I know, that you know, that I know.
CELL_15747()
03CF: load_wav 'MOB_08G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_08G' time 10000 1  // Just keeping it sharp baby!
CELL_15747()
00BE: text_clear_all 

:CELL_6797
if 
  $1179 == 1 // $ == int 
jf @CELL_6822 
$1134 = 1 // $ = int 

:CELL_6822
CELL_16014()
jump @CELL_87 

:CELL_6836
if and
  $1136 == 0 // $ == int 
  $266 == 1 // $ == int 
  $PASSED_LAW4_RIOT == 1 // $ == int 
jf @CELL_7193 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_7154 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_11A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11A' time 10000 1  // Howdy son, just thought I'd ring you up and give you some advice.
CELL_15747()
03CF: load_wav 'MOB_11B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11B' time 10000 1  // Hey, Avery. What's eating you?
CELL_15747()
03CF: load_wav 'MOB_11C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11C' time 10000 1  // There's a lot of opportunity in this town if you own the right real estate, you catch my drift?
CELL_15747()
03CF: load_wav 'MOB_11D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11D' time 10000 1  // I reckon so...
CELL_15747()
03CF: load_wav 'MOB_11E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11E' time 10000 1  // All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later.
CELL_15747()
03CF: load_wav 'MOB_11F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_11F' time 10000 1  // Later, Avery.
CELL_15747()
00BE: text_clear_all 

:CELL_7154
if 
  $1179 == 1 // $ == int 
jf @CELL_7179 
$1136 = 1 // $ = int 

:CELL_7179
CELL_16014()
jump @CELL_87 

:CELL_7193
if and
  $1137 == 0 // $ == int 
  $393 == 1 // $ == int 
jf @CELL_7627 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_7588 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_14A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14A' time 10000 1  // Hey there Tommy, you're gonna love me mate.
CELL_15747()
03CF: load_wav 'MOB_14B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14B' time 10000 1  // A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment,
CELL_15747()
03CF: load_wav 'MOB_14C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14C' time 10000 1  // where they keep all the bribes they've taken over the years,
CELL_15747()
03CF: load_wav 'MOB_14D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14D' time 10000 1  // like some kind of old boys' retirement fund.
CELL_15747()
03CF: load_wav 'MOB_14E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14E' time 10000 1  // Of course, if this information should ever help you acquire any of that cash,
CELL_15747()
03CF: load_wav 'MOB_14F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14F' time 10000 1  // I guess you'd feel obliged to push some of it my way?
CELL_15747()
03CF: load_wav 'MOB_14G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14G' time 10000 1  // I'll bear that in mind, thanks Kent.
CELL_15747()
03CF: load_wav 'MOB_14H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_14H' time 10000 1  // It's Paul. I'm from Kent, near London, you prat.
CELL_15747()
00BE: text_clear_all 

:CELL_7588
if 
  $1179 == 1 // $ == int 
jf @CELL_7613 
$1137 = 1 // $ = int 

:CELL_7613
CELL_16014()
jump @CELL_87 

:CELL_7627
if and
  $1145 == 0 // $ == int 
  $282 == 1 // $ == int 
jf @CELL_7977 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_7938 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_30A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30A' time 10000 1  // Tommy, is Umberto Robina
CELL_15747()
03CF: load_wav 'MOB_30B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30B' time 10000 1  // Hey, how's the cafe?
CELL_15747()
03CF: load_wav 'MOB_30C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30C' time 10000 1  // Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
CELL_15747()
03CF: load_wav 'MOB_30D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30D' time 10000 1  // Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
CELL_15747()
03CF: load_wav 'MOB_30E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30E' time 10000 1  // You have proved yourself, man. You got big cojones.
CELL_15747()
03CF: load_wav 'MOB_30F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_30F' time 10000 1  // Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around.
CELL_15747()
00BE: text_clear_all 

:CELL_7938
if 
  $1179 == 1 // $ == int 
jf @CELL_7963 
$1145 = 1 // $ = int 

:CELL_7963
CELL_16014()
jump @CELL_87 

:CELL_7977
if and
  $1147 == 0 // $ == int 
  $251 == 1 // $ == int 
jf @CELL_8268 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_8204 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_34A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_34A' time 10000 1  // Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal.
CELL_15747()
03CF: load_wav 'MOB_34B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_34B' time 10000 1  // Anyhows, you need anything, you call on me, you hear?
CELL_15747()
03CF: load_wav 'MOB_34C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_34C' time 10000 1  // I always remember those I served with,
CELL_15747()
03CF: load_wav 'MOB_34D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_34D' time 10000 1  // and I am sure I can help you out, you hear?
CELL_15747()
00BE: text_clear_all 

:CELL_8204
if 
  $1179 == 1 // $ == int 
jf @CELL_8254 
$1147 = 1 // $ = int 
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
start_new_script @PHI1 

:CELL_8254
CELL_16014()
jump @CELL_87 

:CELL_8268
if and
  $1146 == 0 // $ == int 
  $254 == 1 // $ == int 
jf @CELL_8559 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_8495 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_33A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_33A' time 10000 1  // Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear?
CELL_15747()
03CF: load_wav 'MOB_33B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_33B' time 10000 1  // Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot.
CELL_15747()
03CF: load_wav 'MOB_33C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_33C' time 10000 1  // Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you.
CELL_15747()
03CF: load_wav 'MOB_33D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_33D' time 10000 1  // Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear.
CELL_15747()
00BE: text_clear_all 

:CELL_8495
if 
  $1179 == 1 // $ == int 
jf @CELL_8545 
$1146 = 1 // $ = int 
02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 
start_new_script @PHI2 

:CELL_8545
CELL_16014()
jump @CELL_87 

:CELL_8559
if and
  $1148 == 0 // $ == int 
  $255 == 1 // $ == int 
jf @CELL_8783 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_8744 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_36A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_36A' time 10000 1  // Tommy, it's Phil, I want to thank you for helping me out back there son,
CELL_15747()
03CF: load_wav 'MOB_36B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_36B' time 10000 1  // Damn Charlie, he'll always ambush you somewhere or other,
CELL_15747()
03CF: load_wav 'MOB_36C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_36C' time 10000 1  // Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check.
CELL_15747()
00BE: text_clear_all 

:CELL_8744
if 
  $1179 == 1 // $ == int 
jf @CELL_8769 
$1148 = 1 // $ = int 

:CELL_8769
CELL_16014()
jump @CELL_87 

:CELL_8783
if and
  $1138 == 0 // $ == int 
  $260 == 1 // $ == int 
jf @CELL_9175 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_9136 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_16A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16A' time 10000 1  // Tommy, Paulo here, que pasa amigo?
CELL_15747()
03CF: load_wav 'MOB_16B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16B' time 10000 1  // What do you want Paul? I don't want any fake label clothes.
CELL_15747()
03CF: load_wav 'MOB_16C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16C' time 10000 1  // Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies.
CELL_15747()
03CF: load_wav 'MOB_16D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16D' time 10000 1  // Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son.
CELL_15747()
03CF: load_wav 'MOB_16E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16E' time 10000 1  // Paul, thanks for the offer, I'll bear it in mind.
CELL_15747()
03CF: load_wav 'MOB_16F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16F' time 10000 1  // Seriously, don't forget about me, after all I done for you.
CELL_15747()
03CF: load_wav 'MOB_16G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_16G' time 10000 1  // That's what I'm trying to forget about.
CELL_15747()
00BE: text_clear_all 

:CELL_9136
if 
  $1179 == 1 // $ == int 
jf @CELL_9161 
$1138 = 1 // $ = int 

:CELL_9161
CELL_16014()
jump @CELL_87 

:CELL_9175
if 
  $270 == 1 // $ == int 
jf @CELL_9200 
$1170 = 1 // $ = int 

:CELL_9200
if 
  $1170 == 0 // $ == int 
jf @CELL_12657 
if and
  $1154 == 0 // $ == int 
  $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // $ == int 
jf @CELL_9676 
if 
8121:   not player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @CELL_9676 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_9637 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_46A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_A' time 10000 1  // Yo, Tommy! It's Lance.
CELL_15747()
03CF: load_wav 'MOB_46B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_B' time 10000 1  // Yeah?
CELL_15747()
03CF: load_wav 'MOB_46C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_C' time 10000 1  // Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
CELL_15747()
03CF: load_wav 'MOB_46D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_D' time 10000 1  // I'm in the middle of something. What do you want?
CELL_15747()
03CF: load_wav 'MOB_46E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_E' time 10000 1  // Nothing. Just to say, you know. Look Tommy, we can do this thing.
CELL_15747()
03CF: load_wav 'MOB_46F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_F' time 10000 1  // You and me, no problem. You know what I mean?
CELL_15747()
03CF: load_wav 'MOB_46G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_G' time 10000 1  // We're going to have to do it, 'cause otherwise, we're going to be dead, Lance.
CELL_15747()
03CF: load_wav 'MOB_46H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB46_H' time 10000 1  // We're in too far now. But thanks for the call. I'll speak to you later.
CELL_15747()
00BE: text_clear_all 

:CELL_9637
if 
  $1179 == 1 // $ == int 
jf @CELL_9662 
$1154 = 1 // $ = int 

:CELL_9662
CELL_16014()
jump @CELL_87 

:CELL_9676
if and
  $1149 == 0 // $ == int 
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
jf @CELL_10152 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_10113 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_40A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40A' time 10000 1  // Hey Tommy, it's Sonny. How's the sun tan?
CELL_15747()
03CF: load_wav 'MOB_40B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40B' time 10000 1  // I ain't got no sun tan.
CELL_15747()
03CF: load_wav 'MOB_40C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40C' time 10000 1  // Well, you ain't got my money, either, so I'm wondering to myself,
CELL_15747()
03CF: load_wav 'MOB_40D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40D' time 10000 1  // what are you doing? So, tell me, Tommy, what are you doing?
CELL_15747()
03CF: load_wav 'MOB_40E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40E' time 10000 1  // I'm looking for the money, Sonny. Don't worry.
CELL_15747()
03CF: load_wav 'MOB_40F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40F' time 10000 1  // I am worrying, Tommy, that's my style,
CELL_15747()
03CF: load_wav 'MOB_40G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40G' time 10000 1  // because I seem to have this problem in my life with unreliable people.
CELL_15747()
03CF: load_wav 'MOB_40H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40H' time 10000 1  // Don't be an unreliable person, Tommy, please.
CELL_15747()
03CF: load_wav 'MOB_40I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_40I' time 10000 1  // Do us both a favor. I'm looking forward to hearing from you.
CELL_15747()
00BE: text_clear_all 

:CELL_10113
if 
  $1179 == 1 // $ == int 
jf @CELL_10138 
$1149 = 1 // $ = int 

:CELL_10138
CELL_16014()
jump @CELL_87 

:CELL_10152
if and
  $1150 == 0 // $ == int 
  $1149 == 1 // $ == int 
jf @CELL_10604 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @CELL_10604 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_10565 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_41A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41A' time 10000 1  // Tommy, remember me?
CELL_15747()
03CF: load_wav 'MOB_41B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41B' time 10000 1  // Hello Sonny.
CELL_15747()
03CF: load_wav 'MOB_41C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41C' time 10000 1  // That's right, Sonny. We're old friends,
CELL_15747()
03CF: load_wav 'MOB_41D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41D' time 10000 1  // You never write me, you never call. Don't you want to be friends no more?
CELL_15747()
03CF: load_wav 'MOB_41E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41E' time 10000 1  // I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny.
CELL_15747()
03CF: load_wav 'MOB_41F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41F' time 10000 1  // Oh, my fault is it? We'll I've heard you been busy all right.
CELL_15747()
03CF: load_wav 'MOB_41G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41G' time 10000 1  // Busy killing drugs barons. Busy taking over.
CELL_15747()
03CF: load_wav 'MOB_41H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_41H' time 10000 1  // Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you.
CELL_15747()
00BE: text_clear_all 

:CELL_10565
if 
  $1179 == 1 // $ == int 
jf @CELL_10590 
$1150 = 1 // $ = int 

:CELL_10590
CELL_16014()
jump @CELL_87 

:CELL_10604
if and
  $1151 == 0 // $ == int 
  $1150 == 1 // $ == int 
jf @CELL_10937 
if or
  $272 == 1 // $ == int 
  $257 == 1 // $ == int 
jf @CELL_10937 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_10898 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_42A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_42A' time 10000 1  // Tommy.
CELL_15747()
03CF: load_wav 'MOB_42B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_42B' time 10000 1  // Sonny.
CELL_15747()
03CF: load_wav 'MOB_42C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_42C' time 10000 1  // Obviously you are suffering from hearing problems, so I'll try again.
CELL_15747()
03CF: load_wav 'MOB_42D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_42D' time 10000 1  // Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action?
CELL_15747()
03CF: load_wav 'MOB_42E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_42E' time 10000 1  // You are making an idiot out of me, Tommy, and I'm not laughing yet.
CELL_15747()
00BE: text_clear_all 

:CELL_10898
if 
  $1179 == 1 // $ == int 
jf @CELL_10923 
$1151 = 1 // $ = int 

:CELL_10923
CELL_16014()
jump @CELL_87 

:CELL_10937
if and
  $1152 == 0 // $ == int 
  $1151 == 1 // $ == int 
jf @CELL_11396 
if and
  $251 == 1 // $ == int 
  $273 == 1 // $ == int 
jf @CELL_11396 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_11357 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_43A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43A' time 10000 1  // Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
CELL_15747()
03CF: load_wav 'MOB_43B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43B' time 10000 1  // I don't know about you, but there's something about a man threatening to murder my family
CELL_15747()
03CF: load_wav 'MOB_43C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43C' time 10000 1  // which really scares the crap out of me. What are you going to do?
CELL_15747()
03CF: load_wav 'MOB_43D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43D' time 10000 1  // Ken, take it easy.
CELL_15747()
03CF: load_wav 'MOB_43E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43E' time 10000 1  // I AM calm, calm as a man can be when he's fearing for his life!
CELL_15747()
03CF: load_wav 'MOB_43F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43F' time 10000 1  // Stay off the idiot fuel and look after yourself.
CELL_15747()
03CF: load_wav 'MOB_43G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43G' time 10000 1  // No one's gonna take us out. I'll see you later.
CELL_15747()
03CF: load_wav 'MOB_43H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_43H' time 10000 1  // I am calm. Don't I sound calm? Must be impending death that is doing this to my voice.
CELL_15747()
00BE: text_clear_all 

:CELL_11357
if 
  $1179 == 1 // $ == int 
jf @CELL_11382 
$1152 = 1 // $ = int 

:CELL_11382
CELL_16014()
jump @CELL_87 

:CELL_11396
if and
  $1153 == 0 // $ == int 
  $267 == 1 // $ == int 
jf @CELL_12082 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_12043 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_45A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_A' time 10000 1  // Tommy We gotta talk about stuff.
CELL_15747()
03CF: load_wav 'MOB_45B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_B' time 10000 1  // What's the problem Lance?
CELL_15747()
03CF: load_wav 'MOB_45C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_C' time 10000 1  // It's you, my friend, I feel you're not giving me a fair slice.
CELL_15747()
03CF: load_wav 'MOB_45D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_D' time 10000 1  // And more than that, you been embarrassing me in front of the boys. I can't have that.
CELL_15747()
03CF: load_wav 'MOB_45E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_E' time 10000 1  // Lance, it ain't like that. You've been making mistakes.
CELL_15747()
03CF: load_wav 'MOB_45F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_F' time 10000 1  // Tommy, I'm not your message boy. I'm not your running boy.
CELL_15747()
03CF: load_wav 'MOB_45G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_G' time 10000 1  // Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time.
CELL_15747()
03CF: load_wav 'MOB_45H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_H' time 10000 1  // Tommy, I've done everything for you, you treat me like a fool. Don't do that.
CELL_15747()
03CF: load_wav 'MOB_45I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_I' time 10000 1  // Lance, I won't rip you off or stab you in the back, okay?
CELL_15747()
03CF: load_wav 'MOB_45J' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_J' time 10000 1  // Just take it easy. This is tough enough without you getting all emotional on me.
CELL_15747()
03CF: load_wav 'MOB_45K' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_K' time 10000 1  // Trust me. Do you hear me, do you hear me?
CELL_15747()
03CF: load_wav 'MOB_45L' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_L' time 10000 1  // I hear you, Tommy, but I can't take this much more.
CELL_15747()
03CF: load_wav 'MOB_45M' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_M' time 10000 1  // Lance, don't be like this. Now I'm warning you.
CELL_15747()
03CF: load_wav 'MOB_45N' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB45_N' time 10000 1  // Do you hear me? Just relax, take a few days off. Okay? I'll talk to you.
CELL_15747()
00BE: text_clear_all 

:CELL_12043
if 
  $1179 == 1 // $ == int 
jf @CELL_12068 
$1153 = 1 // $ = int 

:CELL_12068
CELL_16014()
jump @CELL_87 

:CELL_12082
if and
  $1163 == 0 // $ == int 
  $268 == 1 // $ == int 
jf @CELL_12474 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_12435 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_72A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72A' time 10000 1  // Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk.
CELL_15747()
03CF: load_wav 'MOB_72B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72B' time 10000 1  // I ain't interested in what you got to say. Why should I be? You don't care about me, do you?
CELL_15747()
03CF: load_wav 'MOB_72C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72C' time 10000 1  // You gotta look after me a bit better. Give me a fair slice. You know...
CELL_15747()
03CF: load_wav 'MOB_72D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72D' time 10000 1  // Tommy... oh, look, man, I'm sorry. It's just that...
CELL_15747()
03CF: load_wav 'MOB_72E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72E' time 10000 1  // People patronize me all my life, treat me like a little kid.
CELL_15747()
03CF: load_wav 'MOB_72F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72F' time 10000 1  // My brother would do that. Please, man, don't do that.
CELL_15747()
03CF: load_wav 'MOB_72G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_72G' time 10000 1  // I gotta go.
CELL_15747()
00BE: text_clear_all 

:CELL_12435
if 
  $1179 == 1 // $ == int 
jf @CELL_12460 
$1163 = 1 // $ = int 

:CELL_12460
CELL_16014()
jump @CELL_87 

:CELL_12474
if and
  $1155 == 0 // $ == int 
  $269 == 1 // $ == int 
jf @CELL_12650 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_12575 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_47A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_47A' time 10000 1  // Tommy, Lance, we got big problems. Come down here. Right away.
CELL_15747()
00BE: text_clear_all 

:CELL_12575
if 
  $1179 == 1 // $ == int 
jf @CELL_12636 
$1155 = 1 // $ = int 
Marker.Disable($265)
02A7: $265 = create_icon_marker_and_sphere $425 at -378.3 -579.8 24.5 
start_new_script @FIN2 

:CELL_12636
CELL_16014()
jump @CELL_87 

:CELL_12650
jump @CELL_14161 

:CELL_12657
if and
  $1158 == 0 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @CELL_13207 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @CELL_13207 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_13158 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_63A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63A' time 10000 1  // Tommy, it's Earnest. Earnest Kelly.
CELL_15747()
03CF: load_wav 'MOB_63B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63B' time 10000 1  // How are you?
CELL_15747()
03CF: load_wav 'MOB_63C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63C' time 10000 1  // I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough.
CELL_15747()
03CF: load_wav 'MOB_63D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63D' time 10000 1  // Good.
CELL_15747()
03CF: load_wav 'MOB_63E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63E' time 10000 1  // I heard about Lance. What a little prick, eh?
CELL_15747()
03CF: load_wav 'MOB_63F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63F' time 10000 1  // Yes.
CELL_15747()
03CF: load_wav 'MOB_63G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63G' time 10000 1  // Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick.
CELL_15747()
03CF: load_wav 'MOB_63H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63H' time 10000 1  // I think it was. I just didn't think he was like that...
CELL_15747()
03CF: load_wav 'MOB_63I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63I' time 10000 1  // Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear.
CELL_15747()
03CF: load_wav 'MOB_63J' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_63J' time 10000 1  // Take your time, Earnest. Look after yourself.
CELL_15747()
00BE: text_clear_all 

:CELL_13158
if 
  $1179 == 1 // $ == int 
jf @CELL_13193 
$1158 = 1 // $ = int 
$1182 = 60000 // $ = int 

:CELL_13193
CELL_16014()
jump @CELL_87 

:CELL_13207
if and
  $1139 == 0 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @CELL_13789 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @CELL_13789 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_13750 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_17A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17A' time 10000 1  // Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh...
CELL_15747()
03CF: load_wav 'MOB_17B' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17B' time 10000 1  // Paul, you're drunk.
CELL_15747()
03CF: load_wav 'MOB_17C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17C' time 10000 1  // Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know.
CELL_15747()
03CF: load_wav 'MOB_17D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17D' time 10000 1  // Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who.
CELL_15747()
03CF: load_wav 'MOB_17E' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17F' time 10000 1  // Really?
CELL_15747()
03CF: load_wav 'MOB_17G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17G' time 10000 1  // Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me.
CELL_15747()
03CF: load_wav 'MOB_17H' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17H' time 10000 1  // You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something?
CELL_15747()
03CF: load_wav 'MOB_17I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17I' time 10000 1  // Paul, take it easy. I've been busy, don't be an idiot.
CELL_15747()
03CF: load_wav 'MOB_17J' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17J' time 10000 1  // I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it!
CELL_15747()
03CF: load_wav 'MOB_17K' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17K' time 10000 1  // Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
CELL_15747()
03CF: load_wav 'MOB_17L' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_17L' time 10000 1  // Paul, get some sleep, seriously.
CELL_15747()
00BE: text_clear_all 

:CELL_13750
if 
  $1179 == 1 // $ == int 
jf @CELL_13775 
$1139 = 1 // $ = int 

:CELL_13775
CELL_16014()
jump @CELL_87 

:CELL_13789
if and
  $1164 == 0 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @CELL_14161 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @CELL_14161 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14122 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_73A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73A' time 10000 1  // Tommy, it's Steve.
CELL_15747()
03CF: load_wav 'MOB_73C' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73C' time 10000 1  // Hey indeed, genius. You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
CELL_15747()
03CF: load_wav 'MOB_73D' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73D' time 10000 1  // We are talking major awards here. Finally, I can put my dad in a home an tell him to shut up.
CELL_15747()
03CF: load_wav 'MOB_73F' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73F' time 10000 1  // Cool? It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it.
CELL_15747()
03CF: load_wav 'MOB_73G' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73G' time 10000 1  // I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you.
CELL_15747()
03CF: load_wav 'MOB_73I' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_73I' time 10000 1  // I love you, baby. Don't go changing on me, you hear.
CELL_15747()
00BE: text_clear_all 

:CELL_14122
if 
  $1179 == 1 // $ == int 
jf @CELL_14147 
$1164 = 1 // $ = int 

:CELL_14147
CELL_16014()
jump @CELL_87 

:CELL_14161
if and
  $PASSED_LAW3_JURY_FURY == 1 // $ == int 
  $1169 == 0 // $ == int 
jf @CELL_14331 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14262 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_99A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_99A' time 10000 1  // Get to the payphone next to the mall in Washington.
CELL_15747()
00BE: text_clear_all 

:CELL_14262
if 
  $1179 == 1 // $ == int 
jf @CELL_14317 
$1169 = 1 // $ = int 
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $516 $517 $518 
start_new_script @ASSIN_1 

:CELL_14317
CELL_16014()
jump @CELL_87 

:CELL_14331
if and
  $PASSED_COL2_MALL_SHOOTOUT == 1 // $ == int 
  $298 == 1 // $ == int 
  $1169 == 1 // $ == int 
  $1168 == 0 // $ == int 
jf @CELL_14515 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14446 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_98A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_98A' time 10000 1  // Get to the pay phone in Vice Point.
CELL_15747()
00BE: text_clear_all 

:CELL_14446
if 
  $1179 == 1 // $ == int 
jf @CELL_14501 
$1168 = 1 // $ = int 
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $519 $520 $521 
start_new_script @ASSIN_2 

:CELL_14501
CELL_16014()
jump @CELL_87 

:CELL_14515
if and
  $PASSED_COK3_THE_FASTEST_BOAT == 1 // $ == int 
  $299 == 1 // $ == int 
  $1168 == 1 // $ == int 
  $1167 == 0 // $ == int 
jf @CELL_14699 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14630 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_99A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_99A' time 10000 1  // Get to the payphone next to the mall in Washington.
CELL_15747()
00BE: text_clear_all 

:CELL_14630
if 
  $1179 == 1 // $ == int 
jf @CELL_14685 
$1167 = 1 // $ = int 
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $522 $523 $524 
start_new_script @ASSIN_3 

:CELL_14685
CELL_16014()
jump @CELL_87 

:CELL_14699
if and
  $266 == 1 // $ == int 
  $300 == 1 // $ == int 
  $1167 == 1 // $ == int 
  $1166 == 0 // $ == int 
jf @CELL_14883 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14814 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_96A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_96A' time 10000 1  // Get to the payphone at the airport terminal.
CELL_15747()
00BE: text_clear_all 

:CELL_14814
if 
  $1179 == 1 // $ == int 
jf @CELL_14869 
$1166 = 1 // $ = int 
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $525 $526 $527 
start_new_script @ASSIN_4 

:CELL_14869
CELL_16014()
jump @CELL_87 

:CELL_14883
if and
  $249 == 1 // $ == int 
  $301 == 1 // $ == int 
  $1166 == 1 // $ == int 
  $1165 == 0 // $ == int 
jf @CELL_15067 
CELL_15111()
if 
  $1179 == 1 // $ == int 
jf @CELL_14998 
$1177 = 1 // $ = int 
03CF: load_wav 'MOB_95A' as $1177 
CELL_15595()
00BC: text_highpriority 'MOB_95A' time 10000 1  // Get to the payphone in Little Havana.
CELL_15747()
00BE: text_clear_all 

:CELL_14998
if 
  $1179 == 1 // $ == int 
jf @CELL_15053 
$1165 = 1 // $ = int 
Marker.Disable($297)
02A7: $297 = create_icon_marker_and_sphere $431 at $528 $529 $530 
start_new_script @ASSIN_5 

:CELL_15053
CELL_16014()
jump @CELL_87 

:CELL_15067
jump @CELL_15081 

:CELL_15074
$1180 = 0 // $ = int 

:CELL_15081
jump @CELL_87 

:CELL_15088
01BD: $395 = current_time_in_ms 
0084: $396 = $395 // $ = $ int 
0060: $396 -= $CURRENT_TIME_IN_MS // $ -= $ int 
return 

:CELL_15111
$1177 = 1 // $ = int 
$1173 = 0 // $ = int 
0512: show_permanent_text_box 'ANSWER' 
$ONMISSION = 1 // $ = int 
$1180 = 1 // $ = int 

:CELL_15149
if and
  7 > $1173 // int > $ 
  2 > $1179 // int > $ 
jf @CELL_15358 
wait 0 
03CF: load_wav 'MOBRING' as $1177 
CELL_15595()
$1173 += 1 // $ += int 
if and
  $1179 == 1 // $ == int 
  $1173 > 0 // $ > int 
jf @CELL_15237 
jump @CELL_15365 

:CELL_15237
CELL_15747()
if and
  $1179 == 1 // $ == int 
  $1173 > 0 // $ > int 
jf @CELL_15276 
jump @CELL_15365 

:CELL_15276
$1174 = 0 // $ = int 

:CELL_15283
if 
  40 > $1174 // int > $ 
jf @CELL_15351 
wait 0 
CELL_15894()
if 
  $1179 == 1 // $ == int 
jf @CELL_15337 
jump @CELL_15365 

:CELL_15337
$1174 += 1 // $ += int 
jump @CELL_15283 

:CELL_15351
jump @CELL_15149 

:CELL_15358
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
return 

:CELL_15365
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:CELL_15370
if 
00E1:   player 0 pressed_button 4 
jf @CELL_15423 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CELL_15416 
$1179 = 2 // $ = int 
return 

:CELL_15416
jump @CELL_15370 

:CELL_15423
03E6: remove_text_box 
040D: unload_wav $1177 
if 
  Player.Defined($PLAYER_CHAR)
jf @CELL_15593 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#CELLPHONE)

:CELL_15465
if 
  not Model.Available(#CELLPHONE)
jf @CELL_15492 
wait 0 
jump @CELL_15465 

:CELL_15492
CELL_15894()
if 
  $1179 == 2 // $ == int 
jf @CELL_15524 
Model.Destroy(#CELLPHONE)
return 

:CELL_15524
052B: actor $PLAYER_ACTOR hold_cellphone 1 
TIMERA = 0 // @ = int 

:CELL_15538
if 
  1000 > TIMERA // int > @ 
jf @CELL_15593 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CELL_15586 
$1179 = 2 // $ = int 
return 

:CELL_15586
jump @CELL_15538 

:CELL_15593
return 

:CELL_15595
if 
83D0:   not wav $1177 loaded 
jf @CELL_15740 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CELL_15647 
$1179 = 2 // $ = int 
return 
jump @CELL_15733 

:CELL_15647
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15677 
$1179 = 2 // $ = int 
return 

:CELL_15677
if and
  $1179 == 0 // $ == int 
  $1173 > 0 // $ > int 
jf @CELL_15733 
if and
00E1:   player 0 pressed_button 4 
  Player.Controllable($PLAYER_CHAR)
jf @CELL_15733 
$1179 = 1 // $ = int 
return 

:CELL_15733
jump @CELL_15595 

:CELL_15740
03D1: play_wav $1177 
return 

:CELL_15747
if 
83D2:   not wav $1177 ended 
jf @CELL_15892 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @CELL_15799 
$1179 = 2 // $ = int 
return 
jump @CELL_15885 

:CELL_15799
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15829 
$1179 = 2 // $ = int 
return 

:CELL_15829
if and
  $1179 == 0 // $ == int 
  $1173 > 0 // $ > int 
jf @CELL_15885 
if and
00E1:   player 0 pressed_button 4 
  Player.Controllable($PLAYER_CHAR)
jf @CELL_15885 
$1179 = 1 // $ = int 
return 

:CELL_15885
jump @CELL_15747 

:CELL_15892
return 

:CELL_15894
if 
  not Player.Defined($PLAYER_CHAR)
jf @CELL_15926 
$1179 = 2 // $ = int 
return 
jump @CELL_16012 

:CELL_15926
if or
0521:   actor $PLAYER_ACTOR drowning_in_water 
844B:   not actor $PLAYER_ACTOR on_foot 
jf @CELL_15956 
$1179 = 2 // $ = int 
return 

:CELL_15956
if and
  $1179 == 0 // $ == int 
  $1173 > 0 // $ > int 
jf @CELL_16012 
if and
00E1:   player 0 pressed_button 4 
  Player.Controllable($PLAYER_CHAR)
jf @CELL_16012 
$1179 = 1 // $ = int 
return 

:CELL_16012
return 

:CELL_16014
$1180 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
$1179 = 0 // $ = int 
$1178 = 0 // $ = int 
if 
  Player.Defined($PLAYER_CHAR)
jf @CELL_16087 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 

:CELL_16087
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$396 = 0 // $ = int 
CELL_15088()
00BE: text_clear_all 
if 
  $1181 == 0 // $ == int 
jf @CELL_16135 
03E6: remove_text_box 
jump @CELL_16142 

:CELL_16135
$1181 = 0 // $ = int 

:CELL_16142
Model.Destroy(#CELLPHONE)
$ONMISSION = 0 // $ = int 
return 

:BUS
set_wb_check_to 0 
script_name 'BUS' 
$1187 = 1 // $ = int 

:BUS_21
if 
  $1184 == 0 // $ == int 
jf @BUS_115 
wait 500 
$1192 += 1 // $ += int 
if 
  $1192 > 30 // $ > int 
jf @BUS_83 
$1187 += 1 // $ += int 
$1192 = 0 // $ = int 

:BUS_83
if 
  $1187 > 17 // $ > int 
jf @BUS_108 
$1187 = 1 // $ = int 

:BUS_108
jump @BUS_120 

:BUS_115
wait 500 

:BUS_120
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_3698 
$1188 = 0 // $ = int 
if 
  $1184 == 0 // $ == int 
jf @BUS_2470 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_350 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BUS_350 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
jf @BUS_350 
if 
029F:   player $PLAYER_CHAR stopped 
jf @BUS_350 
01BD: $1195 = current_time_in_ms 
0084: $1196 = $1195 // $ = $ int 
0060: $1196 -= $1194 // $ -= $ int 
if 
  $1196 > 1000 // $ > int 
jf @BUS_350 
057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1197 
if 
  $1197 > 0 // $ > int 
jf @BUS_350 
01E3: text_1number_styled 'BONUS' number 5 time 50 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 5
01BD: $1194 = current_time_in_ms 
$1197 = 0 // $ = int 

:BUS_350
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_1524 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @BUS_1524 
if 
  $1002 == 0 // $ == int 
jf @BUS_1524 
if 
  $1088 == 0 // $ == int 
jf @BUS_1524 
if 
  $986 == 0 // $ == int 
jf @BUS_1524 
if 
  $1003 == 0 // $ == int 
jf @BUS_1524 
if 
  $987 == 0 // $ == int 
jf @BUS_1524 
if 
  $1187 == 1 // $ == int 
jf @BUS_564 
$1198 = -77.6 // $ = float 
$1199 = -982.5 // $ = float 
$1200 = 9.3 // $ = float 
$1201 = 9.8 // $ = float 

:BUS_564
if 
  $1187 == 2 // $ == int 
jf @BUS_622 
$1198 = 120.0 // $ = float 
$1199 = -807.3 // $ = float 
$1200 = 9.3 // $ = float 
$1201 = 333.5 // $ = float 

:BUS_622
if 
  $1187 == 3 // $ == int 
jf @BUS_680 
$1198 = 183.2 // $ = float 
$1199 = -488.9 // $ = float 
$1200 = 9.9 // $ = float 
$1201 = 356.5 // $ = float 

:BUS_680
if 
  $1187 == 4 // $ == int 
jf @BUS_738 
$1198 = 318.6 // $ = float 
$1199 = -82.7 // $ = float 
$1200 = 9.6 // $ = float 
$1201 = 351.4 // $ = float 

:BUS_738
if 
  $1187 == 5 // $ == int 
jf @BUS_796 
$1198 = 472.7 // $ = float 
$1199 = 627.8 // $ = float 
$1200 = 10.0 // $ = float 
$1201 = 1.7 // $ = float 

:BUS_796
if 
  $1187 == 6 // $ == int 
jf @BUS_854 
$1198 = 226.5 // $ = float 
$1199 = 719.5 // $ = float 
$1200 = 9.7 // $ = float 
$1201 = 304.3 // $ = float 

:BUS_854
if 
  $1187 == 7 // $ == int 
jf @BUS_912 
$1198 = 306.9 // $ = float 
$1199 = 1044.8 // $ = float 
$1200 = 12.1 // $ = float 
$1201 = 19.4 // $ = float 

:BUS_912
if 
  $1187 == 8 // $ == int 
jf @BUS_970 
$1198 = 448.7 // $ = float 
$1199 = 1274.3 // $ = float 
$1200 = 16.3 // $ = float 
$1201 = 269.5 // $ = float 

:BUS_970
if 
  $1187 == 9 // $ == int 
jf @BUS_1028 
$1198 = 499.5 // $ = float 
$1199 = 1022.8 // $ = float 
$1200 = 16.8 // $ = float 
$1201 = 192.4 // $ = float 

:BUS_1028
if 
  $1187 == 10 // $ == int 
jf @BUS_1086 
$1198 = 528.1 // $ = float 
$1199 = 632.5 // $ = float 
$1200 = 9.8 // $ = float 
$1201 = 180.9 // $ = float 

:BUS_1086
if 
  $1187 == 11 // $ == int 
jf @BUS_1144 
$1198 = 516.2 // $ = float 
$1199 = 403.6 // $ = float 
$1200 = 9.7 // $ = float 
$1201 = 162.7 // $ = float 

:BUS_1144
if 
  $1187 == 12 // $ == int 
jf @BUS_1202 
$1198 = 491.5 // $ = float 
$1199 = 0.6 // $ = float 
$1200 = 9.6 // $ = float 
$1201 = 194.7 // $ = float 

:BUS_1202
if 
  $1187 == 13 // $ == int 
jf @BUS_1260 
$1198 = 434.1 // $ = float 
$1199 = -454.1 // $ = float 
$1200 = 9.0 // $ = float 
$1201 = 178.5 // $ = float 

:BUS_1260
if 
  $1187 == 14 // $ == int 
jf @BUS_1318 
$1198 = 217.1 // $ = float 
$1199 = -974.4 // $ = float 
$1200 = 9.0 // $ = float 
$1201 = 168.2 // $ = float 

:BUS_1318
if 
  $1187 == 15 // $ == int 
jf @BUS_1376 
$1198 = 160.6 // $ = float 
$1199 = -1329.6 // $ = float 
$1200 = 9.0 // $ = float 
$1201 = 172.8 // $ = float 

:BUS_1376
if 
  $1187 == 16 // $ == int 
jf @BUS_1434 
$1198 = -26.6 // $ = float 
$1199 = -1566.2 // $ = float 
$1200 = 9.0 // $ = float 
$1201 = 84.0 // $ = float 

:BUS_1434
if 
  $1187 == 17 // $ == int 
jf @BUS_1492 
$1198 = -21.6 // $ = float 
$1199 = -1307.4 // $ = float 
$1200 = 9.0 // $ = float 
$1201 = 358.1 // $ = float 

:BUS_1492
BUS_3739()
if 
  $1184 == 1 // $ == int 
jf @BUS_1524 
$1183 = 1 // $ = int 

:BUS_1524
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_2463 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @BUS_2463 
if 
  $985 == 0 // $ == int 
jf @BUS_2463 
if 
  $988 == 0 // $ == int 
jf @BUS_2463 
if 
  $1187 > 13 // $ > int 
jf @BUS_1677 
$1187 = 1 // $ = int 

:BUS_1677
if 
  $1187 == 1 // $ == int 
jf @BUS_1735 
$1198 = -385.7 // $ = float 
$1199 = 1008.3 // $ = float 
$1200 = 8.4 // $ = float 
$1201 = 338.4 // $ = float 

:BUS_1735
if 
  $1187 == 2 // $ == int 
jf @BUS_1793 
$1198 = -295.4 // $ = float 
$1199 = 1283.6 // $ = float 
$1200 = 10.1 // $ = float 
$1201 = 0.0 // $ = float 

:BUS_1793
if 
  $1187 == 3 // $ == int 
jf @BUS_1851 
$1198 = -477.4 // $ = float 
$1199 = 1344.0 // $ = float 
$1200 = 10.1 // $ = float 
$1201 = 97.2 // $ = float 

:BUS_1851
if 
  $1187 == 4 // $ == int 
jf @BUS_1909 
$1198 = -744.3 // $ = float 
$1199 = 1319.0 // $ = float 
$1200 = 10.1 // $ = float 
$1201 = 101.4 // $ = float 

:BUS_1909
if 
  $1187 == 5 // $ == int 
jf @BUS_1967 
$1198 = -875.4 // $ = float 
$1199 = 1351.1 // $ = float 
$1200 = 9.8 // $ = float 
$1201 = 187.2 // $ = float 

:BUS_1967
if 
  $1187 == 6 // $ == int 
jf @BUS_2025 
$1198 = -869.5 // $ = float 
$1199 = 1074.8 // $ = float 
$1200 = 9.4 // $ = float 
$1201 = 182.7 // $ = float 

:BUS_2025
if 
  $1187 == 7 // $ == int 
jf @BUS_2083 
$1198 = -996.5 // $ = float 
$1199 = -513.8 // $ = float 
$1200 = 9.3 // $ = float 
$1201 = 186.3 // $ = float 

:BUS_2083
if 
  $1187 == 8 // $ == int 
jf @BUS_2141 
$1198 = -910.1 // $ = float 
$1199 = -660.4 // $ = float 
$1200 = 9.6 // $ = float 
$1201 = 277.9 // $ = float 

:BUS_2141
if 
  $1187 == 9 // $ == int 
jf @BUS_2199 
$1198 = -1432.9 // $ = float 
$1199 = -780.5 // $ = float 
$1200 = 13.2 // $ = float 
$1201 = 88.4 // $ = float 

:BUS_2199
if 
  $1187 == 10 // $ == int 
jf @BUS_2257 
$1198 = -1017.7 // $ = float 
$1199 = -918.7 // $ = float 
$1200 = 12.9 // $ = float 
$1201 = 46.4 // $ = float 

:BUS_2257
if 
  $1187 == 11 // $ == int 
jf @BUS_2315 
$1198 = -1130.8 // $ = float 
$1199 = -594.3 // $ = float 
$1200 = 10.0 // $ = float 
$1201 = 275.0 // $ = float 

:BUS_2315
if 
  $1187 == 12 // $ == int 
jf @BUS_2373 
$1198 = -1200.6 // $ = float 
$1199 = -420.0 // $ = float 
$1200 = 9.3 // $ = float 
$1201 = 5.8 // $ = float 

:BUS_2373
if 
  $1187 == 13 // $ == int 
jf @BUS_2431 
$1198 = -1061.0 // $ = float 
$1199 = -340.2 // $ = float 
$1200 = 9.3 // $ = float 
$1201 = 278.5 // $ = float 

:BUS_2431
BUS_3739()
if 
  $1184 == 1 // $ == int 
jf @BUS_2463 
$1183 = 2 // $ = int 

:BUS_2463
jump @BUS_3691 

:BUS_2470
if or
  $1002 == 1 // $ == int 
  $1088 == 1 // $ == int 
  $986 == 1 // $ == int 
  $1003 == 1 // $ == int 
  $985 == 1 // $ == int 
jf @BUS_2523 
BUS_7126()

:BUS_2523
if or
  $988 == 1 // $ == int 
  $987 == 1 // $ == int 
jf @BUS_2555 
BUS_7126()

:BUS_2555
if 
  $1183 == 1 // $ == int 
jf @BUS_3170 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_3170 
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @BUS_3163 
$1204 = -77.6 // $ = float 
$1214 = -982.5 // $ = float 
$1224 = 9.4 // $ = float 
$1205 = 120.0 // $ = float 
$1215 = -807.3 // $ = float 
$1225 = 9.4 // $ = float 
$1206 = 183.2 // $ = float 
$1216 = -488.9 // $ = float 
$1226 = 10.9 // $ = float 
$1207 = 318.6 // $ = float 
$1217 = -82.7 // $ = float 
$1227 = 9.6 // $ = float 
$1208 = 472.7 // $ = float 
$1218 = 627.8 // $ = float 
$1228 = 10.0 // $ = float 
$1209 = 226.5 // $ = float 
$1219 = 719.5 // $ = float 
$1229 = 9.7 // $ = float 
$1210 = 306.9 // $ = float 
$1220 = 1044.8 // $ = float 
$1230 = 11.9 // $ = float 
$1211 = 448.7 // $ = float 
$1221 = 1274.3 // $ = float 
$1231 = 16.1 // $ = float 
$1212 = 499.5 // $ = float 
$1222 = 1022.8 // $ = float 
$1232 = 16.8 // $ = float 
$1213 = 528.1 // $ = float 
$1223 = 632.5 // $ = float 
$1233 = 9.8 // $ = float 
$1234 = 516.2 // $ = float 
$1241 = 403.6 // $ = float 
$1248 = 9.7 // $ = float 
$1235 = 491.5 // $ = float 
$1242 = 0.6 // $ = float 
$1249 = 9.6 // $ = float 
$1236 = 434.1 // $ = float 
$1243 = -454.1 // $ = float 
$1250 = 9.7 // $ = float 
$1237 = 217.1 // $ = float 
$1244 = -974.4 // $ = float 
$1251 = 9.0 // $ = float 
$1238 = 160.6 // $ = float 
$1245 = -1329.6 // $ = float 
$1252 = 9.0 // $ = float 
$1239 = -26.6 // $ = float 
$1246 = -1566.2 // $ = float 
$1253 = 9.0 // $ = float 
$1240 = -21.6 // $ = float 
$1247 = -1307.4 // $ = float 
$1254 = 9.0 // $ = float 
BUS_3997()
jump @BUS_3170 

:BUS_3163
BUS_7126()

:BUS_3170
if 
  $1183 == 2 // $ == int 
jf @BUS_3691 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_3691 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @BUS_3684 
$1204 = -385.7 // $ = float 
$1214 = 1008.3 // $ = float 
$1224 = 8.4 // $ = float 
$1205 = -295.4 // $ = float 
$1215 = 1283.6 // $ = float 
$1225 = 10.1 // $ = float 
$1206 = -477.4 // $ = float 
$1216 = 1344.0 // $ = float 
$1226 = 10.1 // $ = float 
$1207 = -744.3 // $ = float 
$1217 = 1319.0 // $ = float 
$1227 = 10.1 // $ = float 
$1208 = -875.4 // $ = float 
$1218 = 1351.1 // $ = float 
$1228 = 9.8 // $ = float 
$1209 = -869.5 // $ = float 
$1219 = 1074.8 // $ = float 
$1229 = 9.4 // $ = float 
$1210 = -996.5 // $ = float 
$1220 = -513.8 // $ = float 
$1230 = 9.3 // $ = float 
$1211 = -910.1 // $ = float 
$1221 = -660.4 // $ = float 
$1231 = 9.6 // $ = float 
$1212 = -1432.9 // $ = float 
$1222 = -780.5 // $ = float 
$1232 = 13.2 // $ = float 
$1213 = -1017.7 // $ = float 
$1223 = -918.7 // $ = float 
$1233 = 12.9 // $ = float 
$1234 = -1130.8 // $ = float 
$1241 = -594.3 // $ = float 
$1248 = 10.0 // $ = float 
$1235 = -1200.6 // $ = float 
$1242 = -420.0 // $ = float 
$1249 = 9.3 // $ = float 
$1236 = -1061.0 // $ = float 
$1243 = -340.2 // $ = float 
$1250 = 9.3 // $ = float 
BUS_3997()
jump @BUS_3691 

:BUS_3684
BUS_7126()

:BUS_3691
jump @BUS_3730 

:BUS_3698
if 
  $1188 == 0 // $ == int 
jf @BUS_3730 
BUS_7126()
$1188 = 1 // $ = int 

:BUS_3730
jump @BUS_21 
terminate_this_script 

:BUS_3739
if 
00F5:   player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_3995 
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 
jf @BUS_3855 
Model.Load(#COACH)

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

:BUS_3855
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_3995 
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 
jf @BUS_3990 
Car.Create($1185, #COACH, $1198, $1199, $1200)
0594: set_car $1185 fade_in 0 
Car.Angle($1185) = $1201
00AE: set_vehicle $1185 traffic_behavior_to 0 
0376: $1186 = create_random_actor $1198 $1199 30.0 
036A: put_actor $1186 in_car $1185 
$1184 = 1 // $ = int 
jump @BUS_3995 

:BUS_3990
Model.Destroy(#COACH)

:BUS_3995
return 

:BUS_3997
if 
  not Car.Wrecked($1185)
jf @BUS_4662 
if 
  not Actor.Dead($1186)
jf @BUS_4648 
if 
0448:   actor $1186 sitting_in_car $1185 
jf @BUS_4634 
if 
  $1193 == 0 // $ == int 
jf @BUS_4627 
if 
  $1187 == 1 // $ == int 
jf @BUS_4098 
02C2: car $1185 drive_to_point $1204 $1214 $1224 

:BUS_4098
if 
  $1187 == 2 // $ == int 
jf @BUS_4130 
02C2: car $1185 drive_to_point $1205 $1215 $1225 

:BUS_4130
if 
  $1187 == 3 // $ == int 
jf @BUS_4162 
02C2: car $1185 drive_to_point $1206 $1216 $1226 

:BUS_4162
if 
  $1187 == 4 // $ == int 
jf @BUS_4194 
02C2: car $1185 drive_to_point $1207 $1217 $1227 

:BUS_4194
if 
  $1187 == 5 // $ == int 
jf @BUS_4226 
02C2: car $1185 drive_to_point $1208 $1218 $1228 

:BUS_4226
if 
  $1187 == 6 // $ == int 
jf @BUS_4258 
02C2: car $1185 drive_to_point $1209 $1219 $1229 

:BUS_4258
if 
  $1187 == 7 // $ == int 
jf @BUS_4290 
02C2: car $1185 drive_to_point $1210 $1220 $1230 

:BUS_4290
if 
  $1187 == 8 // $ == int 
jf @BUS_4322 
02C2: car $1185 drive_to_point $1211 $1221 $1231 

:BUS_4322
if 
  $1187 == 9 // $ == int 
jf @BUS_4354 
02C2: car $1185 drive_to_point $1212 $1222 $1232 

:BUS_4354
if 
  $1187 == 10 // $ == int 
jf @BUS_4386 
02C2: car $1185 drive_to_point $1213 $1223 $1233 

:BUS_4386
if 
  $1187 == 11 // $ == int 
jf @BUS_4418 
02C2: car $1185 drive_to_point $1234 $1241 $1248 

:BUS_4418
if 
  $1187 == 12 // $ == int 
jf @BUS_4450 
02C2: car $1185 drive_to_point $1235 $1242 $1249 

:BUS_4450
if 
  $1187 == 13 // $ == int 
jf @BUS_4482 
02C2: car $1185 drive_to_point $1236 $1243 $1250 

:BUS_4482
if 
  $1187 == 14 // $ == int 
jf @BUS_4514 
02C2: car $1185 drive_to_point $1237 $1244 $1251 

:BUS_4514
if 
  $1187 == 15 // $ == int 
jf @BUS_4546 
02C2: car $1185 drive_to_point $1238 $1245 $1252 

:BUS_4546
if 
  $1187 == 16 // $ == int 
jf @BUS_4578 
02C2: car $1185 drive_to_point $1239 $1246 $1253 

:BUS_4578
if 
  $1187 == 17 // $ == int 
jf @BUS_4610 
02C2: car $1185 drive_to_point $1240 $1247 $1254 

:BUS_4610
Car.SetMaxSpeed($1185, 15.0)
$1193 = 1 // $ = int 

:BUS_4627
jump @BUS_4641 

:BUS_4634
BUS_7126()

:BUS_4641
jump @BUS_4655 

:BUS_4648
BUS_7126()

:BUS_4655
jump @BUS_4669 

:BUS_4662
BUS_7126()

:BUS_4669
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_5977 
if 
  not Car.Wrecked($1185)
jf @BUS_5963 
if 
  not Actor.Dead($1186)
jf @BUS_5949 
if 
0448:   actor $1186 sitting_in_car $1185 
jf @BUS_5935 
Car.StorePos($1185, $1198, $1199, $1200)
if 
00F5:   player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_5921 
if 
  $1187 == 1 // $ == int 
jf @BUS_4858 
if 
01AD:   car $1185 sphere 0 near_point $1204 $1214 radius 3.0 3.0 
jf @BUS_4858 
BUS_5986()
jump @BUS_3997 

:BUS_4858
if 
  $1187 == 2 // $ == int 
jf @BUS_4924 
if 
01AD:   car $1185 sphere 0 near_point $1205 $1215 radius 3.0 3.0 
jf @BUS_4924 
BUS_5986()
jump @BUS_3997 

:BUS_4924
if 
  $1187 == 3 // $ == int 
jf @BUS_4990 
if 
01AD:   car $1185 sphere 0 near_point $1206 $1216 radius 3.0 3.0 
jf @BUS_4990 
BUS_5986()
jump @BUS_3997 

:BUS_4990
if 
  $1187 == 4 // $ == int 
jf @BUS_5056 
if 
01AD:   car $1185 sphere 0 near_point $1207 $1217 radius 3.0 3.0 
jf @BUS_5056 
BUS_5986()
jump @BUS_3997 

:BUS_5056
if 
  $1187 == 5 // $ == int 
jf @BUS_5122 
if 
01AD:   car $1185 sphere 0 near_point $1208 $1218 radius 3.0 3.0 
jf @BUS_5122 
BUS_5986()
jump @BUS_3997 

:BUS_5122
if 
  $1187 == 6 // $ == int 
jf @BUS_5188 
if 
01AD:   car $1185 sphere 0 near_point $1209 $1219 radius 3.0 3.0 
jf @BUS_5188 
BUS_5986()
jump @BUS_3997 

:BUS_5188
if 
  $1187 == 7 // $ == int 
jf @BUS_5254 
if 
01AD:   car $1185 sphere 0 near_point $1210 $1220 radius 3.0 3.0 
jf @BUS_5254 
BUS_5986()
jump @BUS_3997 

:BUS_5254
if 
  $1187 == 8 // $ == int 
jf @BUS_5320 
if 
01AD:   car $1185 sphere 0 near_point $1211 $1221 radius 3.0 3.0 
jf @BUS_5320 
BUS_5986()
jump @BUS_3997 

:BUS_5320
if 
  $1187 == 9 // $ == int 
jf @BUS_5386 
if 
01AD:   car $1185 sphere 0 near_point $1212 $1222 radius 3.0 3.0 
jf @BUS_5386 
BUS_5986()
jump @BUS_3997 

:BUS_5386
if 
  $1187 == 10 // $ == int 
jf @BUS_5452 
if 
01AD:   car $1185 sphere 0 near_point $1213 $1223 radius 3.0 3.0 
jf @BUS_5452 
BUS_5986()
jump @BUS_3997 

:BUS_5452
if 
  $1187 == 11 // $ == int 
jf @BUS_5518 
if 
01AD:   car $1185 sphere 0 near_point $1234 $1241 radius 3.0 3.0 
jf @BUS_5518 
BUS_5986()
jump @BUS_3997 

:BUS_5518
if 
  $1187 == 12 // $ == int 
jf @BUS_5584 
if 
01AD:   car $1185 sphere 0 near_point $1235 $1242 radius 3.0 3.0 
jf @BUS_5584 
BUS_5986()
jump @BUS_3997 

:BUS_5584
if 
  $1187 == 13 // $ == int 
jf @BUS_5650 
if 
01AD:   car $1185 sphere 0 near_point $1236 $1243 radius 3.0 3.0 
jf @BUS_5650 
BUS_5986()
jump @BUS_3997 

:BUS_5650
if 
  $1187 == 14 // $ == int 
jf @BUS_5716 
if 
01AD:   car $1185 sphere 0 near_point $1237 $1244 radius 3.0 3.0 
jf @BUS_5716 
BUS_5986()
jump @BUS_3997 

:BUS_5716
if 
  $1187 == 15 // $ == int 
jf @BUS_5782 
if 
01AD:   car $1185 sphere 0 near_point $1238 $1245 radius 3.0 3.0 
jf @BUS_5782 
BUS_5986()
jump @BUS_3997 

:BUS_5782
if 
  $1187 == 16 // $ == int 
jf @BUS_5848 
if 
01AD:   car $1185 sphere 0 near_point $1239 $1246 radius 3.0 3.0 
jf @BUS_5848 
BUS_5986()
jump @BUS_3997 

:BUS_5848
if 
  $1187 == 17 // $ == int 
jf @BUS_5914 
if 
01AD:   car $1185 sphere 0 near_point $1240 $1247 radius 3.0 3.0 
jf @BUS_5914 
BUS_5986()
jump @BUS_3997 

:BUS_5914
jump @BUS_5928 

:BUS_5921
BUS_7126()

:BUS_5928
jump @BUS_5942 

:BUS_5935
BUS_7126()

:BUS_5942
jump @BUS_5956 

:BUS_5949
BUS_7126()

:BUS_5956
jump @BUS_5970 

:BUS_5963
BUS_7126()

:BUS_5970
jump @BUS_5984 

:BUS_5977
BUS_7126()

:BUS_5984
return 

:BUS_5986
Car.SetMaxSpeed($1185, 0.0)
$1187 += 1 // $ += int 
0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1 
if 
  not Actor.Dead($1189)
jf @BUS_6037 
01D3: actor $1189 leave_car $1185 

:BUS_6037
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6232 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_6191 
if 
  not Car.Wrecked($1185)
jf @BUS_6184 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0 
Car.StorePos($1185, $1198, $1199, $1200)
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_6184 
jump @BUS_7016 

:BUS_6184
jump @BUS_6198 

:BUS_6191
jump @BUS_7016 

:BUS_6198
if 
  not Actor.Dead($1189)
jf @BUS_6225 
0211: actor $1189 walk_to $1202 $1203 

:BUS_6225
jump @BUS_6239 

:BUS_6232
jump @BUS_7016 

:BUS_6239
wait 1300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6441 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_6403 
if 
  not Car.Wrecked($1185)
jf @BUS_6396 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0 
0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2 
Car.StorePos($1185, $1198, $1199, $1200)
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_6396 
jump @BUS_7016 

:BUS_6396
jump @BUS_6410 

:BUS_6403
jump @BUS_7016 

:BUS_6410
if 
  not Actor.Dead($1190)
jf @BUS_6434 
01D3: actor $1190 leave_car $1185 

:BUS_6434
jump @BUS_6448 

:BUS_6441
jump @BUS_7016 

:BUS_6448
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6505 
if 
  not Actor.Dead($1190)
jf @BUS_6498 
0211: actor $1190 walk_to $1202 $1203 

:BUS_6498
jump @BUS_6512 

:BUS_6505
jump @BUS_7016 

:BUS_6512
wait 1300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6685 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_6647 
if 
  not Car.Wrecked($1185)
jf @BUS_6640 
0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3 
Car.StorePos($1185, $1198, $1199, $1200)
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_6640 
jump @BUS_7016 

:BUS_6640
jump @BUS_6654 

:BUS_6647
jump @BUS_7016 

:BUS_6654
if 
  not Actor.Dead($1191)
jf @BUS_6678 
01D3: actor $1191 leave_car $1185 

:BUS_6678
jump @BUS_6692 

:BUS_6685
jump @BUS_7016 

:BUS_6692
wait 4700 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_6858 
if 
  not Actor.Dead($1191)
jf @BUS_6742 
0211: actor $1191 walk_to $1202 $1203 

:BUS_6742
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_6844 
if 
  not Car.Wrecked($1185)
jf @BUS_6837 
Car.StorePos($1185, $1198, $1199, $1200)
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_6837 
jump @BUS_7016 

:BUS_6837
jump @BUS_6851 

:BUS_6844
jump @BUS_7016 

:BUS_6851
jump @BUS_6865 

:BUS_6858
jump @BUS_7016 

:BUS_6865
wait 3300 
if 
  $ONMISSION == 0 // $ == int 
jf @BUS_7004 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_6990 
if 
  not Car.Wrecked($1185)
jf @BUS_6983 
Car.StorePos($1185, $1198, $1199, $1200)
if 
80F5:   not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 
jf @BUS_6983 
jump @BUS_7016 

:BUS_6983
jump @BUS_6997 

:BUS_6990
jump @BUS_7016 

:BUS_6997
jump @BUS_7011 

:BUS_7004
jump @BUS_7016 

:BUS_7011
wait 5000 

:BUS_7016
if 
  $1183 == 1 // $ == int 
jf @BUS_7059 
if 
  $1187 > 17 // $ > int 
jf @BUS_7059 
$1187 = 1 // $ = int 

:BUS_7059
if 
  $1183 == 2 // $ == int 
jf @BUS_7102 
if 
  $1187 > 13 // $ > int 
jf @BUS_7102 
$1187 = 1 // $ = int 

:BUS_7102
Actor.RemoveReferences($1189)
Actor.RemoveReferences($1190)
Actor.RemoveReferences($1191)
$1193 = 0 // $ = int 
return 

:BUS_7126
if 
  not Car.Wrecked($1185)
jf @BUS_7194 
if 
  Player.Defined($PLAYER_CHAR)
jf @BUS_7194 
if 
80DC:   not player $PLAYER_CHAR in_car $1185 
jf @BUS_7194 
00AE: set_vehicle $1185 traffic_behavior_to 2 
Car.SetMaxSpeed($1185, 15.0)

:BUS_7194
Car.RemoveReferences($1185)
Actor.RemoveReferences($1186)
Model.Destroy(#COACH)
Actor.RemoveReferences($1189)
Actor.RemoveReferences($1190)
Actor.RemoveReferences($1191)
$1184 = 0 // $ = int 
return 

:CARGEN
script_name 'CARGEN' 
set_wb_check_to 0 

:CARGEN_14
wait 500 
if 
  Player.Defined($PLAYER_CHAR)
jf @CARGEN_1829 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @CARGEN_1829 
if 
0057:   player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5 
jf @CARGEN_114 
$1264 = 4 // $ = int 

:CARGEN_114
if 
0057:   player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0 
jf @CARGEN_404 
if 
  $1259 == 0 // $ == int 
jf @CARGEN_194 
CARGEN_2607()
$1259 = 1 // $ = int 

:CARGEN_194
if 
  $1260 == 0 // $ == int 
jf @CARGEN_226 
CARGEN_2719()
$1260 = 1 // $ = int 

:CARGEN_226
if 
  $1261 == 1 // $ == int 
jf @CARGEN_283 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$1261 = 0 // $ = int 

:CARGEN_283
if 
  $1262 == 1 // $ == int 
jf @CARGEN_340 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$1262 = 0 // $ = int 

:CARGEN_340
if 
  $1263 == 1 // $ == int 
jf @CARGEN_397 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1263 = 0 // $ = int 

:CARGEN_397
$1264 = 1 // $ = int 

:CARGEN_404
if 
  $1264 > 0 // $ > int 
jf @CARGEN_687 
if 
0057:   player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8 
jf @CARGEN_687 
if 
  $1259 == 0 // $ == int 
jf @CARGEN_502 
CARGEN_2607()
$1259 = 1 // $ = int 

:CARGEN_502
if 
  $1260 == 0 // $ == int 
jf @CARGEN_534 
CARGEN_2719()
$1260 = 1 // $ = int 

:CARGEN_534
if 
  $1261 == 0 // $ == int 
jf @CARGEN_566 
CARGEN_2853()
$1261 = 1 // $ = int 

:CARGEN_566
if 
  $1262 == 1 // $ == int 
jf @CARGEN_623 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$1262 = 0 // $ = int 

:CARGEN_623
if 
  $1263 == 1 // $ == int 
jf @CARGEN_680 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1263 = 0 // $ = int 

:CARGEN_680
$1264 = 2 // $ = int 

:CARGEN_687
if 
  $1264 > 1 // $ > int 
jf @CARGEN_970 
if 
0057:   player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0 
jf @CARGEN_970 
if 
  $1259 == 1 // $ == int 
jf @CARGEN_810 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1259 = 0 // $ = int 

:CARGEN_810
if 
  $1260 == 0 // $ == int 
jf @CARGEN_842 
CARGEN_2719()
$1260 = 1 // $ = int 

:CARGEN_842
if 
  $1261 == 0 // $ == int 
jf @CARGEN_874 
CARGEN_2853()
$1261 = 1 // $ = int 

:CARGEN_874
if 
  $1262 == 0 // $ == int 
jf @CARGEN_906 
CARGEN_2987()
$1262 = 1 // $ = int 

:CARGEN_906
if 
  $1263 == 1 // $ == int 
jf @CARGEN_963 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1263 = 0 // $ = int 

:CARGEN_963
$1264 = 3 // $ = int 

:CARGEN_970
if 
  $1264 > 2 // $ > int 
jf @CARGEN_1253 
if 
0057:   player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9 
jf @CARGEN_1253 
if 
  $1259 == 1 // $ == int 
jf @CARGEN_1093 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1259 = 0 // $ = int 

:CARGEN_1093
if 
  $1260 == 1 // $ == int 
jf @CARGEN_1150 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$1260 = 0 // $ = int 

:CARGEN_1150
if 
  $1261 == 0 // $ == int 
jf @CARGEN_1182 
CARGEN_2853()
$1261 = 1 // $ = int 

:CARGEN_1182
if 
  $1262 == 0 // $ == int 
jf @CARGEN_1214 
CARGEN_2987()
$1262 = 1 // $ = int 

:CARGEN_1214
if 
  $1263 == 0 // $ == int 
jf @CARGEN_1246 
CARGEN_3099()
$1263 = 1 // $ = int 

:CARGEN_1246
$1264 = 4 // $ = int 

:CARGEN_1253
if 
  $1264 > 3 // $ > int 
jf @CARGEN_1561 
if 
0057:   player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5 
jf @CARGEN_1561 
if 
  $1259 == 1 // $ == int 
jf @CARGEN_1376 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$1259 = 0 // $ = int 

:CARGEN_1376
if 
  $1260 == 1 // $ == int 
jf @CARGEN_1433 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$1260 = 0 // $ = int 

:CARGEN_1433
if 
  $1261 == 1 // $ == int 
jf @CARGEN_1490 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$1261 = 0 // $ = int 

:CARGEN_1490
if 
  $1262 == 0 // $ == int 
jf @CARGEN_1522 
CARGEN_2987()
$1262 = 1 // $ = int 

:CARGEN_1522
if 
  $1263 == 0 // $ == int 
jf @CARGEN_1554 
CARGEN_3099()
$1263 = 1 // $ = int 

:CARGEN_1554
$1264 = 5 // $ = int 

:CARGEN_1561
if 
  $1264 > 0 // $ > int 
jf @CARGEN_1829 
if 
8057:   not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6 
jf @CARGEN_1829 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$1259 = 0 // $ = int 
$1260 = 0 // $ = int 
$1261 = 0 // $ = int 
$1262 = 0 // $ = int 
$1263 = 0 // $ = int 
$1264 = 0 // $ = int 

:CARGEN_1829
if 
  Player.Defined($PLAYER_CHAR)
jf @CARGEN_2598 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @CARGEN_2598 
if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
jf @CARGEN_2045 
if 
  $1255 == 0 // $ == int 
jf @CARGEN_1949 
CARGEN_3211()
$1255 = 1 // $ = int 

:CARGEN_1949
if 
  $1256 == 0 // $ == int 
jf @CARGEN_1981 
CARGEN_3345()
$1256 = 1 // $ = int 

:CARGEN_1981
if 
  $1257 == 1 // $ == int 
jf @CARGEN_2038 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$1257 = 0 // $ = int 

:CARGEN_2038
$1258 = 1 // $ = int 

:CARGEN_2045
if 
  $1258 > 0 // $ > int 
jf @CARGEN_2214 
if 
0057:   player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
jf @CARGEN_2214 
if 
  $1255 == 0 // $ == int 
jf @CARGEN_2143 
CARGEN_3211()
$1255 = 1 // $ = int 

:CARGEN_2143
if 
  $1256 == 0 // $ == int 
jf @CARGEN_2175 
CARGEN_3345()
$1256 = 1 // $ = int 

:CARGEN_2175
if 
  $1257 == 0 // $ == int 
jf @CARGEN_2207 
CARGEN_3479()
$1257 = 1 // $ = int 

:CARGEN_2207
$1258 = 2 // $ = int 

:CARGEN_2214
if 
  $1258 > 1 // $ > int 
jf @CARGEN_2408 
if 
0057:   player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
jf @CARGEN_2408 
if 
  $1255 == 1 // $ == int 
jf @CARGEN_2337 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
$1255 = 0 // $ = int 

:CARGEN_2337
if 
  $1256 == 0 // $ == int 
jf @CARGEN_2369 
CARGEN_3345()
$1256 = 1 // $ = int 

:CARGEN_2369
if 
  $1257 == 0 // $ == int 
jf @CARGEN_2401 
CARGEN_3479()
$1257 = 1 // $ = int 

:CARGEN_2401
$1258 = 3 // $ = int 

:CARGEN_2408
if 
  $1258 > 0 // $ > int 
jf @CARGEN_2598 
if 
8057:   not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 
jf @CARGEN_2598 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$1255 = 0 // $ = int 
$1256 = 0 // $ = int 
$1257 = 0 // $ = int 
$1258 = 0 // $ = int 

:CARGEN_2598
jump @CARGEN_14 
terminate_this_script 

:CARGEN_2607
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 
return 

:CARGEN_2719
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 
return 

:CARGEN_2853
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 
return 

:CARGEN_2987
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 
return 

:CARGEN_3099
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 
return 

:CARGEN_3211
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 
return 

:CARGEN_3345
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 
return 

:CARGEN_3479
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 
return 

:PICKUPS
script_name 'PICKUPS' 
set_wb_check_to 0 
wait 100 
start_new_script @PACKAGE 

:PICKUPS_26
wait 0 
$1333 += 1 // $ += int 
$1334 = 0 // $ = int 
if 
  $1334 == 1 // $ == int 
jf @PICKUPS_458 
Object.Init($1791, #ELECTRICGATE, -1114.1, 67.0, 10.1)
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1293 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1294 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1295 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
055B: $1291 = create_clothes_pickup 10 at -917.4 885.1 11.0 
055B: $1298 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 

:PICKUPS_458
if 
  $1333 == 1 // $ == int 
jf @PICKUPS_1540 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1540 
if 
  $1088 == 1 // $ == int 
jf @PICKUPS_822 
if 
  $1332 == 0 // $ == int 
jf @PICKUPS_815 
if 
  $273 == 1 // $ == int 
jf @PICKUPS_568 
Object.Init($1325, #MONEYBAG, 228.934, -1269.593, 20.228)

:PICKUPS_568
if 
  $255 == 1 // $ == int 
jf @PICKUPS_608 
Object.Init($1326, #BOOMSHINE, 228.934, -1269.593, 20.228)

:PICKUPS_608
if 
  $251 == 1 // $ == int 
jf @PICKUPS_648 
Object.Init($1327, #MASK, 228.934, -1269.593, 20.228)

:PICKUPS_648
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @PICKUPS_688 
Object.Init($1328, #COKE_VOODOO, 228.934, -1269.593, 20.228)

:PICKUPS_688
if 
  $249 == 1 // $ == int 
jf @PICKUPS_728 
Object.Init($1329, #TROPHY1, 228.934, -1269.593, 20.228)

:PICKUPS_728
if 
  $PASSED_LAW1_THE_PARTY == 1 // $ == int 
jf @PICKUPS_768 
Object.Init($1330, #SUTIBAG, 228.934, -1269.593, 20.228)

:PICKUPS_768
if 
  $260 == 1 // $ == int 
jf @PICKUPS_808 
Object.Init($1331, #PORNPOSTERS, 228.934, -1269.593, 20.228)

:PICKUPS_808
$1332 = 1 // $ = int 

:PICKUPS_815
jump @PICKUPS_882 

:PICKUPS_822
if 
  $1332 == 1 // $ == int 
jf @PICKUPS_882 
Object.Destroy($1325)
Object.Destroy($1326)
Object.Destroy($1327)
Object.Destroy($1328)
Object.Destroy($1329)
Object.Destroy($1330)
Object.Destroy($1331)
$1332 = 0 // $ = int 

:PICKUPS_882
if 
  $991 == 1 // $ == int 
jf @PICKUPS_1445 
if 
  $1336 == 0 // $ == int 
jf @PICKUPS_1438 
if 
  $266 == 0 // $ == int 
jf @PICKUPS_965 
Object.Init($1349, #FRAME1, -378.394, -583.35, 27.078)
jump @PICKUPS_987 

:PICKUPS_965
Object.Init($1350, #FRAME1DAMAGED, -378.374, -583.35, 27.078)

:PICKUPS_987
if 
  $1311 == 1 // $ == int 
jf @PICKUPS_1027 
Object.Init($1337, #FLAME_TINS, -373.306, -593.374, 25.369)

:PICKUPS_1027
if 
  $1598 == 1 // $ == int 
jf @PICKUPS_1103 
if 
  $55 == 1 // $ == int 
jf @PICKUPS_1103 
if 
  $1597 == 1 // $ == int 
jf @PICKUPS_1103 
Object.Init($1338, #TROPHIES, -408.907, -560.001, 20.23)

:PICKUPS_1103
if 
  $245 == 1 // $ == int 
jf @PICKUPS_1143 
Object.Init($1339, #HELI_BOX, -401.955, -566.672, 19.234)

:PICKUPS_1143
if 
  $389 == 1 // $ == int 
jf @PICKUPS_1183 
Object.Init($1347, #PIZZA_BOX1, -406.211, -559.996, 18.654)

:PICKUPS_1183
if 
  $260 == 1 // $ == int 
jf @PICKUPS_1311 
Object.Init($1345, #PIZZA_MESS, -383.088, -556.169, 18.95)
Object.Init($1346, #PIZZA_MESS2, -385.024, -570.197, 21.58)
Object.Init($1340, #MAN_RUBBISH03, -379.201, -568.813, 20.695)
Object.Init($1343, #GASH_BAGS1, -408.239, -563.1, 19.054)
Object.Init($1344, #GASHBAGS2, -383.019, -596.235, 25.037)

:PICKUPS_1311
if 
  $259 == 1 // $ == int 
jf @PICKUPS_1351 
Object.Init($1348, #POLOROIDS, -374.306, -593.35, 26.475)

:PICKUPS_1351
if 
  $251 == 1 // $ == int 
jf @PICKUPS_1391 
Object.Init($1342, #GUN_DOCS, -381.008, -594.382, 25.389)

:PICKUPS_1391
if 
  $246 == 1 // $ == int 
jf @PICKUPS_1431 
Object.Init($1341, #SHOVEL, -375.566, -555.54, 19.15)

:PICKUPS_1431
$1336 = 1 // $ = int 

:PICKUPS_1438
jump @PICKUPS_1540 

:PICKUPS_1445
if 
  $1336 == 1 // $ == int 
jf @PICKUPS_1540 
Object.Destroy($1337)
Object.Destroy($1338)
Object.Destroy($1339)
Object.Destroy($1340)
Object.Destroy($1341)
Object.Destroy($1342)
Object.Destroy($1343)
Object.Destroy($1344)
Object.Destroy($1345)
Object.Destroy($1346)
Object.Destroy($1347)
Object.Destroy($1348)
Object.Destroy($1349)
Object.Destroy($1350)
$1336 = 0 // $ = int 

:PICKUPS_1540
if 
  $1333 == 2 // $ == int 
jf @PICKUPS_1882 
if 
  $1180 == 0 // $ == int 
jf @PICKUPS_1882 
if 
  $1278 == 1 // $ == int 
jf @PICKUPS_1657 
if 
  Pickup.Picked_up($1297)
jf @PICKUPS_1657 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1650 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1650
PACKAGE_795()

:PICKUPS_1657
if 
  Pickup.Picked_up($2096)
jf @PICKUPS_1720 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1713 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1713
PACKAGE_795()

:PICKUPS_1720
if 
  $91 == 1 // $ == int 
jf @PICKUPS_1801 
if 
  Pickup.Picked_up($1352)
jf @PICKUPS_1801 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1794 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_1794
PACKAGE_795()

:PICKUPS_1801
if 
  $1300 == 1 // $ == int 
jf @PICKUPS_1882 
if 
  Pickup.Picked_up($1298)
jf @PICKUPS_1882 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1875 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1875
PACKAGE_795()

:PICKUPS_1882
if 
  $1333 == 3 // $ == int 
jf @PICKUPS_2404 
if 
  $1180 == 0 // $ == int 
jf @PICKUPS_2404 
if 
  $1277 == 1 // $ == int 
jf @PICKUPS_1999 
if 
  Pickup.Picked_up($1284)
jf @PICKUPS_1999 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_1992 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
04CF: add 50 to_money_spent_on_fashion_stats 

:PICKUPS_1992
PACKAGE_795()

:PICKUPS_1999
if 
  $1265 == 1 // $ == int 
jf @PICKUPS_2080 
if 
  Pickup.Picked_up($1285)
jf @PICKUPS_2080 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2073 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
04CF: add 100 to_money_spent_on_fashion_stats 

:PICKUPS_2073
PACKAGE_795()

:PICKUPS_2080
if 
  $1266 == 1 // $ == int 
jf @PICKUPS_2161 
if 
  Pickup.Picked_up($1286)
jf @PICKUPS_2161 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2154 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
04CF: add 80 to_money_spent_on_fashion_stats 

:PICKUPS_2154
PACKAGE_795()

:PICKUPS_2161
if 
  $1267 == 1 // $ == int 
jf @PICKUPS_2242 
if 
  Pickup.Picked_up($1287)
jf @PICKUPS_2242 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2235 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
04CF: add 40 to_money_spent_on_fashion_stats 

:PICKUPS_2235
PACKAGE_795()

:PICKUPS_2242
if 
  $1268 == 1 // $ == int 
jf @PICKUPS_2323 
if 
  Pickup.Picked_up($1288)
jf @PICKUPS_2323 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2316 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 
04CF: add 70 to_money_spent_on_fashion_stats 

:PICKUPS_2316
PACKAGE_795()

:PICKUPS_2323
if 
  $1269 == 1 // $ == int 
jf @PICKUPS_2404 
if 
  Pickup.Picked_up($1289)
jf @PICKUPS_2404 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2397 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
04CF: add 90 to_money_spent_on_fashion_stats 

:PICKUPS_2397
PACKAGE_795()

:PICKUPS_2404
if 
  $1333 == 4 // $ == int 
jf @PICKUPS_2764 
if 
  $1180 == 0 // $ == int 
jf @PICKUPS_2764 
if 
  $1270 == 1 // $ == int 
jf @PICKUPS_2521 
if 
  Pickup.Picked_up($1290)
jf @PICKUPS_2521 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2514 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_2514
PACKAGE_795()

:PICKUPS_2521
if 
  $1271 == 1 // $ == int 
jf @PICKUPS_2602 
if 
  Pickup.Picked_up($1291)
jf @PICKUPS_2602 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2595 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 
04CF: add 30 to_money_spent_on_fashion_stats 

:PICKUPS_2595
PACKAGE_795()

:PICKUPS_2602
if 
  $1272 == 1 // $ == int 
jf @PICKUPS_2683 
if 
  Pickup.Picked_up($1292)
jf @PICKUPS_2683 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2676 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 
04CF: add 100 to_money_spent_on_fashion_stats 

:PICKUPS_2676
PACKAGE_795()

:PICKUPS_2683
if 
  $1276 == 1 // $ == int 
jf @PICKUPS_2764 
if 
  Pickup.Picked_up($1296)
jf @PICKUPS_2764 
PACKAGE_673()
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_2757 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
04CF: add 120 to_money_spent_on_fashion_stats 

:PICKUPS_2757
PACKAGE_795()

:PICKUPS_2764
if 
  $1333 == 5 // $ == int 
jf @PICKUPS_3215 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_3215 
if 
  $PASSED_ASS1_RUB_OUT == 1 // $ == int 
jf @PICKUPS_3215 
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @PICKUPS_3183 
if 
  $1315 == 0 // $ == int 
jf @PICKUPS_3176 
if 
  $1309 == 1 // $ == int 
jf @PICKUPS_2900 
Pickup.Create($1318, #BODYARMOUR, 15, -314.7, -551.2, 10.3)

:PICKUPS_2900
if 
  $1310 == 1 // $ == int 
jf @PICKUPS_2943 
Pickup.Create($1319, #CHNSAW, 15, -310.7, -551.2, 10.3)

:PICKUPS_2943
if 
  $1308 == 1 // $ == int 
jf @PICKUPS_2988 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 

:PICKUPS_2988
if 
  $1311 == 1 // $ == int 
jf @PICKUPS_3033 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 

:PICKUPS_3033
if 
  $1312 == 1 // $ == int 
jf @PICKUPS_3078 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 

:PICKUPS_3078
if 
  $1313 == 1 // $ == int 
jf @PICKUPS_3124 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 

:PICKUPS_3124
if 
  $1314 == 1 // $ == int 
jf @PICKUPS_3169 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 

:PICKUPS_3169
$1315 = 1 // $ = int 

:PICKUPS_3176
jump @PICKUPS_3215 

:PICKUPS_3183
if 
  $1315 == 1 // $ == int 
jf @PICKUPS_3215 
PACKAGE_636()
$1315 = 0 // $ = int 

:PICKUPS_3215
if 
  $1333 == 6 // $ == int 
jf @PICKUPS_3666 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_3666 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @PICKUPS_3634 
if 
  $1088 == 1 // $ == int 
jf @PICKUPS_3627 
if 
  $1316 == 0 // $ == int 
jf @PICKUPS_3627 
if 
  $1309 == 1 // $ == int 
jf @PICKUPS_3351 
Pickup.Create($1318, #BODYARMOUR, 15, 214.2, -1275.7, 19.2)

:PICKUPS_3351
if 
  $1310 == 1 // $ == int 
jf @PICKUPS_3394 
Pickup.Create($1319, #CHNSAW, 15, 210.2, -1274.7, 19.2)

:PICKUPS_3394
if 
  $1308 == 1 // $ == int 
jf @PICKUPS_3439 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 

:PICKUPS_3439
if 
  $1311 == 1 // $ == int 
jf @PICKUPS_3484 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 

:PICKUPS_3484
if 
  $1312 == 1 // $ == int 
jf @PICKUPS_3529 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 

:PICKUPS_3529
if 
  $1313 == 1 // $ == int 
jf @PICKUPS_3575 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 

:PICKUPS_3575
if 
  $1314 == 1 // $ == int 
jf @PICKUPS_3620 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 

:PICKUPS_3620
$1316 = 1 // $ = int 

:PICKUPS_3627
jump @PICKUPS_3666 

:PICKUPS_3634
if 
  $1316 == 1 // $ == int 
jf @PICKUPS_3666 
PACKAGE_636()
$1316 = 0 // $ = int 

:PICKUPS_3666
if 
  $1333 == 7 // $ == int 
jf @PICKUPS_4117 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4117 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4085 
if 
  $1795 == 1 // $ == int 
jf @PICKUPS_4078 
if 
  $1317 == 0 // $ == int 
jf @PICKUPS_4078 
if 
  $1309 == 1 // $ == int 
jf @PICKUPS_3802 
Pickup.Create($1318, #BODYARMOUR, 15, -813.1, 1344.7, 66.4)

:PICKUPS_3802
if 
  $1310 == 1 // $ == int 
jf @PICKUPS_3845 
Pickup.Create($1319, #CHNSAW, 15, -817.1, 1344.7, 66.4)

:PICKUPS_3845
if 
  $1308 == 1 // $ == int 
jf @PICKUPS_3890 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 

:PICKUPS_3890
if 
  $1311 == 1 // $ == int 
jf @PICKUPS_3935 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 

:PICKUPS_3935
if 
  $1312 == 1 // $ == int 
jf @PICKUPS_3980 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 

:PICKUPS_3980
if 
  $1313 == 1 // $ == int 
jf @PICKUPS_4026 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 

:PICKUPS_4026
if 
  $1314 == 1 // $ == int 
jf @PICKUPS_4071 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 

:PICKUPS_4071
$1317 = 1 // $ = int 

:PICKUPS_4078
jump @PICKUPS_4117 

:PICKUPS_4085
if 
  $1317 == 1 // $ == int 
jf @PICKUPS_4117 
PACKAGE_636()
$1317 = 0 // $ = int 

:PICKUPS_4117
if 
  $1333 == 8 // $ == int 
jf @PICKUPS_4445 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4299 
if 
  $260 == 1 // $ == int 
jf @PICKUPS_4299 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4299 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4223 
PACKAGE_953()
jump @PICKUPS_4246 

:PICKUPS_4223
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4246 
PACKAGE_953()

:PICKUPS_4246
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4276 
PACKAGE_1097()
jump @PICKUPS_4299 

:PICKUPS_4276
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4299 
PACKAGE_1097()

:PICKUPS_4299
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4445 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4445 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4369 
PACKAGE_1529()
jump @PICKUPS_4392 

:PICKUPS_4369
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4392 
PACKAGE_1529()

:PICKUPS_4392
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4422 
PACKAGE_1673()
jump @PICKUPS_4445 

:PICKUPS_4422
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4445 
PACKAGE_1673()

:PICKUPS_4445
if 
  $1333 == 9 // $ == int 
jf @PICKUPS_4627 
if 
  Player.Defined($PLAYER_CHAR)
jf @PICKUPS_4627 
if 
  $1795 == 1 // $ == int 
jf @PICKUPS_4627 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4627 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4551 
PACKAGE_1241()
jump @PICKUPS_4574 

:PICKUPS_4551
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4574 
PACKAGE_1241()

:PICKUPS_4574
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PICKUPS_4604 
PACKAGE_1385()
jump @PICKUPS_4627 

:PICKUPS_4604
if 
044A:   player $PLAYER_CHAR on_foot 
jf @PICKUPS_4627 
PACKAGE_1385()

:PICKUPS_4627
if 
  $1333 > 9 // $ > int 
jf @PICKUPS_4652 
$1333 = 0 // $ = int 

:PICKUPS_4652
jump @PICKUPS_26 
terminate_this_script 

:CLOTH1
script_name 'CLOTH1' 
wait 5000 
03E5: text_box 'CLOTH2'  // Street outfit delivered to Safehouses.
wait 10000 
03E5: text_box 'CLOTH1'  // Soiree outfit delivered to Rafael's on Ocean Beach.
terminate_this_script 

:CLOTH2
script_name 'CLOTH2' 
wait 5000 
03E5: text_box 'HELP25'  // You can now take jobs from Avery Carrington.
wait 10000 
03E5: text_box 'CLOTH3'  // Coveralls outfit delivered to Tooled Up in The North Point Mall.
terminate_this_script 

:CLOTH3
script_name 'CLOTH3' 
wait 5000 
03E5: text_box 'CLOTH4'  // Country Club outfit delivered to The Golf Club in Leaf Links.
terminate_this_script 

:CLOTH4
script_name 'CLOTH4' 
wait 5000 
03E5: text_box 'CLOTH5'  // Havana outfit delivered to Little Havana Streetwear in Little Havana.
terminate_this_script 

:CLOTH5
script_name 'CLOTH5' 
wait 5000 
03E5: text_box 'CLOTH6'  // Cop outfit delivered to Police Station on Washington Beach.
terminate_this_script 

:CLOTH6
script_name 'CLOTH6' 
wait 5000 
03E5: text_box 'CLOTH7'  // Casual outfit delivered to Gash in The North Point Mall.
terminate_this_script 

:CLOTH7
script_name 'CLOTH7' 
wait 20000 
03E5: text_box 'CLOTH8'  // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
terminate_this_script 

:CLOTH8
script_name 'CLOTH8' 
wait 5000 
03E5: text_box 'CLOTH9'  // Tracksuit outfit delivered to Jocksport in Downtown.
terminate_this_script 

:CLOTH9
script_name 'CLOTH9' 
wait 5000 
03E5: text_box 'CLOTH10'  // Bank Job outfit delivered to Malibu Club in Vice Point.
terminate_this_script 

:PACKAGE
script_name 'PACKAGE' 
wait 500 
03E1: $1306 = packages_found 

:PACKAGE_20
if 
  10 > $1306 // int > $ 
jf @PACKAGE_55 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_20 

:PACKAGE_55
030C: progress_made += 1 
03E5: text_box 'PICK1'  // Body Armor delivered to Ocean View Hotel!
$1309 = 1 // $ = int 

:PACKAGE_76
if 
  20 > $1306 // int > $ 
jf @PACKAGE_111 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_76 

:PACKAGE_111
030C: progress_made += 1 
03E5: text_box 'PICK3'  // Chainsaw delivered to Ocean View Hotel!
$1310 = 1 // $ = int 

:PACKAGE_132
if 
  30 > $1306 // int > $ 
jf @PACKAGE_167 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_132 

:PACKAGE_167
030C: progress_made += 1 
03E5: text_box 'PICK2'  // .357 delivered to Ocean View Hotel!
$1308 = 1 // $ = int 

:PACKAGE_188
if 
  40 > $1306 // int > $ 
jf @PACKAGE_223 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_188 

:PACKAGE_223
030C: progress_made += 1 
03E5: text_box 'PICK4'  // Flame Thrower delivered to Ocean View Hotel!
$1311 = 1 // $ = int 

:PACKAGE_244
if 
  50 > $1306 // int > $ 
jf @PACKAGE_279 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_244 

:PACKAGE_279
030C: progress_made += 1 
03E5: text_box 'PICK5'  // .308 Sniper delivered to Ocean View Hotel!
$1312 = 1 // $ = int 

:PACKAGE_300
if 
  60 > $1306 // int > $ 
jf @PACKAGE_335 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_300 

:PACKAGE_335
030C: progress_made += 1 
03E5: text_box 'PICK6'  // Minigun delivered to Ocean View Hotel!
$1313 = 1 // $ = int 

:PACKAGE_356
if 
  70 > $1306 // int > $ 
jf @PACKAGE_391 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_356 

:PACKAGE_391
030C: progress_made += 1 
03E5: text_box 'PICK7'  // Rocket Launcher delivered to Ocean View Hotel!
$1314 = 1 // $ = int 

:PACKAGE_412
if 
  80 > $1306 // int > $ 
jf @PACKAGE_447 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_412 

:PACKAGE_447
030C: progress_made += 1 
03E5: text_box 'PICK8'  // Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $1977 cars_to_generate_to 101 

:PACKAGE_468
if 
  90 > $1306 // int > $ 
jf @PACKAGE_503 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_468 

:PACKAGE_503
030C: progress_made += 1 
03E5: text_box 'PICK9'  // Tank now available from the Army Barracks!
014C: set_parked_car_generator $1978 cars_to_generate_to 101 

:PACKAGE_524
if 
  100 > $1306 // int > $ 
jf @PACKAGE_559 
wait 500 
03E1: $1306 = packages_found 
jump @PACKAGE_524 

:PACKAGE_559
wait 5000 
030C: progress_made += 1 
if 
  $2097 == 0 // $ == int 
jf @PACKAGE_617 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
$2097 = 1 // $ = int 
jump @PACKAGE_634 

:PACKAGE_617
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101 

:PACKAGE_634
terminate_this_script 

:PACKAGE_636
Pickup.Destroy($1318)
Pickup.Destroy($1319)
Pickup.Destroy($1320)
Pickup.Destroy($1321)
Pickup.Destroy($1322)
Pickup.Destroy($1323)
Pickup.Destroy($1324)
return 

:PACKAGE_673
$1180 = 1 // $ = int 
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_742 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_711
if 
  fading 
jf @PACKAGE_735 
wait 0 
jump @PACKAGE_711 

:PACKAGE_735
jump @PACKAGE_749 

:PACKAGE_742
$1180 = 0 // $ = int 

:PACKAGE_749
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_786 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
jump @PACKAGE_793 

:PACKAGE_786
$1180 = 0 // $ = int 

:PACKAGE_793
return 

:PACKAGE_795
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_944 
038B: load_requested_models 
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_834 
0353: refresh_actor $PLAYER_ACTOR 

:PACKAGE_834
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
  not Player.WantedLevel($PLAYER_CHAR) > 2
jf @PACKAGE_864 
Player.ClearWantedLevel($PLAYER_CHAR)

:PACKAGE_864
Player.CanMove($PLAYER_CHAR, True)
$1180 = 0 // $ = int 
fade 1 500 
if 
  $1351 == 0 // $ == int 
jf @PACKAGE_927 
03E5: text_box 'CLT_HL2'  // When a Clothes Pickup is collected, nothing happens.
$1351 = 1 // $ = int 
jump @PACKAGE_937 

:PACKAGE_927
03E5: text_box 'CLOHELP'  // Clean Clothes!!

:PACKAGE_937
jump @PACKAGE_951 

:PACKAGE_944
$1180 = 0 // $ = int 

:PACKAGE_951
return 

:PACKAGE_953
if 
00F5:   player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 
jf @PACKAGE_1095 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1016
if 
  fading 
jf @PACKAGE_1040 
wait 0 
jump @PACKAGE_1016 

:PACKAGE_1040
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1088 
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1088
fade 1 500 

:PACKAGE_1095
return 

:PACKAGE_1097
if 
00F5:   player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1239 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1160
if 
  fading 
jf @PACKAGE_1184 
wait 0 
jump @PACKAGE_1160 

:PACKAGE_1184
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1232 
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1232
fade 1 500 

:PACKAGE_1239
return 

:PACKAGE_1241
if 
00F5:   player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1383 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1304
if 
  fading 
jf @PACKAGE_1328 
wait 0 
jump @PACKAGE_1304 

:PACKAGE_1328
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1376 
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4 
0171: set_player $PLAYER_CHAR z_angle_to 87.2 
03C8: set_camera_directly_before_player 

:PACKAGE_1376
fade 1 500 

:PACKAGE_1383
return 

:PACKAGE_1385
if 
00F5:   player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 
jf @PACKAGE_1527 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1448
if 
  fading 
jf @PACKAGE_1472 
wait 0 
jump @PACKAGE_1448 

:PACKAGE_1472
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1520 
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 200.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1520
fade 1 500 

:PACKAGE_1527
return 

:PACKAGE_1529
if 
00F5:   player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 
jf @PACKAGE_1671 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1592
if 
  fading 
jf @PACKAGE_1616 
wait 0 
jump @PACKAGE_1592 

:PACKAGE_1616
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1664 
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6 
0171: set_player $PLAYER_CHAR z_angle_to 282.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1664
fade 1 500 

:PACKAGE_1671
return 

:PACKAGE_1673
if 
00F5:   player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 
jf @PACKAGE_1815 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1736
if 
  fading 
jf @PACKAGE_1760 
wait 0 
jump @PACKAGE_1736 

:PACKAGE_1760
if 
  Player.Defined($PLAYER_CHAR)
jf @PACKAGE_1808 
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 179.6 
03C8: set_camera_directly_before_player 

:PACKAGE_1808
fade 1 500 

:PACKAGE_1815
return 

:JUNKFUD
$1353 = 0 // $ = int 
$1354 = 0 // $ = int 
$1355 = 0 // $ = int 
$1356 = 0 // $ = int 
$1357 = 0 // $ = int 
$1366 = 0 // $ = int 
$1389 = 0 // $ = int 
$1390 = 0 // $ = int 
$1391 = 0 // $ = int 
$1400 = 0 // $ = int 
$1372 = 0 // $ = int 
$1373 = 0 // $ = int 
$1374 = 0 // $ = int 
$1375 = 0 // $ = int 
$1376 = 0 // $ = int 
$1377 = 0 // $ = int 
$1378 = 0 // $ = int 
$1379 = 0 // $ = int 
$1380 = 0 // $ = int 
script_name 'JUNKFUD' 
set_wb_check_to 0 
start_new_script @FUD 
terminate_this_script 

:FUD
jump @FUD_407 
Actor.Create($1358, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1359, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1360, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1361, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1362, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1363, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1364, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Create($1365, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0 

:FUD_407
script_name 'FUD' 
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_5282 
$1380 += 1 // $ += int 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
if 
  $1380 == 1 // $ == int 
jf @FUD_3328 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @FUD_3321 
if 
  $1003 == 1 // $ == int 
jf @FUD_3307 
if 
  $1392 > 415.0 // $ > float 
jf @FUD_1902 
if and
  $1353 == 1 // $ == int 
  $1180 == 0 // $ == int 
jf @FUD_1500 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_798 
if and
  not Actor.Dead($1358)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_786 
if 
00F6:   player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 
jf @FUD_724 
if 
  $1372 == 0 // $ == int 
jf @FUD_717 
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 
$1366 = 1 // $ = int 
0084: $1369 = $1358 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_717
jump @FUD_779 

:FUD_724
if 
  $1372 == 1 // $ == int 
jf @FUD_779 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
$1372 = 0 // $ = int 

:FUD_779
jump @FUD_798 

:FUD_786
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 

:FUD_798
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_1032 
if and
  not Actor.Dead($1359)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1020 
if 
00F6:   player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 
jf @FUD_958 
if 
  $1373 == 0 // $ == int 
jf @FUD_951 
$1373 = 1 // $ = int 
03BD: destroy_sphere $1382 
$1366 = 2 // $ = int 
0084: $1369 = $1359 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_951
jump @FUD_1013 

:FUD_958
if 
  $1373 == 1 // $ == int 
jf @FUD_1013 
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
$1373 = 0 // $ = int 

:FUD_1013
jump @FUD_1032 

:FUD_1020
$1373 = 1 // $ = int 
03BD: destroy_sphere $1382 

:FUD_1032
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_1266 
if and
  not Actor.Dead($1360)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1254 
if 
00F6:   player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 
jf @FUD_1192 
if 
  $1374 == 0 // $ == int 
jf @FUD_1185 
$1374 = 1 // $ = int 
03BD: destroy_sphere $1383 
$1366 = 3 // $ = int 
0084: $1369 = $1360 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_1185
jump @FUD_1247 

:FUD_1192
if 
  $1374 == 1 // $ == int 
jf @FUD_1247 
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
$1374 = 0 // $ = int 

:FUD_1247
jump @FUD_1266 

:FUD_1254
$1374 = 1 // $ = int 
03BD: destroy_sphere $1383 

:FUD_1266
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_1500 
if and
  not Actor.Dead($1361)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_1488 
if 
00F6:   player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 
jf @FUD_1426 
if 
  $1375 == 0 // $ == int 
jf @FUD_1419 
$1375 = 1 // $ = int 
03BD: destroy_sphere $1384 
$1366 = 4 // $ = int 
0084: $1369 = $1361 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_1419
jump @FUD_1481 

:FUD_1426
if 
  $1375 == 1 // $ == int 
jf @FUD_1481 
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
$1375 = 0 // $ = int 

:FUD_1481
jump @FUD_1500 

:FUD_1488
$1375 = 1 // $ = int 
03BD: destroy_sphere $1384 

:FUD_1500
if 
  $1353 == 0 // $ == int 
jf @FUD_1895 
023C: load_special_actor 20 'BURGER' 

:FUD_1530
if 
823D:   not special_actor 20 loaded 
jf @FUD_1568 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_1530 

:FUD_1568
Actor.Create($1358, 4, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Angle($1358) = 46.0
0084: $1369 = $1358 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
Actor.Create($1359, 4, #SPECIAL20, 435.46, 1104.0, 18.27)
Actor.Angle($1359) = 350.0
0084: $1369 = $1359 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
Actor.Create($1360, 4, #SPECIAL20, 433.0, 1140.5, 18.29)
Actor.Angle($1360) = 215.0
0084: $1369 = $1360 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
Actor.Create($1361, 4, #SPECIAL20, 451.4, 1148.42, 18.23)
Actor.Angle($1361) = 173.0
0084: $1369 = $1361 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
$1353 = 1 // $ = int 

:FUD_1895
jump @FUD_1909 

:FUD_1902
FUD_9127()

:FUD_1909
if 
  410.0 > $1392 // float > $ 
jf @FUD_3293 
if and
  $1354 == 1 // $ == int 
  $1180 == 0 // $ == int 
jf @FUD_2891 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_2189 
if and
  not Actor.Dead($1362)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2177 
if 
00F6:   player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 
jf @FUD_2115 
if 
  $1376 == 0 // $ == int 
jf @FUD_2108 
$1376 = 1 // $ = int 
03BD: destroy_sphere $1385 
$1366 = 1 // $ = int 
0084: $1369 = $1362 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2108
jump @FUD_2170 

:FUD_2115
if 
  $1376 == 1 // $ == int 
jf @FUD_2170 
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
$1376 = 0 // $ = int 

:FUD_2170
jump @FUD_2189 

:FUD_2177
$1376 = 1 // $ = int 
03BD: destroy_sphere $1385 

:FUD_2189
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_2423 
if and
  not Actor.Dead($1363)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2411 
if 
00F6:   player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 
jf @FUD_2349 
if 
  $1377 == 0 // $ == int 
jf @FUD_2342 
$1377 = 1 // $ = int 
03BD: destroy_sphere $1386 
$1366 = 2 // $ = int 
0084: $1369 = $1363 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2342
jump @FUD_2404 

:FUD_2349
if 
  $1377 == 1 // $ == int 
jf @FUD_2404 
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
$1377 = 0 // $ = int 

:FUD_2404
jump @FUD_2423 

:FUD_2411
$1377 = 1 // $ = int 
03BD: destroy_sphere $1386 

:FUD_2423
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_2657 
if and
  not Actor.Dead($1364)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2645 
if 
00F6:   player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 
jf @FUD_2583 
if 
  $1378 == 0 // $ == int 
jf @FUD_2576 
$1378 = 1 // $ = int 
03BD: destroy_sphere $1387 
$1366 = 3 // $ = int 
0084: $1369 = $1364 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2576
jump @FUD_2638 

:FUD_2583
if 
  $1378 == 1 // $ == int 
jf @FUD_2638 
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
$1378 = 0 // $ = int 

:FUD_2638
jump @FUD_2657 

:FUD_2645
$1378 = 1 // $ = int 
03BD: destroy_sphere $1387 

:FUD_2657
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_2891 
if and
  not Actor.Dead($1365)
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
jf @FUD_2879 
if 
00F6:   player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 
jf @FUD_2817 
if 
  $1379 == 0 // $ == int 
jf @FUD_2810 
$1379 = 1 // $ = int 
03BD: destroy_sphere $1388 
$1366 = 4 // $ = int 
0084: $1369 = $1365 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_2810
jump @FUD_2872 

:FUD_2817
if 
  $1379 == 1 // $ == int 
jf @FUD_2872 
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
$1379 = 0 // $ = int 

:FUD_2872
jump @FUD_2891 

:FUD_2879
$1379 = 1 // $ = int 
03BD: destroy_sphere $1388 

:FUD_2891
if 
  $1354 == 0 // $ == int 
jf @FUD_3286 
023C: load_special_actor 20 'BURGER' 

:FUD_2921
if 
823D:   not special_actor 20 loaded 
jf @FUD_2959 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_2921 

:FUD_2959
Actor.Create($1362, 4, #SPECIAL20, 375.9, 1149.7, 18.6)
Actor.Angle($1362) = 224.0
0084: $1369 = $1362 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
Actor.Create($1363, 4, #SPECIAL20, 395.0, 1141.2, 18.55)
Actor.Angle($1363) = 165.0
0084: $1369 = $1363 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
Actor.Create($1364, 4, #SPECIAL20, 394.4, 1107.6, 18.6)
Actor.Angle($1364) = 49.0
0084: $1369 = $1364 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
Actor.Create($1365, 4, #SPECIAL20, 375.87, 1099.75, 18.57)
Actor.Angle($1365) = 344.0
0084: $1369 = $1365 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
$1354 = 1 // $ = int 

:FUD_3286
jump @FUD_3300 

:FUD_3293
FUD_9127()

:FUD_3300
jump @FUD_3314 

:FUD_3307
FUD_9127()

:FUD_3314
jump @FUD_3328 

:FUD_3321
FUD_9127()

:FUD_3328
if and
  $1380 == 2 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @FUD_3948 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @FUD_3934 
$1389 = 1 // $ = int 
$98 = 0.0 // $ = float 
02CE: $98 = ground_z -1039.5 80.0 50.0 
if 
  $98 > 0.0 // $ > float 
jf @FUD_3920 
if 
  $1355 == 0 // $ == int 
jf @FUD_3654 
023C: load_special_actor 20 'BURGER' 

:FUD_3463
if 
823D:   not special_actor 20 loaded 
jf @FUD_3501 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_3463 

:FUD_3501
Actor.Create($1397, 4, #SPECIAL20, -1039.5, 80.0, 10.6)
Actor.Angle($1397) = 80.0
0084: $1369 = $1397 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
if 
  Model.Available(#HNB)
jf @FUD_3647 
Actor.Create($1398, 4, #HNB, -1036.2, 77.5, 10.6)
Actor.Angle($1398) = 190.0
01ED: clear_actor $1398 threat_search 
0372: set_actor $1398 anim 6 wait_state_time 999999 ms 

:FUD_3647
$1355 = 1 // $ = int 

:FUD_3654
if and
  $1355 == 1 // $ == int 
  $1180 == 0 // $ == int 
jf @FUD_3913 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_3913 
if and
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
  not Actor.Dead($1397)
jf @FUD_3901 
if 
00F6:   player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 
jf @FUD_3839 
if 
  $1372 == 0 // $ == int 
jf @FUD_3832 
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 
$1366 = 2 // $ = int 
0084: $1369 = $1397 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_3832
jump @FUD_3894 

:FUD_3839
if 
  $1372 == 1 // $ == int 
jf @FUD_3894 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
$1372 = 0 // $ = int 

:FUD_3894
jump @FUD_3913 

:FUD_3901
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 

:FUD_3913
jump @FUD_3927 

:FUD_3920
FUD_9127()

:FUD_3927
jump @FUD_3948 

:FUD_3934
$1389 = 0 // $ = int 
FUD_9127()

:FUD_3948
if and
  $1380 == 1 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @FUD_4721 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @FUD_4677 
$1390 = 1 // $ = int 
$98 = 0.0 // $ = float 
02CE: $98 = ground_z -591.4 651.23 10.5 
if 
  $98 > 0.0 // $ > float 
jf @FUD_4161 
if 
  Model.Available(#BKA)
jf @FUD_4154 
if 
  $1400 == 0 // $ == int 
jf @FUD_4154 
Actor.Create($1399, 4, #BKA, -591.4, 651.23, 10.5)
Actor.Angle($1399) = 25.0
Actor.Health($1399) = 150
01ED: clear_actor $1399 threat_search 
0291: set_actor $1399 heed_threats 1 
0243: set_actor $1399 ped_stats_to 11 
$1400 = 1 // $ = int 

:FUD_4154
jump @FUD_4191 

:FUD_4161
if 
  $1400 == 1 // $ == int 
jf @FUD_4191 
Actor.DestroyInstantly($1399)
$1400 = 0 // $ = int 

:FUD_4191
$98 = 0.0 // $ = float 
02CE: $98 = ground_z -904.7 800.4 10.5 
if 
  $98 > 0.0 // $ > float 
jf @FUD_4663 
if 
  $1356 == 0 // $ == int 
jf @FUD_4397 
023C: load_special_actor 20 'BURGER' 

:FUD_4272
if 
823D:   not special_actor 20 loaded 
jf @FUD_4310 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4272 

:FUD_4310
Actor.Create($1396, 4, #SPECIAL20, -904.7, 800.4, 10.5)
Actor.Angle($1396) = 270.0
0084: $1369 = $1396 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
$1356 = 1 // $ = int 

:FUD_4397
if and
  $1356 == 1 // $ == int 
  $1180 == 0 // $ == int 
jf @FUD_4656 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_4656 
if and
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
  not Actor.Dead($1396)
jf @FUD_4644 
if 
00F6:   player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 
jf @FUD_4582 
if 
  $1372 == 0 // $ == int 
jf @FUD_4575 
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 
$1366 = 2 // $ = int 
0084: $1369 = $1396 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_4575
jump @FUD_4637 

:FUD_4582
if 
  $1372 == 1 // $ == int 
jf @FUD_4637 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
$1372 = 0 // $ = int 

:FUD_4637
jump @FUD_4656 

:FUD_4644
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 

:FUD_4656
jump @FUD_4670 

:FUD_4663
FUD_9127()

:FUD_4670
jump @FUD_4721 

:FUD_4677
if 
  $1400 == 1 // $ == int 
jf @FUD_4707 
Actor.DestroyInstantly($1399)
$1400 = 0 // $ = int 

:FUD_4707
$1390 = 0 // $ = int 
FUD_9127()

:FUD_4721
if and
  $1380 == 2 // $ == int 
  Player.Defined($PLAYER_CHAR)
jf @FUD_5275 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @FUD_5261 
$1391 = 1 // $ = int 
$98 = 0.0 // $ = float 
02CE: $98 = ground_z 419.4 89.7 50.0 
if 
  $98 > 0.0 // $ > float 
jf @FUD_5247 
if 
  $1357 == 0 // $ == int 
jf @FUD_4981 
023C: load_special_actor 20 'BURGER' 

:FUD_4856
if 
823D:   not special_actor 20 loaded 
jf @FUD_4894 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4856 

:FUD_4894
Actor.Create($1395, 4, #SPECIAL20, 419.4, 89.7, 10.3)
Actor.Angle($1395) = 250.0
0084: $1369 = $1395 // $ = $ int 
FUD_5321()
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
$1357 = 1 // $ = int 

:FUD_4981
if and
  $1357 == 1 // $ == int 
  $1180 == 0 // $ == int 
jf @FUD_5240 
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_5240 
if and
  Player.Money($PLAYER_CHAR) > 0
8183:   not player $PLAYER_CHAR health > 99 
  not Actor.Dead($1395)
jf @FUD_5228 
if 
00F6:   player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 
jf @FUD_5166 
if 
  $1372 == 0 // $ == int 
jf @FUD_5159 
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 
$1366 = 2 // $ = int 
0084: $1369 = $1395 // $ = $ int 
FUD_5362()
jump @FUD_407 

:FUD_5159
jump @FUD_5221 

:FUD_5166
if 
  $1372 == 1 // $ == int 
jf @FUD_5221 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
$1372 = 0 // $ = int 

:FUD_5221
jump @FUD_5240 

:FUD_5228
$1372 = 1 // $ = int 
03BD: destroy_sphere $1381 

:FUD_5240
jump @FUD_5254 

:FUD_5247
FUD_9127()

:FUD_5254
jump @FUD_5275 

:FUD_5261
$1391 = 0 // $ = int 
FUD_9127()

:FUD_5275
jump @FUD_5289 

:FUD_5282
FUD_9127()

:FUD_5289
if 
  $1380 > 1 // $ > int 
jf @FUD_5314 
$1380 = 0 // $ = int 

:FUD_5314
jump @FUD_407 

:FUD_5321
01ED: clear_actor $1369 threat_search 
011A: set_actor $1369 search_threat 1048576 
011A: set_actor $1369 search_threat 8388608 
056B: set_actor $1369 crouch_when_threatened 1 
0350: set_actor $1369 maintain_position_when_attacked 1 
return 

:FUD_5362
$1180 = 1 // $ = int 
if 
  not Actor.Dead($1369)
jf @FUD_5438 
FUD_5447()
if 
  $ONMISSION == 0 // $ == int 
jf @FUD_5424 
FUD_5533()
FUD_6225()

:FUD_5424
FUD_9012()
FUD_5501()

:FUD_5438
$1180 = 0 // $ = int 
return 

:FUD_5447
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Dead($1369)
jf @FUD_5497 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
020E: actor $PLAYER_ACTOR look_at_actor $1369 
jump @FUD_5499 

:FUD_5497
return 

:FUD_5499
return 

:FUD_5501
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_5531 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:FUD_5531
return 

:FUD_5533
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Dead($1369)
jf @FUD_6223 
0209: $1367 = random_int_in_ranges 1 15 
if 
  $1367 == 1 // $ == int 
jf @FUD_5607 
03CF: load_wav 'GIMME01' as 2 
FUD_8914()
FUD_8964()

:FUD_5607
if 
  $1367 == 2 // $ == int 
jf @FUD_5651 
03CF: load_wav 'GIMME02' as 2 
FUD_8914()
FUD_8964()

:FUD_5651
if 
  $1367 == 3 // $ == int 
jf @FUD_5695 
03CF: load_wav 'GIMME03' as 2 
FUD_8914()
FUD_8964()

:FUD_5695
if 
  $1367 == 4 // $ == int 
jf @FUD_5739 
03CF: load_wav 'GIMME04' as 2 
FUD_8914()
FUD_8964()

:FUD_5739
if 
  $1367 == 5 // $ == int 
jf @FUD_5783 
03CF: load_wav 'GIMME05' as 2 
FUD_8914()
FUD_8964()

:FUD_5783
if 
  $1367 == 6 // $ == int 
jf @FUD_5827 
03CF: load_wav 'GIMME06' as 2 
FUD_8914()
FUD_8964()

:FUD_5827
if 
  $1367 == 7 // $ == int 
jf @FUD_5871 
03CF: load_wav 'GIMME07' as 2 
FUD_8914()
FUD_8964()

:FUD_5871
if 
  $1367 == 8 // $ == int 
jf @FUD_5915 
03CF: load_wav 'GIMME08' as 2 
FUD_8914()
FUD_8964()

:FUD_5915
if 
  $1367 == 9 // $ == int 
jf @FUD_5959 
03CF: load_wav 'GIMME09' as 2 
FUD_8914()
FUD_8964()

:FUD_5959
if 
  $1367 == 10 // $ == int 
jf @FUD_6003 
03CF: load_wav 'GIMME10' as 2 
FUD_8914()
FUD_8964()

:FUD_6003
if 
  $1367 == 11 // $ == int 
jf @FUD_6047 
03CF: load_wav 'GIMME11' as 2 
FUD_8914()
FUD_8964()

:FUD_6047
if 
  $1367 == 12 // $ == int 
jf @FUD_6091 
03CF: load_wav 'GIMME12' as 2 
FUD_8914()
FUD_8964()

:FUD_6091
if 
  $1367 == 13 // $ == int 
jf @FUD_6135 
03CF: load_wav 'GIMME13' as 2 
FUD_8914()
FUD_8964()

:FUD_6135
if 
  $1367 == 14 // $ == int 
jf @FUD_6179 
03CF: load_wav 'GIMME14' as 2 
FUD_8914()
FUD_8964()

:FUD_6179
if 
  $1367 == 15 // $ == int 
jf @FUD_6223 
03CF: load_wav 'GIMME15' as 2 
FUD_8914()
FUD_8964()

:FUD_6223
return 

:FUD_6225
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Dead($1369)
  $ONMISSION == 0 // $ == int 
jf @FUD_8912 
0209: $1368 = random_int_in_ranges 1 30 
if 
  11 > $1368 // int > $ 
jf @FUD_8023 
if 
  $1366 == 1 // $ == int 
jf @FUD_6835 
0209: $1368 = random_int_in_ranges 1 12 
if 
  $1368 == 1 // $ == int 
jf @FUD_6351 
03CF: load_wav 'BURG_01' as 2 
FUD_8914()
FUD_8964()

:FUD_6351
if 
  $1368 == 2 // $ == int 
jf @FUD_6395 
03CF: load_wav 'BURG_02' as 2 
FUD_8914()
FUD_8964()

:FUD_6395
if 
  $1368 == 3 // $ == int 
jf @FUD_6439 
03CF: load_wav 'BURG_03' as 2 
FUD_8914()
FUD_8964()

:FUD_6439
if 
  $1368 == 4 // $ == int 
jf @FUD_6483 
03CF: load_wav 'BURG_04' as 2 
FUD_8914()
FUD_8964()

:FUD_6483
if 
  $1368 == 5 // $ == int 
jf @FUD_6527 
03CF: load_wav 'BURG_05' as 2 
FUD_8914()
FUD_8964()

:FUD_6527
if 
  $1368 == 6 // $ == int 
jf @FUD_6571 
03CF: load_wav 'BURG_06' as 2 
FUD_8914()
FUD_8964()

:FUD_6571
if 
  $1368 == 7 // $ == int 
jf @FUD_6615 
03CF: load_wav 'BURG_07' as 2 
FUD_8914()
FUD_8964()

:FUD_6615
if 
  $1368 == 8 // $ == int 
jf @FUD_6659 
03CF: load_wav 'BURG_08' as 2 
FUD_8914()
FUD_8964()

:FUD_6659
if 
  $1368 == 9 // $ == int 
jf @FUD_6703 
03CF: load_wav 'BURG_09' as 2 
FUD_8914()
FUD_8964()

:FUD_6703
if 
  $1368 == 10 // $ == int 
jf @FUD_6747 
03CF: load_wav 'BURG_10' as 2 
FUD_8914()
FUD_8964()

:FUD_6747
if 
  $1368 == 11 // $ == int 
jf @FUD_6791 
03CF: load_wav 'BURG_11' as 2 
FUD_8914()
FUD_8964()

:FUD_6791
if 
  $1368 == 12 // $ == int 
jf @FUD_6835 
03CF: load_wav 'BURG_12' as 2 
FUD_8914()
FUD_8964()

:FUD_6835
if 
  $1366 == 2 // $ == int 
jf @FUD_7258 
0209: $1368 = random_int_in_ranges 1 9 
if 
  $1368 == 1 // $ == int 
jf @FUD_6906 
03CF: load_wav 'CRUST01' as 2 
FUD_8914()
FUD_8964()

:FUD_6906
if 
  $1368 == 2 // $ == int 
jf @FUD_6950 
03CF: load_wav 'CRUST02' as 2 
FUD_8914()
FUD_8964()

:FUD_6950
if 
  $1368 == 3 // $ == int 
jf @FUD_6994 
03CF: load_wav 'CRUST03' as 2 
FUD_8914()
FUD_8964()

:FUD_6994
if 
  $1368 == 4 // $ == int 
jf @FUD_7038 
03CF: load_wav 'CRUST04' as 2 
FUD_8914()
FUD_8964()

:FUD_7038
if 
  $1368 == 5 // $ == int 
jf @FUD_7082 
03CF: load_wav 'CRUST05' as 2 
FUD_8914()
FUD_8964()

:FUD_7082
if 
  $1368 == 6 // $ == int 
jf @FUD_7126 
03CF: load_wav 'CRUST06' as 2 
FUD_8914()
FUD_8964()

:FUD_7126
if 
  $1368 == 7 // $ == int 
jf @FUD_7170 
03CF: load_wav 'CRUST07' as 2 
FUD_8914()
FUD_8964()

:FUD_7170
if 
  $1368 == 8 // $ == int 
jf @FUD_7214 
03CF: load_wav 'CRUST08' as 2 
FUD_8914()
FUD_8964()

:FUD_7214
if 
  $1368 == 9 // $ == int 
jf @FUD_7258 
03CF: load_wav 'CRUST09' as 2 
FUD_8914()
FUD_8964()

:FUD_7258
if 
  $1366 == 3 // $ == int 
jf @FUD_7637 
0209: $1368 = random_int_in_ranges 1 8 
if 
  $1368 == 1 // $ == int 
jf @FUD_7329 
03CF: load_wav 'SHAFT01' as 2 
FUD_8914()
FUD_8964()

:FUD_7329
if 
  $1368 == 2 // $ == int 
jf @FUD_7373 
03CF: load_wav 'SHAFT02' as 2 
FUD_8914()
FUD_8964()

:FUD_7373
if 
  $1368 == 3 // $ == int 
jf @FUD_7417 
03CF: load_wav 'SHAFT03' as 2 
FUD_8914()
FUD_8964()

:FUD_7417
if 
  $1368 == 4 // $ == int 
jf @FUD_7461 
03CF: load_wav 'SHAFT04' as 2 
FUD_8914()
FUD_8964()

:FUD_7461
if 
  $1368 == 5 // $ == int 
jf @FUD_7505 
03CF: load_wav 'SHAFT05' as 2 
FUD_8914()
FUD_8964()

:FUD_7505
if 
  $1368 == 6 // $ == int 
jf @FUD_7549 
03CF: load_wav 'SHAFT06' as 2 
FUD_8914()
FUD_8964()

:FUD_7549
if 
  $1368 == 7 // $ == int 
jf @FUD_7593 
03CF: load_wav 'SHAFT07' as 2 
FUD_8914()
FUD_8964()

:FUD_7593
if 
  $1368 == 8 // $ == int 
jf @FUD_7637 
03CF: load_wav 'SHAFT08' as 2 
FUD_8914()
FUD_8964()

:FUD_7637
if 
  $1366 == 4 // $ == int 
jf @FUD_8016 
0209: $1368 = random_int_in_ranges 1 8 
if 
  $1368 == 1 // $ == int 
jf @FUD_7708 
03CF: load_wav 'BAND_01' as 2 
FUD_8914()
FUD_8964()

:FUD_7708
if 
  $1368 == 2 // $ == int 
jf @FUD_7752 
03CF: load_wav 'BAND_02' as 2 
FUD_8914()
FUD_8964()

:FUD_7752
if 
  $1368 == 3 // $ == int 
jf @FUD_7796 
03CF: load_wav 'BAND_03' as 2 
FUD_8914()
FUD_8964()

:FUD_7796
if 
  $1368 == 4 // $ == int 
jf @FUD_7840 
03CF: load_wav 'BAND_04' as 2 
FUD_8914()
FUD_8964()

:FUD_7840
if 
  $1368 == 5 // $ == int 
jf @FUD_7884 
03CF: load_wav 'BAND_05' as 2 
FUD_8914()
FUD_8964()

:FUD_7884
if 
  $1368 == 6 // $ == int 
jf @FUD_7928 
03CF: load_wav 'BAND_06' as 2 
FUD_8914()
FUD_8964()

:FUD_7928
if 
  $1368 == 7 // $ == int 
jf @FUD_7972 
03CF: load_wav 'BAND_07' as 2 
FUD_8914()
FUD_8964()

:FUD_7972
if 
  $1368 == 8 // $ == int 
jf @FUD_8016 
03CF: load_wav 'BAND_08' as 2 
FUD_8914()
FUD_8964()

:FUD_8016
jump @FUD_8912 

:FUD_8023
0209: $1368 = random_int_in_ranges 1 20 
if 
  $1368 == 1 // $ == int 
jf @FUD_8076 
03CF: load_wav 'FUD_01' as 2 
FUD_8914()
FUD_8964()

:FUD_8076
if 
  $1368 == 2 // $ == int 
jf @FUD_8120 
03CF: load_wav 'FUD_02' as 2 
FUD_8914()
FUD_8964()

:FUD_8120
if 
  $1368 == 3 // $ == int 
jf @FUD_8164 
03CF: load_wav 'FUD_03' as 2 
FUD_8914()
FUD_8964()

:FUD_8164
if 
  $1368 == 4 // $ == int 
jf @FUD_8208 
03CF: load_wav 'FUD_04' as 2 
FUD_8914()
FUD_8964()

:FUD_8208
if 
  $1368 == 5 // $ == int 
jf @FUD_8252 
03CF: load_wav 'FUD_05' as 2 
FUD_8914()
FUD_8964()

:FUD_8252
if 
  $1368 == 6 // $ == int 
jf @FUD_8296 
03CF: load_wav 'FUD_06' as 2 
FUD_8914()
FUD_8964()

:FUD_8296
if 
  $1368 == 7 // $ == int 
jf @FUD_8340 
03CF: load_wav 'FUD_07' as 2 
FUD_8914()
FUD_8964()

:FUD_8340
if 
  $1368 == 8 // $ == int 
jf @FUD_8384 
03CF: load_wav 'FUD_08' as 2 
FUD_8914()
FUD_8964()

:FUD_8384
if 
  $1368 == 9 // $ == int 
jf @FUD_8428 
03CF: load_wav 'FUD_09' as 2 
FUD_8914()
FUD_8964()

:FUD_8428
if 
  $1368 == 10 // $ == int 
jf @FUD_8472 
03CF: load_wav 'FUD_10' as 2 
FUD_8914()
FUD_8964()

:FUD_8472
if 
  $1368 == 11 // $ == int 
jf @FUD_8516 
03CF: load_wav 'FUD_11' as 2 
FUD_8914()
FUD_8964()

:FUD_8516
if 
  $1368 == 12 // $ == int 
jf @FUD_8560 
03CF: load_wav 'FUD_12' as 2 
FUD_8914()
FUD_8964()

:FUD_8560
if 
  $1368 == 13 // $ == int 
jf @FUD_8604 
03CF: load_wav 'FUD_13' as 2 
FUD_8914()
FUD_8964()

:FUD_8604
if 
  $1368 == 14 // $ == int 
jf @FUD_8648 
03CF: load_wav 'FUD_14' as 2 
FUD_8914()
FUD_8964()

:FUD_8648
if 
  $1368 == 15 // $ == int 
jf @FUD_8692 
03CF: load_wav 'FUD_15' as 2 
FUD_8914()
FUD_8964()

:FUD_8692
if 
  $1368 == 16 // $ == int 
jf @FUD_8736 
03CF: load_wav 'FUD_16' as 2 
FUD_8914()
FUD_8964()

:FUD_8736
if 
  $1368 == 17 // $ == int 
jf @FUD_8780 
03CF: load_wav 'FUD_17' as 2 
FUD_8914()
FUD_8964()

:FUD_8780
if 
  $1368 == 18 // $ == int 
jf @FUD_8824 
03CF: load_wav 'FUD_18' as 2 
FUD_8914()
FUD_8964()

:FUD_8824
if 
  $1368 == 19 // $ == int 
jf @FUD_8868 
03CF: load_wav 'FUD_19' as 2 
FUD_8914()
FUD_8964()

:FUD_8868
if 
  $1368 == 20 // $ == int 
jf @FUD_8912 
03CF: load_wav 'FUD_20' as 2 
FUD_8914()
FUD_8964()

:FUD_8912
return 

:FUD_8914
if 
83D0:   not wav 2 loaded 
jf @FUD_8958 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @FUD_8951 
return 

:FUD_8951
jump @FUD_8914 

:FUD_8958
03D1: play_wav 2 
return 

:FUD_8964
if 
83D2:   not wav 2 ended 
jf @FUD_9008 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @FUD_9001 
return 

:FUD_9001
jump @FUD_8964 

:FUD_9008
00BE: text_clear_all 
return 

:FUD_9012
if and
  Player.Defined($PLAYER_CHAR)
  not Actor.Dead($1369)
jf @FUD_9125 
0225: $1370 = player $PLAYER_CHAR health 
$1370 *= -1 // $ *= int 
$1370 += 100 // $ += int 
$1371 = Player.Money($PLAYER_CHAR)
if 
001C:   $1370 > $1371 // $ > $ int 
jf @FUD_9090 
0084: $1370 = $1371 // $ = $ int 

:FUD_9090
$1370 *= -1 // $ *= int 
Player.Money($PLAYER_CHAR) += $1370
0222: set_player $PLAYER_CHAR health_to 100 
018C: play_sound 1 at $1392 $1393 $1394 

:FUD_9125
return 

:FUD_9127
if 
  Player.Defined($PLAYER_CHAR)
jf @FUD_9164 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
jump @FUD_9206 

:FUD_9164
FUD_9545()
$1353 = 0 // $ = int 
$1354 = 0 // $ = int 
$1355 = 0 // $ = int 
$1356 = 0 // $ = int 
$1357 = 0 // $ = int 

:FUD_9206
if 
  $1353 == 1 // $ == int 
jf @FUD_9303 
if or
  410.0 > $1392 // float > $ 
  $1003 == 0 // $ == int 
jf @FUD_9303 
Actor.DestroyInstantly($1358)
Actor.DestroyInstantly($1359)
Actor.DestroyInstantly($1360)
Actor.DestroyInstantly($1361)
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
0296: unload_special_actor 20 
$1353 = 0 // $ = int 

:FUD_9303
if 
  $1354 == 1 // $ == int 
jf @FUD_9400 
if or
  $1392 > 415.0 // $ > float 
  $1003 == 0 // $ == int 
jf @FUD_9400 
Actor.DestroyInstantly($1362)
Actor.DestroyInstantly($1363)
Actor.DestroyInstantly($1364)
Actor.DestroyInstantly($1365)
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
$1354 = 0 // $ = int 

:FUD_9400
if and
  $1355 == 1 // $ == int 
  $1389 == 0 // $ == int 
jf @FUD_9451 
Actor.DestroyInstantly($1397)
Actor.DestroyInstantly($1398)
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
$1355 = 0 // $ = int 

:FUD_9451
if and
  $1356 == 1 // $ == int 
  $1390 == 0 // $ == int 
jf @FUD_9497 
Actor.DestroyInstantly($1396)
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
$1356 = 0 // $ = int 

:FUD_9497
if and
  $1357 == 1 // $ == int 
  $1391 == 0 // $ == int 
jf @FUD_9543 
Actor.DestroyInstantly($1395)
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
$1357 = 0 // $ = int 

:FUD_9543
return 

:FUD_9545
Actor.DestroyInstantly($1358)
Actor.DestroyInstantly($1359)
Actor.DestroyInstantly($1360)
Actor.DestroyInstantly($1361)
Actor.DestroyInstantly($1362)
Actor.DestroyInstantly($1363)
Actor.DestroyInstantly($1364)
Actor.DestroyInstantly($1365)
Actor.DestroyInstantly($1395)
Actor.DestroyInstantly($1396)
Actor.DestroyInstantly($1397)
Actor.DestroyInstantly($1398)
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
return 

:RAMPAGE
set_wb_check_to 0 
script_name 'RAMPAGE' 
$1401 = 50 // $ = int 
$1402 = 0 // $ = int 
$1403 = 0 // $ = int 
$1439 = 0 // $ = int 
$1440 = 0 // $ = int 
$1441 = 0 // $ = int 
$1442 = 0 // $ = int 
$1443 = 0 // $ = int 
$1444 = 0 // $ = int 
$1445 = 0 // $ = int 
$1446 = 0 // $ = int 
$1447 = 0 // $ = int 
$1448 = 0 // $ = int 
$1449 = 0 // $ = int 
$1450 = 0 // $ = int 
$1451 = 0 // $ = int 
$1452 = 0 // $ = int 
$1453 = 0 // $ = int 
$1454 = 0 // $ = int 
$1455 = 0 // $ = int 
$1456 = 0 // $ = int 
$1457 = 0 // $ = int 
$1458 = 0 // $ = int 
$1459 = 0 // $ = int 
$1460 = 0 // $ = int 
$1461 = 0 // $ = int 
$1462 = 0 // $ = int 
$1463 = 0 // $ = int 
$1464 = 0 // $ = int 
$1465 = 0 // $ = int 
$1466 = 0 // $ = int 
$1467 = 0 // $ = int 
$1468 = 0 // $ = int 
$1469 = 0 // $ = int 
$1470 = 0 // $ = int 
$1471 = 0 // $ = int 
$1472 = 0 // $ = int 
$1473 = 0 // $ = int 
Pickup.Create($1404, #KILLFRENZY, 3, 218.22, -1613.76, 11.06)
Pickup.Create($1405, #KILLFRENZY, 3, -1435.29, -833.645, 30.05989)
Pickup.Create($1406, #KILLFRENZY, 3, 234.86, 34.22, 9.98)
Pickup.Create($1407, #KILLFRENZY, 3, 479.69, 1110.18, 17.33)
Pickup.Create($1408, #KILLFRENZY, 3, 370.63, 1125.86, 26.5)
Pickup.Create($1409, #KILLFRENZY, 3, 144.449, -545.234, 14.751)
Pickup.Create($1410, #KILLFRENZY, 3, -1100.625, 1453.43, 8.73)
Pickup.Create($1411, #KILLFRENZY, 3, -908.317, 744.149, 11.092)
Pickup.Create($1412, #KILLFRENZY, 3, -508.768, 1149.203, 18.172)
Pickup.Create($1413, #KILLFRENZY, 3, -789.41, 592.56, 11.1)
Pickup.Create($1414, #KILLFRENZY, 3, -1011.37, -170.64, 10.99)
Pickup.Create($1415, #KILLFRENZY, 3, 68.702, -1119.231, 10.458)
Pickup.Create($1416, #KILLFRENZY, 3, 85.623, -1259.86, 17.092)
Pickup.Create($1417, #KILLFRENZY, 3, -679.66, -419.712, 10.469)
Pickup.Create($1418, #KILLFRENZY, 3, -1176.341, -702.975, 22.662)
Pickup.Create($1419, #KILLFRENZY, 3, -626.642, -1354.85, 16.373)
Pickup.Create($1420, #KILLFRENZY, 3, -1519.33, -292.236, 14.86)
Pickup.Create($1421, #KILLFRENZY, 3, -956.113, -1206.33, 14.86)
Pickup.Create($1422, #KILLFRENZY, 3, -890.184, -489.655, 36.2)
Pickup.Create($1423, #KILLFRENZY, 3, 3.426, -1147.0, 10.45)
Pickup.Create($1424, #KILLFRENZY, 3, 468.656, -1608.79, 11.03)
Pickup.Create($1425, #KILLFRENZY, 3, 587.795, 1206.26, 15.64)
Pickup.Create($1426, #KILLFRENZY, 3, 300.673, 1324.88, 22.919)
Pickup.Create($1427, #KILLFRENZY, 3, 217.247, 261.372, 8.71)
Pickup.Create($1428, #KILLFRENZY, 3, -366.44, -1742.1, 11.426)
Pickup.Create($1429, #KILLFRENZY, 3, -448.796, 1249.27, 11.75)
Pickup.Create($1430, #KILLFRENZY, 3, -674.22, 1162.7, 28.15)
Pickup.Create($1431, #KILLFRENZY, 3, -1143.48, -410.87, 10.95)
Pickup.Create($1432, #KILLFRENZY, 3, 624.26, -230.158, 23.915)
Pickup.Create($1433, #KILLFRENZY, 3, -34.13, -948.707, 21.772)
Pickup.Create($1434, #KILLFRENZY, 3, 593.315, -352.826, 13.711)
Pickup.Create($1435, #KILLFRENZY, 3, -1234.83, -90.378, 11.43)
Pickup.Create($1436, #KILLFRENZY, 3, -1483.47, -881.677, 14.87)
Pickup.Create($1437, #KILLFRENZY, 3, -194.701, -1085.067, 15.66)
Pickup.Create($1438, #KILLFRENZY, 3, -983.373, -353.997, 13.84)
0408: set_total_rampages_to 35 
$1474 = 30 // $ = int 
$1475 = 12 // $ = int 
$1476 = 35 // $ = int 
$1477 = 35 // $ = int 
$1478 = 30 // $ = int 
$1479 = 25 // $ = int 
$1480 = 30 // $ = int 
$1481 = 35 // $ = int 
$1482 = 40 // $ = int 
$1483 = 30 // $ = int 
$1484 = 30 // $ = int 
$1485 = 20 // $ = int 
$1486 = 25 // $ = int 
$1487 = 35 // $ = int 
$1488 = 20 // $ = int 
$1489 = 15 // $ = int 
$1490 = 15 // $ = int 
$1491 = 35 // $ = int 
$1492 = 20 // $ = int 
$1493 = 10 // $ = int 
$1494 = 30 // $ = int 
$1495 = 25 // $ = int 
$1496 = 30 // $ = int 
$1497 = 20 // $ = int 
$1498 = 10 // $ = int 
$1499 = 30 // $ = int 
$1500 = 25 // $ = int 
$1501 = 25 // $ = int 
$1502 = 10 // $ = int 
$1503 = 25 // $ = int 
$1504 = 30 // $ = int 
$1505 = 35 // $ = int 
$1506 = 25 // $ = int 
$1507 = 25 // $ = int 
$1508 = 10 // $ = int 

:RAMPAGE_1369
if 
  35 > $1403 // int > $ 
jf @RAMPAGE_5602 
wait 0 
$1515 += 1 // $ += int 
if 
  $1515 > 17 // $ > int 
jf @RAMPAGE_1423 
$1515 = 0 // $ = int 

:RAMPAGE_1423
if 
  $1515 == 0 // $ == int 
jf @RAMPAGE_1661 
if 
  $1439 == 0 // $ == int 
jf @RAMPAGE_1551 
0084: $1516 = $1439 // $ = $ int 
0084: $1517 = $1404 // $ = $ int 
04AE: $1518 = 272 // = constant 
04AE: $1519 = 15 // = constant 
0084: $1520 = $1474 // $ = $ int 
$1521 = 218.22 // $ = float 
$1522 = -1613.76 // $ = float 
$1523 = 11.06 // $ = float 
RAMPAGE_5610()
0084: $1439 = $1516 // $ = $ int 
0084: $1404 = $1517 // $ = $ int 

:RAMPAGE_1551
if 
  $1440 == 0 // $ == int 
jf @RAMPAGE_1661 
0084: $1516 = $1440 // $ = $ int 
0084: $1517 = $1405 // $ = $ int 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1475 // $ = $ int 
$1521 = -1435.29 // $ = float 
$1522 = -833.645 // $ = float 
$1523 = 30.06 // $ = float 
RAMPAGE_5610()
0084: $1440 = $1516 // $ = $ int 
0084: $1405 = $1517 // $ = $ int 

:RAMPAGE_1661
if 
  $1515 == 1 // $ == int 
jf @RAMPAGE_1899 
if 
  $1441 == 0 // $ == int 
jf @RAMPAGE_1789 
0084: $1516 = $1441 // $ = $ int 
0084: $1517 = $1406 // $ = $ int 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1476 // $ = $ int 
$1521 = 234.86 // $ = float 
$1522 = 34.22 // $ = float 
$1523 = 9.98 // $ = float 
RAMPAGE_5610()
0084: $1441 = $1516 // $ = $ int 
0084: $1406 = $1517 // $ = $ int 

:RAMPAGE_1789
if 
  $1442 == 0 // $ == int 
jf @RAMPAGE_1899 
0084: $1516 = $1442 // $ = $ int 
0084: $1517 = $1407 // $ = $ int 
04AE: $1518 = 280 // = constant 
04AE: $1519 = 26 // = constant 
0084: $1520 = $1477 // $ = $ int 
$1521 = 479.69 // $ = float 
$1522 = 1110.18 // $ = float 
$1523 = 17.33 // $ = float 
RAMPAGE_5610()
0084: $1442 = $1516 // $ = $ int 
0084: $1407 = $1517 // $ = $ int 

:RAMPAGE_1899
if 
  $1515 == 2 // $ == int 
jf @RAMPAGE_2137 
if 
  $1443 == 0 // $ == int 
jf @RAMPAGE_2027 
0084: $1516 = $1443 // $ = $ int 
0084: $1517 = $1408 // $ = $ int 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1478 // $ = $ int 
$1521 = 370.63 // $ = float 
$1522 = 1125.86 // $ = float 
$1523 = 26.5 // $ = float 
RAMPAGE_5610()
0084: $1443 = $1516 // $ = $ int 
0084: $1408 = $1517 // $ = $ int 

:RAMPAGE_2027
if 
  $1444 == 0 // $ == int 
jf @RAMPAGE_2137 
0084: $1516 = $1444 // $ = $ int 
0084: $1517 = $1409 // $ = $ int 
04AE: $1518 = 284 // = constant 
04AE: $1519 = 25 // = constant 
0084: $1520 = $1479 // $ = $ int 
$1521 = 144.449 // $ = float 
$1522 = -545.234 // $ = float 
$1523 = 14.751 // $ = float 
RAMPAGE_5610()
0084: $1444 = $1516 // $ = $ int 
0084: $1409 = $1517 // $ = $ int 

:RAMPAGE_2137
if 
  $1515 == 3 // $ == int 
jf @RAMPAGE_2375 
if 
  $1445 == 0 // $ == int 
jf @RAMPAGE_2265 
0084: $1516 = $1445 // $ = $ int 
0084: $1517 = $1410 // $ = $ int 
04AE: $1518 = 288 // = constant 
04AE: $1519 = 31 // = constant 
0084: $1520 = $1480 // $ = $ int 
$1521 = -1100.625 // $ = float 
$1522 = 1453.43 // $ = float 
$1523 = 8.73 // $ = float 
RAMPAGE_5610()
0084: $1445 = $1516 // $ = $ int 
0084: $1410 = $1517 // $ = $ int 

:RAMPAGE_2265
if 
  $1446 == 0 // $ == int 
jf @RAMPAGE_2375 
0084: $1516 = $1446 // $ = $ int 
0084: $1517 = $1411 // $ = $ int 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1481 // $ = $ int 
$1521 = -908.317 // $ = float 
$1522 = 744.149 // $ = float 
$1523 = 11.092 // $ = float 
RAMPAGE_5610()
0084: $1446 = $1516 // $ = $ int 
0084: $1411 = $1517 // $ = $ int 

:RAMPAGE_2375
if 
  $1515 == 4 // $ == int 
jf @RAMPAGE_2613 
if 
  $1447 == 0 // $ == int 
jf @RAMPAGE_2503 
0084: $1516 = $1447 // $ = $ int 
0084: $1517 = $1412 // $ = $ int 
04AE: $1518 = 272 // = constant 
04AE: $1519 = 15 // = constant 
0084: $1520 = $1482 // $ = $ int 
$1521 = -508.768 // $ = float 
$1522 = 1149.203 // $ = float 
$1523 = 18.172 // $ = float 
RAMPAGE_5610()
0084: $1447 = $1516 // $ = $ int 
0084: $1412 = $1517 // $ = $ int 

:RAMPAGE_2503
if 
  $1448 == 0 // $ == int 
jf @RAMPAGE_2613 
0084: $1516 = $1448 // $ = $ int 
0084: $1517 = $1413 // $ = $ int 
04AE: $1518 = 289 // = constant 
04AE: $1519 = 32 // = constant 
0084: $1520 = $1483 // $ = $ int 
$1521 = -789.41 // $ = float 
$1522 = 592.56 // $ = float 
$1523 = 11.1 // $ = float 
RAMPAGE_5610()
0084: $1448 = $1516 // $ = $ int 
0084: $1413 = $1517 // $ = $ int 

:RAMPAGE_2613
if 
  $1515 == 5 // $ == int 
jf @RAMPAGE_2851 
if 
  $1449 == 0 // $ == int 
jf @RAMPAGE_2741 
0084: $1516 = $1449 // $ = $ int 
0084: $1517 = $1414 // $ = $ int 
04AE: $1518 = 281 // = constant 
04AE: $1519 = 22 // = constant 
0084: $1520 = $1484 // $ = $ int 
$1521 = -1011.37 // $ = float 
$1522 = -170.64 // $ = float 
$1523 = 10.99 // $ = float 
RAMPAGE_5610()
0084: $1449 = $1516 // $ = $ int 
0084: $1414 = $1517 // $ = $ int 

:RAMPAGE_2741
if 
  $1450 == 0 // $ == int 
jf @RAMPAGE_2851 
0084: $1516 = $1450 // $ = $ int 
0084: $1517 = $1415 // $ = $ int 
04AE: $1518 = 269 // = constant 
04AE: $1519 = 11 // = constant 
0084: $1520 = $1485 // $ = $ int 
$1521 = 68.702 // $ = float 
$1522 = -1119.231 // $ = float 
$1523 = 10.458 // $ = float 
RAMPAGE_5610()
0084: $1450 = $1516 // $ = $ int 
0084: $1415 = $1517 // $ = $ int 

:RAMPAGE_2851
if 
  $1515 == 6 // $ == int 
jf @RAMPAGE_3088 
if 
  $1451 == 0 // $ == int 
jf @RAMPAGE_2979 
0084: $1516 = $1451 // $ = $ int 
0084: $1517 = $1416 // $ = $ int 
04AE: $1518 = 286 // = constant 
04AE: $1519 = 29 // = constant 
0084: $1520 = $1486 // $ = $ int 
$1521 = 85.623 // $ = float 
$1522 = -1259.86 // $ = float 
$1523 = 17.092 // $ = float 
RAMPAGE_5610()
0084: $1451 = $1516 // $ = $ int 
0084: $1416 = $1517 // $ = $ int 

:RAMPAGE_2979
if 
  $1452 == 0 // $ == int 
jf @RAMPAGE_3088 
0084: $1516 = $1452 // $ = $ int 
0084: $1517 = $1417 // $ = $ int 
$1518 = -1 // $ = int 
04AE: $1519 = 40 // = constant 
0084: $1520 = $1487 // $ = $ int 
$1521 = -679.66 // $ = float 
$1522 = -419.712 // $ = float 
$1523 = 10.469 // $ = float 
RAMPAGE_5610()
0084: $1452 = $1516 // $ = $ int 
0084: $1417 = $1517 // $ = $ int 

:RAMPAGE_3088
if 
  $1515 == 7 // $ == int 
jf @RAMPAGE_3326 
if 
  $1453 == 0 // $ == int 
jf @RAMPAGE_3216 
0084: $1516 = $1453 // $ = $ int 
0084: $1517 = $1418 // $ = $ int 
04AE: $1518 = 276 // = constant 
04AE: $1519 = 27 // = constant 
0084: $1520 = $1488 // $ = $ int 
$1521 = -1176.341 // $ = float 
$1522 = -702.975 // $ = float 
$1523 = 22.662 // $ = float 
RAMPAGE_5610()
0084: $1453 = $1516 // $ = $ int 
0084: $1418 = $1517 // $ = $ int 

:RAMPAGE_3216
if 
  $1454 == 0 // $ == int 
jf @RAMPAGE_3326 
0084: $1516 = $1454 // $ = $ int 
0084: $1517 = $1419 // $ = $ int 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1489 // $ = $ int 
$1521 = -626.642 // $ = float 
$1522 = -1354.85 // $ = float 
$1523 = 16.373 // $ = float 
RAMPAGE_5610()
0084: $1454 = $1516 // $ = $ int 
0084: $1419 = $1517 // $ = $ int 

:RAMPAGE_3326
if 
  $1515 == 8 // $ == int 
jf @RAMPAGE_3564 
if 
  $1455 == 0 // $ == int 
jf @RAMPAGE_3454 
0084: $1516 = $1455 // $ = $ int 
0084: $1517 = $1420 // $ = $ int 
04AE: $1518 = 290 // = constant 
04AE: $1519 = 33 // = constant 
0084: $1520 = $1490 // $ = $ int 
$1521 = -1519.33 // $ = float 
$1522 = -292.236 // $ = float 
$1523 = 14.86 // $ = float 
RAMPAGE_5610()
0084: $1455 = $1516 // $ = $ int 
0084: $1420 = $1517 // $ = $ int 

:RAMPAGE_3454
if 
  $1456 == 0 // $ == int 
jf @RAMPAGE_3564 
0084: $1516 = $1456 // $ = $ int 
0084: $1517 = $1421 // $ = $ int 
04AE: $1518 = 270 // = constant 
04AE: $1519 = 12 // = constant 
0084: $1520 = $1491 // $ = $ int 
$1521 = -956.113 // $ = float 
$1522 = -1206.33 // $ = float 
$1523 = 14.86 // $ = float 
RAMPAGE_5610()
0084: $1456 = $1516 // $ = $ int 
0084: $1421 = $1517 // $ = $ int 

:RAMPAGE_3564
if 
  $1515 == 9 // $ == int 
jf @RAMPAGE_3802 
if 
  $1457 == 0 // $ == int 
jf @RAMPAGE_3692 
0084: $1516 = $1457 // $ = $ int 
0084: $1517 = $1422 // $ = $ int 
04AE: $1518 = 285 // = constant 
04AE: $1519 = 28 // = constant 
0084: $1520 = $1492 // $ = $ int 
$1521 = -890.184 // $ = float 
$1522 = -489.655 // $ = float 
$1523 = 36.2 // $ = float 
RAMPAGE_5610()
0084: $1457 = $1516 // $ = $ int 
0084: $1422 = $1517 // $ = $ int 

:RAMPAGE_3692
if 
  $1458 == 0 // $ == int 
jf @RAMPAGE_3802 
0084: $1516 = $1458 // $ = $ int 
0084: $1517 = $1423 // $ = $ int 
04AE: $1518 = 268 // = constant 
04AE: $1519 = 10 // = constant 
0084: $1520 = $1493 // $ = $ int 
$1521 = 3.426 // $ = float 
$1522 = -1147.0 // $ = float 
$1523 = 10.45 // $ = float 
RAMPAGE_5610()
0084: $1458 = $1516 // $ = $ int 
0084: $1423 = $1517 // $ = $ int 

:RAMPAGE_3802
if 
  $1515 == 10 // $ == int 
jf @RAMPAGE_4039 
if 
  $1459 == 0 // $ == int 
jf @RAMPAGE_3929 
0084: $1516 = $1459 // $ = $ int 
0084: $1517 = $1424 // $ = $ int 
$1518 = -1 // $ = int 
04AE: $1519 = 40 // = constant 
0084: $1520 = $1494 // $ = $ int 
$1521 = 468.656 // $ = float 
$1522 = -1608.79 // $ = float 
$1523 = 11.03 // $ = float 
RAMPAGE_5610()
0084: $1459 = $1516 // $ = $ int 
0084: $1424 = $1517 // $ = $ int 

:RAMPAGE_3929
if 
  $1460 == 0 // $ == int 
jf @RAMPAGE_4039 
0084: $1516 = $1460 // $ = $ int 
0084: $1517 = $1425 // $ = $ int 
04AE: $1518 = 275 // = constant 
04AE: $1519 = 18 // = constant 
0084: $1520 = $1495 // $ = $ int 
$1521 = 587.795 // $ = float 
$1522 = 1206.26 // $ = float 
$1523 = 15.64 // $ = float 
RAMPAGE_5610()
0084: $1460 = $1516 // $ = $ int 
0084: $1425 = $1517 // $ = $ int 

:RAMPAGE_4039
if 
  $1515 == 11 // $ == int 
jf @RAMPAGE_4277 
if 
  $1461 == 0 // $ == int 
jf @RAMPAGE_4167 
0084: $1516 = $1461 // $ = $ int 
0084: $1517 = $1426 // $ = $ int 
04AE: $1518 = 282 // = constant 
04AE: $1519 = 42 // = constant 
0084: $1520 = $1496 // $ = $ int 
$1521 = 300.673 // $ = float 
$1522 = 1324.88 // $ = float 
$1523 = 22.919 // $ = float 
RAMPAGE_5610()
0084: $1461 = $1516 // $ = $ int 
0084: $1426 = $1517 // $ = $ int 

:RAMPAGE_4167
if 
  $1462 == 0 // $ == int 
jf @RAMPAGE_4277 
0084: $1516 = $1462 // $ = $ int 
0084: $1517 = $1427 // $ = $ int 
04AE: $1518 = 269 // = constant 
04AE: $1519 = 11 // = constant 
0084: $1520 = $1497 // $ = $ int 
$1521 = 217.247 // $ = float 
$1522 = 261.372 // $ = float 
$1523 = 8.71 // $ = float 
RAMPAGE_5610()
0084: $1462 = $1516 // $ = $ int 
0084: $1427 = $1517 // $ = $ int 

:RAMPAGE_4277
if 
  $1515 == 12 // $ == int 
jf @RAMPAGE_4515 
if 
  $1463 == 0 // $ == int 
jf @RAMPAGE_4405 
0084: $1516 = $1463 // $ = $ int 
0084: $1517 = $1428 // $ = $ int 
04AE: $1518 = 287 // = constant 
04AE: $1519 = 30 // = constant 
0084: $1520 = $1498 // $ = $ int 
$1521 = -366.44 // $ = float 
$1522 = -1742.1 // $ = float 
$1523 = 11.426 // $ = float 
RAMPAGE_5610()
0084: $1463 = $1516 // $ = $ int 
0084: $1428 = $1517 // $ = $ int 

:RAMPAGE_4405
if 
  $1464 == 0 // $ == int 
jf @RAMPAGE_4515 
0084: $1516 = $1464 // $ = $ int 
0084: $1517 = $1429 // $ = $ int 
04AE: $1518 = 290 // = constant 
04AE: $1519 = 33 // = constant 
0084: $1520 = $1499 // $ = $ int 
$1521 = -448.796 // $ = float 
$1522 = 1249.27 // $ = float 
$1523 = 11.75 // $ = float 
RAMPAGE_5610()
0084: $1464 = $1516 // $ = $ int 
0084: $1429 = $1517 // $ = $ int 

:RAMPAGE_4515
if 
  $1515 == 13 // $ == int 
jf @RAMPAGE_4753 
if 
  $1465 == 0 // $ == int 
jf @RAMPAGE_4643 
0084: $1516 = $1465 // $ = $ int 
0084: $1517 = $1430 // $ = $ int 
04AE: $1518 = 275 // = constant 
04AE: $1519 = 18 // = constant 
0084: $1520 = $1500 // $ = $ int 
$1521 = -674.22 // $ = float 
$1522 = 1162.7 // $ = float 
$1523 = 28.15 // $ = float 
RAMPAGE_5610()
0084: $1465 = $1516 // $ = $ int 
0084: $1430 = $1517 // $ = $ int 

:RAMPAGE_4643
if 
  $1466 == 0 // $ == int 
jf @RAMPAGE_4753 
0084: $1516 = $1466 // $ = $ int 
0084: $1517 = $1431 // $ = $ int 
04AE: $1518 = 277 // = constant 
04AE: $1519 = 19 // = constant 
0084: $1520 = $1501 // $ = $ int 
$1521 = -1143.48 // $ = float 
$1522 = -410.87 // $ = float 
$1523 = 10.95 // $ = float 
RAMPAGE_5610()
0084: $1466 = $1516 // $ = $ int 
0084: $1431 = $1517 // $ = $ int 

:RAMPAGE_4753
if 
  $1515 == 14 // $ == int 
jf @RAMPAGE_4991 
if 
  $1467 == 0 // $ == int 
jf @RAMPAGE_4881 
0084: $1516 = $1467 // $ = $ int 
0084: $1517 = $1432 // $ = $ int 
04AE: $1518 = 286 // = constant 
04AE: $1519 = 29 // = constant 
0084: $1520 = $1502 // $ = $ int 
$1521 = 624.26 // $ = float 
$1522 = -230.158 // $ = float 
$1523 = 23.915 // $ = float 
RAMPAGE_5610()
0084: $1467 = $1516 // $ = $ int 
0084: $1432 = $1517 // $ = $ int 

:RAMPAGE_4881
if 
  $1468 == 0 // $ == int 
jf @RAMPAGE_4991 
0084: $1516 = $1468 // $ = $ int 
0084: $1517 = $1433 // $ = $ int 
04AE: $1518 = 277 // = constant 
04AE: $1519 = 19 // = constant 
0084: $1520 = $1503 // $ = $ int 
$1521 = -34.13 // $ = float 
$1522 = -948.707 // $ = float 
$1523 = 21.772 // $ = float 
RAMPAGE_5610()
0084: $1468 = $1516 // $ = $ int 
0084: $1433 = $1517 // $ = $ int 

:RAMPAGE_4991
if 
  $1515 == 15 // $ == int 
jf @RAMPAGE_5229 
if 
  $1469 == 0 // $ == int 
jf @RAMPAGE_5119 
0084: $1516 = $1469 // $ = $ int 
0084: $1517 = $1434 // $ = $ int 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1504 // $ = $ int 
$1521 = 593.315 // $ = float 
$1522 = -352.826 // $ = float 
$1523 = 13.711 // $ = float 
RAMPAGE_5610()
0084: $1469 = $1516 // $ = $ int 
0084: $1434 = $1517 // $ = $ int 

:RAMPAGE_5119
if 
  $1470 == 0 // $ == int 
jf @RAMPAGE_5229 
0084: $1516 = $1470 // $ = $ int 
0084: $1517 = $1435 // $ = $ int 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1505 // $ = $ int 
$1521 = -1234.83 // $ = float 
$1522 = -90.378 // $ = float 
$1523 = 11.43 // $ = float 
RAMPAGE_5610()
0084: $1470 = $1516 // $ = $ int 
0084: $1435 = $1517 // $ = $ int 

:RAMPAGE_5229
if 
  $1515 == 16 // $ == int 
jf @RAMPAGE_5467 
if 
  $1471 == 0 // $ == int 
jf @RAMPAGE_5357 
0084: $1516 = $1471 // $ = $ int 
0084: $1517 = $1436 // $ = $ int 
04AE: $1518 = 278 // = constant 
04AE: $1519 = 20 // = constant 
0084: $1520 = $1506 // $ = $ int 
$1521 = -1483.47 // $ = float 
$1522 = -881.677 // $ = float 
$1523 = 14.87 // $ = float 
RAMPAGE_5610()
0084: $1471 = $1516 // $ = $ int 
0084: $1436 = $1517 // $ = $ int 

:RAMPAGE_5357
if 
  $1472 == 0 // $ == int 
jf @RAMPAGE_5467 
0084: $1516 = $1472 // $ = $ int 
0084: $1517 = $1437 // $ = $ int 
04AE: $1518 = 280 // = constant 
04AE: $1519 = 26 // = constant 
0084: $1520 = $1507 // $ = $ int 
$1521 = -194.701 // $ = float 
$1522 = -1085.067 // $ = float 
$1523 = 15.66 // $ = float 
RAMPAGE_5610()
0084: $1472 = $1516 // $ = $ int 
0084: $1437 = $1517 // $ = $ int 

:RAMPAGE_5467
if 
  $1515 == 17 // $ == int 
jf @RAMPAGE_5595 
if 
  $1473 == 0 // $ == int 
jf @RAMPAGE_5595 
0084: $1516 = $1473 // $ = $ int 
0084: $1517 = $1438 // $ = $ int 
04AE: $1518 = 268 // = constant 
04AE: $1519 = 10 // = constant 
0084: $1520 = $1508 // $ = $ int 
$1521 = -983.373 // $ = float 
$1522 = -353.997 // $ = float 
$1523 = 13.84 // $ = float 
RAMPAGE_5610()
0084: $1473 = $1516 // $ = $ int 
0084: $1438 = $1517 // $ = $ int 

:RAMPAGE_5595
jump @RAMPAGE_1369 

:RAMPAGE_5602
030C: progress_made += 1 
mission_cleanup 
terminate_this_script 

:RAMPAGE_5610
if 
  Pickup.Picked_up($1517)
jf @RAMPAGE_7047 
wait 0 
if 
  $1180 == 1 // $ == int 
jf @RAMPAGE_5668 
Pickup.Create($1517, #KILLFRENZY, 3, $1521, $1522, $1523)
return 

:RAMPAGE_5668
$ONMISSION = 1 // $ = int 
Model.Load($1518)

:RAMPAGE_5680
if 
  not Model.Available($1518)
jf @RAMPAGE_5707 
wait 0 
jump @RAMPAGE_5680 

:RAMPAGE_5707
if 
04A3:   $1518 == 290 // == constant 
jf @RAMPAGE_5758 
Model.Load(#MINIGUN2)

:RAMPAGE_5731
if 
  not Model.Available(#MINIGUN2)
jf @RAMPAGE_5758 
wait 0 
jump @RAMPAGE_5731 

:RAMPAGE_5758
if 
  $1509 == 4 // $ == int 
jf @RAMPAGE_5818 
04AE: $1510 = 7 // = constant 
04AE: $1511 = 83 // = constant 
04AE: $1512 = 84 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
$1509 += 1 // $ += int 

:RAMPAGE_5818
if 
  $1509 == 3 // $ == int 
jf @RAMPAGE_5878 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 
$1509 += 1 // $ += int 

:RAMPAGE_5878
if 
  $1509 == 2 // $ == int 
jf @RAMPAGE_5938 
04AE: $1510 = 12 // = constant 
04AE: $1511 = 93 // = constant 
04AE: $1512 = 94 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 
$1509 += 1 // $ += int 

:RAMPAGE_5938
if 
  $1509 == 1 // $ == int 
jf @RAMPAGE_5998 
04AE: $1510 = 10 // = constant 
04AE: $1511 = 89 // = constant 
04AE: $1512 = 90 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
$1509 += 1 // $ += int 

:RAMPAGE_5998
if 
  $1509 == 0 // $ == int 
jf @RAMPAGE_6058 
04AE: $1510 = 9 // = constant 
04AE: $1511 = 87 // = constant 
04AE: $1512 = 88 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 
$1509 += 1 // $ += int 

:RAMPAGE_6058
if 
  Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6369 
if 
  Player.InZone($PLAYER_CHAR, 'STREET5')
jf @RAMPAGE_6133 
04AE: $1510 = 9 // = constant 
04AE: $1511 = 87 // = constant 
04AE: $1512 = 88 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 

:RAMPAGE_6133
if 
  Player.InZone($PLAYER_CHAR, 'BIKAREA')
jf @RAMPAGE_6192 
04AE: $1510 = 12 // = constant 
04AE: $1511 = 93 // = constant 
04AE: $1512 = 94 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6192
if 
  Player.InZone($PLAYER_CHAR, 'GANG2')
jf @RAMPAGE_6251 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6251
if 
  Player.InZone($PLAYER_CHAR, 'GHETTO1')
jf @RAMPAGE_6310 
04AE: $1510 = 8 // = constant 
04AE: $1511 = 85 // = constant 
04AE: $1512 = 86 // = constant 
04AE: $1513 = 83 // = constant 
04AE: $1514 = 84 // = constant 

:RAMPAGE_6310
if 
  Player.InZone($PLAYER_CHAR, 'GHETTO2')
jf @RAMPAGE_6369 
04AE: $1510 = 7 // = constant 
04AE: $1511 = 83 // = constant 
04AE: $1512 = 84 // = constant 
04AE: $1513 = 85 // = constant 
04AE: $1514 = 86 // = constant 

:RAMPAGE_6369
if 
003A:   $1517 == $1422 // $ == $ int 
jf @RAMPAGE_6448 
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 $1513 $1514 0  // .
01E3: text_1number_styled 'PAGE_05' number $1520 time 6000 style 6  // Gun Down ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684 

:RAMPAGE_6448
if or
003A:   $1517 == $1405 // $ == $ int 
003A:   $1517 == $1419 // $ == $ int 
003A:   $1517 == $1420 // $ == $ int 
003A:   $1517 == $1428 // $ == $ int 
jf @RAMPAGE_6547 
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 -2 -1 -1 -1 0  // .
01E3: text_1number_styled 'PAGE_02' number $1520 time 6000 style 6  // Destroy ~1~ Vehicles in 2 Minutes!
jump @RAMPAGE_6684 

:RAMPAGE_6547
01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0  // .
if 
04A3:   $1519 == 42 // == constant 
jf @RAMPAGE_6623 
01E3: text_1number_styled 'PAGE_03' number $1520 time 6000 style 6  // Drive-by and Waste ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684 

:RAMPAGE_6623
if 
04A3:   $1519 == 40 // == constant 
jf @RAMPAGE_6666 
01E3: text_1number_styled 'PAGE_04' number $1520 time 6000 style 6  // Runover and Kill ~1~ Gang Members in 2 Minutes!
jump @RAMPAGE_6684 

:RAMPAGE_6666
01E3: text_1number_styled 'PAGE_01' number $1520 time 6000 style 6  // Kill ~1~ Gang Members in 2 Minutes!

:RAMPAGE_6684
Model.Load($1511)
Model.Load($1512)
03DF: all_random_peds $1510 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01FA: $1402 = rampage_status 

:RAMPAGE_6719
if 
  $1402 == 1 // $ == int 
jf @RAMPAGE_6753 
wait 0 
01FA: $1402 = rampage_status 
jump @RAMPAGE_6719 

:RAMPAGE_6753
if 
  $1402 == 2 // $ == int 
jf @RAMPAGE_6960 
$1516 = 1 // $ = int 
$1403 += 1 // $ += int 
0084: $1401 = $1403 // $ = $ int 
$1401 *= 50 // $ *= int 
if 
  Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6821 
Player.ClearWantedLevel($PLAYER_CHAR)

:RAMPAGE_6821
if 
  35 > $1403 // int > $ 
jf @RAMPAGE_6903 
if 
  Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6863 
Player.Money($PLAYER_CHAR) += $1401

:RAMPAGE_6863
00BA: text_styled 'RAMP_P' 5000 ms 5  // RAMPAGE PASSED!!
01E3: text_1number_styled 'REWARD' number $1401 time 6000 style 6  // REWARD $~1~
jump @RAMPAGE_6960 

:RAMPAGE_6903
if 
  Player.Defined($PLAYER_CHAR)
jf @RAMPAGE_6927 
Player.Money($PLAYER_CHAR) += 1000

:RAMPAGE_6927
00BA: text_styled 'RAMP_A' 5000 ms 5  // ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6  // REWARD $~1~

:RAMPAGE_6960
if 
  $1402 == 3 // $ == int 
jf @RAMPAGE_7016 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED!!
Pickup.Destroy($1517)
Pickup.Create($1517, #KILLFRENZY, 3, $1521, $1522, $1523)

:RAMPAGE_7016
03DF: all_random_peds -1 
Model.Destroy($1511)
Model.Destroy($1512)
Model.Destroy($1518)
Model.Destroy(#MINIGUN2)
$ONMISSION = 0 // $ = int 

:RAMPAGE_7047
return 

:SHOPS
$1524 = -60000 // $ = int 
$1525 = -60000 // $ = int 
$1526 = -60000 // $ = int 
$1527 = 0 // $ = int 
$1530 = 0 // $ = int 
$864 = 0 // $ = int 
$1540 = 0 // $ = int 
$1541 = 0 // $ = int 
$1542 = 0 // $ = int 
$1543 = 0 // $ = int 
$1544 = 0 // $ = int 
$1545 = 0 // $ = int 
$1546 = 0 // $ = int 
$1547 = 0 // $ = int 
$1548 = 0 // $ = int 
$1549 = 0 // $ = int 
$1550 = 0 // $ = int 
$1551 = 0 // $ = int 
$1552 = 0 // $ = int 
$1553 = 0 // $ = int 
$1554 = 0 // $ = int 
$1555 = 0 // $ = int 
$1531 = 0 // $ = int 
script_name 'SHOPS' 
set_wb_check_to 0 
start_new_script @SHOP1 
start_new_script @SHOP2 
start_new_script @SHOP3 
start_new_script @SHOP4 
start_new_script @SHOP5 
terminate_this_script 

:SHOP1
script_name 'SHOP1' 

:SHOP1_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP1_999 
if and
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
  $1003 == 0 // $ == int 
jf @SHOP1_992 
if 
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
jf @SHOP1_329 
if 
  $1527 == 0 // $ == int 
jf @SHOP1_216 
SHOP5_1792()
0084: $1533 = $859 // $ = $ int 
0060: $1533 -= $1524 // $ -= $ int 
if 
  $1533 > 60000 // $ > int 
jf @SHOP1_202 
Actor.Create($1532, 4, #SPECIAL16, 450.0, 782.5, 12.2)
SHOP5_2200()

:SHOP1_202
$1527 = 1 // $ = int 
jump @SHOP1_322 

:SHOP1_216
if 
  $1533 > 60000 // $ > int 
jf @SHOP1_322 
if 
  not Actor.Dead($1532)
jf @SHOP1_315 
if 
0057:   player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0 
jf @SHOP1_308 
SHOP5_1010()

:SHOP1_308
jump @SHOP1_322 

:SHOP1_315
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_322
jump @SHOP1_354 

:SHOP1_329
if 
  $1527 == 1 // $ == int 
jf @SHOP1_354 
SHOP5_1854()

:SHOP1_354
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP1_673 
if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
jf @SHOP1_648 
if 
  $1528 == 0 // $ == int 
jf @SHOP1_535 
SHOP5_1792()
0084: $1534 = $859 // $ = $ int 
0060: $1534 -= $1525 // $ -= $ int 
if 
  $1534 > 60000 // $ > int 
jf @SHOP1_521 
Actor.Create($1532, 4, #SPECIAL16, 383.2, 759.7, 11.0)
Actor.Angle($1532) = 180.0
SHOP5_2200()

:SHOP1_521
$1528 = 1 // $ = int 
jump @SHOP1_641 

:SHOP1_535
if 
  $1534 > 60000 // $ > int 
jf @SHOP1_641 
if 
  not Actor.Dead($1532)
jf @SHOP1_634 
if 
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 
jf @SHOP1_627 
SHOP5_1010()

:SHOP1_627
jump @SHOP1_641 

:SHOP1_634
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_641
jump @SHOP1_673 

:SHOP1_648
if 
  $1528 == 1 // $ == int 
jf @SHOP1_673 
SHOP5_1854()

:SHOP1_673
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP1_992 
if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
jf @SHOP1_967 
if 
  $1529 == 0 // $ == int 
jf @SHOP1_854 
SHOP5_1792()
0084: $1535 = $859 // $ = $ int 
0060: $1535 -= $1526 // $ -= $ int 
if 
  $1535 > 60000 // $ > int 
jf @SHOP1_840 
Actor.Create($1532, 4, #SPECIAL16, 379.9, 210.2, 10.6)
Actor.Angle($1532) = 280.0
SHOP5_2200()

:SHOP1_840
$1529 = 1 // $ = int 
jump @SHOP1_960 

:SHOP1_854
if 
  $1535 > 60000 // $ > int 
jf @SHOP1_960 
if 
  not Actor.Dead($1532)
jf @SHOP1_953 
if 
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 
jf @SHOP1_946 
SHOP5_1010()

:SHOP1_946
jump @SHOP1_960 

:SHOP1_953
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP1_960
jump @SHOP1_992 

:SHOP1_967
if 
  $1529 == 1 // $ == int 
jf @SHOP1_992 
SHOP5_1854()

:SHOP1_992
jump @SHOP1_1006 

:SHOP1_999
SHOP5_1854()

:SHOP1_1006
jump @SHOP1_10 

:SHOP2
script_name 'SHOP2' 

:SHOP2_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP2_364 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SHOP2_357 
if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
jf @SHOP2_332 
if 
  $1527 == 0 // $ == int 
jf @SHOP2_219 
SHOP5_1792()
0084: $1533 = $859 // $ = $ int 
0060: $1533 -= $1524 // $ -= $ int 
if 
  $1533 > 60000 // $ > int 
jf @SHOP2_205 
Actor.Create($1532, 4, #SPECIAL16, -846.6, -72.6, 10.8)
Actor.Angle($1532) = 166.0
SHOP5_2200()

:SHOP2_205
$1527 = 1 // $ = int 
jump @SHOP2_325 

:SHOP2_219
if 
  $1533 > 60000 // $ > int 
jf @SHOP2_325 
if 
  not Actor.Dead($1532)
jf @SHOP2_318 
if 
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 
jf @SHOP2_311 
SHOP5_1010()

:SHOP2_311
jump @SHOP2_325 

:SHOP2_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP2_325
jump @SHOP2_357 

:SHOP2_332
if 
  $1527 == 1 // $ == int 
jf @SHOP2_357 
SHOP5_1854()

:SHOP2_357
jump @SHOP2_371 

:SHOP2_364
SHOP5_1854()

:SHOP2_371
jump @SHOP2_10 

:SHOP3
script_name 'SHOP3' 

:SHOP3_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP3_683 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @SHOP3_676 
if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_332 
if 
  $1527 == 0 // $ == int 
jf @SHOP3_219 
SHOP5_1792()
0084: $1533 = $859 // $ = $ int 
0060: $1533 -= $1524 // $ -= $ int 
if 
  $1533 > 60000 // $ > int 
jf @SHOP3_205 
Actor.Create($1532, 4, #SPECIAL16, -830.4, 741.9, 10.6)
Actor.Angle($1532) = 90.0
SHOP5_2200()

:SHOP3_205
$1527 = 1 // $ = int 
jump @SHOP3_325 

:SHOP3_219
if 
  $1533 > 60000 // $ > int 
jf @SHOP3_325 
if 
  not Actor.Dead($1532)
jf @SHOP3_318 
if 
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_311 
SHOP5_1010()

:SHOP3_311
jump @SHOP3_325 

:SHOP3_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP3_325
jump @SHOP3_357 

:SHOP3_332
if 
  $1527 == 1 // $ == int 
jf @SHOP3_357 
SHOP5_1854()

:SHOP3_357
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP3_676 
if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_651 
if 
  $1528 == 0 // $ == int 
jf @SHOP3_538 
SHOP5_1792()
0084: $1534 = $859 // $ = $ int 
0060: $1534 -= $1525 // $ -= $ int 
if 
  $1534 > 60000 // $ > int 
jf @SHOP3_524 
Actor.Create($1532, 4, #SPECIAL16, -854.3, 850.0, 10.6)
Actor.Angle($1532) = 110.0
SHOP5_2200()

:SHOP3_524
$1528 = 1 // $ = int 
jump @SHOP3_644 

:SHOP3_538
if 
  $1534 > 60000 // $ > int 
jf @SHOP3_644 
if 
  not Actor.Dead($1532)
jf @SHOP3_637 
if 
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_630 
SHOP5_1010()

:SHOP3_630
jump @SHOP3_644 

:SHOP3_637
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP3_644
jump @SHOP3_676 

:SHOP3_651
if 
  $1528 == 1 // $ == int 
jf @SHOP3_676 
SHOP5_1854()

:SHOP3_676
jump @SHOP3_690 

:SHOP3_683
SHOP5_1854()

:SHOP3_690
jump @SHOP3_10 

:SHOP4
script_name 'SHOP4' 

:SHOP4_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP4_1034 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @SHOP4_1027 
if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
jf @SHOP4_332 
if 
  $1527 == 0 // $ == int 
jf @SHOP4_219 
SHOP5_1792()
0084: $1533 = $859 // $ = $ int 
0060: $1533 -= $1524 // $ -= $ int 
if 
  $1533 > 60000 // $ > int 
jf @SHOP4_205 
Actor.Create($1532, 4, #SPECIAL16, -858.8, -632.66, 10.6)
Actor.Angle($1532) = 193.0
SHOP5_2200()

:SHOP4_205
$1527 = 1 // $ = int 
jump @SHOP4_325 

:SHOP4_219
if 
  $1533 > 60000 // $ > int 
jf @SHOP4_325 
if 
  not Actor.Dead($1532)
jf @SHOP4_318 
if 
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 
jf @SHOP4_311 
SHOP5_1010()

:SHOP4_311
jump @SHOP4_325 

:SHOP4_318
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_325
jump @SHOP4_357 

:SHOP4_332
if 
  $1527 == 1 // $ == int 
jf @SHOP4_357 
SHOP5_1854()

:SHOP4_357
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP4_692 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP4_692 
if 
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 
jf @SHOP4_667 
if 
  $1528 == 0 // $ == int 
jf @SHOP4_554 
SHOP5_1792()
0084: $1534 = $859 // $ = $ int 
0060: $1534 -= $1525 // $ -= $ int 
if 
  $1534 > 60000 // $ > int 
jf @SHOP4_540 
Actor.Create($1532, 4, #SPECIAL16, -1167.1, -615.8, 11.0)
Actor.Angle($1532) = 90.0
SHOP5_2200()

:SHOP4_540
$1528 = 1 // $ = int 
jump @SHOP4_660 

:SHOP4_554
if 
  $1534 > 60000 // $ > int 
jf @SHOP4_660 
if 
  not Actor.Dead($1532)
jf @SHOP4_653 
if 
00F5:   player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 
jf @SHOP4_646 
SHOP5_1010()

:SHOP4_646
jump @SHOP4_660 

:SHOP4_653
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_660
jump @SHOP4_692 

:SHOP4_667
if 
  $1528 == 1 // $ == int 
jf @SHOP4_692 
SHOP5_1854()

:SHOP4_692
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP4_1027 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP4_1027 
if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
jf @SHOP4_1002 
if 
  $1529 == 0 // $ == int 
jf @SHOP4_889 
SHOP5_1792()
0084: $1535 = $859 // $ = $ int 
0060: $1535 -= $1526 // $ -= $ int 
if 
  $1535 > 60000 // $ > int 
jf @SHOP4_875 
Actor.Create($1532, 4, #SPECIAL16, -1192.2, -323.7, 11.1)
Actor.Angle($1532) = 90.0
SHOP5_2200()

:SHOP4_875
$1529 = 1 // $ = int 
jump @SHOP4_995 

:SHOP4_889
if 
  $1535 > 60000 // $ > int 
jf @SHOP4_995 
if 
  not Actor.Dead($1532)
jf @SHOP4_988 
if 
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 
jf @SHOP4_981 
SHOP5_1010()

:SHOP4_981
jump @SHOP4_995 

:SHOP4_988
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP4_995
jump @SHOP4_1027 

:SHOP4_1002
if 
  $1529 == 1 // $ == int 
jf @SHOP4_1027 
SHOP5_1854()

:SHOP4_1027
jump @SHOP4_1041 

:SHOP4_1034
SHOP5_1854()

:SHOP4_1041
jump @SHOP4_10 

:SHOP5
script_name 'SHOP5' 

:SHOP5_10
wait 0 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP5_996 
if 
  $1003 == 1 // $ == int 
jf @SHOP5_989 
if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
jf @SHOP5_326 
if 
  $1527 == 0 // $ == int 
jf @SHOP5_213 
SHOP5_1792()
0084: $1533 = $859 // $ = $ int 
0060: $1533 -= $1524 // $ -= $ int 
if 
  $1533 > 60000 // $ > int 
jf @SHOP5_199 
Actor.Create($1532, 4, #SPECIAL16, 352.7, 1111.3, 24.5)
Actor.Angle($1532) = 290.0
SHOP5_2200()

:SHOP5_199
$1527 = 1 // $ = int 
jump @SHOP5_319 

:SHOP5_213
if 
  $1533 > 60000 // $ > int 
jf @SHOP5_319 
if 
  not Actor.Dead($1532)
jf @SHOP5_312 
if 
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 
jf @SHOP5_305 
SHOP5_1010()

:SHOP5_305
jump @SHOP5_319 

:SHOP5_312
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_319
jump @SHOP5_351 

:SHOP5_326
if 
  $1527 == 1 // $ == int 
jf @SHOP5_351 
SHOP5_1854()

:SHOP5_351
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP5_670 
if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
jf @SHOP5_645 
if 
  $1528 == 0 // $ == int 
jf @SHOP5_532 
SHOP5_1792()
0084: $1534 = $859 // $ = $ int 
0060: $1534 -= $1525 // $ -= $ int 
if 
  $1534 > 60000 // $ > int 
jf @SHOP5_518 
Actor.Create($1532, 4, #SPECIAL16, 423.5, 1039.4, 18.1)
Actor.Angle($1532) = 136.0
SHOP5_2200()

:SHOP5_518
$1528 = 1 // $ = int 
jump @SHOP5_638 

:SHOP5_532
if 
  $1534 > 60000 // $ > int 
jf @SHOP5_638 
if 
  not Actor.Dead($1532)
jf @SHOP5_631 
if 
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 
jf @SHOP5_624 
SHOP5_1010()

:SHOP5_624
jump @SHOP5_638 

:SHOP5_631
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_638
jump @SHOP5_670 

:SHOP5_645
if 
  $1528 == 1 // $ == int 
jf @SHOP5_670 
SHOP5_1854()

:SHOP5_670
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP5_989 
if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 
jf @SHOP5_964 
if 
  $1529 == 0 // $ == int 
jf @SHOP5_851 
SHOP5_1792()
0084: $1535 = $859 // $ = $ int 
0060: $1535 -= $1526 // $ -= $ int 
if 
  $1535 > 60000 // $ > int 
jf @SHOP5_837 
Actor.Create($1532, 4, #SPECIAL16, 468.7, 1206.6, 19.0)
Actor.Angle($1532) = 90.0
SHOP5_2200()

:SHOP5_837
$1529 = 1 // $ = int 
jump @SHOP5_957 

:SHOP5_851
if 
  $1535 > 60000 // $ > int 
jf @SHOP5_957 
if 
  not Actor.Dead($1532)
jf @SHOP5_950 
if 
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 
jf @SHOP5_943 
SHOP5_1010()

:SHOP5_943
jump @SHOP5_957 

:SHOP5_950
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:SHOP5_957
jump @SHOP5_989 

:SHOP5_964
if 
  $1529 == 1 // $ == int 
jf @SHOP5_989 
SHOP5_1854()

:SHOP5_989
jump @SHOP5_1003 

:SHOP5_996
SHOP5_1854()

:SHOP5_1003
jump @SHOP5_10 

:SHOP5_1010
if 
  not Actor.Dead($1532)
jf @SHOP5_1790 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $1532 
jf @SHOP5_1636 
if 
  $1530 == 0 // $ == int 
jf @SHOP5_1167 
022F: set_actor $1532 stop_looking 
if 
  not Actor.Dead($1532)
jf @SHOP5_1146 
04EB: actor $1532 crouch 0 9999999 ms 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
0372: set_actor $1532 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $1532 offset 0.0 1.2 0.0 

:SHOP5_1146
TIMERA = 0 // @ = int 
$1530 = 1 // $ = int 
jump @SHOP5_1599 

:SHOP5_1167
if 
  $864 == 0 // $ == int 
jf @SHOP5_1599 
if and
  TIMERA > 2000 // @ > int 
  6000 > TIMERA // int > @ 
jf @SHOP5_1283 
if 
  $1540 == 0 // $ == int 
jf @SHOP5_1283 
$898 += 0.15 // $ += float 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
SHOP5_2245()
$1540 = 1 // $ = int 

:SHOP5_1283
if and
  TIMERA > 6000 // @ > int 
  10000 > TIMERA // int > @ 
jf @SHOP5_1391 
if 
  $1541 == 0 // $ == int 
jf @SHOP5_1391 
$897 += 0.1 // $ += float 
$896 += 0.1 // $ += float 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
$1541 = 1 // $ = int 

:SHOP5_1391
if and
  TIMERA > 10000 // @ > int 
  14000 > TIMERA // int > @ 
jf @SHOP5_1490 
if 
  $1542 == 0 // $ == int 
jf @SHOP5_1490 
$897 += 0.1 // $ += float 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$1542 = 1 // $ = int 

:SHOP5_1490
if and
  TIMERA > 14000 // @ > int 
  20000 > TIMERA // int > @ 
jf @SHOP5_1599 
if 
  $1543 == 0 // $ == int 
jf @SHOP5_1599 
$897 += 0.1 // $ += float 
$896 += 0.1 // $ += float 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
$1543 = 1 // $ = int 

:SHOP5_1599
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1532 hit_by_weapon 47 
jf @SHOP5_1629 
jump @SHOP5_1636 

:SHOP5_1629
jump @SHOP5_1790 

:SHOP5_1636
if 
  $1530 == 0 // $ == int 
jf @SHOP5_1691 
if or
02DF:   player $PLAYER_CHAR aggressive 
031D:   actor $1532 hit_by_weapon 47 
jf @SHOP5_1684 
$1530 = 1 // $ = int 

:SHOP5_1684
jump @SHOP5_1790 

:SHOP5_1691
if 
  not Actor.Dead($1532)
jf @SHOP5_1790 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
04EB: actor $1532 crouch 1 9999999 ms 
if 
  $864 == 0 // $ == int 
jf @SHOP5_1790 
Actor.StorePos($1532, $896, $897, $898)
018D: $865 = create_sound 0 at $896 $897 $898 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$864 = 1 // $ = int 

:SHOP5_1790
return 

:SHOP5_1792
023C: load_special_actor 16 'S_KEEP' 

:SHOP5_1804
if 
823D:   not special_actor 16 loaded 
jf @SHOP5_1842 
wait 0 
023C: load_special_actor 16 'S_KEEP' 
jump @SHOP5_1804 

:SHOP5_1842
01BD: $859 = current_time_in_ms 
Actor.DestroyInstantly($1532)
return 

:SHOP5_1854
if 
  $1527 == 1 // $ == int 
jf @SHOP5_1921 
if or
  Actor.Dead($1532)
  $1530 == 1 // $ == int 
jf @SHOP5_1921 
if 
  $1533 > 60000 // $ > int 
jf @SHOP5_1921 
01BD: $1524 = current_time_in_ms 

:SHOP5_1921
if 
  $1528 == 1 // $ == int 
jf @SHOP5_1988 
if or
  Actor.Dead($1532)
  $1530 == 1 // $ == int 
jf @SHOP5_1988 
if 
  $1534 > 60000 // $ > int 
jf @SHOP5_1988 
01BD: $1525 = current_time_in_ms 

:SHOP5_1988
if 
  $1529 == 1 // $ == int 
jf @SHOP5_2055 
if or
  Actor.Dead($1532)
  $1530 == 1 // $ == int 
jf @SHOP5_2055 
if 
  $1535 > 60000 // $ > int 
jf @SHOP5_2055 
01BD: $1526 = current_time_in_ms 

:SHOP5_2055
$1527 = 0 // $ = int 
$1528 = 0 // $ = int 
$1529 = 0 // $ = int 
$1530 = 0 // $ = int 
$864 = 0 // $ = int 
$1540 = 0 // $ = int 
$1541 = 0 // $ = int 
$1542 = 0 // $ = int 
$1543 = 0 // $ = int 
Pickup.Destroy($1536)
Pickup.Destroy($1537)
Pickup.Destroy($1538)
Pickup.Destroy($1539)
0296: unload_special_actor 16 
Actor.DestroyInstantly($1532)
018E: stop_sound $865 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SHOP5_2198 
$1524 = -60000 // $ = int 
$1525 = -60000 // $ = int 
$1526 = -60000 // $ = int 

:SHOP5_2198
return 

:SHOP5_2200
0243: set_actor $1532 ped_stats_to 16 
01ED: clear_actor $1532 threat_search 
0350: set_actor $1532 maintain_position_when_attacked 1 
if 
  Player.Defined($PLAYER_CHAR)
jf @SHOP5_2243 
022D: set_actor $1532 to_look_at_player $PLAYER_CHAR 

:SHOP5_2243
return 

:SHOP5_2245
if and
00F5:   player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
  $1544 == 0 // $ == int 
jf @SHOP5_2318 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1544 = 1 // $ = int 

:SHOP5_2318
if and
00F5:   player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
  $1545 == 0 // $ == int 
jf @SHOP5_2391 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1545 = 1 // $ = int 

:SHOP5_2391
if and
00F5:   player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
  $1546 == 0 // $ == int 
jf @SHOP5_2464 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1546 = 1 // $ = int 

:SHOP5_2464
if and
00F5:   player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
  $1547 == 0 // $ == int 
jf @SHOP5_2537 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1547 = 1 // $ = int 

:SHOP5_2537
if and
00F5:   player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
  $1548 == 0 // $ == int 
jf @SHOP5_2610 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1548 = 1 // $ = int 

:SHOP5_2610
if and
00F5:   player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
  $1549 == 0 // $ == int 
jf @SHOP5_2683 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1549 = 1 // $ = int 

:SHOP5_2683
if and
00F5:   player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
  $1550 == 0 // $ == int 
jf @SHOP5_2756 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1550 = 1 // $ = int 

:SHOP5_2756
if and
00F5:   player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
  $1551 == 0 // $ == int 
jf @SHOP5_2829 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1551 = 1 // $ = int 

:SHOP5_2829
if and
00F5:   player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
  $1552 == 0 // $ == int 
jf @SHOP5_2902 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1552 = 1 // $ = int 

:SHOP5_2902
if and
00F5:   player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 
  $1553 == 0 // $ == int 
jf @SHOP5_2975 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1553 = 1 // $ = int 

:SHOP5_2975
if and
00F5:   player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 
  $1554 == 0 // $ == int 
jf @SHOP5_3048 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1554 = 1 // $ = int 

:SHOP5_3048
if and
00F5:   player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
  $1555 == 0 // $ == int 
jf @SHOP5_3121 
0531: increment_stores_knocked_off_by 1 
$1531 += 1 // $ += int 
$1555 = 1 // $ = int 

:SHOP5_3121
return 

:AUDIO
script_name 'AUDIO' 
set_wb_check_to 0 
start_new_script @AUDIO1 
terminate_this_script 

:AUDIO1
script_name 'AUDIO1' 
$1559 = 0 // $ = int 
$1560 = 0 // $ = int 
$1561 = 0 // $ = int 
$1565 = 0 // $ = int 
$1566 = 0 // $ = int 
$1567 = 0 // $ = int 
$1571 = 0 // $ = int 
$1572 = 0 // $ = int 
$1573 = 0 // $ = int 
$1579 = 0 // $ = int 
$1576 = 0 // $ = int 
$1577 = 0 // $ = int 

:AUDIO1_94
wait 500 
00BF: $9 = current_time_hours, $10 = current_time_minutes 
if 
  Player.Defined($PLAYER_CHAR)
jf @AUDIO1_1790 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @AUDIO1_403 
if 
  $275 == 0 // $ == int 
jf @AUDIO1_212 
if 
  $1559 == 0 // $ == int 
jf @AUDIO1_212 
018D: $1556 = create_sound 36 at -596.018 640.916 12.0 
$1559 = 1 // $ = int 

:AUDIO1_212
if 
  $275 == 1 // $ == int 
jf @AUDIO1_295 
if 
  $276 == 0 // $ == int 
jf @AUDIO1_295 
if 
  $1560 == 0 // $ == int 
jf @AUDIO1_295 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
$1560 = 1 // $ = int 

:AUDIO1_295
if 
  $275 == 1 // $ == int 
jf @AUDIO1_396 
if 
  $276 == 1 // $ == int 
jf @AUDIO1_396 
if 
  $277 == 0 // $ == int 
jf @AUDIO1_396 
if 
  $1561 == 0 // $ == int 
jf @AUDIO1_396 
018D: $1558 = create_sound 38 at -596.018 640.916 12.0 
$1561 = 1 // $ = int 

:AUDIO1_396
jump @AUDIO1_493 

:AUDIO1_403
if 
  $1559 == 1 // $ == int 
jf @AUDIO1_433 
018E: stop_sound $1556 
$1559 = 0 // $ = int 

:AUDIO1_433
if 
  $1560 == 1 // $ == int 
jf @AUDIO1_463 
018E: stop_sound $1557 
$1560 = 0 // $ = int 

:AUDIO1_463
if 
  $1561 == 1 // $ == int 
jf @AUDIO1_493 
018E: stop_sound $1558 
$1561 = 0 // $ = int 

:AUDIO1_493
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @AUDIO1_893 
if or
  $9 >= 23 // $ >= int 
  7 > $9 // int > $ 
jf @AUDIO1_610 
if and
  $1565 == 0 // $ == int 
  $1566 == 0 // $ == int 
  $1567 == 0 // $ == int 
jf @AUDIO1_603 
018D: $1562 = create_sound 40 at 494.652 -83.347 10.032 
$1565 = 1 // $ = int 

:AUDIO1_603
jump @AUDIO1_640 

:AUDIO1_610
if 
  $1565 == 1 // $ == int 
jf @AUDIO1_640 
018E: stop_sound $1562 
$1565 = 0 // $ = int 

:AUDIO1_640
if and
  $9 >= 7 // $ >= int 
  15 > $9 // int > $ 
jf @AUDIO1_733 
if and
  $1566 == 0 // $ == int 
  $1565 == 0 // $ == int 
  $1567 == 0 // $ == int 
jf @AUDIO1_726 
018D: $1563 = create_sound 41 at 494.652 -83.347 10.032 
$1566 = 1 // $ = int 

:AUDIO1_726
jump @AUDIO1_763 

:AUDIO1_733
if 
  $1566 == 1 // $ == int 
jf @AUDIO1_763 
018E: stop_sound $1563 
$1566 = 0 // $ = int 

:AUDIO1_763
if and
  $9 >= 15 // $ >= int 
  23 > $9 // int > $ 
jf @AUDIO1_856 
if and
  $1567 == 0 // $ == int 
  $1565 == 0 // $ == int 
  $1566 == 0 // $ == int 
jf @AUDIO1_849 
018D: $1564 = create_sound 42 at 494.652 -83.347 10.032 
$1567 = 1 // $ = int 

:AUDIO1_849
jump @AUDIO1_886 

:AUDIO1_856
if 
  $1567 == 1 // $ == int 
jf @AUDIO1_886 
018E: stop_sound $1564 
$1567 = 0 // $ = int 

:AUDIO1_886
jump @AUDIO1_983 

:AUDIO1_893
if 
  $1565 == 1 // $ == int 
jf @AUDIO1_923 
018E: stop_sound $1562 
$1565 = 0 // $ = int 

:AUDIO1_923
if 
  $1566 == 1 // $ == int 
jf @AUDIO1_953 
018E: stop_sound $1563 
$1566 = 0 // $ = int 

:AUDIO1_953
if 
  $1567 == 1 // $ == int 
jf @AUDIO1_983 
018E: stop_sound $1564 
$1567 = 0 // $ = int 

:AUDIO1_983
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @AUDIO1_1532 
if or
  $9 >= 23 // $ >= int 
  7 > $9 // int > $ 
jf @AUDIO1_1100 
if and
  $1571 == 0 // $ == int 
  $1572 == 0 // $ == int 
  $1573 == 0 // $ == int 
jf @AUDIO1_1093 
018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0 
$1571 = 1 // $ = int 

:AUDIO1_1093
jump @AUDIO1_1130 

:AUDIO1_1100
if 
  $1571 == 1 // $ == int 
jf @AUDIO1_1130 
018E: stop_sound $1568 
$1571 = 0 // $ = int 

:AUDIO1_1130
if and
  $9 >= 7 // $ >= int 
  15 > $9 // int > $ 
jf @AUDIO1_1223 
if and
  $1572 == 0 // $ == int 
  $1571 == 0 // $ == int 
  $1573 == 0 // $ == int 
jf @AUDIO1_1216 
018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0 
$1572 = 1 // $ = int 

:AUDIO1_1216
jump @AUDIO1_1253 

:AUDIO1_1223
if 
  $1572 == 1 // $ == int 
jf @AUDIO1_1253 
018E: stop_sound $1569 
$1572 = 0 // $ = int 

:AUDIO1_1253
if and
  $9 >= 15 // $ >= int 
  23 > $9 // int > $ 
jf @AUDIO1_1346 
if and
  $1573 == 0 // $ == int 
  $1571 == 0 // $ == int 
  $1572 == 0 // $ == int 
jf @AUDIO1_1339 
018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0 
$1573 = 1 // $ = int 

:AUDIO1_1339
jump @AUDIO1_1376 

:AUDIO1_1346
if 
  $1573 == 1 // $ == int 
jf @AUDIO1_1376 
018E: stop_sound $1570 
$1573 = 0 // $ = int 

:AUDIO1_1376
if 
  $9 == 10 // $ == int 
jf @AUDIO1_1448 
if 
  $1579 == 0 // $ == int 
jf @AUDIO1_1441 
018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397 
$1579 = 1 // $ = int 

:AUDIO1_1441
jump @AUDIO1_1478 

:AUDIO1_1448
if 
  $1579 == 1 // $ == int 
jf @AUDIO1_1478 
018E: stop_sound $1578 
$1579 = 0 // $ = int 

:AUDIO1_1478
if 
  $1576 == 0 // $ == int 
jf @AUDIO1_1525 
018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485 
$1576 = 1 // $ = int 

:AUDIO1_1525
jump @AUDIO1_1682 

:AUDIO1_1532
if 
  $1571 == 1 // $ == int 
jf @AUDIO1_1562 
018E: stop_sound $1568 
$1571 = 0 // $ = int 

:AUDIO1_1562
if 
  $1572 == 1 // $ == int 
jf @AUDIO1_1592 
018E: stop_sound $1569 
$1572 = 0 // $ = int 

:AUDIO1_1592
if 
  $1573 == 1 // $ == int 
jf @AUDIO1_1622 
018E: stop_sound $1570 
$1573 = 0 // $ = int 

:AUDIO1_1622
if 
  $1579 == 1 // $ == int 
jf @AUDIO1_1652 
018E: stop_sound $1578 
$1579 = 0 // $ = int 

:AUDIO1_1652
if 
  $1576 == 1 // $ == int 
jf @AUDIO1_1682 
018E: stop_sound $1574 
$1576 = 0 // $ = int 

:AUDIO1_1682
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @AUDIO1_1760 
if 
  $1577 == 0 // $ == int 
jf @AUDIO1_1753 
018D: $1575 = create_sound 51 at 9.637 1092.344 17.211 
$1577 = 1 // $ = int 

:AUDIO1_1753
jump @AUDIO1_1790 

:AUDIO1_1760
if 
  $1577 == 1 // $ == int 
jf @AUDIO1_1790 
018E: stop_sound $1575 
$1577 = 0 // $ = int 

:AUDIO1_1790
jump @AUDIO1_94 

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

:INITIAL
script_name 'INITIAL' 
$DEFAULT_WAIT_TIME = 250 // $ = int 
$92 = 0.0625 // $ = float 
0086: $93 = $92 // $ = $ float 
$93 /= 2.0 // $ /= float 
0086: $94 = $93 // $ = $ float 
$94 /= 2.0 // $ /= float 
$123 = 0 // $ = int 
$7 = 0 // $ = int 
$8 = 0 // $ = int 
$9 = 0 // $ = int 
$10 = 0 // $ = int 
$11 = 0 // $ = int 
$61 = 0 // $ = int 
$13 = 0 // $ = int 
$44 = 0 // $ = int 
$45 = 0 // $ = int 
$46 = 0 // $ = int 
$51 = 0 // $ = int 
$52 = 0 // $ = int 
$53 = 0 // $ = int 
$54 = 0 // $ = int 
$24 = 0 // $ = int 
$35 = 0 // $ = int 
$31 = 0 // $ = int 
$25 = 0 // $ = int 
$21 = 0 // $ = int 
$47 = 0 // $ = int 
$66 = 0 // $ = int 
$48 = 0 // $ = int 
$55 = 0 // $ = int 
$220 = 0 // $ = int 
$222 = 0 // $ = int 
$PASSED_LAW1_THE_PARTY = 0 // $ = int 
$PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // $ = int 
$PASSED_LAW3_JURY_FURY = 0 // $ = int 
$PASSED_LAW4_RIOT = 0 // $ = int 
$PASSED_COL1_TREACHEROUS_SWINE = 0 // $ = int 
$PASSED_COL2_MALL_SHOOTOUT = 0 // $ = int 
$PASSED_COL3_GUARDIAN_ANGELS = 0 // $ = int 
$PASSED_COL4_SIR_YES_SIR = 0 // $ = int 
$PASSED_COL5_ALL_HANDS_ON_DECK = 0 // $ = int 
$PASSED_COK1_THE_CHASE = 0 // $ = int 
$PASSED_COK2_PHNOM_PENH_86 = 0 // $ = int 
$PASSED_COK3_THE_FASTEST_BOAT = 0 // $ = int 
$PASSED_COK4_SUPPLY_AND_DEMAND = 0 // $ = int 
$PASSED_ASS1_RUB_OUT = 0 // $ = int 
$240 = 0 // $ = int 
$PASSED_KENT1_DEATH_ROW = 0 // $ = int 
$PASSED_TEX1_FOUR_IRON = 0 // $ = int 
$245 = 0 // $ = int 
$246 = 0 // $ = int 
$248 = 0 // $ = int 
$249 = 0 // $ = int 
$250 = 0 // $ = int 
$251 = 0 // $ = int 
$257 = 0 // $ = int 
$258 = 0 // $ = int 
$259 = 0 // $ = int 
$260 = 0 // $ = int 
$266 = 0 // $ = int 
$267 = 0 // $ = int 
$269 = 0 // $ = int 
$270 = 0 // $ = int 
$272 = 0 // $ = int 
$273 = 0 // $ = int 
$275 = 0 // $ = int 
$276 = 0 // $ = int 
$277 = 0 // $ = int 
$279 = 0 // $ = int 
$280 = 0 // $ = int 
$281 = 0 // $ = int 
$282 = 0 // $ = int 
$PASSED_HAT1_JUJU_SCRAMBLE = 0 // $ = int 
$PASSED_HAT2_BOMBS_AWAY = 0 // $ = int 
$PASSED_HAT3_DIRTY_LICKINS = 0 // $ = int 
$PASSED_ROCK1_LOVE_JUICE = 0 // $ = int 
$PASSED_ROCK2_PSYCHO_KILLER = 0 // $ = int 
$PASSED_ROCK3_PUBLICITY_TOUR = 0 // $ = int 
$291 = 0 // $ = int 
$305 = 0 // $ = int 
$304 = 0 // $ = int 
$298 = 0 // $ = int 
$299 = 0 // $ = int 
$300 = 0 // $ = int 
$301 = 0 // $ = int 
$302 = 0 // $ = int 
$303 = 0 // $ = int 
$307 = 0 // $ = int 
$308 = 0 // $ = int 
$309 = 0 // $ = int 
$310 = 0 // $ = int 
$312 = 0 // $ = int 
$ONMISSION = 0 // $ = int 
$314 = 0 // $ = int 
$315 = 0 // $ = int 
$316 = 0 // $ = int 
$317 = 0 // $ = int 
$337 = 0 // $ = int 
$332 = 0 // $ = int 
$331 = 0 // $ = int 
$323 = 0 // $ = int 
$324 = 0 // $ = int 
$325 = 0 // $ = int 
$326 = 0 // $ = int 
$327 = 0 // $ = int 
$328 = 0 // $ = int 
$329 = 0 // $ = int 
$330 = 0 // $ = int 
$333 = 0 // $ = int 
$334 = 0 // $ = int 
$335 = 0 // $ = int 
$336 = 0 // $ = int 
$338 = 0 // $ = int 
$347 = 0 // $ = int 
$348 = 0 // $ = int 
$349 = 0 // $ = int 
$350 = 0 // $ = int 
$339 = 0 // $ = int 
$340 = 0 // $ = int 
$341 = 0 // $ = int 
$351 = 0 // $ = int 
$342 = 0 // $ = int 
$343 = 0 // $ = int 
$344 = 0 // $ = int 
$353 = 0 // $ = int 
$354 = 0 // $ = int 
$361 = 0 // $ = int 
$362 = 0 // $ = int 
$363 = 0 // $ = int 
$364 = 0 // $ = int 
$365 = 0 // $ = int 
$366 = -425.0 // $ = float 
$367 = 1410.0 // $ = float 
$368 = 10.0 // $ = float 
$371 = 0 // $ = int 
$370 = 0 // $ = int 
$372 = 0 // $ = int 
$369 = 0 // $ = int 
$375 = 0 // $ = int 
$373 = 0 // $ = int 
$382 = 0 // $ = int 
$376 = 0 // $ = int 
$377 = 0 // $ = int 
$378 = 0 // $ = int 
$379 = 0 // $ = int 
$380 = 0 // $ = int 
$381 = 0 // $ = int 
$383 = 0 // $ = int 
$384 = 0 // $ = int 
$385 = 0 // $ = int 
$386 = 0 // $ = int 
$36 = 0 // $ = int 
$387 = 0 // $ = int 
$388 = 0 // $ = int 
$389 = 0 // $ = int 
$390 = 0 // $ = int 
$391 = 0 // $ = int 
$392 = 0 // $ = int 
$397 = 0 // $ = int 
$398 = 0 // $ = int 
$399 = 0 // $ = int 
$400 = 0 // $ = int 
$401 = 99999999 // $ = int 
$402 = 99999999 // $ = int 
$403 = 99999999 // $ = int 
$404 = 99999999 // $ = int 
$405 = 99999999 // $ = int 
$406 = 99999999 // $ = int 
$407 = 99999999 // $ = int 
$408 = 99999999 // $ = int 
$409 = 99999999 // $ = int 
$410 = 99999999 // $ = int 
$411 = 99999999 // $ = int 
$412 = 99999999 // $ = int 
$413 = 99999999 // $ = int 
$414 = 99999999 // $ = int 
$415 = 99999999 // $ = int 
$416 = 99999999 // $ = int 
$452 = 0 // $ = int 
$444 = 0 // $ = int 
$254 = 0 // $ = int 
$255 = 0 // $ = int 
$62 = 0 // $ = int 
$103 = 0 // $ = int 
$104 = 0 // $ = int 
$105 = 0 // $ = int 
$106 = 0 // $ = int 
$107 = 0 // $ = int 
$108 = 0 // $ = int 
$109 = 0 // $ = int 
$498 = -569.1451 // $ = float 
$499 = 851.0923 // $ = float 
$500 = 22.8402 // $ = float 
$501 = 28.4463 // $ = float 
$502 = -1311.761 // $ = float 
$503 = 16.4712 // $ = float 
$504 = 375.845 // $ = float 
$505 = 332.9194 // $ = float 
$506 = 11.5155 // $ = float 
$507 = -886.5938 // $ = float 
$508 = 236.5693 // $ = float 
$509 = 13.9773 // $ = float 
$510 = -244.6 // $ = float 
$511 = -491.3 // $ = float 
$512 = 10.6 // $ = float 
$531 = -63.4 // $ = float 
$532 = -1481.8 // $ = float 
$533 = 9.4 // $ = float 
$534 = 364.9 // $ = float 
$535 = 1055.7 // $ = float 
$536 = 18.2 // $ = float 
$537 = -677.0 // $ = float 
$538 = 1205.6 // $ = float 
$539 = 10.0 // $ = float 
$540 = 202.7 // $ = float 
$541 = -474.1 // $ = float 
$542 = 10.1 // $ = float 
$543 = 364.9 // $ = float 
$544 = 1078.0 // $ = float 
$545 = 18.0 // $ = float 
$546 = -967.5 // $ = float 
$547 = -693.2 // $ = float 
$548 = 10.3 // $ = float 
$516 = 36.798 // $ = float 
$517 = -1024.404 // $ = float 
$518 = 9.451 // $ = float 
$519 = 482.5293 // $ = float 
$520 = 244.276 // $ = float 
$521 = 10.09 // $ = float 
$522 = 38.244 // $ = float 
$523 = -1024.251 // $ = float 
$524 = 9.451 // $ = float 
$525 = -1481.872 // $ = float 
$526 = -825.3049 // $ = float 
$527 = 13.8777 // $ = float 
$528 = -978.0145 // $ = float 
$529 = -530.7043 // $ = float 
$530 = 9.9513 // $ = float 
$696 = 893.5 // $ = float 
$697 = -306.1 // $ = float 
$698 = -100.0 // $ = float 
$699 = 103.0 // $ = float 
$700 = -484.2 // $ = float 
$701 = -100.0 // $ = float 
$702 = -665.0 // $ = float 
$703 = -6.5 // $ = float 
$704 = -100.0 // $ = float 
$705 = 925.0 // $ = float 
$706 = -359.5 // $ = float 
$707 = -100.0 // $ = float 
$708 = 379.0 // $ = float 
$709 = -493.8 // $ = float 
$710 = -100.0 // $ = float 
$711 = -1128.0 // $ = float 
$712 = 32.5 // $ = float 
$713 = -100.0 // $ = float 
$1580 = 0 // $ = int 
$1581 = 0 // $ = int 
$1582 = 0 // $ = int 
$1583 = 0 // $ = int 
$1584 = 0 // $ = int 
$1585 = 0 // $ = int 
$1586 = 0 // $ = int 
$1587 = 0 // $ = int 
$1588 = 0 // $ = int 
$1589 = 0 // $ = int 
$1590 = 0 // $ = int 
$1591 = 0 // $ = int 
$1592 = 0 // $ = int 
$1593 = 0 // $ = int 
$1594 = 999999 // $ = int 
$1595 = 999999 // $ = int 
$1596 = 999999 // $ = int 
$1597 = 0 // $ = int 
$1598 = 0 // $ = int 
$1603 = 0 // $ = int 
$1604 = 0 // $ = int 
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $435 = create_icon_marker_without_sphere 16 at $537 $538 $539 
04CE: $436 = create_icon_marker_without_sphere 18 at $540 $541 $542 
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
04CE: $438 = create_icon_marker_without_sphere 18 at $546 $547 $548 
04CE: $439 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 
04CE: $440 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 
04CE: $441 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 
04CE: $442 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 
016C: restart_if_wasted_at 493.5 703.1 11.1 angle 90.0 
016D: restart_if_busted_at 508.9 506.8 10.3 angle 174.0 
016C: restart_if_wasted_at -108.3 -974.4 9.4 angle 283.9 
016D: restart_if_busted_at 398.8 -469.7 10.7 angle 323.0 
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 
015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET4' 1 7 
0324: set_zone_pedgroup_info 'STREET4' 0 8 
015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'RICH2' 1 27 
0324: set_zone_pedgroup_info 'RICH2' 0 28 
015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'CLUB2' 1 57 
0324: set_zone_pedgroup_info 'CLUB2' 0 58 
015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP3' 1 35 
0324: set_zone_pedgroup_info 'SHOP3' 0 36 
015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET3' 1 5 
0324: set_zone_pedgroup_info 'STREET3' 0 6 
015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP2' 1 33 
0324: set_zone_pedgroup_info 'SHOP2' 0 34 
015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND1' 1 63 
0324: set_zone_pedgroup_info 'OCEAND1' 0 64 
015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND2' 1 65 
0324: set_zone_pedgroup_info 'OCEAND2' 0 66 
015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500 
0324: set_zone_pedgroup_info 'BEACH1' 1 45  // Ocean Beach
0324: set_zone_pedgroup_info 'BEACH1' 0 46  // Ocean Beach
015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500 
0324: set_zone_pedgroup_info 'BEACH2' 1 47  // Washington Beach
0324: set_zone_pedgroup_info 'BEACH2' 0 48  // Washington Beach
015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'BEACH3' 1 49  // Vice Point
0324: set_zone_pedgroup_info 'BEACH3' 0 50  // Vice Point
015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500 
04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET2' 1 3 
0324: set_zone_pedgroup_info 'STREET2' 0 4 
015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'CONSTRU' 1 17 
0324: set_zone_pedgroup_info 'CONSTRU' 0 18 
015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500 
04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500 
0324: set_zone_pedgroup_info 'CLUB1' 1 55 
0324: set_zone_pedgroup_info 'CLUB1' 0 56 
015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF1' 1 41 
0324: set_zone_pedgroup_info 'GOLF1' 0 42 
015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF2' 1 43 
0324: set_zone_pedgroup_info 'GOLF2' 0 44 
015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500 
04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500 
0324: set_zone_pedgroup_info 'STREET1' 1 1 
0324: set_zone_pedgroup_info 'STREET1' 0 2 
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30 
015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30 
0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR1' 1 19 
0324: set_zone_pedgroup_info 'TOUR1' 0 20 
015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR2' 1 21 
0324: set_zone_pedgroup_info 'TOUR2' 0 22 
015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30 
0236: set_gang 4 car_to #BAGGAGE 
0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50 
0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50 
04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100 
04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100 
0324: set_zone_pedgroup_info 'AIRPORT' 1 51 
0324: set_zone_pedgroup_info 'AIRPORT' 0 52 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30 
0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'TERMINL' 1 53 
0324: set_zone_pedgroup_info 'TERMINL' 0 54 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'DOCKS' 1 15  // Viceport
0324: set_zone_pedgroup_info 'DOCKS' 0 16  // Viceport
015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET6' 1 23 
0324: set_zone_pedgroup_info 'STREET6' 0 24 
015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET5' 1 9 
0324: set_zone_pedgroup_info 'STREET5' 0 10 
015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP4' 1 37 
0324: set_zone_pedgroup_info 'SHOP4' 0 38 
015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP5' 1 39 
0324: set_zone_pedgroup_info 'SHOP5' 0 40 
015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500 
0324: set_zone_pedgroup_info 'BUSINES' 1 11 
0324: set_zone_pedgroup_info 'BUSINES' 0 12 
015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TESTT' 1 11 
0324: set_zone_pedgroup_info 'TESTT' 0 12 
015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10 
04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500 
0324: set_zone_pedgroup_info 'BIKAREA' 1 13 
0324: set_zone_pedgroup_info 'BIKAREA' 0 14 
015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG2' 1 59 
0324: set_zone_pedgroup_info 'GANG2' 0 59 
015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO1' 1 59 
0324: set_zone_pedgroup_info 'GHETTO1' 0 60 
015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO2' 1 61 
0324: set_zone_pedgroup_info 'GHETTO2' 0 62 
015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40 
0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'RICH3' 1 29 
0324: set_zone_pedgroup_info 'RICH3' 0 30 
015C: set_zone_gang_info 'GANG1' 1 13 0 0 0 1000 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 13 0 0 0 1000 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0 
04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG1' 1 59 
0324: set_zone_pedgroup_info 'GANG1' 0 60 
015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0 
015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TERMINL' 1 59 
0324: set_zone_pedgroup_info 'TERMINL' 0 60 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'ICCREAM' 1 61 
0324: set_zone_pedgroup_info 'ICCREAM' 0 62 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'BOATYRD' 1 15 
0324: set_zone_pedgroup_info 'BOATYRD' 0 16 
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'KAUFCAB' 1 59  // Kaufman Cabs
0324: set_zone_pedgroup_info 'KAUFCAB' 0 59  // Kaufman Cabs
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'PRINTWK' 1 59 
0324: set_zone_pedgroup_info 'PRINTWK' 0 60 
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'CARYRD' 1 23 
0324: set_zone_pedgroup_info 'CARYRD' 0 24 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'PORNSTU' 1 9 
0324: set_zone_pedgroup_info 'PORNSTU' 0 10 
015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0 
0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20 
0324: set_zone_pedgroup_info 'ARMYBAS' 1 51 
0324: set_zone_pedgroup_info 'ARMYBAS' 0 52 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0 
022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0 
022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0 
022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0 
022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0 
022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 
022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 
022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 
022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 
022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 
022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 
022B: create_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 
022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 
022B: create_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 
022B: create_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 
022B: create_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0 
022B: create_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0 
01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0 
01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0 
01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0 
01E8: create_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 
01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 
01E8: create_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 
01E8: create_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 
01E8: create_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0 
01E8: create_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0 
01E8: create_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0 
0236: set_gang 0 car_to #CUBAN 
0236: set_gang 1 car_to #VOODOO 
0236: set_gang 2 car_to #GANGBUR 
0236: set_gang 5 car_to #ANGEL 
0592: set_gang 4 attack_player_with_cops 1 
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 
03F1: pedtype 7 add_threat 256 
03F1: pedtype 8 add_threat 128 
Object.Init($1779, #COMGATE1CLOSED, -715.082, -489.689, 12.549)
Object.RemoveFromMissionCleanupList($1779)
Object.Init($1780, #COMGATE2CLOSED, -181.451, -472.61, 11.353)
Object.Angle($1780) = 102.0
Object.RemoveFromMissionCleanupList($1780)
Object.Init($1781, #NT_ROADBLOCKCI, -97.3, 1061.8, 11.6)
Object.RemoveFromMissionCleanupList($1781)
Object.Init($1782, #NT_ROADBLOCKGF, -81.46, 81.358, 21.04)
Object.RemoveFromMissionCleanupList($1782)
Object.Init($1783, #WSH_ROADBLOCK, -242.671, -935.667, 16.198)
Object.RemoveFromMissionCleanupList($1783)
Object.Init($1787, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.RemoveFromMissionCleanupList($1787)
Object.Init($1788, #MAN_DOORCLOSED, -378.542, -554.006, 20.067)
Object.RemoveFromMissionCleanupList($1788)
Object.Init($1784, #WSHPERDRCLSD, -266.496, -1214.563, 9.02)
Object.RemoveFromMissionCleanupList($1784)
Object.Init($1785, #HAITAXIDR, -1010.466, 199.125, 11.95)
Object.RemoveFromMissionCleanupList($1785)
Object.Init($1786, #B_HSE_DOORS, -640.012, -1485.941, 15.457)
Object.RemoveFromMissionCleanupList($1786)
Object.Init($1007, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
Object.Init($1790, #STRPBCKDRCLSD, 68.988, -1444.242, 10.727)
Object.RemoveFromMissionCleanupList($1790)
Object.Init($1791, #ELECTRICGATE, -1114.1, 67.0, 10.1)
Object.Angle($1791) = 90.0
Object.RemoveFromMissionCleanupList($1791)
Object.Init($1778, #ELECTRICGATE, 298.0, -313.6, 11.0)
Object.RemoveFromMissionCleanupList($1778)
Object.Init($1792, #ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($1792) = 249.0
Object.RemoveFromMissionCleanupList($1792)
Object.Init($1793, #DK_CAMJONESDOOR, -837.134, -901.672, 12.03)
Object.RemoveFromMissionCleanupList($1793)
Object.Angle($1793) = 0.0
Object.Init($1801, #DTS_GS_LIFTDOORL, -559.476, 783.107, 23.279)
Object.RemoveFromMissionCleanupList($1801)
Object.Init($1802, #DTS_GS_LIFTDOORR, -559.476, 781.34, 23.279)
Object.RemoveFromMissionCleanupList($1802)
Object.Init($1803, #DTS_GS_LIFTDOORL, -553.563, 788.895, 97.917)
Object.RemoveFromMissionCleanupList($1803)
Object.Init($1804, #DTS_GS_LIFTDOORR, -553.563, 787.127, 97.917)
Object.RemoveFromMissionCleanupList($1804)
Object.Init($1805, #DTS_SPOT_A, -354.531, 989.975, 45.8)
034D: rotate_object $1805 from_angle 160.0 to_angle 160.0 flag 0 
Object.RemoveFromMissionCleanupList($1805)
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
Object.RemoveFromMissionCleanupList($1806)
Object.Init($1807, #DT_GSPOT_STAIRS, -573.897, 1374.25, 15.657)
Object.RemoveFromMissionCleanupList($1807)
Object.Init($1808, #DT_GSPOT_STAIRS, -367.067, 913.038, 16.058)
Object.RemoveFromMissionCleanupList($1808)
034D: rotate_object $1808 from_angle 157.0 to_angle 157.0 flag 0 
Object.Init($1809, #OD_CELLDOOR02, 384.098, -505.893, 9.68)
0566: object $1809 set_interior 12 
Object.RemoveFromMissionCleanupList($1809)
Object.Angle($1809) = 0.0
Object.Init($1811, #CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34)
Object.RemoveFromMissionCleanupList($1811)
Object.Init($1812, #NHAITPLATDR, -981.114, 265.419, 8.939)
Object.RemoveFromMissionCleanupList($1812)
Object.Init($1813, #NHAITPLATDRR, -981.114, 267.607, 8.937)
Object.RemoveFromMissionCleanupList($1813)
Object.Init($1814, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1814)
Object.Init($1815, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)
Object.Init($1816, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1816)
Object.Init($1817, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1817)
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
Object.Init($1818, #ELECTRICGATE, -973.664, -519.65, 10.092)
Object.Angle($1818) = 98.5
Object.RemoveFromMissionCleanupList($1818)
Object.Init($1819, #ICEDOOR, -866.689, -572.095, 12.173)
Object.RemoveFromMissionCleanupList($1819)
Object.Init($1820, #DTS_BBDOOR, -598.017, 651.207, 12.025)
Object.RemoveFromMissionCleanupList($1820)
Object.Init($1821, #GOLF_GATESCLOSED, 107.671, 227.729, 20.634)
Object.RemoveFromMissionCleanupList($1821)
Object.Init($1822, #PRINTDOOOR, -1063.773, -278.932, 13.024)
Object.RemoveFromMissionCleanupList($1822)
Object.Init($1823, #UNROCKETED_WIN1, -899.851, -341.061, 14.318)
0566: object $1823 set_interior 3 
Object.RemoveFromMissionCleanupList($1823)
Object.Init($1824, #BNK_GRILL01, -899.214, -333.656, 21.233)
0566: object $1824 set_interior 3 
Object.CollisionDetection($1824, False)
Object.ToggleInMovingList($1824, False)
Object.RemoveFromMissionCleanupList($1824)
Object.Init($1825, #BNK_GRILL01, -899.214, -348.466, 21.233)
0566: object $1825 set_interior 3 
Object.CollisionDetection($1825, False)
Object.ToggleInMovingList($1825, False)
Object.RemoveFromMissionCleanupList($1825)
Object.Init($1826, #BNK_GRILL01, -907.307, -336.618, 23.987)
0566: object $1826 set_interior 3 
Object.CollisionDetection($1826, False)
Object.ToggleInMovingList($1826, False)
Object.RemoveFromMissionCleanupList($1826)
Object.Init($1827, #BNK_GRILL01, -907.307, -345.504, 23.987)
0566: object $1827 set_interior 3 
Object.CollisionDetection($1827, False)
Object.ToggleInMovingList($1827, False)
Object.RemoveFromMissionCleanupList($1827)
Object.Init($1828, #BNK_GRILL01, -915.401, -336.6184, 23.987)
0566: object $1828 set_interior 3 
Object.CollisionDetection($1828, False)
Object.ToggleInMovingList($1828, False)
Object.RemoveFromMissionCleanupList($1828)
Object.Init($1829, #BNK_GRILL01, -915.401, -345.5, 23.987)
0566: object $1829 set_interior 3 
Object.CollisionDetection($1829, False)
Object.ToggleInMovingList($1829, False)
Object.RemoveFromMissionCleanupList($1829)
014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 
014B: $1991 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 
014C: set_parked_car_generator $1991 cars_to_generate_to 101 
014B: $1990 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347 
014C: set_parked_car_generator $1990 cars_to_generate_to 0 
014B: $1989 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739 
014C: set_parked_car_generator $1989 cars_to_generate_to 101 
014B: $1844 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462 
014C: set_parked_car_generator $1844 cars_to_generate_to 0 
014B: $1867 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423 
014C: set_parked_car_generator $1867 cars_to_generate_to 0 
014B: $1993 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0 
014C: set_parked_car_generator $1993 cars_to_generate_to 101 
014B: $1842 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175 
014C: set_parked_car_generator $1842 cars_to_generate_to 0 
014B: $1843 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011 
014C: set_parked_car_generator $1843 cars_to_generate_to 0 
014B: $1845 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549 
014C: set_parked_car_generator $1845 cars_to_generate_to 101 
014B: $1852 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 70 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 
014C: set_parked_car_generator $1852 cars_to_generate_to 101 
014B: $1868 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 
014C: set_parked_car_generator $1868 cars_to_generate_to 101 
014B: $1869 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0 
014C: set_parked_car_generator $1869 cars_to_generate_to 101 
014B: $1876 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 
014C: set_parked_car_generator $1876 cars_to_generate_to 101 
014B: $1953 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 
014C: set_parked_car_generator $1953 cars_to_generate_to 101 
014B: $1994 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278 
014C: set_parked_car_generator $1994 cars_to_generate_to 101 
014B: $1954 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0 
014C: set_parked_car_generator $1954 cars_to_generate_to 0 
014B: $1955 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0 
014C: set_parked_car_generator $1955 cars_to_generate_to 0 
014B: $1995 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $498 $499 $500 angle 88.2256 
014C: set_parked_car_generator $1995 cars_to_generate_to 0 
014B: $1996 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $501 $502 $503 angle 0.0 
014C: set_parked_car_generator $1996 cars_to_generate_to 0 
014B: $1997 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $504 $505 $506 angle 0.0 
014C: set_parked_car_generator $1997 cars_to_generate_to 0 
014B: $1998 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $507 $508 $509 angle 180.0 
014C: set_parked_car_generator $1998 cars_to_generate_to 0 
014B: $1832 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0 
014C: set_parked_car_generator $1832 cars_to_generate_to 101 
014B: $1853 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0 
014C: set_parked_car_generator $1853 cars_to_generate_to 101 
014B: $1856 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0 
014C: set_parked_car_generator $1856 cars_to_generate_to 101 
014B: $1857 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0 
014C: set_parked_car_generator $1857 cars_to_generate_to 101 
014B: $1858 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0 
014C: set_parked_car_generator $1858 cars_to_generate_to 101 
014B: $1907 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0 
014C: set_parked_car_generator $1907 cars_to_generate_to 101 
014B: $1908 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0 
014C: set_parked_car_generator $1908 cars_to_generate_to 101 
014B: $1909 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0 
014C: set_parked_car_generator $1909 cars_to_generate_to 101 
014B: $1910 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0 
014C: set_parked_car_generator $1910 cars_to_generate_to 101 
014B: $1837 = init_car_generator #STALLION -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0 
014C: set_parked_car_generator $1837 cars_to_generate_to 101 
014B: $1838 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0 
014C: set_parked_car_generator $1838 cars_to_generate_to 101 
014B: $1839 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 70 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0 
014C: set_parked_car_generator $1839 cars_to_generate_to 101 
014B: $1859 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5 
014C: set_parked_car_generator $1859 cars_to_generate_to 101 
014B: $1861 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0 
014C: set_parked_car_generator $1861 cars_to_generate_to 101 
014B: $1862 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0 
014C: set_parked_car_generator $1862 cars_to_generate_to 101 
014B: $1903 = init_car_generator -1 -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0 
014C: set_parked_car_generator $1903 cars_to_generate_to 101 
014B: $1911 = init_car_generator -1 -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0 
014C: set_parked_car_generator $1911 cars_to_generate_to 101 
014B: $1912 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6 
014C: set_parked_car_generator $1912 cars_to_generate_to 0 
014B: $1904 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9 
014C: set_parked_car_generator $1904 cars_to_generate_to 101 
014B: $1905 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0 
014C: set_parked_car_generator $1905 cars_to_generate_to 101 
014B: $1906 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0 
014C: set_parked_car_generator $1906 cars_to_generate_to 101 
014B: $1914 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0 
014C: set_parked_car_generator $1914 cars_to_generate_to 101 
014B: $1863 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0 
014C: set_parked_car_generator $1863 cars_to_generate_to 101 
014B: $1864 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0 
014C: set_parked_car_generator $1864 cars_to_generate_to 101 
014B: $1865 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0 
014C: set_parked_car_generator $1865 cars_to_generate_to 101 
014B: $1866 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0 
014C: set_parked_car_generator $1866 cars_to_generate_to 101 
014B: $1884 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0 
014C: set_parked_car_generator $1884 cars_to_generate_to 101 
014B: $1851 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776 
014C: set_parked_car_generator $1851 cars_to_generate_to 101 
014B: $1855 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0 
014C: set_parked_car_generator $1855 cars_to_generate_to 101 
014B: $1949 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3 
014C: set_parked_car_generator $1949 cars_to_generate_to 101 
014B: $1950 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0 
014C: set_parked_car_generator $1950 cars_to_generate_to 101 
014B: $1951 = init_car_generator -1 -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7 
014C: set_parked_car_generator $1951 cars_to_generate_to 101 
014B: $1952 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3 
014C: set_parked_car_generator $1952 cars_to_generate_to 101 
014B: $1860 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6 
014C: set_parked_car_generator $1860 cars_to_generate_to 101 
014B: $1931 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0 
014C: set_parked_car_generator $1931 cars_to_generate_to 101 
014B: $1932 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0 
014C: set_parked_car_generator $1932 cars_to_generate_to 101 
014B: $1933 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0 
014C: set_parked_car_generator $1933 cars_to_generate_to 101 
014B: $1934 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0 
014C: set_parked_car_generator $1934 cars_to_generate_to 101 
014B: $1935 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0 
014C: set_parked_car_generator $1935 cars_to_generate_to 101 
014B: $1936 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4 
014C: set_parked_car_generator $1936 cars_to_generate_to 101 
014B: $1937 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7 
014C: set_parked_car_generator $1937 cars_to_generate_to 101 
014B: $1835 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3 
014C: set_parked_car_generator $1835 cars_to_generate_to 101 
014B: $1913 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0 
014C: set_parked_car_generator $1913 cars_to_generate_to 101 
014B: $1938 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4 
014C: set_parked_car_generator $1938 cars_to_generate_to 101 
014B: $1940 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2 
014C: set_parked_car_generator $1940 cars_to_generate_to 101 
014B: $1941 = init_car_generator -1 -1 -1 force_spawn 0 alarm 40 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0 
014C: set_parked_car_generator $1941 cars_to_generate_to 101 
014B: $1942 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0 
014C: set_parked_car_generator $1942 cars_to_generate_to 101 
014B: $1943 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0 
014C: set_parked_car_generator $1943 cars_to_generate_to 101 
014B: $1944 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4 
014C: set_parked_car_generator $1944 cars_to_generate_to 101 
014B: $1945 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0 
014C: set_parked_car_generator $1945 cars_to_generate_to 101 
014B: $1946 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0 
014C: set_parked_car_generator $1946 cars_to_generate_to 101 
014B: $1947 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0 
014C: set_parked_car_generator $1947 cars_to_generate_to 101 
014B: $1948 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0 
014C: set_parked_car_generator $1948 cars_to_generate_to 101 
014B: $1980 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0 
014C: set_parked_car_generator $1980 cars_to_generate_to 101 
014B: $1870 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3 
014C: set_parked_car_generator $1870 cars_to_generate_to 101 
014B: $1872 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2 
014C: set_parked_car_generator $1872 cars_to_generate_to 101 
014B: $1871 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1 
014C: set_parked_car_generator $1871 cars_to_generate_to 101 
014B: $1929 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0 
014C: set_parked_car_generator $1929 cars_to_generate_to 0 
014B: $1988 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0 
014C: set_parked_car_generator $1988 cars_to_generate_to 101 
014B: $1880 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 
014C: set_parked_car_generator $1880 cars_to_generate_to 101 
014B: $1881 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5 
014C: set_parked_car_generator $1881 cars_to_generate_to 101 
014B: $1987 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5 
014C: set_parked_car_generator $1987 cars_to_generate_to 0 
014B: $1920 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0 
014C: set_parked_car_generator $1920 cars_to_generate_to 101 
014B: $1922 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0 
014C: set_parked_car_generator $1922 cars_to_generate_to 101 
014B: $1923 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0 
014C: set_parked_car_generator $1923 cars_to_generate_to 101 
014B: $1924 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0 
014C: set_parked_car_generator $1924 cars_to_generate_to 101 
014B: $1925 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0 
014C: set_parked_car_generator $1925 cars_to_generate_to 101 
014B: $1926 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0 
014C: set_parked_car_generator $1926 cars_to_generate_to 101 
014B: $1927 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0 
014C: set_parked_car_generator $1927 cars_to_generate_to 101 
014B: $1928 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0 
014C: set_parked_car_generator $1928 cars_to_generate_to 101 
014B: $1834 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5 
014C: set_parked_car_generator $1834 cars_to_generate_to 0 
014B: $1873 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0 
014C: set_parked_car_generator $1873 cars_to_generate_to 101 
014B: $1874 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0 
014C: set_parked_car_generator $1874 cars_to_generate_to 101 
014B: $1877 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0 
014C: set_parked_car_generator $1877 cars_to_generate_to 101 
014B: $1878 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204 
014C: set_parked_car_generator $1878 cars_to_generate_to 101 
014B: $1879 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0 
014C: set_parked_car_generator $1879 cars_to_generate_to 101 
014B: $1890 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0 
014C: set_parked_car_generator $1890 cars_to_generate_to 101 
014B: $1982 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0 
014C: set_parked_car_generator $1982 cars_to_generate_to 0 
014B: $1983 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0 
014C: set_parked_car_generator $1983 cars_to_generate_to 0 
014B: $1985 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0 
014C: set_parked_car_generator $1985 cars_to_generate_to 101 
014B: $1915 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0 
014C: set_parked_car_generator $1915 cars_to_generate_to 101 
014B: $1830 = init_car_generator #KAUFMAN -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $1830 cars_to_generate_to 101 
014B: $1833 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9 
014C: set_parked_car_generator $1833 cars_to_generate_to 101 
014B: $1882 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3 
014C: set_parked_car_generator $1882 cars_to_generate_to 101 
014B: $1883 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61 
014C: set_parked_car_generator $1883 cars_to_generate_to 101 
014B: $1841 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 
014C: set_parked_car_generator $1841 cars_to_generate_to 0 
014B: $1831 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6 
014C: set_parked_car_generator $1831 cars_to_generate_to 101 
014B: $1846 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0 
014C: set_parked_car_generator $1846 cars_to_generate_to 101 
014B: $1986 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0 
014C: set_parked_car_generator $1986 cars_to_generate_to 101 
014B: $1875 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746 
014C: set_parked_car_generator $1875 cars_to_generate_to 101 
014B: $1885 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1885 cars_to_generate_to 101 
014B: $1981 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1981 cars_to_generate_to 101 
014B: $1930 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0 
014C: set_parked_car_generator $1930 cars_to_generate_to 101 
014B: $1956 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0 
014C: set_parked_car_generator $1956 cars_to_generate_to 101 
014B: $1957 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0 
014C: set_parked_car_generator $1957 cars_to_generate_to 101 
014B: $1958 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0 
014C: set_parked_car_generator $1958 cars_to_generate_to 101 
014B: $1959 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0 
014C: set_parked_car_generator $1959 cars_to_generate_to 101 
014B: $1960 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0 
014C: set_parked_car_generator $1960 cars_to_generate_to 101 
014B: $1961 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0 
014C: set_parked_car_generator $1961 cars_to_generate_to 101 
014B: $1962 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0 
014C: set_parked_car_generator $1962 cars_to_generate_to 101 
014B: $1963 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0 
014C: set_parked_car_generator $1963 cars_to_generate_to 101 
014B: $1964 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0 
014C: set_parked_car_generator $1964 cars_to_generate_to 101 
014B: $1965 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0 
014C: set_parked_car_generator $1965 cars_to_generate_to 101 
014B: $1966 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0 
014C: set_parked_car_generator $1966 cars_to_generate_to 101 
014B: $1967 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0 
014C: set_parked_car_generator $1967 cars_to_generate_to 101 
014B: $1968 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0 
014C: set_parked_car_generator $1968 cars_to_generate_to 101 
014B: $1969 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0 
014C: set_parked_car_generator $1969 cars_to_generate_to 101 
014B: $1970 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0 
014C: set_parked_car_generator $1970 cars_to_generate_to 101 
014B: $1971 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0 
014C: set_parked_car_generator $1971 cars_to_generate_to 101 
014B: $1972 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9 
014C: set_parked_car_generator $1972 cars_to_generate_to 101 
014B: $1973 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1 
014C: set_parked_car_generator $1973 cars_to_generate_to 101 
014B: $1974 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6 
014C: set_parked_car_generator $1974 cars_to_generate_to 101 
014B: $1975 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0 
014C: set_parked_car_generator $1975 cars_to_generate_to 101 
014B: $1976 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0 
014C: set_parked_car_generator $1976 cars_to_generate_to 101 
014B: $1921 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0 
014C: set_parked_car_generator $1921 cars_to_generate_to 101 
014B: $1849 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 80 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0 
014C: set_parked_car_generator $1849 cars_to_generate_to 101 
014B: $1848 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9 
014C: set_parked_car_generator $1848 cars_to_generate_to 101 
014B: $1847 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6 
014C: set_parked_car_generator $1847 cars_to_generate_to 101 
014B: $1850 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839 
014C: set_parked_car_generator $1850 cars_to_generate_to 101 
014B: $1891 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0 
014C: set_parked_car_generator $1891 cars_to_generate_to 101 
014B: $1892 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0 
014C: set_parked_car_generator $1892 cars_to_generate_to 101 
014B: $1893 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0 
014C: set_parked_car_generator $1893 cars_to_generate_to 101 
014B: $1894 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0 
014C: set_parked_car_generator $1894 cars_to_generate_to 101 
014B: $1895 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0 
014C: set_parked_car_generator $1895 cars_to_generate_to 101 
014B: $1896 = init_car_generator -1 -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0 
014C: set_parked_car_generator $1896 cars_to_generate_to 101 
014B: $1897 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0 
014C: set_parked_car_generator $1897 cars_to_generate_to 101 
014B: $1898 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0 
014C: set_parked_car_generator $1898 cars_to_generate_to 101 
014B: $1899 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0 
014C: set_parked_car_generator $1899 cars_to_generate_to 101 
014B: $1900 = init_car_generator -1 -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0 
014C: set_parked_car_generator $1900 cars_to_generate_to 101 
014B: $1901 = init_car_generator -1 -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0 
014C: set_parked_car_generator $1901 cars_to_generate_to 101 
014B: $1902 = init_car_generator -1 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0 
014C: set_parked_car_generator $1902 cars_to_generate_to 101 
014B: $1886 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0 
014C: set_parked_car_generator $1886 cars_to_generate_to 101 
014B: $1919 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 40 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753 
014C: set_parked_car_generator $1919 cars_to_generate_to 101 
014B: $1887 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0 
014C: set_parked_car_generator $1887 cars_to_generate_to 101 
014B: $1916 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0 
014C: set_parked_car_generator $1916 cars_to_generate_to 101 
014B: $1888 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0 
014C: set_parked_car_generator $1888 cars_to_generate_to 101 
014B: $1918 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0 
014C: set_parked_car_generator $1918 cars_to_generate_to 101 
014B: $1854 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0 
014C: set_parked_car_generator $1854 cars_to_generate_to 101 
014B: $1836 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0 
014C: set_parked_car_generator $1836 cars_to_generate_to 101 
014B: $1840 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0 
014C: set_parked_car_generator $1840 cars_to_generate_to 101 
014B: $1889 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0 
014C: set_parked_car_generator $1889 cars_to_generate_to 101 
014B: $1917 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0 
014C: set_parked_car_generator $1917 cars_to_generate_to 101 
014B: $1984 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 105.6803 
014C: set_parked_car_generator $1984 cars_to_generate_to 101 
014B: $83 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 
014C: set_parked_car_generator $83 cars_to_generate_to 0 
014B: $1939 = init_car_generator #ZEBRA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $1939 cars_to_generate_to 0 
014B: $84 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0 
014C: set_parked_car_generator $84 cars_to_generate_to 101 
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
$2097 = 0 // $ = int 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3 
terminate_this_script 

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

:INTRO
script_name 'INTRO' 
$ONMISSION = 1 // $ = int 
$13 = 0 // $ = int 
wait 0 
fade 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
054C: use_GXT_table 'INTRO' 
Player.MakeSafe($PLAYER_CHAR)
044D: load_splash 'INTRO1' 
0169: set_fade_color 2 2 2 
wait 250 
023C: load_special_actor 1 'SFRENDA' 
023C: load_special_actor 2 'SFRENDB' 
023C: load_special_actor 3 'CSSONNY' 
023C: load_special_actor 4 'SGOONA' 
023C: load_special_actor 5 'SGOONB' 
02F3: load_object #CUTOBJ01 'SVNTRAY' 
02F3: load_object #CUTOBJ02 'DRINK' 
02F3: load_object #CUTOBJ03 'MBTBEMP' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
03AF: set_streaming 0 
03AD: set_rubbish 0 
select_interior 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
Camera.SetAtPos(231.4, -1277.7, 19.0)
04F9: set_extra_colors 16 fade 0 
038B: load_requested_models 

:INTRO_295
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 
823D:   not special_actor 5 loaded 
jf @INTRO_369 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_362 
jump @INTRO_11542 

:INTRO_362
jump @INTRO_295 

:INTRO_369
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
jf @INTRO_443 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_436 
jump @INTRO_11542 

:INTRO_436
jump @INTRO_369 

:INTRO_443
02E4: load_cutscene_data 'INT_A' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $127 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $127 'SFRENDA' 
02E5: $128 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $128 'SFRENDB' 
02E5: $138 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $129 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $151 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $151 'SVNTRAY' 
02E5: $152 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $152 'DRINK01' 
02E5: $153 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $153 'DRINK02' 
02E5: $154 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $154 'DRINK03' 
02E5: $126 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $126 'MBTBEMP' 
02E5: $216 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $216 'SCHAIR' 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_725
if 
  1246 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_792 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_785 
jump @INTRO_11542 

:INTRO_785
jump @INTRO_725 

:INTRO_792
00BC: text_highpriority 'INT1_A' time 10000 1  // Tommy Vercetti...Huh! shit.

:INTRO_807
if 
  2708 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_874 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_867 
jump @INTRO_11542 

:INTRO_867
jump @INTRO_807 

:INTRO_874
00BC: text_highpriority 'INT1_B' time 10000 1  // Didn't think they'd ever let him out.

:INTRO_889
if 
  4796 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_956 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_949 
jump @INTRO_11542 

:INTRO_949
jump @INTRO_889 

:INTRO_956
00BC: text_highpriority 'INT1_C' time 10000 1  // He kept his head down, helps people forget.

:INTRO_971
if 
  7086 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1031 
jump @INTRO_11542 

:INTRO_1031
jump @INTRO_971 

:INTRO_1038
00BC: text_highpriority 'INT1_D' time 10000 1  // People will remember soon enough.

:INTRO_1053
if 
  8404 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1113 
jump @INTRO_11542 

:INTRO_1113
jump @INTRO_1053 

:INTRO_1120
00BC: text_highpriority 'INT1_E' time 10000 1  // When they see him walking down the streets of their neighborhoods.

:INTRO_1135
if 
  10756 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1202 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1195 
jump @INTRO_11542 

:INTRO_1195
jump @INTRO_1135 

:INTRO_1202
00BC: text_highpriority 'INT1_F' time 10000 1  // It will be bad for business.

:INTRO_1217
if 
  12614 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1284 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1277 
jump @INTRO_11542 

:INTRO_1277
jump @INTRO_1217 

:INTRO_1284
00BC: text_highpriority 'INT1_G' time 10000 1  // Well, what are we gonna do, Sonny?

:INTRO_1299
if 
  14813 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1366 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1359 
jump @INTRO_11542 

:INTRO_1359
jump @INTRO_1299 

:INTRO_1366
00BC: text_highpriority 'INT1_H' time 10000 1  // We treat him like an old friend and keep him busy out of town. OK?

:INTRO_1381
if 
  18741 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1448 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1441 
jump @INTRO_11542 

:INTRO_1441
jump @INTRO_1381 

:INTRO_1448
00BC: text_highpriority 'INT1_I' time 10000 1  // We been talking about expanding down South, right?

:INTRO_1463
if 
  21294 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1530 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1523 
jump @INTRO_11542 

:INTRO_1523
jump @INTRO_1463 

:INTRO_1530
00BC: text_highpriority 'INT1_J' time 10000 1  // Vice City is twenty-four carat gold these days.

:INTRO_1545
if 
  24399 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1612 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1605 
jump @INTRO_11542 

:INTRO_1605
jump @INTRO_1545 

:INTRO_1612
00BC: text_highpriority 'INT1_K' time 10000 1  // The Colombians, the Mexicans, hell,

:INTRO_1627
if 
  26496 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1687 
jump @INTRO_11542 

:INTRO_1687
jump @INTRO_1627 

:INTRO_1694
00BC: text_highpriority 'INT1_L' time 10000 1  // even those Cuban refugees are cutting themselves a piece of some nice action.

:INTRO_1709
if 
  31264 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1776 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1769 
jump @INTRO_11542 

:INTRO_1769
jump @INTRO_1709 

:INTRO_1776
00BC: text_highpriority 'INT1_M' time 10000 1  // But it's all drugs, Sonny,

:INTRO_1791
if 
  32904 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1853 
jump @INTRO_11542 

:INTRO_1853
jump @INTRO_1791 

:INTRO_1860
00BC: text_highpriority 'INT1_N' time 10000 1  // None of the families will touch that shit!

:INTRO_1875
if 
  35200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_1944 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_1937 
jump @INTRO_11542 

:INTRO_1937
jump @INTRO_1875 

:INTRO_1944
00BC: text_highpriority 'INT1_O' time 10000 1  // Times are changing.

:INTRO_1959
if 
  36522 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2028 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2021 
jump @INTRO_11542 

:INTRO_2021
jump @INTRO_1959 

:INTRO_2028
00BC: text_highpriority 'INT1_P' time 10000 1  // The families can't keep their backs turned while our enemies reap the rewards.

:INTRO_2043
if 
  41196 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2112 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2105 
jump @INTRO_11542 

:INTRO_2105
jump @INTRO_2043 

:INTRO_2112
00BC: text_highpriority 'INT1_Q' time 10000 1  // So, we send someone down to do the dirty work for us...

:INTRO_2127
if 
  45232 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2196 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2189 
jump @INTRO_11542 

:INTRO_2189
jump @INTRO_2127 

:INTRO_2196
00BC: text_highpriority 'INT1_R' time 10000 1  // and cut ourselves a nice quiet slice. OK?

:INTRO_2211
if 
  48992 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2280 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2273 
jump @INTRO_11542 

:INTRO_2273
jump @INTRO_2211 

:INTRO_2280
00BC: text_highpriority 'INT1_S' time 10000 1  // Who's our contact down there?

:INTRO_2295
if 
  50206 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2364 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2357 
jump @INTRO_11542 

:INTRO_2357
jump @INTRO_2295 

:INTRO_2364
00BC: text_highpriority 'INT1_T' time 10000 1  // Ken Rosenberg, schmuck of a lawyer.

:INTRO_2379
if 
  52509 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2448 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2441 
jump @INTRO_11542 

:INTRO_2441
jump @INTRO_2379 

:INTRO_2448
00BC: text_highpriority 'INT1_U' time 10000 1  // How's he gonna hold Vercetti's leash?

:INTRO_2463
if 
  54340 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2525 
jump @INTRO_11542 

:INTRO_2525
jump @INTRO_2463 

:INTRO_2532
00BC: text_highpriority 'INT1_V' time 10000 1  // We don't need him to.

:INTRO_2547
if 
  56291 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2616 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2609 
jump @INTRO_11542 

:INTRO_2609
jump @INTRO_2547 

:INTRO_2616
00BC: text_highpriority 'INT1_W' time 10000 1  // We just set him loose in Vice City,

:INTRO_2631
if 
  57900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2700 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2693 
jump @INTRO_11542 

:INTRO_2693
jump @INTRO_2631 

:INTRO_2700
00BC: text_highpriority 'INT1_X' time 10000 1  // we give him a little cash to get started. OK?

:INTRO_2715
if 
  61168 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2784 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2777 
jump @INTRO_11542 

:INTRO_2777
jump @INTRO_2715 

:INTRO_2784
00BC: text_highpriority 'INT1_Y' time 10000 1  // Give it a few months.

:INTRO_2799
if 
  62518 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2868 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2861 
jump @INTRO_11542 

:INTRO_2861
jump @INTRO_2799 

:INTRO_2868
00BC: text_highpriority 'INT1_Z' time 10000 1  // Then we go down,

:INTRO_2883
if 
  64169 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_2952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_2945 
jump @INTRO_11542 

:INTRO_2945
jump @INTRO_2883 

:INTRO_2952
00BC: text_highpriority 'INT1_A1' time 10000 1  // pay him a little visit, right?

:INTRO_2967
if 
  65706 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3036 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3029 
jump @INTRO_11542 

:INTRO_3029
jump @INTRO_2967 

:INTRO_3036
00BC: text_highpriority 'INT1_A2' time 10000 1  // see how he's doing.

:INTRO_3051
if 
  66784 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3113 
jump @INTRO_11542 

:INTRO_3113
jump @INTRO_3051 

:INTRO_3120
00BE: text_clear_all 

:INTRO_3122
if 
  68240 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_3191 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3184 
jump @INTRO_11542 

:INTRO_3184
jump @INTRO_3122 

:INTRO_3191
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_3208
if 
  fading 
jf @INTRO_3264 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3257 
jump @INTRO_11542 

:INTRO_3257
jump @INTRO_3208 

:INTRO_3264
02EA: end_cutscene 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
select_interior 0 
wait 0 
0522: disable_cutscene_shadows 
044D: load_splash 'INTRO2' 
0169: set_fade_color 2 2 2 
wait 250 
set_weather 4 
00C0: set_current_time 12 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
02F3: load_object #CUTOBJ01 'AIRPLAN' 
02F3: load_object #CUTOBJ02 'MERCED' 
02F3: load_object #CUTOBJ03 'BRFCASE' 
Model.Load(#AP_RADAR1_01)
Model.Load(#VEG_PALM04)
Camera.SetAtPos(-1592.0, -545.0, 15.0)
04E4: request_collision_at -1654.0 -1388.0 
038B: load_requested_models 

:INTRO_3535
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 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @INTRO_3615 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3608 
jump @INTRO_11542 

:INTRO_3608
jump @INTRO_3535 

:INTRO_3615
if or
  not Model.Available(#CUTOBJ03)
  not Model.Available(#AP_RADAR1_01)
  not Model.Available(#VEG_PALM04)
jf @INTRO_3682 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_3675 
jump @INTRO_11542 

:INTRO_3675
jump @INTRO_3615 

:INTRO_3682
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0 
0569: load_uncompressed_animation 'AIRPLAN' 
02E4: load_cutscene_data 'INT_M' 
0244: set_cutscene_pos -1601.536 -548.298 13.679 
02E5: $141 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $129 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $208 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $208 'AIRPLAN' 
02E5: $207 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $207 'MERCED' 
0418: set_object $207 draw_last 1 
02E5: $131 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $131 'BRFCASE' 
0525: attach_cutscene_object $141 to_component $207 'MERCBOD' 
0525: attach_cutscene_object $125 to_component $207 'MERCBOD' 
0525: attach_cutscene_object $129 to_component $207 'MERCBOD' 
0525: attach_cutscene_object $130 to_component $207 'MERCBOD' 
fade 1 3000 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_3971
if 
  4860 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4031 
jump @INTRO_11542 

:INTRO_4031
jump @INTRO_3971 

:INTRO_4038
00BC: text_highpriority 'INT2_A' time 10000 1  // Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!

:INTRO_4053
if 
  6400 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4113 
jump @INTRO_11542 

:INTRO_4113
jump @INTRO_4053 

:INTRO_4120
041D: set_camera_near_clip 0.15 

:INTRO_4127
if 
  9600 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4187 
jump @INTRO_11542 

:INTRO_4187
jump @INTRO_4127 

:INTRO_4194
00BC: text_highpriority 'INT2_B' time 10000 1  // Well, uh, I'm gonna drive you guys to the meet, okay?

:INTRO_4209
if 
  12342 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4276 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4269 
jump @INTRO_11542 

:INTRO_4269
jump @INTRO_4209 

:INTRO_4276
00BC: text_highpriority 'INT2_C' time 10000 1  // Now, I've talked to the suppliers and they are very, huh-ha,

:INTRO_4291
if 
  15840 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4358 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4351 
jump @INTRO_11542 

:INTRO_4351
jump @INTRO_4291 

:INTRO_4358
00BC: text_highpriority 'INT2_D' time 10000 1  // keen to start a business relationship, so, uh,

:INTRO_4373
if 
  17556 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4440 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4433 
jump @INTRO_11542 

:INTRO_4433
jump @INTRO_4373 

:INTRO_4440
00BC: text_highpriority 'INT2_E' time 10000 1  // if all goes well, we should, uh,

:INTRO_4455
if 
  20640 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4522 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4515 
jump @INTRO_11542 

:INTRO_4515
jump @INTRO_4455 

:INTRO_4522
00BC: text_highpriority 'INT2_F' time 10000 1  // be doing very nicely for ourselves, which is, y'know...

:INTRO_4537
if 
  23018 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4604 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4597 
jump @INTRO_11542 

:INTRO_4597
jump @INTRO_4537 

:INTRO_4604
00BC: text_highpriority 'INT2_G' time 10000 1  // good..

:INTRO_4619
if 
  25863 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4686 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4679 
jump @INTRO_11542 

:INTRO_4679
jump @INTRO_4619 

:INTRO_4686
00BC: text_highpriority 'INT2_H' time 10000 1  // Okay, so. They're brothers, okay.

:INTRO_4701
if 
  26000 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4768 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4761 
jump @INTRO_11542 

:INTRO_4761
jump @INTRO_4701 

:INTRO_4768
if 
  27624 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4828 
jump @INTRO_11542 

:INTRO_4828
jump @INTRO_4768 

:INTRO_4835
00BC: text_highpriority 'INT2_I' time 10000 1  // One operates the uh, the business,

:INTRO_4850
if 
  29348 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4917 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4910 
jump @INTRO_11542 

:INTRO_4910
jump @INTRO_4850 

:INTRO_4917
00BC: text_highpriority 'INT2_J' time 10000 1  // and the other one does the flying.

:INTRO_4932
if 
  30300 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_4999 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_4992 
jump @INTRO_11542 

:INTRO_4992
jump @INTRO_4932 

:INTRO_4999
00BE: text_clear_all 
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_5016
if 
  fading 
jf @INTRO_5100 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $CUT_SCENE_TIME >= 33300 // $ >= int 
jf @INTRO_5061 
00BE: text_clear_all 

:INTRO_5061
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_5093 
jump @INTRO_11542 

:INTRO_5093
jump @INTRO_5016 

:INTRO_5100
00BE: text_clear_all 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
wait 0 
044D: load_splash 'INTRO3' 
0169: set_fade_color 2 2 2 
wait 250 
set_weather 0 
00C0: set_current_time 20 0 
023C: load_special_actor 1 'CSKEN' 
023C: load_special_actor 2 'CSDEAL' 
023C: load_special_actor 3 'SGOONA' 
023C: load_special_actor 4 'SGOONB' 
023C: load_special_actor 5 'CSASSA' 
023C: load_special_actor 6 'CSASSB' 
023C: load_special_actor 7 'CSASSC' 
023C: load_special_actor 8 'CSPLAY' 
02F3: load_object #CUTOBJ01 'CS_CHOP' 
02F3: load_object #CUTOBJ02 'BRFCASE' 
02F3: load_object #CUTOBJ03 'DELCASE' 
02F3: load_object #CUTOBJ04 'MERCED' 
Model.Load(#DOC_CRANEEGGS04)
Model.Load(#DOC_CRANE_CAB04)
Model.Load(#DOCKFUEL07)
04E4: request_collision_at -692.0 -1559.0 
0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53 
Camera.SetAtPos(-692.0, -1559.0, 12.0)
04F9: set_extra_colors 14 fade 0 
038B: load_requested_models 

:INTRO_5397
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 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @INTRO_5475 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_5468 
jump @INTRO_11542 

:INTRO_5468
jump @INTRO_5397 

:INTRO_5475
if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
jf @INTRO_5557 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_5550 
jump @INTRO_11542 

:INTRO_5550
jump @INTRO_5475 

:INTRO_5557
if or
  not Model.Available(#DOC_CRANEEGGS04)
  not Model.Available(#DOC_CRANE_CAB04)
  not Model.Available(#DOCKFUEL07)
jf @INTRO_5623 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_5616 
jump @INTRO_11542 

:INTRO_5616
jump @INTRO_5557 

:INTRO_5623
0569: load_uncompressed_animation 'CS_CHOP' 
02E4: load_cutscene_data 'INT_D' 
0244: set_cutscene_pos -690.0 -1568.0 11.44 
02E5: $125 = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $143 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $143 'CSDEAL' 
02E5: $129 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $145 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $145 'CSASSA' 
02E5: $146 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $146 'CSASSB' 
02E5: $147 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $147 'CSASSC' 
02E5: $148 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $148 'CS_CHOP' 
0418: set_object $148 draw_last 1 
02E5: $131 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $131 'BRFCASE' 
02E5: $132 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $132 'DELCASE' 
02E5: $207 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $207 'MERCED' 
0418: set_object $207 draw_last 1 
0525: attach_cutscene_object $141 to_component $207 'MERCBOD' 
fade 1 2000 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:INTRO_5952
if 
  6500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6019 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6012 
jump @INTRO_11542 

:INTRO_6012
jump @INTRO_5952 

:INTRO_6019
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_6031
if 
  8743 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6110 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6091 
jump @INTRO_11542 

:INTRO_6091
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_6031 

:INTRO_6110
00BC: text_highpriority 'INT3_A' time 10000 1  // Ok, that's them in the chopper.
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_6137
if 
  10784 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6216 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6197 
jump @INTRO_11542 

:INTRO_6197
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_6137 

:INTRO_6216
00BC: text_highpriority 'INT3_B' time 10000 1  // All right, here's the deal.
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_6243
if 
  12040 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6322 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6303 
jump @INTRO_11542 

:INTRO_6303
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_6243 

:INTRO_6322
00BC: text_highpriority 'INT3_C' time 10000 1  // They want a straight exchange on open ground.
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_6349
if 
  14488 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6428 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6409 
jump @INTRO_11542 

:INTRO_6409
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_6349 

:INTRO_6428
00BC: text_highpriority 'INT3_D' time 10000 1  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6455
if 
  17072 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6534 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6515 
jump @INTRO_11542 

:INTRO_6515
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6455 

:INTRO_6534
03D5: remove_text 'INT3_D'  // All right? Ok. Stay tight, let's go.
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6556
if 
  20384 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6616 
jump @INTRO_11542 

:INTRO_6616
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6556 

:INTRO_6635
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6647
if 
  23200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6726 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6707 
jump @INTRO_11542 

:INTRO_6707
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6647 

:INTRO_6726
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6738
if 
  35596 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6819 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6800 
jump @INTRO_11542 

:INTRO_6800
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6738 

:INTRO_6819
00BC: text_highpriority 'INT3_G' time 10000 1  // Got it?
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6846
if 
  36430 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_6927 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_6908 
jump @INTRO_11542 

:INTRO_6908
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6846 

:INTRO_6927
00BC: text_highpriority 'INT3_H' time 10000 1  // 100% pure grade-A Colombian, my friend.
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_6954
if 
  39824 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7035 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7016 
jump @INTRO_11542 

:INTRO_7016
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_6954 

:INTRO_7035
00BC: text_highpriority 'INT3_M' time 10000 1  // Let me see it.
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7062
if 
  40896 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7143 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7124 
jump @INTRO_11542 

:INTRO_7124
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7062 

:INTRO_7143
00BC: text_highpriority 'INT3_I' time 10000 1  // The greens?
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7170
if 
  42518 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7251 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7232 
jump @INTRO_11542 

:INTRO_7232
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7170 

:INTRO_7251
00BC: text_highpriority 'INT3_J' time 10000 1  // Tens and twenties...used.
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7278
if 
  46872 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7359 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7340 
jump @INTRO_11542 

:INTRO_7340
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7278 

:INTRO_7359
00BC: text_highpriority 'INT3_K' time 10000 1  // I think we have a deal, my friend. HA HA!
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7386
if 
  51100 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7455 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7448 
jump @INTRO_11542 

:INTRO_7448
jump @INTRO_7386 

:INTRO_7455
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7500 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7500
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7512
if 
  51233 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7593 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7574 
jump @INTRO_11542 

:INTRO_7574
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7512 

:INTRO_7593
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7638 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7638
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7650
if 
  51366 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7731 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7712 
jump @INTRO_11542 

:INTRO_7712
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7650 

:INTRO_7731
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7776 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_7776
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7788
if 
  51500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_7869 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_7850 
jump @INTRO_11542 

:INTRO_7850
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7788 

:INTRO_7869
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_7946 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.522 -1577.432 12.826 to -696.492 -1577.354 12.815 

:INTRO_7946
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_7958
if 
  51633 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8039 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8020 
jump @INTRO_11542 

:INTRO_8020
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_7958 

:INTRO_8039
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8084 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8084
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8096
if 
  51733 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8177 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8158 
jump @INTRO_11542 

:INTRO_8158
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8096 

:INTRO_8177
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8222 
058A: create_gun_flash_from -696.442 -1577.358 12.765 to -696.402 -1577.286 12.749 

:INTRO_8222
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8234
if 
  51766 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8296 
jump @INTRO_11542 

:INTRO_8296
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8234 

:INTRO_8315
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8360 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8360
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8372
if 
  51900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8453 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8434 
jump @INTRO_11542 

:INTRO_8434
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8372 

:INTRO_8453
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8498 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8498
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8510
if 
  51966 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8591 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8572 
jump @INTRO_11542 

:INTRO_8572
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8510 

:INTRO_8591
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8636 
058A: create_gun_flash_from -696.448 -1577.274 12.666 to -696.405 -1577.206 12.643 

:INTRO_8636
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8648
if 
  52033 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8729 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8710 
jump @INTRO_11542 

:INTRO_8710
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8648 

:INTRO_8729
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8806 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 

:INTRO_8806
0598: stir_ground_around_object $148 radius 10.0 density 4 

:INTRO_8818
if 
  52166 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_8899 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_8880 
jump @INTRO_11542 

:INTRO_8880
0598: stir_ground_around_object $148 radius 10.0 density 4 
jump @INTRO_8818 

:INTRO_8899
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_8944 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_8944
0598: stir_ground_around_object $148 radius 10.0 density 6 

:INTRO_8956
if 
  52200 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9018 
jump @INTRO_11542 

:INTRO_9018
0598: stir_ground_around_object $148 radius 10.0 density 6 
jump @INTRO_8956 

:INTRO_9037
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9082 
058A: create_gun_flash_from -696.437 -1577.235 12.658 to -696.391 -1577.17 12.635 

:INTRO_9082
0598: stir_ground_around_object $148 radius 10.0 density 6 

:INTRO_9094
if 
  52256 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9175 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9156 
jump @INTRO_11542 

:INTRO_9156
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9094 

:INTRO_9175
00BC: text_highpriority 'INT3_N' time 2000 1  // Oh Shit!
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9202
if 
  52300 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9283 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9264 
jump @INTRO_11542 

:INTRO_9264
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9202 

:INTRO_9283
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9328 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9328
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9340
if 
  52433 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9421 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9402 
jump @INTRO_11542 

:INTRO_9402
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9340 

:INTRO_9421
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9498 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.439 -1577.222 12.653 to -696.391 -1577.158 12.63 

:INTRO_9498
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9510
if 
  52566 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9591 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9572 
jump @INTRO_11542 

:INTRO_9572
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9510 

:INTRO_9591
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9636 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9636
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9648
if 
  52666 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9729 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9710 
jump @INTRO_11542 

:INTRO_9710
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9648 

:INTRO_9729
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9774 
058A: create_gun_flash_from -696.465 -1577.189 12.648 to -696.419 -1577.213 12.625 

:INTRO_9774
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9786
if 
  52700 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_9867 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9848 
jump @INTRO_11542 

:INTRO_9848
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9786 

:INTRO_9867
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_9912 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_9912
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_9924
if 
  52833 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10005 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_9986 
jump @INTRO_11542 

:INTRO_9986
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_9924 

:INTRO_10005
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10050 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10050
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10062
if 
  52900 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10143 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10124 
jump @INTRO_11542 

:INTRO_10124
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10062 

:INTRO_10143
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10188 
058A: create_gun_flash_from -696.576 -1577.111 12.686 to -696.538 -1577.04 12.667 

:INTRO_10188
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10200
if 
  52966 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10281 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10262 
jump @INTRO_11542 

:INTRO_10262
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10200 

:INTRO_10281
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10326 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10326
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10338
if 
  53100 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10419 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10400 
jump @INTRO_11542 

:INTRO_10400
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10338 

:INTRO_10419
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10464 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10464
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10476
if 
  53133 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10557 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10538 
jump @INTRO_11542 

:INTRO_10538
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10476 

:INTRO_10557
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10602 
058A: create_gun_flash_from -696.692 -1577.05 12.703 to -696.665 -1576.973 12.686 

:INTRO_10602
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10614
if 
  53233 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10695 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10676 
jump @INTRO_11542 

:INTRO_10676
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10614 

:INTRO_10695
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10740 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_10740
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10752
if 
  53366 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_10833 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_10814 
jump @INTRO_11542 

:INTRO_10814
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10752 

:INTRO_10833
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_10942 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 
058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 
058A: create_gun_flash_from -696.781 -1576.899 12.688 to -696.676 -1576.918 12.67 

:INTRO_10942
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_10954
if 
  53500 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11035 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11016 
jump @INTRO_11542 

:INTRO_11016
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_10954 

:INTRO_11035
if 
856A:   not has_cutscene_been_interrupted 
jf @INTRO_11080 
058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 

:INTRO_11080
0598: stir_ground_around_object $148 radius 10.0 density 8 

:INTRO_11092
if 
  57000 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11173 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11154 
jump @INTRO_11542 

:INTRO_11154
0598: stir_ground_around_object $148 radius 10.0 density 8 
jump @INTRO_11092 

:INTRO_11173
if 
  58736 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11242 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11235 
jump @INTRO_11542 

:INTRO_11235
jump @INTRO_11173 

:INTRO_11242
00BC: text_highpriority 'INT3_L' time 10000 1  // Go on, get out of here! Drive!

:INTRO_11257
if 
  60800 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11326 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11319 
jump @INTRO_11542 

:INTRO_11319
jump @INTRO_11257 

:INTRO_11326
00BE: text_clear_all 

:INTRO_11328
if 
  63212 > $CUT_SCENE_TIME // int > $ 
jf @INTRO_11397 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11390 
jump @INTRO_11542 

:INTRO_11390
jump @INTRO_11328 

:INTRO_11397
0169: set_fade_color 1 1 1 
fade 0 2000 

:INTRO_11412
if 
  fading 
jf @INTRO_11468 
wait 0 
gosub @INTRO_14749 
if 
  $13 == 2 // $ == int 
jf @INTRO_11461 
jump @INTRO_11542 

:INTRO_11461
jump @INTRO_11412 

:INTRO_11468
04FA: clear_extra_colors_with_fade 0 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
wait 0 

:INTRO_11542
044D: load_splash 'INTRO4' 
0169: set_fade_color 2 2 2 
if 
  $13 == 2 // $ == int 
jf @INTRO_11611 
fade 0 1000 
00BE: text_clear_all 

:INTRO_11587
if 
  fading 
jf @INTRO_11611 
wait 0 
jump @INTRO_11587 

:INTRO_11611
01B7: release_weather 
00C0: set_current_time 21 0 
02EA: end_cutscene 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
0296: unload_special_actor 19 
0296: unload_special_actor 20 
0296: unload_special_actor 21 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
Model.Destroy(#DOC_CRANEEGGS04)
Model.Destroy(#DOC_CRANE_CAB04)
Model.Destroy(#DOCKFUEL07)
Model.Destroy(#AP_RADAR1_01)
Model.Destroy(#VEG_PALM04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
wait 0 
01B7: release_weather 
00C0: set_current_time 21 0 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03CF: load_wav 'INTRO1' as 1 
03CF: load_wav 'INTRO2' as 2 

:INTRO_11899
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @INTRO_11929 
wait 0 
jump @INTRO_11899 

:INTRO_11929
Model.Load(#ADMIRAL)
Model.Load(#FAGGIO)
023C: load_special_actor 12 'SKRELE' 
023C: load_special_actor 10 'IGKEN' 
038B: load_requested_models 

:INTRO_11965
if or
  not Model.Available(#ADMIRAL)
  not Model.Available(#FAGGIO)
823D:   not special_actor 10 loaded 
jf @INTRO_12001 
wait 0 
jump @INTRO_11965 

:INTRO_12001
0395: clear_area 0 at 114.2 -823.3 9.7 range 1.0 
04E4: request_collision_at 86.428 -852.238 
Camera.SetAtPos(114.2, -823.3, 9.7)
0395: clear_area 1 at 86.428 -852.238 9.325 range 50.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325 
0395: clear_area 1 at 86.485 -851.933 10.0 range 10.0 
Car.Create(0@, #ADMIRAL, 83.54, -851.669, 10.0)
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
Car.Angle(0@) = 330.0
055E: set_player $PLAYER_CHAR max_health += -50 
055F: set_player $PLAYER_CHAR max_armour += -50 
035E: set_player $PLAYER_CHAR armour_to -50 
01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger 
0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat 
01ED: clear_actor 2@ threat_search 
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Car.SetToNormalDriver(0@)
0229: set_car 0@ color_to 84 84 
Car.Create(1@, #FAGGIO, 127.4, -818.5, 9.5)
Car.Angle(1@) = 250.6
041E: set_radio_station 9 -1 
Model.Destroy(#ADMIRAL)
Model.Destroy(#FAGGIO)

:INTRO_12308
if 
  not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_12351 
wait 0 
if 
  Car.Wrecked(0@)
jf @INTRO_12344 

:INTRO_12344
jump @INTRO_12308 

:INTRO_12351
fade 1 1000 
0395: clear_area 1 at 116.583 -796.821 11.423 range 1.0 
Camera.SetPosition(116.583, -796.821, 11.423, 0.0, 0.0, 0.0)
Camera.PointAt(116.573, -797.821, 11.414, 2)
if 
  not Car.Wrecked(0@)
jf @INTRO_12503 
04BA: set_car 0@ speed_instantly 20.0 
Car.DriveTo(0@, 103.1, -832.3, 9.317)
Car.SetMaxSpeed(0@, 30.0)
00AE: set_vehicle 0@ traffic_behavior_to 2 
4@ = 1 // @ = int 

:INTRO_12503
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:INTRO_12517
if or
   not 3@ == 8 // @ == int 
   not 4@ == 4 // @ == int 
jf @INTRO_13873 
wait 0 
if 
  Car.Wrecked(0@)
jf @INTRO_12569 
jump @INTRO_12997 

:INTRO_12569
if 
  4@ == 1 // @ == int 
jf @INTRO_12707 
if 
  TIMERB >= 30000 // @ >= int 
jf @INTRO_12707 
if 
  not Car.Wrecked(0@)
jf @INTRO_12707 
if 
81AF:   not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
jf @INTRO_12707 
4@ = 3 // @ = int 
Car.PutAt(0@, 132.6, -818.278, 9.446)
Car.Angle(0@) = 206.0214

:INTRO_12707
if 
  4@ == 1 // @ == int 
jf @INTRO_12800 
if 
01AF:   car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0 
jf @INTRO_12800 
Car.DriveTo(0@, 113.371, -819.078, 9.317)
4@ = 2 // @ = int 

:INTRO_12800
if 
  4@ == 2 // @ == int 
jf @INTRO_12893 
if 
01AF:   car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0 
jf @INTRO_12893 
Car.DriveTo(0@, 132.6, -818.278, 9.446)
4@ = 3 // @ = int 

:INTRO_12893
if 
  4@ == 3 // @ == int 
jf @INTRO_12997 
if 
01AF:   car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 
jf @INTRO_12997 
if 
  not Car.Wrecked(0@)
jf @INTRO_12997 
Car.SetMaxSpeed(0@, 0.0)
Car.SetToNormalDriver(0@)
4@ = 4 // @ = int 

:INTRO_12997
if 
  Actor.Dead(2@)
jf @INTRO_13013 

:INTRO_13013
if 
  3@ == 0 // @ == int 
jf @INTRO_13071 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO1' time 10000 1  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
3@ = 1 // @ = int 

:INTRO_13071
if 
  6@ == 0 // @ == int 
jf @INTRO_13197 
if 
  TIMERB >= 2000 // @ >= int 
jf @INTRO_13197 
0395: clear_area 0 at 104.88 -808.433 12.108 range 1.0 
Camera.SetPosition(104.88, -808.433, 12.108, 0.0, 0.0, 0.0)
Camera.PointAt(105.771, -808.888, 12.091, 2)
TIMERB = 0 // @ = int 
6@ = 1 // @ = int 

:INTRO_13197
if 
  3@ == 1 // @ == int 
jf @INTRO_13560 
if 
03D2:   wav 1 ended 
jf @INTRO_13560 
wait 800 
00BC: text_highpriority 'SBOB113' time 5000 1 
03D5: remove_text 'INTRO1'  // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
wait 4500 
00BC: text_highpriority 'SBOB114' time 5000 1 
wait 4500 
00BC: text_highpriority 'SBOB114' time 5000 1 
wait 4500 
00BC: text_highpriority 'SBOB115' time 5000 1 
wait 4500 
00BC: text_highpriority 'SBOB116' time 5000 1 
wait 500 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\CHECKPOINT.WAV" loop 0 volume 0.5 
wait 3000 
00BC: text_highpriority 'SBOB117' time 5000 1 
wait 4500 
00BC: text_highpriority 'SBOB118' time 5000 1 
wait 500 
Actor.Create(10@, 10, #SPECIAL12, 147.5273, -808.699, 26.8593)
Actor.Angle(10@) = 55.195
wait 3000 
00BC: text_highpriority 'SBOB119' time 5000 1 
wait 5000 
Actor.DestroyInstantly(10@)
00BC: text_highpriority 'SBOB120' time 5000 1 
wait 5000 
if 
  TIMERA >= 1000 // @ >= int 
jf @INTRO_13560 
03D1: play_wav 2 
00BC: text_highpriority 'INTRO2' time 10000 1  // Go get some sleep.
3@ = 2 // @ = int 

:INTRO_13560
if 
  3@ == 2 // @ == int 
jf @INTRO_13597 
03CF: load_wav 'INTRO3' as 1 
3@ = 3 // @ = int 

:INTRO_13597
if 
  3@ == 3 // @ == int 
jf @INTRO_13647 
if 
03D2:   wav 2 ended 
jf @INTRO_13647 
03D5: remove_text 'INTRO2'  // Go get some sleep.
3@ = 4 // @ = int 

:INTRO_13647
if 
  3@ == 4 // @ == int 
jf @INTRO_13706 
if 
03D0:   wav 1 loaded 
jf @INTRO_13706 
03CF: load_wav 'INTRO4' as 2 
TIMERA = 0 // @ = int 
3@ = 5 // @ = int 

:INTRO_13706
if 
  3@ == 5 // @ == int 
jf @INTRO_13769 
if 
  TIMERA >= 900 // @ >= int 
jf @INTRO_13769 
03D1: play_wav 1 
00BC: text_highpriority 'INTRO3' time 10000 1  // What are you gonna do?
3@ = 6 // @ = int 

:INTRO_13769
if 
  3@ == 6 // @ == int 
jf @INTRO_13819 
if 
03D2:   wav 1 ended 
jf @INTRO_13819 
03D5: remove_text 'INTRO3'  // What are you gonna do?
3@ = 7 // @ = int 

:INTRO_13819
if 
  3@ == 7 // @ == int 
jf @INTRO_13866 
if 
03D0:   wav 2 loaded 
jf @INTRO_13866 
TIMERA = 0 // @ = int 
3@ = 8 // @ = int 

:INTRO_13866
jump @INTRO_12517 

:INTRO_13873
if 
  300 > TIMERA // int > @ 
jf @INTRO_13935 
wait 0 
if 
  Car.Wrecked(0@)
jf @INTRO_13912 

:INTRO_13912
if 
  Actor.Dead(2@)
jf @INTRO_13928 

:INTRO_13928
jump @INTRO_13873 

:INTRO_13935
03D1: play_wav 2 
00BC: text_highpriority 'INTRO4' time 10000 1  // I'll drop by your office tomorrow and we can start sorting this mess out.
wait 400 
if 
  Actor.Dead(2@)
jf @INTRO_13975 

:INTRO_13975
if 
83D2:   not wav 2 ended 
jf @INTRO_14033 
wait 0 
if 
  Car.Wrecked(0@)
jf @INTRO_14010 

:INTRO_14010
if 
  Actor.Dead(2@)
jf @INTRO_14026 

:INTRO_14026
jump @INTRO_13975 

:INTRO_14033
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
if 
  not Car.Wrecked(0@)
jf @INTRO_14083 
if 
  not Actor.Dead(2@)
jf @INTRO_14083 
01D3: actor 2@ leave_car 0@ 

:INTRO_14083
if 
  not Actor.Dead(2@)
jf @INTRO_14158 

:INTRO_14099
if 
  Actor.Driving(2@)
jf @INTRO_14158 
wait 0 
if 
  Car.Wrecked(0@)
jf @INTRO_14135 

:INTRO_14135
if 
  Actor.Dead(2@)
jf @INTRO_14151 

:INTRO_14151
jump @INTRO_14099 

:INTRO_14158
if 
  not Actor.Dead(2@)
jf @INTRO_14196 
0211: actor 2@ walk_to 125.809 -815.263 
0319: set_actor 2@ running 1 

:INTRO_14196
TIMERA = 0 // @ = int 

:INTRO_14203
if 
  1500 > TIMERA // int > @ 
jf @INTRO_14249 
wait 0 
if 
  not Actor.Dead(2@)
jf @INTRO_14242 

:INTRO_14242
jump @INTRO_14203 

:INTRO_14249
0395: clear_area 0 at 113.655 -815.814 11.029 range 1.0 
Camera.SetPosition(113.655, -815.814, 11.029, 0.0, 0.0, 0.0)
Camera.PointAt(114.307, -816.57, 11.083, 2)
if 
  not Actor.Dead(2@)
jf @INTRO_14370 
009F: set_actor 2@ idle 
011C: actor 2@ clear_objective 
Actor.PutAt(2@, 125.809, -815.263, 9.444)

:INTRO_14370
if 
  not Actor.Dead(2@)
jf @INTRO_14415 
0211: actor 2@ walk_to 116.269 -825.438 
0319: set_actor 2@ running 1 
5@ = 1 // @ = int 

:INTRO_14415
if 
  not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_14468 
Actor.PutAt($PLAYER_ACTOR, 136.457, -817.37, 9.44)
Actor.Angle($PLAYER_ACTOR) = 225.495
jump @INTRO_14488 

:INTRO_14468
0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car 

:INTRO_14488
if 
  not Actor.Driving($PLAYER_ACTOR)
jf @INTRO_14514 
Actor.Angle($PLAYER_ACTOR) = 225.495

:INTRO_14514
TIMERB = 0 // @ = int 

:INTRO_14521
if 
  1350 > TIMERB // int > @ 
jf @INTRO_14567 
wait 0 
if 
  not Actor.Dead(2@)
jf @INTRO_14560 

:INTRO_14560
jump @INTRO_14521 

:INTRO_14567
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03D5: remove_text 'INTRO4'  // I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station 1 -1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0512: show_permanent_text_box 'TUTCML' 
03AD: set_rubbish 1 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Car.RemoveReferences(0@)
Car.RemoveReferences(1@)
014C: set_parked_car_generator $1912 cars_to_generate_to 101 
Actor.DestroyInstantly(2@)
$220 = 1 // $ = int 
$ONMISSION = 0 // $ = int 
if 
  not Car.Wrecked(0@)
jf @INTRO_14693 
Car.SetImmunities(0@, 0, 0, 0, 0, 0)

:INTRO_14693
0296: unload_special_actor 10 
0296: unload_special_actor 12 
Model.Destroy(#ADMIRAL)
Model.Destroy(#FAGGIO)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
044D: load_splash 'SPLASH1' 
0169: set_fade_color 0 0 0 
mission_cleanup 
terminate_this_script 
return 

:INTRO_14749
if 
  $13 == 0 // $ == int 
jf @INTRO_14797 
if and
80E1:   not player 0 pressed_button 16 
80E1:   not player 0 pressed_button 12 
jf @INTRO_14797 
$13 = 1 // $ = int 

:INTRO_14797
if 
  $13 == 1 // $ == int 
jf @INTRO_14835 
if 
056A:   has_cutscene_been_interrupted 
jf @INTRO_14835 
$13 = 2 // $ = int 

:INTRO_14835
return 

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

:HOTEL
$ONMISSION = 1 // $ = int 
script_name 'HOTEL' 
wait 0 
054C: use_GXT_table 'HOTEL' 
04F9: set_extra_colors 16 fade 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
0336: set_player $PLAYER_CHAR visible 0 
03AF: set_streaming 0 
03AD: set_rubbish 0 
select_interior 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSSONNY' 
02F3: load_object #CUTOBJ01 'PLYPHON' 
02F3: load_object #CUTOBJ02 'COLPHON' 
02F3: load_object #CUTOBJ03 'MBTBFUL' 
02F3: load_object #CUTOBJ04 'SCHAIR' 
038B: load_requested_models 
Camera.SetAtPos(231.4, -1277.7, 19.0)

:HOTEL_217
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
jf @HOTEL_267 
wait 0 
jump @HOTEL_217 

:HOTEL_267
02E4: load_cutscene_data 'INT_B' 
0244: set_cutscene_pos 231.411 -1277.707 19.069 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $138 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $139 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $139 'PLYPHON' 
02E5: $140 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $140 'COLPHON' 
02E5: $126 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $126 'MBTBFUL' 
02E5: $216 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $216 'SCHAIR' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HOTEL_447
if 
  6133 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_482 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_447 

:HOTEL_482
00BC: text_highpriority 'INTB_B' time 10000 1  // Hello Sonny.

:HOTEL_497
if 
  7184 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_497 

:HOTEL_532
00BC: text_highpriority 'INTB_A' time 10000 1  // Tommy! Tommy, it's been too long.

:HOTEL_547
if 
  13174 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_582 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_547 

:HOTEL_582
00BC: text_highpriority 'INTB_C' time 10000 1  // I know, I know. You're just overwhelmed with emotion.

:HOTEL_597
if 
  15932 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_632 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_597 

:HOTEL_632
00BC: text_highpriority 'INTB_D' time 10000 1  // Fifteen years - seems like only yesterday.

:HOTEL_647
if 
  19096 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_682 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_647 

:HOTEL_682
00BC: text_highpriority 'INTB_E' time 10000 1  // I guess that's a perspective thing.

:HOTEL_697
if 
  20800 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_732 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_697 

:HOTEL_732
00BC: text_highpriority 'INTB_F' time 10000 1  // Hey, doing time for the family is no piece of cake,

:HOTEL_747
if 
  23076 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_782 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_747 

:HOTEL_782
00BC: text_highpriority 'INTB_G' time 10000 1  // but the family looks after its own, ok?

:HOTEL_797
if 
  25352 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_832 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_797 

:HOTEL_832
00BC: text_highpriority 'INTB_H' time 10000 1  // So, how'd the deal go down - you sitting on some white gold?

:HOTEL_847
if 
  29045 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_882 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_847 

:HOTEL_882
00BC: text_highpriority 'INTB_I' time 10000 1  // Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.

:HOTEL_897
if 
  32884 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_934 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_897 

:HOTEL_934
00BC: text_highpriority 'INTB_J' time 10000 1  // You better be kidding me Tommy. Tell me you still got the money.

:HOTEL_949
if 
  36816 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_949 

:HOTEL_986
00BC: text_highpriority 'INTB_K' time 10000 1  // ...no Sonny...I don't have the money.

:HOTEL_1001
if 
  39960 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1001 

:HOTEL_1038
00BC: text_highpriority 'INTB_L' time 10000 1  // That was my money, Tommy, MY MONEY!

:HOTEL_1053
if 
  46333 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1090 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1053 

:HOTEL_1090
00BC: text_highpriority 'INTB_M' time 10000 1  // You better not be screwing me Tommy because you know I'm not a man to be screwed with!

:HOTEL_1105
if 
  49904 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1142 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1105 

:HOTEL_1142
00BC: text_highpriority 'INTB_N' time 10000 1  // Wait Sonny.

:HOTEL_1157
if 
  51480 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1157 

:HOTEL_1194
00BC: text_highpriority 'INTB_O' time 10000 1  // You have my personal assurance that I'm going to get your money back and the drugs.

:HOTEL_1209
if 
  54960 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1246 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1209 

:HOTEL_1246
00BC: text_highpriority 'INTB_P' time 10000 1  // And I'm gonna mail you the dicks of those responsible.

:HOTEL_1261
if 
  56800 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1298 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1261 

:HOTEL_1298
00BC: text_highpriority 'INTB_Q' time 10000 1  // Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.

:HOTEL_1313
if 
  61668 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1350 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1313 

:HOTEL_1350
00BC: text_highpriority 'INTB_R' time 10000 1  // If it was anybody else you'd be DEAD already.

:HOTEL_1365
if 
  64584 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1402 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1365 

:HOTEL_1402
00BC: text_highpriority 'INTB_S' time 10000 1  // But because it's you, because we got history, I'm gonna let you handle this.

:HOTEL_1417
if 
  69612 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1454 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1417 

:HOTEL_1454
00BC: text_highpriority 'INTB_T' time 10000 1  // Look, Sonny, you got my word.

:HOTEL_1469
if 
  72104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1506 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1469 

:HOTEL_1506
00BC: text_highpriority 'INTB_U' time 10000 1  // I'll be in touch.

:HOTEL_1521
if 
  75104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1558 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1521 

:HOTEL_1558
00BE: text_clear_all 

:HOTEL_1560
if 
  77104 > $CUT_SCENE_TIME // int > $ 
jf @HOTEL_1597 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HOTEL_1560 

:HOTEL_1597
fade 0 1500 
00BE: text_clear_all 

:HOTEL_1606
if 
  fading 
jf @HOTEL_1630 
wait 0 
jump @HOTEL_1606 

:HOTEL_1630
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetAtPos(237.8, -1279.9, 10.0)
030C: progress_made += 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 
Marker.Disable($66)
Marker.Disable($223)
02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 
terminate_all_scripts_with_this_name 'LAW1' 
start_new_script @LAW1 
00C0: set_current_time 8 0 
set_weather 0 
Player.CanMove($PLAYER_CHAR, False)
wait 1000 
fade 1 1500 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011C: actor $PLAYER_ACTOR clear_objective 
$ONMISSION = 0 // $ = int 
$222 = 1 // $ = int 
01B7: release_weather 
04FA: clear_extra_colors_with_fade 0 
mission_cleanup 
terminate_this_script 
return 

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

:LAWYER1
gosub @LAWYER1_36 
if 
  wasted_or_busted 
jf @LAWYER1_27 
gosub @LAWYER1_12958 

:LAWYER1_27
gosub @LAWYER1_13653 
terminate_this_script 

:LAWYER1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER1' 
wait 0 
054C: use_GXT_table 'LAWYER1' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
12@ = 0 // @ = int 
$58 = 0 // $ = int 
2@ = 0 // @ = int 
$2100 = 0 // $ = int 
$2106 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
$2107 = 0 // $ = int 
$8891 = 22000 // $ = int 
03E6: remove_text_box 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_230 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_230 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_230
03CF: load_wav 'MONO_1' as 1 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'INVITE' 
02F3: load_object #CUTOBJ05 'LAWDOOR' 
038B: load_requested_models 

:LAWYER1_337
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
jf @LAWYER1_382 
wait 0 
jump @LAWYER1_337 

:LAWYER1_382
if or
  not Model.Available(#CUTOBJ04)
  not Model.Available(#CUTOBJ05)
jf @LAWYER1_414 
wait 0 
jump @LAWYER1_382 

:LAWYER1_414
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_1A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $205 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $205 'INVITE' 
02E5: $210 = create_cutscene_object #CUTOBJ05 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER1_696
if 
  520 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_731 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_696 

:LAWYER1_731
00BC: text_highpriority 'LAW1_A' time 10000 1  // Go get some sleep, he says -

:LAWYER1_746
if 
  2808 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_781 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_746 

:LAWYER1_781
00BC: text_highpriority 'LAW1_B' time 10000 1  // - I have been sitting in this chair all night with the lights off drinking coffee!

:LAWYER1_796
if 
  8465 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_831 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_796 

:LAWYER1_831
00BC: text_highpriority 'LAW1_C' time 10000 1  // This is a disaster. We are so screwed, man!

:LAWYER1_846
if 
  12636 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_881 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_846 

:LAWYER1_881
00BC: text_highpriority 'LAW1_D' time 10000 1  // These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!

:LAWYER1_896
if 
  18310 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_931 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_896 

:LAWYER1_931
00BC: text_highpriority 'LAW1_E' time 10000 1  // I did NOT go to law school for this! Ok, now what the hell are we gonna do?

:LAWYER1_946
if 
  23141 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_981 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_946 

:LAWYER1_981
00BC: text_highpriority 'LAW1_F' time 10000 1  // Shut up, sit down, relax. I'll tell you what we're gonna do.

:LAWYER1_996
if 
  29472 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1031 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_996 

:LAWYER1_1031
00BC: text_highpriority 'LAW1_G' time 10000 1  // You're gonna find out who took our cocaine - and then, I'm gonna kill them.

:LAWYER1_1046
if 
  34436 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1083 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1046 

:LAWYER1_1083
00BC: text_highpriority 'LAW1_H' time 10000 1  // That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.

:LAWYER1_1098
if 
  38414 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1135 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1098 

:LAWYER1_1135
00BC: text_highpriority 'LAW1_I' time 10000 1  // - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.

:LAWYER1_1150
if 
  43502 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1187 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1150 

:LAWYER1_1187
00BC: text_highpriority 'LAW1_J' time 10000 1  // He's the one that helped me set up this deal

:LAWYER1_1202
if 
  45330 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1239 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1202 

:LAWYER1_1239
00BC: text_highpriority 'LAW1_K' time 10000 1  // well away from Vice City's established thugs. Ok?

:LAWYER1_1254
if 
  48666 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1291 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1254 

:LAWYER1_1291
00BC: text_highpriority 'LAW1_L' time 10000 1  // Now, listen. He's holding his party out in the bay on his expensive yacht

:LAWYER1_1306
if 
  52276 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1343 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1306 

:LAWYER1_1343
00BC: text_highpriority 'LAW1_M' time 10000 1  // and all of Vice City's big players are gonna be there. OK?

:LAWYER1_1358
if 
  54976 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1395 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1358 

:LAWYER1_1395
00BC: text_highpriority 'LAW1_N' time 10000 1  // I have an invite, of course I have an invite,

:LAWYER1_1410
if 
  57081 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1447 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1410 

:LAWYER1_1447
00BC: text_highpriority 'LAW1_O' time 10000 1  // but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.

:LAWYER1_1462
if 
  60482 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1499 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1462 

:LAWYER1_1499
00BC: text_highpriority 'LAW1_P' time 10000 1  // I told you, shut up! I'll go myself...

:LAWYER1_1514
if 
  63363 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1551 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1514 

:LAWYER1_1551
00BC: text_highpriority 'LAW1_Q' time 10000 1  // Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.

:LAWYER1_1566
if 
  69392 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1603 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1566 

:LAWYER1_1603
00BC: text_highpriority 'LAW1_R' time 10000 1  // I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.

:LAWYER1_1618
if 
  73341 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1655 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1618 

:LAWYER1_1655
00BC: text_highpriority 'LAW1_S' time 10000 1  // What's wrong with the way I'm dressed?

:LAWYER1_1670
if 
  74197 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1707 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1670 

:LAWYER1_1707
00BC: text_highpriority 'LAW1_T' time 10000 1  // Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.

:LAWYER1_1722
if 
  80061 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1759 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1722 

:LAWYER1_1759
00BC: text_highpriority 'LAW1_U' time 10000 1  // OK, go, c'mon...

:LAWYER1_1774
if 
  82432 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1811 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1774 

:LAWYER1_1811
00BE: text_clear_all 

:LAWYER1_1813
if 
  83692 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_1850 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_1813 

:LAWYER1_1850
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER1_1922 
if 
03D0:   wav 1 loaded 
jf @LAWYER1_1922 
03D1: play_wav 1 

:LAWYER1_1896
if 
83D2:   not wav 1 ended 
jf @LAWYER1_1922 
wait 0 
jump @LAWYER1_1896 

:LAWYER1_1922
if 
  fading 
jf @LAWYER1_1946 
wait 0 
jump @LAWYER1_1922 

:LAWYER1_1946
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Destroy(#CUTOBJ05)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
Model.Load(#VICE2)
Model.Load(#VICE3)
Model.Load(#VICE5)
Model.Load(#VICE7)
Model.Load(#GREENWOO)
Model.Load(#LANDSTAL)
Model.Load(#ESPERANT)
Model.Load(#GLENDALE)
Model.Load(#MP5LNG)
wait 500 
fade 1 1500 

:LAWYER1_2061
if or
  not Model.Available(#VICE2)
  not Model.Available(#VICE3)
  not Model.Available(#VICE5)
  not Model.Available(#VICE7)
  not Model.Available(#GREENWOO)
  not Model.Available(#LANDSTAL)
  not Model.Available(#ESPERANT)
  not Model.Available(#GLENDALE)
jf @LAWYER1_2119 
wait 0 
jump @LAWYER1_2061 

:LAWYER1_2119
if 
  not Model.Available(#MP5LNG)
jf @LAWYER1_2146 
wait 0 
jump @LAWYER1_2119 

:LAWYER1_2146
01B5: force_weather 0 
$99 = 95.4 // $ = float 
$100 = -1135.5 // $ = float 
$101 = 9.4 // $ = float 
$2113 = -237.0 // $ = float 
$2114 = -1360.1 // $ = float 
$2115 = 7.07 // $ = float 
$2110 = 101.8 // $ = float 
$2111 = -1479.1 // $ = float 
$2112 = 10.4 // $ = float 
014C: set_parked_car_generator $1949 cars_to_generate_to 0 
00BC: text_highpriority 'LAW1_1' time 10000 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $59 = create_marker 28 at $99 $100 $101 
wait 3500 
03E5: text_box 'HELP20'  // Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's.
03E7: flash_hud 8 
wait 2000 
03E7: flash_hud -1 

:LAWYER1_2306
if 
80F6:   not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 3.0 
jf @LAWYER1_2359 
wait 0 
jump @LAWYER1_2306 

:LAWYER1_2359
Marker.Disable($59)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Load(#ADMIRAL)
Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0)
Camera.PointAt(92.39, -1131.74, 16.724, 2)
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
wait 1300 
fade 0 1000 

:LAWYER1_2458
if 
  fading 
jf @LAWYER1_2482 
wait 0 
jump @LAWYER1_2458 

:LAWYER1_2482
if 
  not Model.Available(#ADMIRAL)
jf @LAWYER1_2509 
wait 0 
jump @LAWYER1_2482 

:LAWYER1_2509
if 
  not Player.WantedLevel($PLAYER_CHAR) > 2
jf @LAWYER1_2532 
Player.ClearWantedLevel($PLAYER_CHAR)

:LAWYER1_2532
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_2584 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER1_2584 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER1_2584
03CF: load_wav 'LAW1_7' as 1 
03CF: load_wav 'LAW1_8' as 2 
0395: clear_area 0 at 94.9 -1135.0 9.4 range 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0395: clear_area 0 at 78.3 -1130.1 9.8 range 8.0 
Car.Create(14@, #ADMIRAL, 78.3, -1130.1, -100.0)
Car.Angle(14@) = 180.0
0229: set_car 14@ color_to 0 0 
0129: $8900 = create_actor 4 #VICE2 in_car 14@ driverseat 
0243: set_actor $8900 ped_stats_to 16 
01C8: $8888 = create_actor_pedtype 10 model #VICE3 in_car 14@ passenger_seat 0 
0243: set_actor $8888 ped_stats_to 16 
01B2: give_actor $8888 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8888 weapon_accuracy_to 70 
01C8: $8889 = create_actor_pedtype 10 model #VICE5 in_car 14@ passenger_seat 1 
0243: set_actor $8889 ped_stats_to 16 
01B2: give_actor $8889 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8889 weapon_accuracy_to 70 
01C8: $8890 = create_actor_pedtype 10 model #VICE7 in_car 14@ passenger_seat 2 
0243: set_actor $8890 ped_stats_to 16 
01B2: give_actor $8890 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8890 weapon_accuracy_to 70 
Car.SetMaxSpeed(14@, 0.0)
fade 1 1500 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.724, -1134.82, 9.797, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.656, -1134.754, 10.469, 1)
TIMERB = 0 // @ = int 

:LAWYER1_3014
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER1_3068 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_3061 
jump @LAWYER1_3068 

:LAWYER1_3061
jump @LAWYER1_3014 

:LAWYER1_3068
if 
  not Car.Wrecked(14@)
jf @LAWYER1_3145 
0395: clear_area 0 at 78.3 -1130.1 9.8 range 8.0 
Car.DriveTo(14@, 78.0, -1141.3, 9.8)
Car.SetMaxSpeed(14@, 6.0)
00AE: set_vehicle 14@ traffic_behavior_to 3 

:LAWYER1_3145
if 
  not Actor.Dead($8900)
jf @LAWYER1_3169 
022E: set_player $PLAYER_CHAR to_look_at_actor $8900 

:LAWYER1_3169
0395: clear_area 0 at 78.3 -1130.1 9.8 range 10.0 
0395: clear_area 0 at 78.0 -1143.3 9.8 range 10.0 
Camera.SetPosition(76.009, -1140.519, 9.861, 0.0, 0.0, 0.0)
Camera.PointAt(76.83, -1139.953, 9.938, 2)
TIMERB = 0 // @ = int 

:LAWYER1_3275
if 
   not TIMERB > 500 // @ > int 
jf @LAWYER1_3305 
wait 0 
jump @LAWYER1_3275 

:LAWYER1_3305
if 
03D0:   wav 1 loaded 
jf @LAWYER1_3339 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_12' time 1200 1  // Hmmmm...nice car.

:LAWYER1_3339
TIMERB = 0 // @ = int 

:LAWYER1_3346
if 
   not TIMERB > 3500 // @ > int 
jf @LAWYER1_3407 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_3400 
$58 = 1 // $ = int 
jump @LAWYER1_3550 

:LAWYER1_3400
jump @LAWYER1_3346 

:LAWYER1_3407
if 
  not Actor.Dead($8900)
jf @LAWYER1_3482 
if 
  not Car.Wrecked(14@)
jf @LAWYER1_3482 
if 
  Actor.InCar($8900, 14@)
jf @LAWYER1_3482 
01D3: actor $8888 leave_car 14@ 
01D3: actor $8889 leave_car 14@ 
01D3: actor $8890 leave_car 14@ 

:LAWYER1_3482
TIMERB = 0 // @ = int 

:LAWYER1_3489
if 
   not TIMERB > 1000 // @ > int 
jf @LAWYER1_3550 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_3543 
$58 = 1 // $ = int 
jump @LAWYER1_3550 

:LAWYER1_3543
jump @LAWYER1_3489 

:LAWYER1_3550
if 
  $58 == 1 // $ == int 
jf @LAWYER1_3752 
fade 0 1000 
wait 1000 
if 
  not Actor.Dead($8900)
jf @LAWYER1_3745 
if 
  not Car.Wrecked(14@)
jf @LAWYER1_3745 
if 
  Actor.InCar($8900, 14@)
jf @LAWYER1_3745 
0362: put_actor $8888 at 77.1 -1140.6 9.4 and_remove_from_car 
0362: put_actor $8889 at 77.1 -1140.6 9.4 and_remove_from_car 
0362: put_actor $8890 at 77.1 -1140.6 9.4 and_remove_from_car 
0395: clear_area 0 at 77.1 -1140.6 9.4 range 1.0 
Car.PutAt(14@, 78.0, -1138.6, -100.0)
Car.Angle(14@) = 180.0

:LAWYER1_3745
fade 1 1000 

:LAWYER1_3752
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
if 
  not Car.Wrecked(14@)
jf @LAWYER1_3803 
Car.RemoveReferences(14@)
Model.Destroy(#ADMIRAL)

:LAWYER1_3803
01CA: actor $8888 kill_player $PLAYER_CHAR 
01CA: actor $8889 kill_player $PLAYER_CHAR 
01CA: actor $8890 kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SBOB396' time 10000 1 
00BB: text_lowpriority 'LAW1_2' time 10000 1  // ~g~Get to the Colonel's boat.
018A: $19 = create_checkpoint_at $2113 $2114 $2115 

:LAWYER1_3871
if and
80FA:   not player $PLAYER_CHAR stopped 1 $2113 $2114 $2115 radius 4.0 4.0 4.0 
80F6:   not player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 4.0 4.0 4.0 
jf @LAWYER1_4535 
wait 0 
if and
  $2106 == 0 // $ == int 
  not Actor.Dead($8900)
jf @LAWYER1_4028 
if 
  not Car.Wrecked(14@)
jf @LAWYER1_4028 
if 
  not Actor.InCar($8900, 14@)
jf @LAWYER1_4028 
0211: actor $8900 walk_to 74.9 -1177.6 
$2106 = 1 // $ = int 

:LAWYER1_4028
if 
  2@ == 0 // @ == int 
jf @LAWYER1_4179 
if and
  not Actor.Dead($8900)
  not Car.Wrecked(14@)
jf @LAWYER1_4172 
if 
00FB:   player $PLAYER_CHAR 0 $8900 radius 20.0 20.0 10.0 
jf @LAWYER1_4172 
if 
00DC:   player $PLAYER_CHAR in_car 14@ 
jf @LAWYER1_4172 
0319: set_actor $8900 running 1 
011A: set_actor $8900 search_threat 1 
2@ = 1 // @ = int 
if 
03D0:   wav 2 loaded 
jf @LAWYER1_4172 
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:LAWYER1_4172
jump @LAWYER1_4340 

:LAWYER1_4179
if and
  not Actor.Dead($8900)
  not Car.Wrecked(14@)
jf @LAWYER1_4340 
if 
  not Actor.InCar($8900, 14@)
jf @LAWYER1_4330 
if 
0184:   actor $8900 health > 99 
jf @LAWYER1_4296 
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER1_4281 
0372: set_actor $8900 anim 16 wait_state_time 1000 ms 
020F: actor $8900 look_at_player $PLAYER_CHAR 
jump @LAWYER1_4289 

:LAWYER1_4281
01D5: actor $8900 go_to_and_drive_car 14@ 

:LAWYER1_4289
jump @LAWYER1_4323 

:LAWYER1_4296
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER1_4323 
01D5: actor $8900 go_to_and_drive_car 14@ 

:LAWYER1_4323
jump @LAWYER1_4340 

:LAWYER1_4330
Car.SetMaxSpeed(14@, 15.0)

:LAWYER1_4340
if and
  $2100 == 0 // $ == int 
00F5:   player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 80.0 150.0 40.0 
jf @LAWYER1_4528 
Car.Create($2102, #GREENWOO, -236.6, -1374.6, -100.0)
Car.Angle($2102) = 280.3
Car.Create($2103, #LANDSTAL, -240.8, -1355.3, -100.0)
Car.Angle($2103) = 99.8
Car.Create($2104, #ESPERANT, -244.2, -1339.2, -100.0)
Car.Angle($2104) = 103.8
Car.Create($2105, #GLENDALE, -233.3, -1386.0, -100.0)
Car.Angle($2105) = 96.8
$2100 = 1 // $ = int 

:LAWYER1_4528
jump @LAWYER1_3871 

:LAWYER1_4535
Marker.Disable($19)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0)
Camera.PointAt(-230.424, -1364.068, 12.511, 2)
wait 1000 
fade 0 1500 
00BA: text_styled 'LAW_1' 20000 ms 2  // The Party

:LAWYER1_4629
if 
  fading 
jf @LAWYER1_4653 
wait 0 
jump @LAWYER1_4629 

:LAWYER1_4653
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER1_5244 
00DA: $2108 = player $PLAYER_CHAR car 
Car.StorePos($2108, $2116, $2117, $2118)
$2119 = Car.Angle($2108)
03F3: get_car $2108 color 3@ 4@ 
$2109 = Car.Model($2108)
if 
00DC:   player $PLAYER_CHAR in_car $2108 
jf @LAWYER1_5237 
012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car 
Car.Destroy($2108)
$2107 = 1 // $ = int 

:LAWYER1_5237
jump @LAWYER1_5264 

:LAWYER1_5244
0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 

:LAWYER1_5264
Car.Destroy($2102)
Car.Destroy($2103)
Car.Destroy($2104)
Car.Destroy($2105)
if 
  not Actor.Dead($8900)
jf @LAWYER1_5300 

:LAWYER1_5300
Model.Destroy(#ADMIRAL)
Model.Destroy(#VICE2)
Model.Destroy(#VICE3)
Model.Destroy(#VICE5)
Model.Destroy(#VICE7)
Model.Destroy(#ESPERANT)
Model.Destroy(#GREENWOO)
Model.Destroy(#LANDSTAL)
Model.Destroy(#GLENDALE)
Model.Destroy(#MP5LNG)
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:LAWYER1_5358
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @LAWYER1_5414 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @LAWYER1_5358 

:LAWYER1_5414
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03B7: process_cut_scene_only 0 
03AF: set_streaming 0 
0522: disable_cutscene_shadows 
0545: clear_world 
023C: load_special_actor 1 'CSPLAY2' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSMERC2' 
023C: load_special_actor 4 'CSCANDY' 
023C: load_special_actor 5 'CSGONZ' 
023C: load_special_actor 6 'CSJEZZ' 
023C: load_special_actor 7 'CSBJ' 
023C: load_special_actor 8 'CSERVRA' 
023C: load_special_actor 9 'CSRICH' 
023C: load_special_actor 10 'CSDIREC' 
023C: load_special_actor 11 'CGONA' 
023C: load_special_actor 12 'DGOONA' 
023C: load_special_actor 13 'DGOONB' 
023C: load_special_actor 14 'CSAVERY' 
023C: load_special_actor 15 'CSDLOVE' 
023C: load_special_actor 16 'CSKENT' 
023C: load_special_actor 17 'CSALSB2' 
023C: load_special_actor 18 'CSCOLO' 
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#BIG_POLY_TINGS_B)
038B: load_requested_models 

:LAWYER1_5673
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 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @LAWYER1_5719 
wait 0 
jump @LAWYER1_5673 

:LAWYER1_5719
if or
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
823D:   not special_actor 9 loaded 
823D:   not special_actor 10 loaded 
823D:   not special_actor 12 loaded 
jf @LAWYER1_5761 
wait 0 
jump @LAWYER1_5719 

:LAWYER1_5761
if or
823D:   not special_actor 13 loaded 
823D:   not special_actor 14 loaded 
823D:   not special_actor 15 loaded 
823D:   not special_actor 16 loaded 
823D:   not special_actor 17 loaded 
823D:   not special_actor 18 loaded 
jf @LAWYER1_5807 
wait 0 
jump @LAWYER1_5761 

:LAWYER1_5807
if or
  not Model.Available(#WFYG1)
  not Model.Available(#WFYG2)
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
  not Model.Available(#BIG_POLY_TINGS_B)
jf @LAWYER1_5849 
wait 0 
jump @LAWYER1_5807 

:LAWYER1_5849
02E4: load_cutscene_data 'LAW_1B' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $162 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $162 'CSMERC' 
02E5: $165 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $166 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $166 'CSGONZ' 
02E5: $172 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $177 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $177 'CSBJ' 
02E5: 11@ = create_cutscene_object #SPECIAL08 
02E6: set_cutscene_anim 11@ 'CSERVRA' 
02E5: 6@ = create_cutscene_object #SPECIAL09 
02E6: set_cutscene_anim 6@ 'CSRICH' 
02E5: $163 = create_cutscene_object #SPECIAL10 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: 7@ = create_cutscene_object #SPECIAL11 
02E6: set_cutscene_anim 7@ 'CGONA' 
02E5: 8@ = create_cutscene_object #SPECIAL12 
02E6: set_cutscene_anim 8@ 'DGOONA' 
02E5: 9@ = create_cutscene_object #SPECIAL13 
02E6: set_cutscene_anim 9@ 'DGOONB' 
02E5: $149 = create_cutscene_object #SPECIAL14 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $219 = create_cutscene_object #SPECIAL15 
02E6: set_cutscene_anim $219 'CSDLOVE' 
02E5: $142 = create_cutscene_object #SPECIAL16 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: 10@ = create_cutscene_object #SPECIAL17 
02E6: set_cutscene_anim 10@ 'CSALSB' 
02E5: $150 = create_cutscene_object #SPECIAL18 
02E6: set_cutscene_anim $150 'CSCOLO' 
02E5: 0@ = create_cutscene_object #WFYG1 
02E6: set_cutscene_anim 0@ 'WFYG1' 
02E5: 1@ = create_cutscene_object #WFYG2 
02E6: set_cutscene_anim 1@ 'WFYG2' 
Object.StorePos($714, $448, $449, $450)
Object.Init($2101, #BIG_POLY_TINGS_B, $448, $449, $450)
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
00BE: text_clear_all 

:LAWYER1_6371
if 
  11329 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6406 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6371 

:LAWYER1_6406
00BC: text_highpriority 'LAWP_1' time 10000 1  // Buenas noches.

:LAWYER1_6421
if 
  13188 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6456 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6421 

:LAWYER1_6456
00BC: text_highpriority 'LAWP_2' time 10000 1  // I understand you are here on the behalf of Mr. Rosenberg,

:LAWYER1_6471
if 
  16708 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6506 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6471 

:LAWYER1_6506
00BC: text_highpriority 'LAWP_3' time 10000 1  // I hope any recent problems have not affected his health, or uh,

:LAWYER1_6521
if 
  20045 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6556 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6521 

:LAWYER1_6556
00BC: text_highpriority 'LAWP_4' time 10000 1  // mental well being, Mr...uh?

:LAWYER1_6571
if 
  22161 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6606 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6571 

:LAWYER1_6606
00BC: text_highpriority 'LAWP_5' time 10000 1  // Vercetti. He's just got a touch of...agoraphobia.

:LAWYER1_6621
if 
  26685 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6656 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6621 

:LAWYER1_6656
00BC: text_highpriority 'LAWP_6' time 10000 1  // Excellent, excellent. And you?

:LAWYER1_6671
if 
  28985 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6706 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6671 

:LAWYER1_6706
00BC: text_highpriority 'LAWP_7' time 10000 1  // I just want my merchandise.

:LAWYER1_6721
if 
  30685 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6756 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6721 

:LAWYER1_6756
00BC: text_highpriority 'LAWP_8' time 10000 1  // Ah. It's an unfortunate set of circumstances for all involved.

:LAWYER1_6771
if 
  35229 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6808 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6771 

:LAWYER1_6808
00BC: text_highpriority 'LAWP_9' time 10000 1  // Of course I have initiated my own lines of inquiry,

:LAWYER1_6823
if 
  38229 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6823 

:LAWYER1_6860
00BC: text_highpriority 'LAWP_10' time 10000 1  // but such a delicate matter will take time.

:LAWYER1_6875
if 
  40853 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6912 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6875 

:LAWYER1_6912
00BC: text_highpriority 'LAWP_11' time 10000 1  // Perhaps we will talk later.

:LAWYER1_6927
if 
  42509 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_6964 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6927 

:LAWYER1_6964
00BC: text_highpriority 'LAWP_12' time 10000 1  // Meanwhile, let me introduce you to my daughter,

:LAWYER1_6979
if 
  44583 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7016 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_6979 

:LAWYER1_7016
00BC: text_highpriority 'LAWP_13' time 10000 1  // Mercedes!

:LAWYER1_7031
if 
  47037 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7068 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7031 

:LAWYER1_7068
00BC: text_highpriority 'LAWP_14' time 10000 1  // Caramia, could you look after our guest while I attend to my necessary obligations?

:LAWYER1_7083
if 
  52149 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7083 

:LAWYER1_7120
00BC: text_highpriority 'LAWP_15' time 10000 1  // Of course, daddy.

:LAWYER1_7135
if 
  53893 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7135 

:LAWYER1_7172
00BC: text_highpriority 'LAWP_16' time 10000 1  // Please excuse me.

:LAWYER1_7187
if 
  55613 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7187 

:LAWYER1_7224
00BC: text_highpriority 'LAWP_17' time 10000 1  // Mercedes!?

:LAWYER1_7239
if 
  56697 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7276 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7239 

:LAWYER1_7276
00BC: text_highpriority 'LAWP_18' time 10000 1  // You try living with it.

:LAWYER1_7291
if 
  59025 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7328 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7291 

:LAWYER1_7328
00BC: text_highpriority 'LAWP_19' time 10000 1  // Anyway, let me point out some of our more distinguished guests...

:LAWYER1_7343
if 
  62885 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7380 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7343 

:LAWYER1_7380
00BC: text_highpriority 'LAWP_20' time 10000 1  // That's our congressman Alex Shrub with rising silicone star Candy Suxxx...

:LAWYER1_7395
if 
  68309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7432 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7395 

:LAWYER1_7432
00BC: text_highpriority 'LAWP_21' time 10000 1  // And have you met my lovely wife Laura? No?

:LAWYER1_7447
if 
  70783 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7484 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7447 

:LAWYER1_7484
00BC: text_highpriority 'LAWP_22' time 10000 1  // Well, unfortunately she's in Alabama. This is Candy.

:LAWYER1_7499
if 
  73163 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7536 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7499 

:LAWYER1_7536
00BC: text_highpriority 'LAWP_23' time 10000 1  // And over there we have the Vice City Mambas' star tight end, BJ -

:LAWYER1_7551
if 
  77173 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7588 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7551 

:LAWYER1_7588
00BC: text_highpriority 'LAWP_24' time 10000 1  // always the charmer.

:LAWYER1_7603
if 
  79309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7640 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7603 

:LAWYER1_7640
00BC: text_highpriority 'LAWP_25' time 10000 1  // I blocked down on him and then I put him in a wheelchair!

:LAWYER1_7655
if 
  82073 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7692 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7655 

:LAWYER1_7692
00BC: text_highpriority 'LAWP_26' time 10000 1  // Haha, that is good!

:LAWYER1_7707
if 
  84485 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7744 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7707 

:LAWYER1_7744
00BC: text_highpriority 'LAWP_27' time 10000 1  // Well now, I'm looking at some prime real estate property.

:LAWYER1_7759
if 
  86381 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7796 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7759 

:LAWYER1_7796
00BC: text_highpriority 'LAWP_28' time 10000 1  // And that poolside amphibian is Jezz Torrent,

:LAWYER1_7811
if 
  89181 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7848 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7811 

:LAWYER1_7848
00BC: text_highpriority 'LAWP_29' time 10000 1  // lead singer with Love Fist.

:LAWYER1_7863
if 
  90941 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7900 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7863 

:LAWYER1_7900
00BC: text_highpriority 'LAWP_30' time 10000 1  // Can I tell yous - do you know how they play ping-pong in Thailand?

:LAWYER1_7915
if 
  95519 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_7952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7915 

:LAWYER1_7952
00BC: text_highpriority 'LAWP_31' time 10000 1  // Let me tell you's,

:LAWYER1_7967
if 
  96827 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8004 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_7967 

:LAWYER1_8004
00BC: text_highpriority 'LAWP_32' time 10000 1  // it does not involve a paddle, if you know what I mean!

:LAWYER1_8019
if 
  99557 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8056 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8019 

:LAWYER1_8056
00BC: text_highpriority 'LAWP_33' time 10000 1  // Impotent.

:LAWYER1_8071
if 
  100981 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8108 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8071 

:LAWYER1_8108
00BC: text_highpriority 'LAWP_34' time 10000 1  // And the chatty trio.

:LAWYER1_8123
if 
  102213 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8160 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8123 

:LAWYER1_8160
00BC: text_highpriority 'LAWP_35' time 10000 1  // That sleeping sweat gland is Papa's right hand gimp, Gonzalez

:LAWYER1_8175
if 
  106309 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8175 

:LAWYER1_8212
00BC: text_highpriority 'LAWP_36' time 10000 1  // and the other two are Pastor Richards

:LAWYER1_8227
if 
  108929 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8227 

:LAWYER1_8264
00BC: text_highpriority 'LAWP_37' time 10000 1  // and pseudo intellectual film director, Steve Scott.

:LAWYER1_8279
if 
  112581 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8316 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8279 

:LAWYER1_8316
00BC: text_highpriority 'LAWP_38' time 10000 1  // ...passion with the nympho invaders,

:LAWYER1_8331
if 
  114053 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8368 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8331 

:LAWYER1_8368
00BC: text_highpriority 'LAWP_39' time 10000 1  // when the giant shark comes in and

:LAWYER1_8383
if 
  115737 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8420 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8383 

:LAWYER1_8420
00BC: text_highpriority 'LAWP_40' time 10000 1  // just bites their dicks off!

:LAWYER1_8435
if 
  117845 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8472 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8435 

:LAWYER1_8472
00BC: text_highpriority 'LAWP_41' time 10000 1  // Ha now, you never saw anything like that before, have you?

:LAWYER1_8487
if 
  119447 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8524 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8487 

:LAWYER1_8524
00BC: text_highpriority 'LAWP_42' time 10000 1  // Colonel!

:LAWYER1_8539
if 
  120817 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8576 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8539 

:LAWYER1_8576
00BC: text_highpriority 'LAWP_43' time 10000 1  // your parties as ever are a triumph, hahahaha!

:LAWYER1_8591
if 
  125301 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8628 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8591 

:LAWYER1_8628
00BC: text_highpriority 'LAWP_44' time 10000 1  // I can only apologize for my late arrival.

:LAWYER1_8643
if 
  128354 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8680 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8643 

:LAWYER1_8680
00BC: text_highpriority 'LAWP_45' time 10000 1  // Ah, de nada amigo. How do we find you?

:LAWYER1_8695
if 
  130562 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8732 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8695 

:LAWYER1_8732
00BC: text_highpriority 'LAWP_46' time 10000 1  // Our business is very trying - barbarians at the gates.

:LAWYER1_8747
if 
  134137 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8784 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8747 

:LAWYER1_8784
00BC: text_highpriority 'LAWP_47' time 10000 1  // A time for rewarding one's friends and liquidating one's enemies, amigo.

:LAWYER1_8799
if 
  139457 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8836 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8799 

:LAWYER1_8836
00BC: text_highpriority 'LAWP_48' time 10000 1  // Who's the loudmouth?

:LAWYER1_8851
if 
  140909 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8851 

:LAWYER1_8888
00BC: text_highpriority 'LAWP_49' time 10000 1  // Ricardo Diaz. He's Mr. Coke.

:LAWYER1_8903
if 
  143688 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8940 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8903 

:LAWYER1_8940
00BC: text_highpriority 'LAWP_50' time 10000 1  // Mercedes!

:LAWYER1_8955
if 
  144983 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_8992 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_8955 

:LAWYER1_8992
00BC: text_highpriority 'LAWP_51' time 10000 1  // Oh, I was just taking my friend back into town.

:LAWYER1_9007
if 
  147884 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_9044 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_9007 

:LAWYER1_9044
00BC: text_highpriority 'LAWP_52' time 10000 1  // Another time, Ricardo!

:LAWYER1_9059
if 
  150069 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_9096 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_9059 

:LAWYER1_9096
00BC: text_highpriority 'LAWP_53' time 10000 1  // Let's get out of here.

:LAWYER1_9111
if 
  151669 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_9148 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_9111 

:LAWYER1_9148
00BC: text_highpriority 'LAWP_54' time 10000 1  // Actually, take me to the Pole Position club.

:LAWYER1_9163
if 
  152669 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER1_9200 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER1_9163 

:LAWYER1_9200
00BE: text_clear_all 
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
fade 0 1500 
00BE: text_clear_all 

:LAWYER1_9226
if 
  fading 
jf @LAWYER1_9250 
wait 0 
jump @LAWYER1_9226 

:LAWYER1_9250
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
0296: unload_special_actor 9 
0296: unload_special_actor 10 
0296: unload_special_actor 11 
0296: unload_special_actor 12 
0296: unload_special_actor 13 
0296: unload_special_actor 14 
0296: unload_special_actor 15 
0296: unload_special_actor 16 
0296: unload_special_actor 17 
0296: unload_special_actor 18 
Model.Destroy(#WFYG1)
Model.Destroy(#WFYG2)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Object.Destroy($2101)
Model.Destroy(#BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
023C: load_special_actor 3 'IGMERC2' 
03CF: load_wav 'LAW1_1' as 1 
03CF: load_wav 'LAW1_2' as 2 
Model.Load(#ADMIRAL)
Model.Load(#ESPERANT)
Model.Load(#GREENWOO)
Model.Load(#GLENDALE)
Model.Load(#LANDSTAL)
04E4: request_collision_at -246.5 -1360.5 
038B: load_requested_models 
03AF: set_streaming 1 
03B7: process_cut_scene_only 1 
014E: start_timer_at $8891 count_in_direction 1 

:LAWYER1_9911
if or
  not Model.Available(#ADMIRAL)
  not Model.Available(#ESPERANT)
  not Model.Available(#GREENWOO)
  not Model.Available(#GLENDALE)
  not Model.Available(#LANDSTAL)
823D:   not special_actor 3 loaded 
jf @LAWYER1_9962 
wait 0 
jump @LAWYER1_9911 

:LAWYER1_9962
if 
  not Actor.Dead($8900)
jf @LAWYER1_10109 
Car.Create($8892, #ADMIRAL, -162.2778, -1468.421, 9.7747)
Car.Angle($8892) = 341.1014
0229: set_car $8892 color_to 0 0 
Actor.DestroyInstantly(13@)
Actor.Create($8893, 10, #VICE2, -163.0497, -1466.497, 10.1549)
Actor.Angle($8893) = 55.195
0243: set_actor $8893 ped_stats_to 16 
01B2: give_actor $8893 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8893 weapon_accuracy_to 100 
0350: set_actor $8893 maintain_position_when_attacked 1 
01CA: actor $8893 kill_player $PLAYER_CHAR 
wait 0 
jump @LAWYER1_10109 

:LAWYER1_10109
if 
  not Actor.Dead($8888)
jf @LAWYER1_10214 
Actor.DestroyInstantly($8888)
Actor.Create($8888, 10, #VICE3, 98.0817, -1495.406, 10.4253)
Actor.Angle($8888) = 218.0322
0243: set_actor $8888 ped_stats_to 16 
01B2: give_actor $8888 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8888 weapon_accuracy_to 100 
0350: set_actor $8888 maintain_position_when_attacked 1 
01CA: actor $8888 kill_player $PLAYER_CHAR 
wait 0 
jump @LAWYER1_10214 

:LAWYER1_10214
if 
  not Actor.Dead($8889)
jf @LAWYER1_10319 
Actor.DestroyInstantly($8889)
Actor.Create($8889, 10, #VICE5, 102.6975, -1473.316, 10.4318)
Actor.Angle($8889) = 164.3544
0243: set_actor $8889 ped_stats_to 16 
01B2: give_actor $8889 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8889 weapon_accuracy_to 100 
0350: set_actor $8889 maintain_position_when_attacked 1 
01CA: actor $8889 kill_player $PLAYER_CHAR 
wait 0 
jump @LAWYER1_10319 

:LAWYER1_10319
if 
  not Actor.Dead($8890)
jf @LAWYER1_10424 
Actor.DestroyInstantly($8890)
Actor.Create($8890, 10, #VICE7, 100.11, -1569.194, 10.4383)
Actor.Angle($8890) = 106.7006
0243: set_actor $8890 ped_stats_to 16 
01B2: give_actor $8890 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8890 weapon_accuracy_to 100 
0350: set_actor $8890 maintain_position_when_attacked 1 
01CA: actor $8890 kill_player $PLAYER_CHAR 
wait 0 
jump @LAWYER1_10424 

:LAWYER1_10424
Car.Create($2102, #ESPERANT, -236.6, -1374.6, -100.0)
Car.Angle($2102) = 280.3
Car.Create($2103, #GREENWOO, -240.8, -1355.3, -100.0)
Car.Angle($2103) = 99.8
Car.Create($2104, #GLENDALE, -244.2, -1339.2, -100.0)
Car.Angle($2104) = 103.8
Car.Create($2105, #LANDSTAL, -233.3, -1386.0, -100.0)
Car.Angle($2105) = 96.8
if 
  $2107 == 1 // $ == int 
jf @LAWYER1_10617 
Model.Load($2109)
038B: load_requested_models 
Car.Create($2108, $2109, $2116, $2117, $2118)
Car.Angle($2108) = $2119
0229: set_car $2108 color_to 3@ 4@ 

:LAWYER1_10617
Camera.SetAtPos(-245.8, -1360.7, 7.1)
0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1 
0171: set_player $PLAYER_CHAR z_angle_to 276.0 
Actor.Create($2099, 5, #SPECIAL03, -244.5, -1362.1, 7.1)
039E: set_actor $2099 locked_while_in_vehicle 1 
0526: set_actor $2099 stay_in_car_when_jacked 1 
Marker.CreateAboveActor(5@, $2099)
Marker.Disable(5@)
Actor.Angle($2099) = 276.0
0245: set_actor $2099 walk_style_to 46 
0319: set_actor $2099 running 1 
01DF: tie_actor $2099 to_player $PLAYER_CHAR 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
wait 500 
fade 1 1500 
if 
  Actor.Dead($2099)
jf @LAWYER1_10812 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12958 

:LAWYER1_10812
00BC: text_highpriority 'SBOB147' time 5000 1 
018A: $19 = create_checkpoint_at $2110 $2111 $2112 
TIMERB = 0 // @ = int 
Car.RemoveReferences($2102)
Car.RemoveReferences($2103)
Car.RemoveReferences($2104)
Car.RemoveReferences($2105)
Model.Destroy(#GREENWOO)
Model.Destroy(#ESPERANT)
Model.Destroy(#LANDSTAL)
Model.Destroy(#GLENDALE)
if 
  $2107 == 1 // $ == int 
jf @LAWYER1_10911 
Model.Destroy($2109)

:LAWYER1_10911
if or
80FE:   not actor $2099 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 
80F8:   not player $PLAYER_CHAR stopped 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 
jf @LAWYER1_12027 
wait 0 
if 
  Actor.Dead($2099)
jf @LAWYER1_11026 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12958 

:LAWYER1_11026
if 
  $8891 == 0 // $ == int 
jf @LAWYER1_11071 
Actor.DestroyInstantly($2099)
00BC: text_highpriority 'SBOB148' time 5000 1 
jump @LAWYER1_12958 

:LAWYER1_11071
if 
  not Actor.Dead($2099)
jf @LAWYER1_11937 
if 
80FB:   not player $PLAYER_CHAR 0 $2099 radius 30.0 30.0 10.0 
jf @LAWYER1_11168 
if 
  12@ == 0 // @ == int 
jf @LAWYER1_11161 
Marker.Disable(5@)
Marker.CreateAboveActor(5@, $2099)
12@ = 1 // @ = int 

:LAWYER1_11161
jump @LAWYER1_11230 

:LAWYER1_11168
if 
  12@ == 1 // @ == int 
jf @LAWYER1_11230 
if 
8320:   not actor $2099 in_range_of_player $PLAYER_CHAR 
jf @LAWYER1_11230 
01E0: clear_leader $2099 
01DF: tie_actor $2099 to_player $PLAYER_CHAR 
Marker.Disable(5@)
12@ = 0 // @ = int 

:LAWYER1_11230
if 
  Actor.Driving($2099)
jf @LAWYER1_11937 
if 
  $38 == 0 // $ == int 
jf @LAWYER1_11441 
if 
03D0:   wav 1 loaded 
jf @LAWYER1_11298 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_5' time 5000 1  // Will you be working for my father?

:LAWYER1_11298
if 
  $8891 == 0 // $ == int 
jf @LAWYER1_11343 
Actor.DestroyInstantly($2099)
00BC: text_highpriority 'SBOB148' time 5000 1 
jump @LAWYER1_12958 

:LAWYER1_11343
if 
03D2:   wav 1 ended 
jf @LAWYER1_11396 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_6' time 5000 1  // Maybe.
$38 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_11396
if 
  $8891 == 0 // $ == int 
jf @LAWYER1_11441 
Actor.DestroyInstantly($2099)
00BC: text_highpriority 'SBOB148' time 5000 1 
jump @LAWYER1_12958 

:LAWYER1_11441
if 
  not Actor.Dead($2099)
jf @LAWYER1_11737 
if 
847A:   not actor $2099 on_any_bike 
jf @LAWYER1_11737 
if and
  $39 == 0 // $ == int 
  $38 == 1 // $ == int 
  TIMERB > 500 // @ > int 
jf @LAWYER1_11737 
if 
  $33 == 0 // $ == int 
jf @LAWYER1_11562 
03CF: load_wav 'LAW1_3' as 1 
03CF: load_wav 'LAW1_2' as 2 
$33 = 1 // $ = int 
jump @LAWYER1_11588 

:LAWYER1_11562
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER1_11588 
$34 = 1 // $ = int 

:LAWYER1_11588
if 
  $34 == 1 // $ == int 
jf @LAWYER1_11692 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_7' time 5000 1  // Do you mind me resting my hand in your lap?
if 
03D2:   wav 1 ended 
jf @LAWYER1_11692 
wait 1000 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_8' time 5000 1  // Maybe...
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$39 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_11692
if 
  $8891 == 0 // $ == int 
jf @LAWYER1_11737 
Actor.DestroyInstantly($1035)
00BC: text_highpriority 'SBOB148' time 5000 1 
jump @LAWYER1_12958 

:LAWYER1_11737
if 
  not Actor.Dead($2099)
jf @LAWYER1_11937 
if and
  $40 == 0 // $ == int 
  $38 == 1 // $ == int 
  TIMERB > 1000 // @ > int 
jf @LAWYER1_11937 
if 
  $33 == 0 // $ == int 
jf @LAWYER1_11830 
03CF: load_wav 'LAW1_4' as 1 
$33 = 1 // $ = int 
jump @LAWYER1_11852 

:LAWYER1_11830
if 
03D0:   wav 1 loaded 
jf @LAWYER1_11852 
$34 = 1 // $ = int 

:LAWYER1_11852
if 
  $34 == 1 // $ == int 
jf @LAWYER1_11937 
if 
03D2:   wav 2 ended 
jf @LAWYER1_11937 
wait 500 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_9' time 5000 1  // It's so difficult having a rich and powerful father. Vamos.
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$40 = 1 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER1_11937
if 
  Actor.Dead($2099)
jf @LAWYER1_11975 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12958 

:LAWYER1_11975
if 
  $8891 == 0 // $ == int 
jf @LAWYER1_12020 
Actor.DestroyInstantly($2099)
00BC: text_highpriority 'SBOB148' time 5000 1 
jump @LAWYER1_12958 

:LAWYER1_12020
jump @LAWYER1_10911 

:LAWYER1_12027
014F: stop_timer $8891 
Marker.Disable($19)
$58 = 0 // $ = int 
03CF: load_wav 'LAW1_5' as 1 
03CF: load_wav 'LAW1_6' as 2 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Actor.Dead($2099)
jf @LAWYER1_12103 
022E: set_player $PLAYER_CHAR to_look_at_actor $2099 

:LAWYER1_12103
043C: set_game_sounds_disable_on_fade 0 
fade 0 1000 
wait 1000 
Object.Destroy($1007)
if 
  not Actor.Dead($2099)
jf @LAWYER1_12271 
if 
  Actor.Driving($2099)
jf @LAWYER1_12217 
0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 
0362: put_actor $2099 at 98.1 -1475.3 9.4 and_remove_from_car 
Actor.Angle($2099) = 33.0
jump @LAWYER1_12271 

:LAWYER1_12217
0395: clear_area 1 at 98.1 -1475.3 9.4 range 1.0 
Actor.PutAt($2099, 98.1, -1475.3, 9.4)
Actor.Angle($2099) = 33.0

:LAWYER1_12271
wait 0 
fade 1 1000 
Camera.SetPosition(93.918, -1480.097, 10.341, 0.0, 0.0, 0.0)
Camera.PointAt(94.234, -1479.158, 10.476, 2)
if 
  not Actor.Dead($2099)
jf @LAWYER1_12381 
01E0: clear_leader $2099 
0319: set_actor $2099 running 0 
011C: actor $2099 clear_objective 
0211: actor $2099 walk_to 97.0 -1471.4 

:LAWYER1_12381
if 
03D0:   wav 1 loaded 
jf @LAWYER1_12415 
03D1: play_wav 1 
00BC: text_highpriority 'LAW1_10' time 5000 1  // See you around, handsome!

:LAWYER1_12415
TIMERB = 0 // @ = int 

:LAWYER1_12422
if 
80ED:   not actor $2099 0 97.0 -1471.4 radius 0.4 0.4 
jf @LAWYER1_12588 
wait 0 
if 
  Actor.Dead($2099)
jf @LAWYER1_12509 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12958 
jump @LAWYER1_12524 

:LAWYER1_12509
0211: actor $2099 walk_to 97.0 -1471.4 

:LAWYER1_12524
if 
  TIMERB > 10000 // @ > int 
jf @LAWYER1_12550 
jump @LAWYER1_12975 

:LAWYER1_12550
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_12581 
$58 = 1 // $ = int 
jump @LAWYER1_12901 

:LAWYER1_12581
jump @LAWYER1_12422 

:LAWYER1_12588
if 
  not Actor.Dead($2099)
jf @LAWYER1_12675 
011C: actor $2099 clear_objective 
0211: actor $2099 walk_to 93.5 -1464.9 
Camera.SetPosition(98.558, -1472.228, 9.79, 0.0, 0.0, 0.0)
Camera.PointAt(97.862, -1471.546, 10.0, 2)

:LAWYER1_12675
TIMERB = 0 // @ = int 

:LAWYER1_12682
if 
80ED:   not actor $2099 0 93.5 -1464.9 radius 1.5 1.5 
jf @LAWYER1_12901 
wait 0 
if 
  Actor.Dead($2099)
jf @LAWYER1_12769 
00BC: text_highpriority 'LAW1_4' time 5000 1  // ~r~You killed the Colonel's daughter!
jump @LAWYER1_12958 
jump @LAWYER1_12784 

:LAWYER1_12769
0211: actor $2099 walk_to 93.5 -1464.9 

:LAWYER1_12784
if 
  TIMERB > 10000 // @ > int 
jf @LAWYER1_12810 
jump @LAWYER1_12975 

:LAWYER1_12810
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER1_12841 
$58 = 1 // $ = int 
jump @LAWYER1_12901 

:LAWYER1_12841
if 
  TIMERB > 500 // @ > int 
jf @LAWYER1_12894 
if 
03D2:   wav 1 ended 
jf @LAWYER1_12894 
03D1: play_wav 2 
00BC: text_highpriority 'LAW1_11' time 2000 1  // I'm sure you will.

:LAWYER1_12894
jump @LAWYER1_12682 

:LAWYER1_12901
if 
  $58 == 1 // $ == int 
jf @LAWYER1_12938 
fade 0 1000 
wait 1000 
fade 1 1000 

:LAWYER1_12938
Actor.DestroyInstantly($2099)
Camera.Restore_WithJumpCut
043C: set_game_sounds_disable_on_fade 1 
00BE: text_clear_all 
jump @LAWYER1_12975 

:LAWYER1_12958
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LAWYER1_12975
$PASSED_LAW1_THE_PARTY = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100
0318: set_latest_mission_passed 'LAW_1'  // The Party
030C: progress_made += 1 
start_new_script @LAW2 
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 300 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 250 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 250 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 250 0 0 100 50 100 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 300 0 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 0 50 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 100 0 100 500 500 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
$1277 = 1 // $ = int 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
$1265 = 1 // $ = int 
start_new_script @CLOTH1 
return 

:LAWYER1_13653
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($19)
Marker.Disable($59)
Marker.Disable(5@)
014F: stop_timer $8891 
Object.Destroy($1007)
Object.Init($1007, #STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($1007)
Model.Destroy(#ADMIRAL)
Model.Destroy(#VICE2)
Model.Destroy(#VICE3)
Model.Destroy(#VICE5)
Model.Destroy(#VICE7)
Model.Destroy(#GREENWOO)
Model.Destroy(#ESPERANT)
Model.Destroy(#LANDSTAL)
Model.Destroy(#GLENDALE)
Model.Destroy(#MP5LNG)
014C: set_parked_car_generator $1949 cars_to_generate_to 101 
0296: unload_special_actor 3 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
mission_cleanup 
return 

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

:LAWYER2
gosub @LAWYER2_36 
if 
  wasted_or_busted 
jf @LAWYER2_27 
gosub @LAWYER2_17106 

:LAWYER2_27
gosub @LAWYER2_17210 
terminate_this_script 

:LAWYER2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER2' 
wait 0 
054C: use_GXT_table 'LAWYER2' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
14@ = 0 // @ = int 
$2132 = 0 // $ = int 
$2133 = 0 // $ = int 
$2134 = 0 // $ = int 
$2135 = 0 // $ = int 
$2136 = 0 // $ = int 
$2137 = 0 // $ = int 
$2138 = 0 // $ = int 
$2120 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
5@ = 0 // @ = int 
$2121 = 0 // $ = int 
$56 = 0 // $ = int 
$2143 = 433.7 // $ = float 
$2144 = -575.9 // $ = float 
$2145 = 9.7 // $ = float 
6@ = 0 // @ = int 
$2122 = 0 // $ = int 
$2140 = 0 // $ = int 
$2141 = 0 // $ = int 
8@ = 0 // @ = int 
12@ = 0 // @ = int 
7@ = 0 // @ = int 
13@ = 0 // @ = int 
$2123 = 0 // $ = int 
$2142 = 0 // $ = int 
$8895 = 0 // $ = int 
$8896 = 0 // $ = int 
$8891 = 0 // $ = int 
$8976 = 0 // $ = int 
03E6: remove_text_box 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER2_415
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
jf @LAWYER2_465 
wait 0 
jump @LAWYER2_415 

:LAWYER2_465
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_2A' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_726
if 
  987 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_761 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_726 

:LAWYER2_761
00BC: text_highpriority 'LAW2_A' time 10000 1  // Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?

:LAWYER2_776
if 
  6800 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_811 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_776 

:LAWYER2_811
00BC: text_highpriority 'LAW2_B' time 10000 1  // That there are more criminals in this town than in prison. We need a lead from the streets...

:LAWYER2_826
if 
  11088 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_861 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_826 

:LAWYER2_861
00BC: text_highpriority 'LAW2_C' time 10000 1  // Ok, let me think, let me think, let me think -

:LAWYER2_876
if 
  12888 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_911 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_876 

:LAWYER2_911
00BC: text_highpriority 'LAW2_D' time 10000 1  // - AH! I've got it!

:LAWYER2_926
if 
  14496 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_961 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_926 

:LAWYER2_961
00BC: text_highpriority 'LAW2_E' time 10000 1  // Ok, There's this limey, some music industry slimeball,

:LAWYER2_976
if 
  17164 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1011 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_976 

:LAWYER2_1011
00BC: text_highpriority 'LAW2_F' time 10000 1  // goes by the name of Kent Paul.

:LAWYER2_1026
if 
  18793 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1026 

:LAWYER2_1061
00BC: text_highpriority 'LAW2_G' time 10000 1  // Anyway, he's got his nose so far up most of Vice City's ass

:LAWYER2_1076
if 
  22223 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1111 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1076 

:LAWYER2_1111
00BC: text_highpriority 'LAW2_H' time 10000 1  // that if anybody knows the whereabouts of 20 k's of coke,

:LAWYER2_1126
if 
  25376 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1161 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1126 

:LAWYER2_1161
00BC: text_highpriority 'LAW2_I' time 10000 1  // it's this guy, all right? He's always at The Malibu.

:LAWYER2_1176
if 
  28768 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1211 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1176 

:LAWYER2_1211
00BC: text_highpriority 'LAW2_J' time 10000 1  // I'll go pay him a visit.

:LAWYER2_1226
if 
  31266 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1261 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1226 

:LAWYER2_1261
00BC: text_highpriority 'LAW2_K' time 10000 1  // Take it easy now.

:LAWYER2_1276
if 
  32433 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1311 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1276 

:LAWYER2_1311
00BE: text_clear_all 

:LAWYER2_1313
if 
  33422 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_1350 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_1313 

:LAWYER2_1350
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_1359
if 
  fading 
jf @LAWYER2_1383 
wait 0 
jump @LAWYER2_1359 

:LAWYER2_1383
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
$993 = 1 // $ = int 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1012 = 1 // $ = int 
$1011 = 0 // $ = int 
wait 500 
fade 1 1500 
00BC: text_highpriority 'LAW2_6' time 10000 2  // ~g~Go to the Malibu Club and find Kent Paul.
018A: 15@ = create_checkpoint_at $513 $514 $515 

:LAWYER2_1534
if 
80F6:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
jf @LAWYER2_1672 
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 
jf @LAWYER2_1665 
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @LAWYER2_1665 
00DA: $2124 = player $PLAYER_CHAR car 
jump @LAWYER2_1672 

:LAWYER2_1665
jump @LAWYER2_1534 

:LAWYER2_1672
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(502.203, -95.118, 10.771, 0.0, 0.0, 0.0)
Camera.PointAt(501.811, -94.212, 10.93, 2)
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @LAWYER2_1823 
if 
  not Car.Wrecked($2124)
jf @LAWYER2_1796 
Car.PutAt($2124, 496.3, -82.8, 9.0)
Car.Angle($2124) = 116.6

:LAWYER2_1796
012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car 
jump @LAWYER2_1843 

:LAWYER2_1823
0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 

:LAWYER2_1843
0171: set_player $PLAYER_CHAR z_angle_to 58.0 
0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3 
wait 1000 
0169: set_fade_color 0 0 0 
fade 0 1500 

:LAWYER2_1888
if 
  fading 
jf @LAWYER2_1912 
wait 0 
jump @LAWYER2_1888 

:LAWYER2_1912
011C: actor $PLAYER_ACTOR clear_objective 
$993 = 0 // $ = int 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // $ = int 
$1012 = 0 // $ = int 
$8898 = 0 // $ = int 
$986 = 0 // $ = int 
Model.Load(#INFERNUS)
Model.Load(#COLT45)
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:LAWYER2_2006
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @LAWYER2_2062 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @LAWYER2_2006 

:LAWYER2_2062
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'BOUNCA' 
023C: load_special_actor 4 'FLOOZYB' 
select_interior 17 
04F9: set_extra_colors 1 fade 0 
038B: load_requested_models 

:LAWYER2_2135
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 
jf @LAWYER2_2173 
wait 0 
jump @LAWYER2_2135 

:LAWYER2_2173
Camera.SetAtPos(476.972, -65.499, 8.943)
0395: clear_area 1 at 476.972 -65.499 8.943 range 15.0 
02E4: load_cutscene_data 'LAW_2B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.3 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: 0@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 0@ 'BOUNCA' 
02E5: $175 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $175 'FLOOZYB' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER2_2400
if 
  1018 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2435 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2400 

:LAWYER2_2435
00BC: text_highpriority 'LAW2B_A' time 10000 1  // Where'd you pop up from?

:LAWYER2_2450
if 
  2526 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2485 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2450 

:LAWYER2_2485
00BC: text_highpriority 'LAW2B_B' time 10000 1  // I've been looking for a bird like you for ages, mate...

:LAWYER2_2500
if 
  5339 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2535 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2500 

:LAWYER2_2535
00BC: text_highpriority 'LAW2B_D' time 10000 1  // I'm looking for some English guy...

:LAWYER2_2550
if 
  9000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2585 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2550 

:LAWYER2_2585
00BC: text_highpriority 'LAW2B_C' time 10000 1  // Kent Paul, mate. Yeah, I'm the guvnor 'round here.

:LAWYER2_2600
if 
  11311 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2600 

:LAWYER2_2635
00BC: text_highpriority 'LAW2B_E' time 10000 1  // I sort things out, you know what I mean?

:LAWYER2_2650
if 
  12536 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2650 

:LAWYER2_2685
00BC: text_highpriority 'LAW2B_F' time 10000 1  // I'll treat you. Whatever you want, I'll get you, girl.

:LAWYER2_2700
if 
  14601 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2735 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2700 

:LAWYER2_2735
00BC: text_highpriority 'LAW2B_G' time 10000 1  // Don't you worry about a thing, mate.

:LAWYER2_2750
if 
  16228 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2785 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2750 

:LAWYER2_2785
00BC: text_highpriority 'LAW2B_H' time 10000 1  // Get lost, honey.

:LAWYER2_2800
if 
  18290 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2800 

:LAWYER2_2835
00BC: text_highpriority 'LAW2B_I' time 10000 1  // Oi oi oi oi oi!

:LAWYER2_2850
if 
  20060 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2885 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2850 

:LAWYER2_2885
00BC: text_highpriority 'LAW2B_J' time 10000 1  // You Kent Paul? I'm a friend of Rosenberg's...

:LAWYER2_2900
if 
  23582 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2935 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2900 

:LAWYER2_2935
00BC: text_highpriority 'LAW2B_K' time 10000 1  // Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!

:LAWYER2_2950
if 
  31000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_2985 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_2950 

:LAWYER2_2985
00BC: text_highpriority 'LAW2B_L' time 10000 1  // That guy could defend an innocent man all the way to death row!

:LAWYER2_3000
if 
  34762 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3000 

:LAWYER2_3037
00BC: text_highpriority 'LAW2B_M' time 10000 1  // Give us another drink, bruv.

:LAWYER2_3052
if 
  36141 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3089 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3052 

:LAWYER2_3089
00BC: text_highpriority 'LAW2B_N' time 10000 1  // Everybody's a comedian.

:LAWYER2_3104
if 
  37719 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3141 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3104 

:LAWYER2_3141
00BC: text_highpriority 'LAW2B_O' time 10000 1  // Listen to me, I'm missing twenty keys and a lot of cash...

:LAWYER2_3156
if 
  40549 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3193 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3156 

:LAWYER2_3193
00BC: text_highpriority 'LAW2B_P' time 10000 1  // Drugs, mate? It's a mug's game.

:LAWYER2_3208
if 
  42314 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3245 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3208 

:LAWYER2_3245
00BC: text_highpriority 'LAW2B_Q' time 10000 1  // What do you know about it?

:LAWYER2_3260
if 
  44319 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3297 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3260 

:LAWYER2_3297
00BC: text_highpriority 'LAW2B_R' time 10000 1  // Oi oi! What I was coming to was,

:LAWYER2_3312
if 
  46344 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3349 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3312 

:LAWYER2_3349
00BC: text_highpriority 'LAW2B_S' time 10000 1  // there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:LAWYER2_3364
if 
  50737 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3401 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3364 

:LAWYER2_3401
00BC: text_highpriority 'LAW2B_T' time 10000 1  // He's been looking real pleased with himself lately. You could go and check him out...?!

:LAWYER2_3416
if 
  54654 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3453 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3416 

:LAWYER2_3453
00BC: text_highpriority 'LAW2B_U' time 10000 1  // I will - and I'll be seeing you around.

:LAWYER2_3468
if 
  60868 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3505 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3468 

:LAWYER2_3505
00BC: text_highpriority 'LAW2B_V' time 10000 1  // Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!

:LAWYER2_3520
if 
  64355 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3557 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3520 

:LAWYER2_3557
00BC: text_highpriority 'LAW2B_W' time 10000 1  // Give me a drink - and where's that slut!

:LAWYER2_3572
if 
  66768 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_3609 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_3572 

:LAWYER2_3609
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_3620
if 
  fading 
jf @LAWYER2_3644 
wait 0 
jump @LAWYER2_3620 

:LAWYER2_3644
00BA: text_styled 'BEACH3' 5000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$993 = 0 // $ = int 
023C: load_special_actor 3 'CHEF' 
023C: load_special_actor 4 'IGBUDDY' 
Model.Load(#CELLPHONE)
Model.Load(#SNIPER)
Model.Load(#KATANA)
Model.Load(#SHOTGSPA)
Model.Load(#M4)
Model.Load(#TEC9)
Model.Load(#PYTHON)
Model.Load(#MOLOTOV)
Model.Load(#ADMIRAL)
038B: load_requested_models 

:LAWYER2_3786
if or
  not Model.Available(#INFERNUS)
  not Model.Available(#COLT45)
  not Model.Available(#SNIPER)
  not Model.Available(#KATANA)
  not Model.Available(#SHOTGSPA)
  not Model.Available(#M4)
  not Model.Available(#TEC9)
jf @LAWYER2_3843 
wait 0 
jump @LAWYER2_3786 

:LAWYER2_3843
if or
  not Model.Available(#PYTHON)
  not Model.Available(#MOLOTOV)
  not Model.Available(#ADMIRAL)
jf @LAWYER2_3880 
wait 0 
jump @LAWYER2_3843 

:LAWYER2_3880
wait 500 
fade 1 1500 
Marker.Disable(15@)
Actor.Create($2125, 5, #SPECIAL03, 365.3981, -694.0347, 18.581)
Actor.Angle($2125) = 199.3268
Actor.Health($2125) = 1000
02A9: set_actor $2125 immune_to_nonplayer 1 
0446: set_actor $2125 dismemberment_possible 0 
0291: set_actor $2125 heed_threats 0 
02AB: set_actor $2125 immunities BP 0 FP 1 EP 1 CP 1 MP 0 
052B: actor $2125 hold_cellphone 1 
01ED: clear_actor $2125 threat_search 
00BC: text_highpriority 'LAW2_7' time 10000 2  // ~g~Go and find the chef on Ocean Drive.
Marker.CreateAboveActor($19, $2125)
TIMERB = 0 // @ = int 

:LAWYER2_4017
if 
  not Actor.Dead($2125)
jf @LAWYER2_6699 
wait 0 
if 
  $2140 == 0 // $ == int 
jf @LAWYER2_4997 
if 
  not Actor.Dead($2125)
jf @LAWYER2_4990 
if and
8184:   not actor $2125 health > 999 
  $8896 == 0 // $ == int 
jf @LAWYER2_4119 
052B: actor $2125 hold_cellphone 0 
01CA: actor $2125 kill_player $PLAYER_CHAR 
$2140 = 1 // $ = int 

:LAWYER2_4119
if 
00FB:   player $PLAYER_CHAR 0 $2125 radius 5.0 5.0 3.0 
jf @LAWYER2_4412 
if 
  $2141 == 0 // $ == int 
jf @LAWYER2_4412 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_4205 
03E2: actor $PLAYER_ACTOR leave_any_car 

:LAWYER2_4205
if 
  not Actor.Dead($2125)
jf @LAWYER2_4412 
Camera.SetPosition(358.0832, -704.0052, 19.361, 0.0, 0.0, 0.0)
Camera.PointAt(680.9927, -567.186, 0, 2)
if 
  not Actor.Dead($2125)
jf @LAWYER2_4317 
022C: set_actor $2125 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $2125 
020E: actor $2125 look_at_actor $PLAYER_ACTOR 
020E: actor $PLAYER_ACTOR look_at_actor $2125 

:LAWYER2_4317
TIMERB = 0 // @ = int 

:LAWYER2_4324
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_4390 
wait 0 
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER2_4383 
012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car 

:LAWYER2_4383
jump @LAWYER2_4324 

:LAWYER2_4390
0211: actor $PLAYER_ACTOR walk_to 365.3981 -694.0347 
$2141 = 1 // $ = int 

:LAWYER2_4412
if 
  $2141 == 1 // $ == int 
jf @LAWYER2_4990 
if 
  not Actor.Dead($2125)
jf @LAWYER2_4990 
if and
  $38 == 0 // $ == int 
  TIMERB > 0 // @ > int 
jf @LAWYER2_4711 
if 
  $33 == 0 // $ == int 
jf @LAWYER2_4527 
03CF: load_wav 'LAW2_1' as 1 
03CF: load_wav 'LAW2_2' as 2 
$33 = 1 // $ = int 
jump @LAWYER2_4553 

:LAWYER2_4527
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER2_4553 
$34 = 1 // $ = int 

:LAWYER2_4553
if 
  $34 == 1 // $ == int 
jf @LAWYER2_4711 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
if 
  not Actor.Dead($2125)
jf @LAWYER2_4605 
052B: actor $2125 hold_cellphone 0 

:LAWYER2_4605
00BC: text_highpriority 'LAW2_1' time 2000 2  // Hey, whatchoo lookin' at?
0372: set_actor $2125 anim 19 wait_state_time 10000 ms 
0293: $18 = get_controller_mode 
if 
03D2:   wav 1 ended 
jf @LAWYER2_4711 
0372: set_actor $2125 anim 0 wait_state_time 100 ms 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'LAW2_2' time 2000 2  // You better start talking..
$38 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER2_4711
if 
  not Actor.Dead($2125)
jf @LAWYER2_4768 
if 
00FB:   player $PLAYER_CHAR 0 $2125 radius 0.7 0.7 2.0 
jf @LAWYER2_4768 
011C: actor $PLAYER_ACTOR clear_objective 

:LAWYER2_4768
if and
  $38 == 1 // $ == int 
  $39 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @LAWYER2_4990 
if 
  $33 == 0 // $ == int 
jf @LAWYER2_4845 
03CF: load_wav 'LAW2_3' as 1 
$33 = 1 // $ = int 
jump @LAWYER2_4867 

:LAWYER2_4845
if 
03D0:   wav 1 loaded 
jf @LAWYER2_4867 
$34 = 1 // $ = int 

:LAWYER2_4867
if 
  $34 == 1 // $ == int 
jf @LAWYER2_4990 
03D1: play_wav 1 
00BC: text_highpriority 'LAW2_3' time 2000 2  // Hey, make me, you prick!
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0372: set_actor $2125 anim 19 wait_state_time 1500 ms 
if 
03D2:   wav 1 ended 
jf @LAWYER2_4990 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
$38 = 1 // $ = int 
$39 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 
$2140 = 1 // $ = int 

:LAWYER2_4990
jump @LAWYER2_6692 

:LAWYER2_4997
if 
  13@ == 0 // @ == int 
jf @LAWYER2_5175 
if and
  not Actor.Dead($2125)
  $8896 == 0 // $ == int 
jf @LAWYER2_5153 
022F: set_actor $2125 stop_looking 
01CA: actor $2125 kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SNIBOB9' time 6000 2 
$8892 = 0 // $ = int 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $2125 anim 0 wait_state_time 0 ms 
0293: $18 = get_controller_mode 
if or
  $18 == 0 // $ == int 
  $18 == 1 // $ == int 
jf @LAWYER2_5117 

:LAWYER2_5117
if 
  $18 == 2 // $ == int 
jf @LAWYER2_5135 

:LAWYER2_5135
if 
  $18 == 3 // $ == int 
jf @LAWYER2_5153 

:LAWYER2_5153
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
13@ = 1 // @ = int 

:LAWYER2_5175
if 
  not Actor.Dead($2125)
jf @LAWYER2_6692 
if and
80FF:   not actor $2125 0 365.3981 -694.0347 18.581 radius 4.0 4.0 3.0 
  $8896 == 0 // $ == int 
jf @LAWYER2_5300 
if and
  12@ == 0 // @ == int 
  $8896 == 0 // $ == int 
jf @LAWYER2_5293 
0211: actor $2125 walk_to 365.3981 -694.0347 
12@ = 1 // @ = int 

:LAWYER2_5293
jump @LAWYER2_5348 

:LAWYER2_5300
if 
  12@ == 1 // @ == int 
jf @LAWYER2_5348 
if 
0126:   actor $2125 objective_passed 
jf @LAWYER2_5348 
052B: actor $2125 hold_cellphone 1 
12@ = 0 // @ = int 

:LAWYER2_5348
if and
00F5:   player $PLAYER_CHAR 0 365.3981 -694.0347 18.581 radius 8.0 8.0 3.0 
  $8896 == 0 // $ == int 
jf @LAWYER2_5425 
052B: actor $2125 hold_cellphone 0 
01CA: actor $2125 kill_player $PLAYER_CHAR 
12@ = 0 // @ = int 

:LAWYER2_5425
if and
  $8896 == 0 // $ == int 
8184:   not actor $2125 health > 499 
jf @LAWYER2_6305 
$8896 = 1 // $ = int 
00BC: text_highpriority 'SNIBOB1' time 5000 2 
0411: set_actor $2125 use_pednode_seek 0 
01CE: actor $2125 avoid_player $PLAYER_CHAR 
0211: actor $2125 walk_to 383.9083 -696.0875 
0319: set_actor $2125 running 1 
Actor.Create($8890, 5, #SPECIAL03, 413.712, -624.9141, 10.7501)
Actor.Angle($8890) = 66.8747
Actor.Health($8890) = 600
01B2: give_actor $8890 weapon 18 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8890 weapon_accuracy_to 80 
0319: set_actor $8890 running 1 
0243: set_actor $8890 ped_stats_to 16 
01ED: clear_actor $8890 threat_search 
011A: set_actor $8890 search_threat 1 
Actor.Create($8894, 5, #SPECIAL03, 438.6308, -567.8517, 10.6874)
Actor.Angle($8894) = 148.993
Actor.Health($8894) = 1000
01B2: give_actor $8894 weapon 18 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8894 weapon_accuracy_to 90 
02AB: set_actor $8894 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0243: set_actor $8894 ped_stats_to 16 
011A: set_actor $8894 search_threat 1 
0350: set_actor $8894 maintain_position_when_attacked 1 
01CA: actor $8894 kill_player $PLAYER_CHAR 
Actor.Create($8895, 5, #SPECIAL03, 432.338, -565.3379, 10.6874)
Actor.Angle($8895) = 164.3464
Actor.Health($8895) = 1000
01B2: give_actor $8895 weapon 18 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8895 weapon_accuracy_to 90 
02AB: set_actor $8895 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0243: set_actor $8895 ped_stats_to 16 
011A: set_actor $8895 search_threat 1 
0350: set_actor $8895 maintain_position_when_attacked 1 
01CA: actor $8895 kill_player $PLAYER_CHAR 
$8898 = 1 // $ = int 
jump @LAWYER2_5815 

:LAWYER2_5815
wait 0 
if 
  not Actor.Dead($2125)
jf @LAWYER2_6699 
if 
  $8896 == 1 // $ == int 
jf @LAWYER2_6305 
if 
00FE:   actor $2125 0 383.9083 -696.0875 10.9778 radius 1.0 1.0 2.0 
jf @LAWYER2_5945 
$8892 = 1 // $ = int 
00BC: text_highpriority 'HELP17' time 5000 2  // The chef's escaping!
0239: actor $2125 run_to 391.255 -663.9792 
0411: set_actor $2125 use_pednode_seek 0 

:LAWYER2_5945
if and
  $8892 == 0 // $ == int 
  $8891 == 0 // $ == int 
jf @LAWYER2_6011 
032B: $8893 = create_weapon_pickup #SHOTGSPA 3 ammo 6 at 434.8692 -569.8263 10.6 
$8891 = 1 // $ = int 
jump @LAWYER2_6011 

:LAWYER2_6011
wait 0 
if 
  not Actor.Dead($2125)
jf @LAWYER2_6699 
if 
  $8896 == 1 // $ == int 
jf @LAWYER2_6305 
if 
00FE:   actor $2125 0 391.255 -663.9792 10.7502 radius 1.0 1.0 2.0 
jf @LAWYER2_6147 
0239: actor $2125 run_to 434.8692 -569.8263 
0411: set_actor $2125 use_pednode_seek 0 
0239: actor $8890 run_to 411.5014 -623.6473 
wait 1250 
01CA: actor $8890 kill_player $PLAYER_CHAR 

:LAWYER2_6147
wait 0 
if 
  not Actor.Dead($2125)
jf @LAWYER2_6699 
if 
  $8896 == 1 // $ == int 
jf @LAWYER2_6305 
if 
00FE:   actor $2125 0 434.8692 -569.8263 10.6873 radius 1.0 1.0 2.0 
jf @LAWYER2_5815 
01CA: actor $2125 kill_player $PLAYER_CHAR 
if 
  not Pickup.Picked_up($8893)
jf @LAWYER2_6305 
01B2: give_actor $2125 weapon 20 ammo 9999 // Load the weapon model before using this 
00BC: text_highpriority 'SNIBOB2' time 5000 2 
02E2: set_actor $2125 weapon_accuracy_to 90 
0350: set_actor $2125 maintain_position_when_attacked 1 
wait 0 
Pickup.Destroy($8893)

:LAWYER2_6305
if and
  $8895 == 0 // $ == int 
8184:   not actor $2125 health > 799 
jf @LAWYER2_6692 
00BC: text_highpriority 'HELP18' time 5000 2  // The chef's got backup!
Actor.Create($8887, 5, #SPECIAL03, 371.7508, -670.0881, 22.8468)
Actor.Angle($8887) = 159.8988
Actor.Health($8887) = 900
01B2: give_actor $8887 weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8887 weapon_accuracy_to 80 
0211: actor $8887 walk_to 367.4618 -681.8082 
0319: set_actor $8887 running 1 
0350: set_actor $8887 maintain_position_when_attacked 1 
011A: set_actor $8887 search_threat 1 
0562: set_actor $8887 ignore_threats_behind_objects 1 
0446: set_actor $2125 dismemberment_possible 0 
Actor.Create($8888, 5, #SPECIAL03, 377.149, -676.1192, 23.067)
Actor.Angle($8888) = 159.8988
Actor.Health($8888) = 800
01B2: give_actor $8888 weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8888 weapon_accuracy_to 80 
0211: actor $8888 walk_to 373.6414 -684.2416 
0319: set_actor $8888 running 1 
0350: set_actor $8888 maintain_position_when_attacked 1 
011A: set_actor $8888 search_threat 1 
0562: set_actor $8888 ignore_threats_behind_objects 1 
0446: set_actor $2125 dismemberment_possible 0 
Actor.Create($8889, 5, #SPECIAL03, 376.8565, -696.2522, 10.9213)
Actor.Angle($8889) = 157.5122
Actor.Health($8889) = 900
01B2: give_actor $8889 weapon 10 ammo 0 // Load the weapon model before using this 
0211: actor $8889 walk_to 369.6281 -709.3135 
0319: set_actor $8889 running 1 
01ED: clear_actor $8889 threat_search 
011A: set_actor $8889 search_threat 1 
0446: set_actor $2125 dismemberment_possible 0 
wait 3250 
01CA: actor $8887 kill_player $PLAYER_CHAR 
01CA: actor $8888 kill_player $PLAYER_CHAR 
01CA: actor $8889 kill_player $PLAYER_CHAR 
$8895 = 1 // $ = int 

:LAWYER2_6692
jump @LAWYER2_4017 

:LAWYER2_6699
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
022F: set_actor $PLAYER_ACTOR stop_looking 
Marker.Disable($19)
if 
056D:   actor $2125 defined 
jf @LAWYER2_6790 
Actor.StoreDeadActorPos($2125, $2143, $2144, $2145)
$2145 += 0.5 // $ += float 
Pickup.Create(10@, #CELLPHONE, 3, $2143, $2144, $2145)
jump @LAWYER2_6809 

:LAWYER2_6790
Pickup.Create(10@, #CELLPHONE, 3, $2143, $2144, $2145)

:LAWYER2_6809
03DC: 11@ = create_marker_above_pickup 10@ 
00BC: text_highpriority 'LAW2_11' time 5000 2  // ~g~Pick up his cell phone.

:LAWYER2_6832
if 
  not Pickup.Picked_up(10@)
jf @LAWYER2_6859 
wait 0 
jump @LAWYER2_6832 

:LAWYER2_6859
Player.CanMove($PLAYER_CHAR, False)
03D5: remove_text 'LAW2_11'  // ~g~Pick up his cell phone.
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03E5: text_box 'LAW2_12'  // Cell phone acquired! You can now receive phone calls.
Marker.Disable(11@)
wait 1500 
0169: set_fade_color 0 0 0 
fade 0 1000 

:LAWYER2_6918
if 
  fading 
jf @LAWYER2_6942 
wait 0 
jump @LAWYER2_6918 

:LAWYER2_6942
if 
  $8898 == 1 // $ == int 
jf @LAWYER2_6977 
Actor.DestroyInstantly($8894)
Actor.DestroyInstantly($8895)
jump @LAWYER2_6977 

:LAWYER2_6977
03E6: remove_text_box 
Actor.DestroyInstantly($2125)
Marker.Disable($19)
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:LAWYER2_7001
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @LAWYER2_7057 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @LAWYER2_7001 

:LAWYER2_7057
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'GUNCOLT' 
Camera.SetAtPos(440.163, -567.622, 10.031)
038B: load_requested_models 

:LAWYER2_7126
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
jf @LAWYER2_7165 
wait 0 
jump @LAWYER2_7126 

:LAWYER2_7165
0395: clear_area 1 at $2143 $2144 $2145 range 20.0 
02E4: load_cutscene_data 'LAW_2C' 
0244: set_cutscene_pos 440.163 -567.622 10.031 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CHEF01' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CHEF02' 
02E5: 3@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 3@ 'CHEF03' 
02E5: 9@ = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim 9@ 'GUNCOLT' 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_7381 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
jump @LAWYER2_7401 

:LAWYER2_7381
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_7401
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  not Pickup.Picked_up($8893)
jf @LAWYER2_7444 
Pickup.Destroy($8893)

:LAWYER2_7444
if 
  not Actor.Dead($8890)
jf @LAWYER2_7465 
Actor.DestroyInstantly($8890)

:LAWYER2_7465
if 
  3050 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7500 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7465 

:LAWYER2_7500
00BC: text_highpriority 'LAW2C_A' time 10000 1  // Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.

:LAWYER2_7515
if 
  9000 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7550 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7515 

:LAWYER2_7550
00BC: text_highpriority 'LAW2C_B' time 10000 1  // You want some, too?

:LAWYER2_7565
if 
  10080 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7600 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7565 

:LAWYER2_7600
00BC: text_highpriority 'LAW2C_C' time 10000 1  // Hey, chill. I want what you want, brother.

:LAWYER2_7615
if 
  13080 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7650 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7615 

:LAWYER2_7650
00BC: text_highpriority 'LAW2C_D' time 10000 1  // Oh, yeah? And what's that?

:LAWYER2_7665
if 
  14250 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7700 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7665 

:LAWYER2_7700
00BC: text_highpriority 'LAW2C_E' time 10000 1  // Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.

:LAWYER2_7715
if 
  21170 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7750 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7715 

:LAWYER2_7750
00BC: text_highpriority 'LAW2C_F' time 10000 1  // Accidents happen. Get lost.

:LAWYER2_7765
if 
  23160 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7800 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7765 

:LAWYER2_7800
00BC: text_highpriority 'LAW2C_G' time 10000 1  // Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.

:LAWYER2_7815
if 
  28030 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7850 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7815 

:LAWYER2_7850
00BC: text_highpriority 'LAW2C_H' time 10000 1  // The way I see it - we two hombres in a strange town. We need to watch each other's back.

:LAWYER2_7865
if 
  34070 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7902 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7865 

:LAWYER2_7902
00BC: text_highpriority 'LAW2C_I' time 10000 1  // My back's just fine, brother...

:LAWYER2_7917
if 
  36060 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_7954 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7917 

:LAWYER2_7954
00BC: text_highpriority 'LAW2C_J' time 10000 1  // You sure about that? Here, take this.

:LAWYER2_7969
if 
  39100 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_8006 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_7969 

:LAWYER2_8006
00BC: text_highpriority 'LAW2C_K' time 10000 1  // Follow me!

:LAWYER2_8021
if 
  40100 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_8058 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_8021 

:LAWYER2_8058
00BE: text_clear_all 

:LAWYER2_8060
if 
  40744 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER2_8097 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER2_8060 

:LAWYER2_8097
fade 0 1500 
00BE: text_clear_all 

:LAWYER2_8106
if 
  fading 
jf @LAWYER2_8130 
wait 0 
jump @LAWYER2_8106 

:LAWYER2_8130
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Player.CanMove($PLAYER_CHAR, False)
Model.Load(#CLEAVER)
Model.Load(#KNIFECUR)
Model.Load(#BOXVILLE)

:LAWYER2_8171
if or
  not Model.Available(#CLEAVER)
  not Model.Available(#KNIFECUR)
  not Model.Available(#BOXVILLE)
jf @LAWYER2_8208 
wait 0 
jump @LAWYER2_8171 

:LAWYER2_8208
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER2_8251 
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car 
jump @LAWYER2_8271 

:LAWYER2_8251
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 

:LAWYER2_8271
0171: set_player $PLAYER_CHAR z_angle_to 327.0 
0395: clear_area 0 at 265.7 -929.3 9.7 range 4.0 
Actor.Create($LANCE_VANCE, 5, #SPECIAL04, 433.1, -575.8, 9.6)
Actor.Angle($LANCE_VANCE) = 143.0
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
Actor.Health($LANCE_VANCE) = 200
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 // Load the weapon model before using this 
Marker.CreateAboveActor($57, $LANCE_VANCE)
0395: clear_area 0 at 431.3 -655.4 9.7 range 6.0 
Car.Create($26, #INFERNUS, 431.3, -655.4, 10.6)
Car.Health($26) = 1000
020A: set_car $26 door_status_to 1 
Car.Angle($26) = 156.0
0229: set_car $26 color_to 1 1 
Marker.CreateAboveCar($2139, $26)
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
0526: set_actor $LANCE_VANCE stay_in_car_when_jacked 1 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 100 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0395: clear_area 0 at 439.0 -567.7 9.6 range 1.0 
Actor.Create($2126, 5, #SPECIAL03, 439.2, -567.9, 9.6)
01ED: clear_actor $2126 threat_search 
0243: set_actor $2126 ped_stats_to 16 
02E2: set_actor $2126 weapon_accuracy_to 50 
01B2: give_actor $2126 weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.Angle($2126) = 154.0
02A9: set_actor $2126 immune_to_nonplayer 1 
0395: clear_area 0 at 437.4 -567.8 9.6 range 1.0 
Actor.Create($2127, 5, #SPECIAL03, 438.2, -567.8, 9.6)
01ED: clear_actor $2127 threat_search 
0243: set_actor $2127 ped_stats_to 16 
02E2: set_actor $2127 weapon_accuracy_to 50 
01B2: give_actor $2127 weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.Angle($2127) = 154.0
02A9: set_actor $2127 immune_to_nonplayer 1 
0395: clear_area 0 at 435.4 -566.2 9.6 range 1.0 
Actor.Create($2128, 5, #SPECIAL03, 437.2, -567.4, 9.6)
01ED: clear_actor $2128 threat_search 
0243: set_actor $2128 ped_stats_to 16 
02E2: set_actor $2128 weapon_accuracy_to 50 
01B2: give_actor $2128 weapon 26 ammo 9999 // Load the weapon model before using this 
02A9: set_actor $2128 immune_to_nonplayer 1 
Actor.Angle($2128) = 154.0
Car.Create($8999, #BOXVILLE, 419.3683, -641.8481, 10.9346)
Car.Angle($8999) = 154.6727
020A: set_car $8999 door_status_to 3 
Car.Health($8999) = 2000
Actor.Create($8901, 5, #SPECIAL03, 414.6107, -642.0707, 10.8704)
Actor.Angle($8901) = 67.0575
0446: set_actor $8901 dismemberment_possible 0 
02E2: set_actor $8901 weapon_accuracy_to 80 
01B2: give_actor $8901 weapon 17 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8901 maintain_position_when_attacked 1 
0483: set_actor $8901 cease_attack_timer 1500 
01CA: actor $8901 kill_player $PLAYER_CHAR 
Actor.Create($8902, 5, #SPECIAL03, 416.1264, -638.0169, 10.8673)
Actor.Angle($8902) = 67.0575
0446: set_actor $8902 dismemberment_possible 0 
02E2: set_actor $8902 weapon_accuracy_to 80 
01B2: give_actor $8902 weapon 17 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8902 maintain_position_when_attacked 1 
01CA: actor $8902 kill_player $PLAYER_CHAR 
Car.Create($8903, #BOXVILLE, 396.0111, -626.1228, 10.549)
Car.Angle($8903) = 312.7588
020A: set_car $8903 door_status_to 3 
Car.Health($8903) = 2000
Actor.Create($8904, 5, #SPECIAL03, 400.585, -627.7681, 10.6903)
Actor.Angle($8904) = 246.9582
0446: set_actor $8904 dismemberment_possible 0 
02E2: set_actor $8904 weapon_accuracy_to 80 
01B2: give_actor $8904 weapon 17 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8904 maintain_position_when_attacked 1 
01CA: actor $8904 kill_player $PLAYER_CHAR 
Car.Create($8905, #BOXVILLE, 399.9381, -674.5605, 11.0712)
Car.Angle($8905) = 338.9626
020A: set_car $8905 door_status_to 3 
Car.Health($8905) = 2000
Car.Create($8906, #BOXVILLE, 398.852, -680.7269, 11.0712)
Car.Angle($8906) = 131.2207
020A: set_car $8906 door_status_to 3 
Car.Health($8906) = 2000
Car.Create($8907, #BOXVILLE, 396.8578, -684.3404, 11.0712)
Car.Angle($8907) = 196.3947
020A: set_car $8907 door_status_to 3 
Car.Health($8907) = 2000
Car.Create($8908, #BOXVILLE, 396.0294, -669.1691, 11.0712)
Car.Angle($8908) = 247.6357
020A: set_car $8908 door_status_to 3 
Car.Health($8908) = 2000
Actor.Create($8909, 5, #SPECIAL03, 395.463, -673.7251, 11.0712)
Actor.Angle($8909) = 69.0576
0446: set_actor $8909 dismemberment_possible 0 
02E2: set_actor $8909 weapon_accuracy_to 70 
01B2: give_actor $8909 weapon 15 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8909 maintain_position_when_attacked 1 
01C9: actor $8909 kill_actor $LANCE_VANCE 
02AB: set_actor $8909 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
Actor.Create($8910, 5, #SPECIAL03, 393.0136, -681.1179, 11.0237)
Actor.Angle($8910) = 246.9582
0446: set_actor $8910 dismemberment_possible 0 
02E2: set_actor $8910 weapon_accuracy_to 70 
01B2: give_actor $8910 weapon 15 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8910 maintain_position_when_attacked 1 
01CA: actor $8910 kill_player $PLAYER_CHAR 
02AB: set_actor $8910 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
Actor.Create($8911, 5, #SPECIAL03, 399.3855, -679.6573, 14.2419)
Actor.Angle($8911) = 62.4775
0446: set_actor $8911 dismemberment_possible 0 
02E2: set_actor $8911 weapon_accuracy_to 90 
02AB: set_actor $8911 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
01B2: give_actor $8911 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8911 maintain_position_when_attacked 1 
01CA: actor $8911 kill_player $PLAYER_CHAR 
Car.Create($8912, #ADMIRAL, 384.4736, -722.4495, 10.8808)
Car.Angle($8912) = 114.7911
0229: set_car $8912 color_to 1 1 
020A: set_car $8912 door_status_to 0 
Actor.Create($8913, 5, #SPECIAL03, 384.8646, -722.0907, 12.626)
Actor.Angle($8913) = 37.7004
0446: set_actor $8913 dismemberment_possible 0 
02E2: set_actor $8913 weapon_accuracy_to 90 
01B2: give_actor $8913 weapon 17 ammo 9999 // Load the weapon model before using this 
0350: set_actor $8913 maintain_position_when_attacked 1 
0291: set_actor $8913 heed_threats 1 
Actor.Create($8914, 5, #SPECIAL03, 381.3824, -721.2133, 10.8808)
Actor.Angle($8914) = 44.2805
0446: set_actor $8914 dismemberment_possible 0 
01B2: give_actor $8914 weapon 10 ammo 0 // Load the weapon model before using this 
Actor.Health($8914) = 200
0350: set_actor $8914 maintain_position_when_attacked 1 
0291: set_actor $8914 heed_threats 1 
Actor.Create($8915, 5, #SPECIAL03, 385.9842, -719.5734, 11.0505)
Actor.Angle($8915) = 46.4739
0446: set_actor $8915 dismemberment_possible 0 
01B2: give_actor $8915 weapon 10 ammo 0 // Load the weapon model before using this 
Actor.Health($8915) = 200
0350: set_actor $8915 maintain_position_when_attacked 1 
Actor.Create($8916, 5, #SPECIAL03, 404.4694, -680.8606, 11.0712)
Actor.Angle($8916) = 245.7321
0446: set_actor $8916 dismemberment_possible 0 
01B2: give_actor $8916 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8916 weapon_accuracy_to 80 
01CA: actor $8916 kill_player $PLAYER_CHAR 
0350: set_actor $8916 maintain_position_when_attacked 1 
Actor.Create($8917, 5, #SPECIAL03, -62.1426, -1491.678, 10.8565)
Actor.Angle($8917) = 247.8023
0446: set_actor $8917 dismemberment_possible 0 
01B2: give_actor $8917 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8917 weapon_accuracy_to 80 
01CA: actor $8917 kill_player $PLAYER_CHAR 
0350: set_actor $8917 maintain_position_when_attacked 1 
Actor.Create($8918, 5, #SPECIAL03, -57.2381, -1478.917, 14.9382)
Actor.Angle($8918) = 255.009
0446: set_actor $8918 dismemberment_possible 0 
01B2: give_actor $8918 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $8918 weapon_accuracy_to 80 
01CA: actor $8918 kill_player $PLAYER_CHAR 
0350: set_actor $8918 maintain_position_when_attacked 1 
TIMERB = 0 // @ = int 
02A3: enable_widescreen 1 
wait 0 
if 
  not Actor.Dead($2127)
jf @LAWYER2_10099 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $2127 

:LAWYER2_10099
if 
  not Actor.Dead($8887)
jf @LAWYER2_10216 
Actor.DestroyInstantly($8887)
wait 0 
Actor.Create($8887, 5, #SPECIAL03, 417.7273, -598.1263, 17.5584)
01ED: clear_actor $8887 threat_search 
0243: set_actor $8887 ped_stats_to 16 
02E2: set_actor $8887 weapon_accuracy_to 80 
01B2: give_actor $8887 weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.Angle($8887) = 251.7268
01CA: actor $8887 kill_player $PLAYER_CHAR 
02A9: set_actor $8887 immune_to_nonplayer 1 
0350: set_actor $8887 maintain_position_when_attacked 1 
jump @LAWYER2_10216 

:LAWYER2_10216
Actor.Create($8896, 5, #SPECIAL03, 423.8939, -603.9661, 10.7501)
0243: set_actor $8896 ped_stats_to 16 
01CA: actor $8896 kill_player $PLAYER_CHAR 
01B2: give_actor $8896 weapon 10 ammo 0 // Load the weapon model before using this 
Actor.Angle($8896) = 348.2813
02A9: set_actor $8896 immune_to_nonplayer 1 
Actor.Create($8897, 5, #SPECIAL03, 418.4164, -601.4358, 10.7501)
0243: set_actor $8897 ped_stats_to 16 
01CA: actor $8897 kill_player $PLAYER_CHAR 
01B2: give_actor $8897 weapon 10 ammo 0 // Load the weapon model before using this 
Actor.Angle($8897) = 326.661
if 
  not Actor.Dead($8888)
jf @LAWYER2_10456 
Actor.DestroyInstantly($8888)
wait 0 
Actor.Create($8888, 5, #SPECIAL03, 408.442, -616.8085, 17.5584)
01ED: clear_actor $8888 threat_search 
0243: set_actor $8888 ped_stats_to 16 
02E2: set_actor $8888 weapon_accuracy_to 80 
01B2: give_actor $8888 weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.Angle($8888) = 257.1004
01CA: actor $8888 kill_player $PLAYER_CHAR 
02A9: set_actor $8888 immune_to_nonplayer 1 
0350: set_actor $8888 maintain_position_when_attacked 1 
jump @LAWYER2_10456 

:LAWYER2_10456
wait 500 
fade 1 1500 
Camera.SetPosition(430.001, -576.716, 11.667, 0.0, 0.0, 0.0)
Camera.PointAt(430.808, -576.17, 11.442, 2)
wait 1000 
if 
  not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_10555 
0239: actor $LANCE_VANCE run_to 417.7251 -607.7549 

:LAWYER2_10555
wait 1000 
Camera.SetPosition(430.575, -575.37, 11.484, 0.0, 0.0, 0.0)
Camera.PointAt(430.389, -576.35, 11.405, 2)
if 
03D0:   wav 1 loaded 
jf @LAWYER2_10630 
03D1: play_wav 1 

:LAWYER2_10630
00BC: text_highpriority 'SNIBOB8' time 4000 2 
wait 500 
0293: $18 = get_controller_mode 
if or
  $18 == 0 // $ == int 
  $18 == 1 // $ == int 
jf @LAWYER2_10680 

:LAWYER2_10680
if 
  $18 == 2 // $ == int 
jf @LAWYER2_10698 

:LAWYER2_10698
if 
  $18 == 3 // $ == int 
jf @LAWYER2_10716 

:LAWYER2_10716
011C: actor $PLAYER_ACTOR clear_objective 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
  Car.Wrecked($26)
jf @LAWYER2_10764 
jump @LAWYER2_17106 

:LAWYER2_10764
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_10802 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_10802
TIMERB = 0 // @ = int 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
041E: set_radio_station 3 -1 
03CF: load_wav 'COL3_8' as 1 
03CF: load_wav 'COL3_20' as 2 
TIMERA = 0 // @ = int 

:LAWYER2_10860
if or
80DC:   not player $PLAYER_CHAR in_car $26 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_12811 
wait 0 
if 
  $2123 == 0 // $ == int 
jf @LAWYER2_10960 
if 
  TIMERA > 5000 // @ > int 
jf @LAWYER2_10960 
if 
  $18 == 2 // $ == int 
jf @LAWYER2_10953 
jump @LAWYER2_10953 

:LAWYER2_10953
$2123 = 1 // $ = int 

:LAWYER2_10960
if 
  $2123 == 1 // $ == int 
jf @LAWYER2_11004 
if 
  TIMERA > 9000 // @ > int 
jf @LAWYER2_11004 
$2123 = 2 // $ = int 

:LAWYER2_11004
if 
  not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_12068 
if 
00FE:   actor $LANCE_VANCE 0 417.7251 -607.7549 10.7501 radius 1.0 1.0 5.0 
jf @LAWYER2_11090 
0239: actor $LANCE_VANCE run_to 404.4773 -635.9116 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_11090
if 
00FE:   actor $LANCE_VANCE 0 404.4773 -635.9116 10.7501 radius 1.0 1.0 5.0 
jf @LAWYER2_11201 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 0 
0239: actor $LANCE_VANCE run_to 390.557 -667.9835 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
if 
03D0:   wav 2 loaded 
jf @LAWYER2_11201 
03D1: play_wav 2 
00BC: text_highpriority 'SNIBOB3' time 2000 2 

:LAWYER2_11201
if 
00FE:   actor $LANCE_VANCE 0 390.557 -667.9835 10.8073 radius 1.0 1.0 5.0 
jf @LAWYER2_11271 
0239: actor $LANCE_VANCE run_to 374.6875 -713.1979 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_11271
wait 0 
if 
00FE:   actor $LANCE_VANCE 0 374.6875 -713.1979 11.0505 radius 1.0 1.0 5.0 
jf @LAWYER2_11788 
0239: actor $LANCE_VANCE run_to 395.7183 -721.6013 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
if or
  not Actor.Dead($8913)
  not Actor.Dead($8914)
  not Actor.Dead($8915)
jf @LAWYER2_11788 
jump @LAWYER2_11378 

:LAWYER2_11378
wait 0 
if 
  not Actor.Dead($8913)
jf @LAWYER2_11406 
01C9: actor $8913 kill_actor $LANCE_VANCE 

:LAWYER2_11406
wait 0 
if 
  not Actor.Dead($8914)
jf @LAWYER2_11441 
0350: set_actor $8914 maintain_position_when_attacked 0 
01C9: actor $8914 kill_actor $LANCE_VANCE 

:LAWYER2_11441
wait 0 
if 
  not Actor.Dead($8915)
jf @LAWYER2_11476 
0350: set_actor $8915 maintain_position_when_attacked 0 
01C9: actor $8915 kill_actor $LANCE_VANCE 

:LAWYER2_11476
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_11514 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_11514
wait 0 
if 
  not Actor.Dead($8913)
jf @LAWYER2_11542 
01C9: actor $LANCE_VANCE kill_actor $8913 

:LAWYER2_11542
wait 0 
if and
  not Actor.Dead($8914)
  Actor.Dead($8913)
jf @LAWYER2_11575 
01C9: actor $LANCE_VANCE kill_actor $8914 

:LAWYER2_11575
if and
03D0:   wav 1 loaded 
  $8976 == 0 // $ == int 
jf @LAWYER2_11630 
03D1: play_wav 1 
00BC: text_highpriority 'SNIBOB5' time 2500 2 
$8976 = 1 // $ = int 
jump @LAWYER2_11630 

:LAWYER2_11630
wait 0 
if and
  not Actor.Dead($8915)
  Actor.Dead($8913)
  Actor.Dead($8914)
jf @LAWYER2_11668 
01C9: actor $LANCE_VANCE kill_actor $8915 

:LAWYER2_11668
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_11706 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_11706
wait 0 
if and
  Actor.Dead($8915)
  Actor.Dead($8913)
  Actor.Dead($8914)
jf @LAWYER2_11378 
01CE: actor $LANCE_VANCE avoid_player $PLAYER_CHAR 
00BC: text_highpriority 'SNIBOB7' time 3000 2 
0239: actor $LANCE_VANCE run_to 374.6875 -713.1979 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
jump @LAWYER2_11788 

:LAWYER2_11788
if 
00FE:   actor $LANCE_VANCE 0 395.7183 -721.6013 11.0505 radius 1.0 1.0 5.0 
jf @LAWYER2_11883 
if 
  $2121 == 0 // $ == int 
jf @LAWYER2_11883 
0239: actor $LANCE_VANCE run_to 414.1604 -682.8759 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 
$2121 = 1 // $ = int 

:LAWYER2_11883
if 
00FE:   actor $LANCE_VANCE 0 414.1604 -682.8759 11.0712 radius 1.0 1.0 5.0 
jf @LAWYER2_11953 
0239: actor $LANCE_VANCE run_to 425.6084 -659.8062 
0411: set_actor $LANCE_VANCE use_pednode_seek 0 

:LAWYER2_11953
if 
  not Car.Wrecked($26)
jf @LAWYER2_12068 
if 
00FE:   actor $LANCE_VANCE 0 425.6084 -659.8062 11.0712 radius 1.0 1.0 5.0 
jf @LAWYER2_12068 
01ED: clear_actor $LANCE_VANCE threat_search 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_12068 
03CF: load_wav 'LAW2_6' as 2 
Player.WantedLevel($PLAYER_CHAR) = 3
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_12068
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_12106 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_12106
if 
  Car.Wrecked($26)
jf @LAWYER2_12129 
jump @LAWYER2_17106 

:LAWYER2_12129
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_12488 
if 
  8@ == 0 // @ == int 
jf @LAWYER2_12266 
if 
  not Actor.Dead($2126)
jf @LAWYER2_12197 
011A: set_actor $2126 search_threat 1 
01CA: actor $2126 kill_player $PLAYER_CHAR 

:LAWYER2_12197
if 
  not Actor.Dead($2127)
jf @LAWYER2_12228 
011A: set_actor $2127 search_threat 1 
01CA: actor $2127 kill_player $PLAYER_CHAR 

:LAWYER2_12228
if 
  not Actor.Dead($2128)
jf @LAWYER2_12259 
011A: set_actor $2128 search_threat 1 
01CA: actor $2128 kill_player $PLAYER_CHAR 

:LAWYER2_12259
8@ = 1 // @ = int 

:LAWYER2_12266
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  not Actor.Dead($2126)
jf @LAWYER2_12347 
if 
8510:   not actor $2126 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_12347 
009E: set_actor $2126 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_12347
if 
  not Actor.Dead($2127)
jf @LAWYER2_12414 
if 
8510:   not actor $2127 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_12414 
009E: set_actor $2127 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_12414
if 
  not Actor.Dead($2128)
jf @LAWYER2_12481 
if 
8510:   not actor $2128 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_12481 
009E: set_actor $2128 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_12481
TIMERB = 0 // @ = int 

:LAWYER2_12488
if and
  Actor.Dead($2126)
  $2133 == 0 // $ == int 
jf @LAWYER2_12525 
14@ += 1 // @ += int 
$2133 = 1 // $ = int 

:LAWYER2_12525
if and
  Actor.Dead($2127)
  $2134 == 0 // $ == int 
jf @LAWYER2_12562 
14@ += 1 // @ += int 
$2134 = 1 // $ = int 

:LAWYER2_12562
if and
  Actor.Dead($2128)
  $2135 == 0 // $ == int 
jf @LAWYER2_12599 
14@ += 1 // @ += int 
$2135 = 1 // $ = int 

:LAWYER2_12599
if 
  not Car.Wrecked($26)
jf @LAWYER2_12804 
if 
00DC:   player $PLAYER_CHAR in_car $26 
jf @LAWYER2_12804 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0 
jf @LAWYER2_12730 
if 
  $56 == 0 // $ == int 
jf @LAWYER2_12723 
Marker.Disable($57)
Marker.CreateAboveActor($57, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$56 = 1 // $ = int 

:LAWYER2_12723
jump @LAWYER2_12804 

:LAWYER2_12730
if 
  not Car.Wrecked($26)
jf @LAWYER2_12804 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_12773 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_12773
if 
00DC:   player $PLAYER_CHAR in_car $26 
jf @LAWYER2_12797 
Marker.Disable($57)

:LAWYER2_12797
$56 = 0 // $ = int 

:LAWYER2_12804
jump @LAWYER2_10860 

:LAWYER2_12811
Marker.Disable($2139)
Marker.Disable($57)
02A8: 4@ = create_marker 16 at $531 $532 $533 
wait 500 
if 
03D0:   wav 2 loaded 
jf @LAWYER2_13062 
03D1: play_wav 2 
00BC: text_highpriority 'SNIBOB4' time 4000 2 
Car.Create($8920, #INFERNUS, 206.7836, -1447.048, 10.9015)
Car.Angle($8920) = 327.8925
0229: set_car $8920 color_to 1 1 
Car.Health($8920) = 1500
Car.Create($8922, #INFERNUS, 198.0168, -1483.401, 10.9015)
Car.Angle($8922) = 335.6787
0229: set_car $8922 color_to 1 1 
Car.Health($8922) = 1500
0129: $8921 = create_actor 4 #SPECIAL03 in_car $8920 driverseat 
0129: $8923 = create_actor 4 #SPECIAL03 in_car $8922 driverseat 
wait 100 
Car.SetMaxSpeed($8920, 55.0)
Car.SetToPsychoDriver($8920)
00AE: set_vehicle $8920 traffic_behavior_to 2 
00AF: set_car $8920 driver_behaviour_to 2 
Car.SetMaxSpeed($8922, 55.0)
Car.SetToPsychoDriver($8922)
00AE: set_vehicle $8922 traffic_behavior_to 2 
00AF: set_car $8922 driver_behaviour_to 2 

:LAWYER2_13062
$2122 = 1 // $ = int 
wait 3000 
014C: set_parked_car_generator $1832 cars_to_generate_to 0 
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_13119 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_13119
if 
  Car.Wrecked($26)
jf @LAWYER2_13142 
jump @LAWYER2_17106 

:LAWYER2_13142
TIMERA = 0 // @ = int 

:LAWYER2_13149
if 
80F8:   not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0 
jf @LAWYER2_14124 
wait 0 
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_13239 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_13239
if 
  Car.Wrecked($26)
jf @LAWYER2_13262 
jump @LAWYER2_17106 

:LAWYER2_13262
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
jf @LAWYER2_13358 
if 
  $56 == 0 // $ == int 
jf @LAWYER2_13351 
Marker.Disable($57)
Marker.CreateAboveActor($57, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$56 = 1 // $ = int 

:LAWYER2_13351
jump @LAWYER2_13432 

:LAWYER2_13358
if 
  not Car.Wrecked($26)
jf @LAWYER2_13432 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_13401 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_13401
if 
00DC:   player $PLAYER_CHAR in_car $26 
jf @LAWYER2_13425 
Marker.Disable($57)

:LAWYER2_13425
$56 = 0 // $ = int 

:LAWYER2_13432
if 
80DC:   not player $PLAYER_CHAR in_car $26 
jf @LAWYER2_13515 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_13508 
if 
  $2122 == 0 // $ == int 
jf @LAWYER2_13508 
Marker.Disable($2139)
Marker.CreateAboveCar($2139, $26)
$2122 = 1 // $ = int 

:LAWYER2_13508
jump @LAWYER2_13545 

:LAWYER2_13515
if 
  $2122 == 1 // $ == int 
jf @LAWYER2_13545 
Marker.Disable($2139)
$2122 = 0 // $ = int 

:LAWYER2_13545
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_13786 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  not Actor.Dead($2126)
jf @LAWYER2_13645 
if 
8510:   not actor $2126 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_13645 
009E: set_actor $2126 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_13645
if 
  not Actor.Dead($2127)
jf @LAWYER2_13712 
if 
8510:   not actor $2127 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_13712 
009E: set_actor $2127 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_13712
if 
  not Actor.Dead($2128)
jf @LAWYER2_13779 
if 
8510:   not actor $2128 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_13779 
009E: set_actor $2128 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_13779
TIMERB = 0 // @ = int 

:LAWYER2_13786
if 
  not Actor.Dead($2126)
jf @LAWYER2_13845 
if 
80E9:   not player $PLAYER_CHAR 0 $2126 radius 120.0 120.0 
jf @LAWYER2_13838 
Actor.RemoveReferences($2126)

:LAWYER2_13838
jump @LAWYER2_13850 

:LAWYER2_13845
Actor.RemoveReferences($2126)

:LAWYER2_13850
if 
  not Actor.Dead($2127)
jf @LAWYER2_13909 
if 
80E9:   not player $PLAYER_CHAR 0 $2127 radius 120.0 120.0 
jf @LAWYER2_13902 
Actor.RemoveReferences($2127)

:LAWYER2_13902
jump @LAWYER2_13914 

:LAWYER2_13909
Actor.RemoveReferences($2127)

:LAWYER2_13914
if 
  not Actor.Dead($2128)
jf @LAWYER2_13973 
if 
80E9:   not player $PLAYER_CHAR 0 $2128 radius 120.0 120.0 
jf @LAWYER2_13966 
Actor.RemoveReferences($2128)

:LAWYER2_13966
jump @LAWYER2_13978 

:LAWYER2_13973
Actor.RemoveReferences($2128)

:LAWYER2_13978
if 
  7@ == 0 // @ == int 
jf @LAWYER2_14117 
if 
  TIMERA > 3000 // @ > int 
jf @LAWYER2_14117 

:LAWYER2_14015
if 
   not TIMERA > 5000 // @ > int 
jf @LAWYER2_14106 
wait 0 
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_14076 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_14076
if 
  Car.Wrecked($26)
jf @LAWYER2_14099 
jump @LAWYER2_17106 

:LAWYER2_14099
jump @LAWYER2_14015 

:LAWYER2_14106
03E7: flash_hud -1 
7@ = 1 // @ = int 

:LAWYER2_14117
jump @LAWYER2_13149 

:LAWYER2_14124
03CF: load_wav 'LAW2_5' as 2 
Marker.Disable(4@)
if 
  not Actor.Dead($853)
jf @LAWYER2_14162 
022F: set_actor $853 stop_looking 

:LAWYER2_14162
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(-54.73, -1479.25, 11.418, 0.0, 0.0, 0.0)
Camera.PointAt(-55.647, -1479.631, 11.299, 2)
03E5: text_box 'LAW3_11'  // Stand in the ~q~pink marker~w~ to view the weapons on offer.
TIMERA = 0 // @ = int 

:LAWYER2_14237
if 
   not TIMERA > 1000 // @ > int 
jf @LAWYER2_14267 
wait 0 
jump @LAWYER2_14237 

:LAWYER2_14267
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER2_14321 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14314 
jump @LAWYER2_14990 

:LAWYER2_14314
jump @LAWYER2_14267 

:LAWYER2_14321
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'LAW3_12'  // You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button.
TIMERA = 0 // @ = int 
wait 500 

:LAWYER2_14394
if 
   not TIMERA > 3500 // @ > int 
jf @LAWYER2_14502 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14495 

:LAWYER2_14434
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14488 
wait 0 
if 
  TIMERA > 3500 // @ > int 
jf @LAWYER2_14481 
jump @LAWYER2_14990 

:LAWYER2_14481
jump @LAWYER2_14434 

:LAWYER2_14488
jump @LAWYER2_14990 

:LAWYER2_14495
jump @LAWYER2_14394 

:LAWYER2_14502
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'LAW3_13'  // If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button.
TIMERA = 0 // @ = int 

:LAWYER2_14570
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_14624 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14617 
jump @LAWYER2_14990 

:LAWYER2_14617
jump @LAWYER2_14570 

:LAWYER2_14624
Camera.SetPosition(-68.227, -1479.893, 11.67, 0.0, 0.0, 0.0)
Camera.PointAt(-67.359, -1480.372, 11.544, 2)
03E5: text_box 'LAW3_14'  // You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
TIMERA = 0 // @ = int 

:LAWYER2_14692
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_14746 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14739 
jump @LAWYER2_14990 

:LAWYER2_14739
jump @LAWYER2_14692 

:LAWYER2_14746
Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0)
Camera.PointAt(-63.189, -1484.055, 12.396, 2)
03E5: text_box 'HELP46'  // There are eight different types of weapon.
TIMERA = 0 // @ = int 

:LAWYER2_14814
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_14868 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14861 
jump @LAWYER2_14990 

:LAWYER2_14861
jump @LAWYER2_14814 

:LAWYER2_14868
Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0)
Camera.PointAt(-61.601, -1483.793, 11.811, 2)
03E5: text_box 'HELP47'  // You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
TIMERA = 0 // @ = int 

:LAWYER2_14936
if 
   not TIMERA > 4000 // @ > int 
jf @LAWYER2_14990 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER2_14983 
jump @LAWYER2_14990 

:LAWYER2_14983
jump @LAWYER2_14936 

:LAWYER2_14990
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0 
00BC: text_highpriority 'LAW2_10' time 15000 2  // ~g~Drive back to the hotel.
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_15074 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_15074
if 
  Car.Wrecked($26)
jf @LAWYER2_15097 
jump @LAWYER2_17106 

:LAWYER2_15097
if or
80B1:   not car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
8448:   not actor $LANCE_VANCE sitting_in_car $26 
8448:   not actor $PLAYER_ACTOR sitting_in_car $26 
jf @LAWYER2_15828 
wait 0 
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_15203 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_15203
if 
  Car.Wrecked($26)
jf @LAWYER2_15226 
jump @LAWYER2_17106 

:LAWYER2_15226
if and
00B1:   car $26 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0 
0448:   actor $LANCE_VANCE sitting_in_car $26 
0448:   actor $PLAYER_ACTOR sitting_in_car $26 
jf @LAWYER2_15297 
jump @LAWYER2_15828 

:LAWYER2_15297
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 
jf @LAWYER2_15393 
if 
  $56 == 0 // $ == int 
jf @LAWYER2_15386 
Marker.Disable($57)
Marker.CreateAboveActor($57, $LANCE_VANCE)
00BC: text_highpriority 'LAW2_13' time 5000 2  // ~g~You've left Lance behind! Go and get him!
$56 = 1 // $ = int 

:LAWYER2_15386
jump @LAWYER2_15467 

:LAWYER2_15393
if 
  not Car.Wrecked($26)
jf @LAWYER2_15467 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_15436 
01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger 

:LAWYER2_15436
if 
00DC:   player $PLAYER_CHAR in_car $26 
jf @LAWYER2_15460 
Marker.Disable($57)

:LAWYER2_15460
$56 = 0 // $ = int 

:LAWYER2_15467
if 
80DC:   not player $PLAYER_CHAR in_car $26 
jf @LAWYER2_15550 
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @LAWYER2_15543 
if 
  $2122 == 0 // $ == int 
jf @LAWYER2_15543 
Marker.Disable($2139)
Marker.CreateAboveCar($2139, $26)
$2122 = 1 // $ = int 

:LAWYER2_15543
jump @LAWYER2_15580 

:LAWYER2_15550
if 
  $2122 == 1 // $ == int 
jf @LAWYER2_15580 
Marker.Disable($2139)
$2122 = 0 // $ = int 

:LAWYER2_15580
if 
  TIMERB > 1000 // @ > int 
jf @LAWYER2_15821 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  not Actor.Dead($2126)
jf @LAWYER2_15680 
if 
8510:   not actor $2126 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_15680 
009E: set_actor $2126 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_15680
if 
  not Actor.Dead($2127)
jf @LAWYER2_15747 
if 
8510:   not actor $2127 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_15747 
009E: set_actor $2127 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_15747
if 
  not Actor.Dead($2128)
jf @LAWYER2_15814 
if 
8510:   not actor $2128 path_is_clear $95 $96 $97 radius 4.0 
jf @LAWYER2_15814 
009E: set_actor $2128 follow_path $95 $96 $97 radius 2.0 move_stat 1 

:LAWYER2_15814
TIMERB = 0 // @ = int 

:LAWYER2_15821
jump @LAWYER2_15097 

:LAWYER2_15828
fade 0 500 

:LAWYER2_15835
if 
  fading 
jf @LAWYER2_15859 
wait 0 
jump @LAWYER2_15835 

:LAWYER2_15859
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Car.Wrecked($26)
jf @LAWYER2_15894 
$2146 = Car.Angle($26)

:LAWYER2_15894
if 
00B1:   car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 
jf @LAWYER2_16172 
if 
  not Car.Wrecked($26)
jf @LAWYER2_16165 
Car.SetMaxSpeed($26, 0.0)
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at 232.1 -1323.4 10.9 range 40.0 
Car.PutAt($26, 236.7, -1308.2, -100.0)
Car.Angle($26) = 347.3
Car.SetMaxSpeed($26, 20.0)
Car.DriveTo($26, 242.35, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 
0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 
Camera.SetPosition(239.295, -1283.295, 10.713, 0.0, 0.0, 0.0)
Camera.PointAt(239.799, -1282.436, 10.622, 2)
$2142 = 1 // $ = int 

:LAWYER2_16165
jump @LAWYER2_16388 

:LAWYER2_16172
if 
  not Car.Wrecked($26)
jf @LAWYER2_16388 
Car.SetMaxSpeed($26, 0.0)
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at 246.3 -1257.7 10.9 range 40.0 
Car.PutAt($26, 246.3, -1257.7, -100.0)
Car.Angle($26) = 171.8
Car.SetMaxSpeed($26, 20.0)
Car.DriveTo($26, 242.2, -1279.9, 10.9)
0395: clear_area 1 at 242.2 -1279.9 10.9 range 20.0 
0395: clear_area 0 at 247.264 -1281.508 10.495 range 40.0 
Camera.SetPosition(237.96, -1286.392, 10.586, 0.0, 0.0, 0.0)
Camera.PointAt(238.473, -1285.534, 10.609, 2)

:LAWYER2_16388
fade 1 1000 
wait 3000 
if 
  not Car.Wrecked($26)
jf @LAWYER2_16424 
01D3: actor $PLAYER_ACTOR leave_car $26 

:LAWYER2_16424
wait 1300 
if 
  not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_16450 
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat 

:LAWYER2_16450
if 
  $2142 == 0 // $ == int 
jf @LAWYER2_16526 
Camera.SetPosition(237.787, -1282.583, 12.615, 0.0, 0.0, 0.0)
Camera.PointAt(238.638, -1282.366, 12.135, 2)
jump @LAWYER2_16577 

:LAWYER2_16526
Camera.SetPosition(239.975, -1273.806, 12.873, 0.0, 0.0, 0.0)
Camera.PointAt(240.511, -1274.468, 12.35, 2)

:LAWYER2_16577
if 
  not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_16609 
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR 

:LAWYER2_16609
wait 1000 
if 
03D0:   wav 2 loaded 
jf @LAWYER2_16633 
03D1: play_wav 2 

:LAWYER2_16633
00BC: text_highpriority 'LAW2_5' time 4000 2  // I'm going to go see what I can dig up. I'll be watching you, Tommy.
wait 4000 
if 
  not Car.Wrecked($26)
jf @LAWYER2_16934 
0395: clear_area 0 at 200.2 -1460.3 10.9 range 40.0 
0395: clear_area 0 at 242.2 -1279.9 10.9 range 40.0 
03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0 
if 
  $2142 == 0 // $ == int 
jf @LAWYER2_16825 
Camera.SetPosition(245.135, -1276.517, 11.71, 0.0, 0.0, 0.0)
Camera.PointAt(244.775, -1277.43, 11.519, 2)
jump @LAWYER2_16876 

:LAWYER2_16825
Camera.SetPosition(242.804, -1271.559, 10.617, 0.0, 0.0, 0.0)
Camera.PointAt(242.975, -1272.544, 10.603, 2)

:LAWYER2_16876
Car.DriveTo($26, 200.2, -1460.3, 10.9)
Car.SetMaxSpeed($26, 40.0)
00AE: set_vehicle $26 traffic_behavior_to 3 
if 
  not Actor.Dead($LANCE_VANCE)
jf @LAWYER2_16934 
022F: set_actor $LANCE_VANCE stop_looking 

:LAWYER2_16934
TIMERB = 0 // @ = int 

:LAWYER2_16941
if 
81AF:   not car $26 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0 
jf @LAWYER2_17087 
wait 0 
if 
  TIMERB > 4000 // @ > int 
jf @LAWYER2_17019 
jump @LAWYER2_17092 

:LAWYER2_17019
if 
  Actor.Dead($LANCE_VANCE)
jf @LAWYER2_17057 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @LAWYER2_17106 

:LAWYER2_17057
if 
  Car.Wrecked($26)
jf @LAWYER2_17080 
jump @LAWYER2_17106 

:LAWYER2_17080
jump @LAWYER2_16941 

:LAWYER2_17087
022F: set_actor $PLAYER_ACTOR stop_looking 

:LAWYER2_17092
Camera.Restore_WithJumpCut
Car.Destroy($26)
jump @LAWYER2_17144 

:LAWYER2_17106
if 
  not Pickup.Picked_up($8893)
jf @LAWYER2_17127 
Pickup.Destroy($8893)

:LAWYER2_17127
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LAWYER2_17144
$PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 200
0318: set_latest_mission_passed 'LAW_2'  // Back Alley Brawl
030C: progress_made += 1 
start_new_script @LAW3 
return 

:LAWYER2_17210
$ONMISSION = 0 // $ = int 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // $ = int 
$1012 = 0 // $ = int 
$993 = 0 // $ = int 
$986 = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#INFERNUS)
Model.Destroy(#CLEAVER)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
Model.Destroy(#KNIFECUR)
Model.Destroy(#KATANA)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#M4)
Model.Destroy(#TEC9)
Model.Destroy(#PYTHON)
Model.Destroy(#MOLOTOV)
Model.Destroy(#BOXVILLE)
Model.Destroy(#ADMIRAL)
0296: unload_special_actor 3 
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
Marker.Disable(15@)
Marker.Disable($19)
Marker.Disable($57)
Marker.Disable(4@)
014C: set_parked_car_generator $1832 cars_to_generate_to 101 
Marker.Disable(11@)
Pickup.Destroy(10@)
Marker.Disable($2139)
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: Jury Fury

:LAWYER3
gosub @LAWYER3_36 
if 
  wasted_or_busted 
jf @LAWYER3_27 
gosub @LAWYER3_8872 

:LAWYER3_27
gosub @LAWYER3_8987 
terminate_this_script 

:LAWYER3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER3' 
wait 0 
054C: use_GXT_table 'LAWYER3' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
9@ = 0 // @ = int 
8@ = 0 // @ = int 
10@ = 0 // @ = int 
$2151 = 0 // $ = int 
$2160 = 0 // $ = int 
$2150 = 0 // $ = int 
$2167 = 0 // $ = int 
$9992 = 0 // $ = int 
$9994 = 301000 // $ = int 
$9995 = 0 // $ = int 
2@ = 0 // @ = int 
4@ = 0 // @ = int 
14@ = 0 // @ = int 
$2162 = 0 // $ = int 
$2152 = 0 // $ = int 
03E6: remove_text_box 
03CF: load_wav 'MONO15' as 1 
select_interior 6 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER3_295
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
jf @LAWYER3_345 
wait 0 
jump @LAWYER3_295 

:LAWYER3_345
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_3' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER3_606
if 
  3008 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_641 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_606 

:LAWYER3_641
00BC: text_highpriority 'LAW3_A' time 10000 1  // Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!

:LAWYER3_656
if 
  9424 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_691 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_656 

:LAWYER3_691
00BC: text_highpriority 'LAW3_B' time 10000 1  // Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.

:LAWYER3_706
if 
  13402 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_741 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_706 

:LAWYER3_741
00BC: text_highpriority 'LAW3_C' time 10000 1  // Now where is the goddamn money?!

:LAWYER3_756
if 
  15408 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_791 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_756 

:LAWYER3_791
00BC: text_highpriority 'LAW3_D' time 10000 1  // Relax, relax. We're not at that part yet.

:LAWYER3_806
if 
  18308 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_806 

:LAWYER3_841
00BC: text_highpriority 'LAW3_E' time 10000 1  // Ohhh... I thought that you were taking care of this, I really did!

:LAWYER3_856
if 
  22306 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_891 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_856 

:LAWYER3_891
00BC: text_highpriority 'LAW3_F' time 10000 1  // And now those guidos say we gotta do them a favor.

:LAWYER3_906
if 
  24656 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_941 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_906 

:LAWYER3_941
00BC: text_highpriority 'LAW3_G' time 10000 1  // You mean I gotta do 'em a favor.

:LAWYER3_956
if 
  26240 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_991 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_956 

:LAWYER3_991
00BC: text_highpriority 'LAW3_H' time 10000 1  // Oh, of course that's what I mean. Do I look like I can intimidate a jury?

:LAWYER3_1006
if 
  30832 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1041 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1006 

:LAWYER3_1041
00BC: text_highpriority 'LAW3_I' time 10000 1  // I couldn't intimidate a child - and believe me, I've tried.

:LAWYER3_1056
if 
  33842 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1093 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1056 

:LAWYER3_1093
00BC: text_highpriority 'LAW3_J' time 10000 1  // Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.

:LAWYER3_1108
if 
  38624 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1145 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1108 

:LAWYER3_1145
00BC: text_highpriority 'LAW3_K' time 10000 1  // You gotta take these guys OUT!

:LAWYER3_1160
if 
  40752 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1197 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1160 

:LAWYER3_1197
00BC: text_highpriority 'LAW3_L' time 10000 1  // I understand. Help the jury change their minds. Don't worry about it.

:LAWYER3_1212
if 
  43488 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1249 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1212 

:LAWYER3_1249
00BC: text_highpriority 'LAW3_M' time 10000 1  // No no no no no - NO! I tried that. The jury case didn't go so well,

:LAWYER3_1264
if 
  49133 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1301 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1264 

:LAWYER3_1301
00BC: text_highpriority 'LAW3_N' time 10000 1  // so MAKE them change their minds.

:LAWYER3_1316
if 
  51776 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1353 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1316 

:LAWYER3_1353
00BE: text_clear_all 

:LAWYER3_1355
if 
  52896 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER3_1392 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER3_1355 

:LAWYER3_1392
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER3_1464 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_1464 
03D1: play_wav 1 

:LAWYER3_1438
if 
83D2:   not wav 1 ended 
jf @LAWYER3_1464 
wait 0 
jump @LAWYER3_1438 

:LAWYER3_1464
if 
  fading 
jf @LAWYER3_1488 
wait 0 
jump @LAWYER3_1464 

:LAWYER3_1488
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
Model.Load(#HMORI)
Model.Load(#BMYBU)
Model.Load(#ADMIRAL)
Model.Load(#BFYBE)
Model.Load(#GLENDALE)
Model.Load(#HMYAP)
Model.Load(#HAMMER)
Model.Load(#SENTINEL)
Model.Load(#WMOGO)
Model.Load(#MP5LNG)
Model.Load(#GDA)
023C: load_special_actor 4 'SPANDXA' 
$2154 = 0 // $ = int 
$2155 = 0 // $ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
$2163 = 0 // $ = int 
$2164 = 0 // $ = int 
$2153 = 0 // $ = int 

:LAWYER3_1639
if or
  not Model.Available(#HMORI)
  not Model.Available(#ADMIRAL)
  not Model.Available(#BFYBE)
  not Model.Available(#GLENDALE)
  not Model.Available(#MP5LNG)
  not Model.Available(#BMYBU)
jf @LAWYER3_1688 
wait 0 
jump @LAWYER3_1639 

:LAWYER3_1688
if or
  not Model.Available(#HMYAP)
  not Model.Available(#SENTINEL)
  not Model.Available(#WMOGO)
  not Model.Available(#GDA)
jf @LAWYER3_1727 
wait 0 
jump @LAWYER3_1688 

:LAWYER3_1727
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
03CF: load_wav 'LAW3_24' as 1 
wait 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03C8: set_camera_directly_before_player 
fade 1 1000 
Camera.SetPosition(110.714, -816.945, 14.589, 0.0, 0.0, 0.0)
Camera.PointAt(111.238, -817.658, 14.123, 2)
0395: clear_area 1 at 95.8 -843.2 10.0 range 20.0 
Car.Create(0@, #GLENDALE, 95.8, -843.2, 10.0)
0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat 
Car.Angle(0@) = 316.0
0395: clear_area 1 at 113.7 -825.0 9.7 range 10.0 
Actor.Create(1@, 4, #HMYAP, 113.7, -825.0, 9.7)
Actor.Angle(1@) = 67.0
01ED: clear_actor 1@ threat_search 
0372: set_actor 1@ anim 3 wait_state_time 3000 ms 

:LAWYER3_1977
if 
  fading 
jf @LAWYER3_2001 
wait 0 
jump @LAWYER3_1977 

:LAWYER3_2001
wait 1000 
if 
  not Actor.Dead(1@)
jf @LAWYER3_2037 
0211: actor 1@ walk_to 104.0 -819.8 

:LAWYER3_2037
if 
  not Car.Wrecked(0@)
jf @LAWYER3_2108 
Car.SetMaxSpeed(0@, 40.0)
00AE: set_vehicle 0@ traffic_behavior_to 3 
04BA: set_car 0@ speed_instantly 20.0 
Actor.StorePos(1@, $2171, $2172, $2173)
02C2: car 0@ drive_to_point $2171 $2172 $2173 

:LAWYER3_2108
TIMERA = 0 // @ = int 

:LAWYER3_2115
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER3_2229 
wait 0 
if 
  Actor.Dead(1@)
jf @LAWYER3_2222 
if 
  4@ == 0 // @ == int 
jf @LAWYER3_2222 
Actor.StoreDeadActorPos(1@, $2174, $2175, $2176)
$2176 += 0.5 // $ += float 
Pickup.Create(3@, #HAMMER, 3, $2174, $2175, $2176)
4@ = 1 // @ = int 

:LAWYER3_2222
jump @LAWYER3_2115 

:LAWYER3_2229
if 
  not Actor.Dead(15@)
jf @LAWYER3_2276 
if 
  not Car.Wrecked(0@)
jf @LAWYER3_2276 
01D3: actor 15@ leave_car 0@ 
0243: set_actor 15@ ped_stats_to 39 

:LAWYER3_2276
Camera.SetPosition(110.834, -827.258, 12.204, 0.0, 0.0, 0.0)
Camera.PointAt(111.632, -826.843, 11.761, 2)
00BC: text_highpriority 'LAW3_24' time 3000 2  // ~g~That hammer would be useful.
TIMERA = 0 // @ = int 

:LAWYER3_2349
if 
   not TIMERA > 3000 // @ > int 
jf @LAWYER3_2445 
wait 0 
if 
  not Actor.Dead(15@)
jf @LAWYER3_2438 
if 
  not Car.Wrecked(0@)
jf @LAWYER3_2438 
if 
  not Actor.InCar(15@, 0@)
jf @LAWYER3_2438 
0239: actor 15@ run_to 137.6 -786.9 

:LAWYER3_2438
jump @LAWYER3_2349 

:LAWYER3_2445
if 
03D0:   wav 1 loaded 
jf @LAWYER3_2464 
03D1: play_wav 1 

:LAWYER3_2464
02A8: $2165 = create_marker 18 at $540 $541 $542 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 

:LAWYER3_2495
if 
823D:   not special_actor 4 loaded 
jf @LAWYER3_2521 
wait 0 
jump @LAWYER3_2495 

:LAWYER3_2521
Model.Destroy(#GLENDALE)
Model.Destroy(#WMOGO)
Model.Destroy(#HMYAP)
Actor.RemoveReferences(15@)
0395: clear_area 1 at 191.4 -1026.7 9.4 range 2.0 
Actor.Create($2147, 4, #HMORI, 191.4, -1026.7, 9.4)
0243: set_actor $2147 ped_stats_to 39 
02A9: set_actor $2147 immune_to_nonplayer 1 
Marker.CreateAboveActor($2157, $2147)
Actor.Health($2147) = 300
Actor.Angle($2147) = 202.0
01ED: clear_actor $2147 threat_search 
0319: set_actor $2147 running 1 
Actor.Create($9990, 4, #GDA, 192.562, -1024.698, 10.4318)
Actor.Angle($9990) = 259.583
Actor.Health($9990) = 250
01B2: give_actor $9990 weapon 25 ammo 9999 // Load the weapon model before using this 
0319: set_actor $9990 running 1 
02E2: set_actor $9990 weapon_accuracy_to 100 
0291: set_actor $9990 heed_threats 1 
Actor.Create($9991, 4, #BMYBU, 532.9696, 217.2519, 14.493)
Actor.Angle($9991) = 272.8049
02A9: set_actor $9991 immune_to_nonplayer 1 
Actor.Health($9991) = 10
0319: set_actor $9991 running 1 
0291: set_actor $9991 heed_threats 1 
0243: set_actor $9991 ped_stats_to 16 
0395: clear_area 1 at 189.3 -1033.0 10.2 range 4.0 
Car.Create($2159, #ADMIRAL, 189.3, -1033.0, 9.4)
Car.Angle($2159) = 261.0
020A: set_car $2159 door_status_to 3 
053F: set_car $2159 tires_vulnerable 0 
Actor.Create($2149, 4, #BFYBE, 191.6, -1028.0, 9.4)
0243: set_actor $2149 ped_stats_to 39 
01ED: clear_actor $2149 threat_search 
0395: clear_area 1 at 536.4 217.4 13.6 range 4.0 
Car.Create($2166, #SENTINEL, 536.4, 217.4, 13.6)
Car.SetImmunities($2166, 1, 0, 0, 0, 0)
Car.Angle($2166) = 270.0
04E1: open_trunk_of_car_fully $2166 
Car.ImmuneToNonPlayer($2166, True)
020A: set_car $2166 door_status_to 3 
Marker.CreateAboveCar($2158, $2166)
Car.SetMaxSpeed($2166, 0.0)
01EC: make_car $2166 very_heavy 1 
014E: start_timer_at $9994 count_in_direction 1 
00BC: text_highpriority 'LAW3_7' time 11000 2  // ~g~Go and intimidate the two jurors, but DON'T kill them!
wait 4000 
00BC: text_highpriority 'SNBOB13' time 9000 2 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_3069 
Car.LockInCurrentPosition($2159, True)

:LAWYER3_3069
if 
  not Car.Wrecked($2166)
jf @LAWYER3_3092 
Car.LockInCurrentPosition($2166, True)

:LAWYER3_3092
if 
  not Actor.Dead($2147)
jf @LAWYER3_3115 
Actor.LockInCurrentPosition($2147, True)

:LAWYER3_3115
if 
  not Actor.Dead($2149)
jf @LAWYER3_3138 
Actor.LockInCurrentPosition($2149, True)

:LAWYER3_3138
03E5: text_box 'HELP23'  // You can follow the ~h~hammer blip~w~ on the radar if you want to buy melee weapons from the hardware store.
03E7: flash_hud 8 
wait 2000 
03E7: flash_hud -1 
TIMERB = 0 // @ = int 
0209: $2160 = random_int_in_ranges 0 6 
gosub @LAWYER3_9132 
TIMERA = 0 // @ = int 

:LAWYER3_3191
if 
   not $2153 == 2 // $ == int 
jf @LAWYER3_8865 
wait 0 
if 
  $2154 == 0 // $ == int 
jf @LAWYER3_3359 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_3281 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_3359 

:LAWYER3_3281
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_3319 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_3319
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_3359 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_3359
if 
  not Car.Wrecked($2159)
jf @LAWYER3_5197 
if 
  14@ == 0 // @ == int 
jf @LAWYER3_3500 
if 
01FC:   player $PLAYER_CHAR near_car $2159 radius 30.0 30.0 0 
jf @LAWYER3_3500 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_3493 
Car.LockInCurrentPosition($2159, False)
if 
  not Actor.Dead($2147)
jf @LAWYER3_3470 
Actor.LockInCurrentPosition($2147, False)

:LAWYER3_3470
if 
  not Actor.Dead($2149)
jf @LAWYER3_3493 
Actor.LockInCurrentPosition($2149, False)

:LAWYER3_3493
14@ = 1 // @ = int 

:LAWYER3_3500
if 
  not Actor.Dead($2147)
jf @LAWYER3_5197 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_5197 
if 
  Actor.InCar($2147, $2159)
jf @LAWYER3_5197 
if 
8185:   not car $2159 health > 700 
jf @LAWYER3_3599 
01D3: actor $2147 leave_car $2159 
020A: set_car $2159 door_status_to 1 
9@ = 1 // @ = int 
$2151 = 1 // $ = int 

:LAWYER3_3599
if and
  9@ == 0 // @ == int 
  $2154 == 0 // $ == int 
jf @LAWYER3_5197 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LAWYER3_3742 
00DA: $2156 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($2156)
jf @LAWYER3_3742 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 197.1 -1033.8 10.2 radius 8.0 6.0 4.0 
jf @LAWYER3_3742 
Car.PutAt($2156, 201.9, -1020.8, 9.4)
Car.Angle($2156) = 180.0

:LAWYER3_3742
if 
  not Car.Wrecked($2159)
jf @LAWYER3_3765 
01EC: make_car $2159 very_heavy 0 

:LAWYER3_3765
020A: set_car $2159 door_status_to 7 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Car.SetMaxSpeed($2159, 0.0)
Camera.SetPosition(183.803, -1029.408, 11.956, 0.0, 0.0, 0.0)
Camera.PointAt(184.615, -1029.963, 11.78, 2)
0395: clear_area 1 at 189.3 -1033.0 10.2 range 10.0 
0395: clear_area 1 at 208.8 -1008.1 9.5 range 10.0 
0395: clear_area 1 at 202.8 -1035.7 10.1 range 10.0 
Car.SetMaxSpeed($2159, 50.0)
03AB: set_car $2159 strong 1 
0423: car $2159 improve_handling 1.5 
$9995 += 2 // $ += int 
Player.WantedLevel($PLAYER_CHAR) = $9995
00AE: set_vehicle $2159 traffic_behavior_to 2 
TIMERB = 0 // @ = int 

:LAWYER3_3972
if 
   not TIMERB > 1200 // @ > int 
jf @LAWYER3_4130 
wait 0 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_4045 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_4123 

:LAWYER3_4045
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_4085 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_4085
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_4123 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_4123
jump @LAWYER3_3972 

:LAWYER3_4130
if 
  not Car.Wrecked($2159)
jf @LAWYER3_4167 
jump @LAWYER3_4153 

:LAWYER3_4153
00AF: set_car $2159 driver_behaviour_to 1 
jump @LAWYER3_4167 

:LAWYER3_4167
TIMERB = 0 // @ = int 

:LAWYER3_4174
if 
   not TIMERB > 250 // @ > int 
jf @LAWYER3_4332 
wait 0 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_4247 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_4325 

:LAWYER3_4247
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_4287 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_4287
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_4325 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_4325
jump @LAWYER3_4174 

:LAWYER3_4332
if 
   not TIMERB > 500 // @ > int 
jf @LAWYER3_4490 
wait 0 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_4405 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_4483 

:LAWYER3_4405
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_4445 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_4445
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_4483 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_4483
jump @LAWYER3_4332 

:LAWYER3_4490
TIMERB = 0 // @ = int 

:LAWYER3_4497
if 
   not TIMERB > 1500 // @ > int 
jf @LAWYER3_4655 
wait 0 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_4570 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_4648 

:LAWYER3_4570
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_4610 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_4610
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_4648 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_4648
jump @LAWYER3_4497 

:LAWYER3_4655
02A3: enable_widescreen 0 
Camera.SetPosition(206.657, -1030.398, 13.139, 0.0, 0.0, 0.0)
  $2152 == 0 // $ == int 
jf @LAWYER3_4736 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
TIMERA = 0 // @ = int 
$2152 = 1 // $ = int 
jump @LAWYER3_5131 

:LAWYER3_4736
TIMERB = 0 // @ = int 

:LAWYER3_4743
if 
   not TIMERB > 1200 // @ > int 
jf @LAWYER3_5107 
wait 0 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_4816 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_4894 

:LAWYER3_4816
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_4856 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_4856
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_4894 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_4894
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER3_5100 

:LAWYER3_4911
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER3_5093 
wait 0 
if 
  TIMERB > 4000 // @ > int 
jf @LAWYER3_4958 
jump @LAWYER3_5107 

:LAWYER3_4958
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_5008 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_5086 

:LAWYER3_5008
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_5048 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_5048
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_5086 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_5086
jump @LAWYER3_4911 

:LAWYER3_5093
jump @LAWYER3_5107 

:LAWYER3_5100
jump @LAWYER3_4743 

:LAWYER3_5107
if 
  not Actor.Dead($2147)
jf @LAWYER3_5131 
Actor.Health($2147) = 300

:LAWYER3_5131
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
00BC: text_highpriority 'SNBOB11' time 6000 2 
9@ = 1 // @ = int 
if 
  not Actor.Dead($9990)
jf @LAWYER3_5197 
01CA: actor $9990 kill_player $PLAYER_CHAR 
jump @LAWYER3_5197 

:LAWYER3_5197
if 
  Car.Wrecked($2159)
jf @LAWYER3_5227 
gosub @LAWYER3_9314 
jump @LAWYER3_6419 

:LAWYER3_5227
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6419 
if 
  not Actor.Dead($2147)
jf @LAWYER3_5440 
if 
  $2162 == 0 // $ == int 
jf @LAWYER3_5440 
if 
01FC:   player $PLAYER_CHAR near_car $2159 radius 20.0 20.0 0 
jf @LAWYER3_5440 
if or
02DF:   player $PLAYER_CHAR aggressive 
8184:   not actor $2147 health > 299 
0457:   player $PLAYER_CHAR aiming_at_actor $2147 
jf @LAWYER3_5440 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_5433 
if 
  not Actor.Dead($2147)
jf @LAWYER3_5395 
01D5: actor $2147 go_to_and_drive_car $2159 
02A9: set_actor $2147 immune_to_nonplayer 1 
Actor.Health($2147) = 300

:LAWYER3_5395
if 
  not Actor.Dead($2149)
jf @LAWYER3_5433 
0239: actor $2149 run_to 227.2 -1040.8 
10@ = 1 // @ = int 

:LAWYER3_5433
$2162 = 1 // $ = int 

:LAWYER3_5440
if 
81AF:   not car $2159 0 189.3 -1033.0 9.4 radius 2.0 2.0 2.0 
jf @LAWYER3_5537 
if 
8185:   not car $2159 health > 600 
jf @LAWYER3_5537 
if 
  not Actor.Dead($2147)
jf @LAWYER3_5537 
9@ = 1 // @ = int 
$2151 = 1 // $ = int 

:LAWYER3_5537
if 
  $2154 == 0 // $ == int 
jf @LAWYER3_6419 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_5843 
if 
  not Actor.Dead($2147)
jf @LAWYER3_5843 
if 
  Actor.InCar($2147, $2159)
jf @LAWYER3_5843 
if 
8185:   not car $2159 health > 950 
jf @LAWYER3_5843 
if 
  $2167 == 0 // $ == int 
jf @LAWYER3_5843 
03CF: load_wav 'LAW3_11' as 2 

:LAWYER3_5655
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_5832 
wait 0 
if 
  Car.Wrecked($2159)
jf @LAWYER3_5697 
gosub @LAWYER3_9314 

:LAWYER3_5697
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_5747 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_5825 

:LAWYER3_5747
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_5787 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_5787
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_5825 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_5825
jump @LAWYER3_5655 

:LAWYER3_5832
03D1: play_wav 2 
$2167 = 1 // $ = int 

:LAWYER3_5843
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6131 
if 
  not Actor.Dead($2147)
jf @LAWYER3_6131 
if 
  Actor.InCar($2147, $2159)
jf @LAWYER3_6131 
if 
8185:   not car $2159 health > 850 
jf @LAWYER3_6131 
if 
  $2167 == 1 // $ == int 
jf @LAWYER3_6131 
03CF: load_wav 'LAW3_13' as 2 

:LAWYER3_5943
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_6120 
wait 0 
if 
  Car.Wrecked($2159)
jf @LAWYER3_5985 
gosub @LAWYER3_9314 

:LAWYER3_5985
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_6035 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_6113 

:LAWYER3_6035
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_6075 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_6075
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_6113 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_6113
jump @LAWYER3_5943 

:LAWYER3_6120
03D1: play_wav 2 
$2167 = 2 // $ = int 

:LAWYER3_6131
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6419 
if 
  not Actor.Dead($2147)
jf @LAWYER3_6419 
if 
  Actor.InCar($2147, $2159)
jf @LAWYER3_6419 
if 
8185:   not car $2159 health > 750 
jf @LAWYER3_6419 
if 
  $2167 == 2 // $ == int 
jf @LAWYER3_6419 
03CF: load_wav 'LAW3_12' as 2 

:LAWYER3_6231
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_6408 
wait 0 
if 
  Car.Wrecked($2159)
jf @LAWYER3_6273 
gosub @LAWYER3_9314 

:LAWYER3_6273
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_6323 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 
jump @LAWYER3_6401 

:LAWYER3_6323
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_6363 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_6363
if 
050D:   actor $2147 leaving_car_to_die 
jf @LAWYER3_6401 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_6401
jump @LAWYER3_6231 

:LAWYER3_6408
03D1: play_wav 2 
$2167 = 3 // $ = int 

:LAWYER3_6419
if 
  not Actor.Dead($2149)
jf @LAWYER3_6538 
if 
  10@ == 0 // @ == int 
jf @LAWYER3_6531 
if or
8184:   not actor $2149 health > 99 
  5@ == 1 // @ == int 
jf @LAWYER3_6531 
0239: actor $2149 run_to 227.2 -1040.8 
if 
  not Actor.Dead($2147)
jf @LAWYER3_6524 
02A9: set_actor $2147 immune_to_nonplayer 1 
Actor.Health($2147) = 300

:LAWYER3_6524
10@ = 1 // @ = int 

:LAWYER3_6531
jump @LAWYER3_6545 

:LAWYER3_6538
10@ = 1 // @ = int 

:LAWYER3_6545
if 
  not Actor.Dead($2147)
jf @LAWYER3_7306 
if 
  not Actor.Dead($2149)
jf @LAWYER3_6675 
if 
  8@ == 0 // @ == int 
jf @LAWYER3_6675 
if 
00E9:   player $PLAYER_CHAR 0 $2147 radius 50.0 50.0 
jf @LAWYER3_6675 
020E: actor $2147 look_at_actor $2149 
020E: actor $2149 look_at_actor $2147 
03F9: make_actors $2147 $2149 converse_in 999999999 ms 
03F9: make_actors $2149 $2147 converse_in 999999999 ms 
8@ = 1 // @ = int 

:LAWYER3_6675
if 
  10@ == 1 // @ == int 
jf @LAWYER3_6765 
if 
  5@ == 0 // @ == int 
jf @LAWYER3_6765 
if 
  $2150 == 0 // $ == int 
jf @LAWYER3_6765 
0467: set_actor $2147 clear_last_weapon_damage 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6758 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6758
$2150 = 1 // $ = int 

:LAWYER3_6765
if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
jf @LAWYER3_6884 
if 
  5@ == 0 // @ == int 
jf @LAWYER3_6884 
$2163 += 1 // $ += int 
0467: set_actor $2147 clear_last_weapon_damage 
if 
  $2151 == 0 // $ == int 
jf @LAWYER3_6869 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6869 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6869
Actor.Health($2147) = 300
5@ = 1 // @ = int 

:LAWYER3_6884
if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
jf @LAWYER3_7003 
if 
  6@ == 0 // @ == int 
jf @LAWYER3_7003 
$2163 += 1 // $ += int 
0467: set_actor $2147 clear_last_weapon_damage 
if 
  $2151 == 0 // $ == int 
jf @LAWYER3_6988 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_6988 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_6988
Actor.Health($2147) = 300
6@ = 1 // @ = int 

:LAWYER3_7003
if or
031D:   actor $2147 hit_by_weapon 46 
031D:   actor $2147 hit_by_weapon 40 
031D:   actor $2147 hit_by_weapon 39 
jf @LAWYER3_7205 
if 
  7@ == 0 // @ == int 
jf @LAWYER3_7205 
$2163 += 1 // $ += int 
0467: set_actor $2147 clear_last_weapon_damage 
if 
  $2151 == 0 // $ == int 
jf @LAWYER3_7107 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_7107 
01D5: actor $2147 go_to_and_drive_car $2159 

:LAWYER3_7107
Actor.Health($2147) = 300
7@ = 1 // @ = int 
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_7165 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_7165
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_7205 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_7205
if 
  $2163 == 3 // $ == int 
jf @LAWYER3_7230 
gosub @LAWYER3_9314 

:LAWYER3_7230
if 
  9@ == 1 // @ == int 
jf @LAWYER3_7306 
if 
  not Actor.Dead($2147)
jf @LAWYER3_7306 
if 
  not Car.Wrecked($2159)
jf @LAWYER3_7306 
if 
  not Actor.InCar($2147, $2159)
jf @LAWYER3_7306 
gosub @LAWYER3_9314 

:LAWYER3_7306
if 
  $2152 == 1 // $ == int 
jf @LAWYER3_7360 
if 
  TIMERA > 5000 // @ > int 
jf @LAWYER3_7360 
03E5: text_box 'HELP53'  // Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or ~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons.
$2152 = 2 // $ = int 

:LAWYER3_7360
if 
  Car.Wrecked($2166)
jf @LAWYER3_7383 
jump @LAWYER3_8239 

:LAWYER3_7383
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_7426 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_7426
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_7466 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_7466
if 
  not Car.Wrecked($2166)
jf @LAWYER3_8858 
if 
  2@ == 0 // @ == int 
jf @LAWYER3_7701 
if 
01FC:   player $PLAYER_CHAR near_car $2166 radius 20.0 20.0 0 
jf @LAWYER3_7701 
00BC: text_highpriority 'SNBOB16' time 15000 2 
if 
  not Car.Wrecked($2166)
jf @LAWYER3_7569 
Car.LockInCurrentPosition($2166, False)

:LAWYER3_7569
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_7612 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_7612
if 
  $9994 == 0 // $ == int 
jf @LAWYER3_7652 
00BC: text_highpriority 'SNBOB15' time 5000 1 
jump @LAWYER3_8872 

:LAWYER3_7652
if 
  $2152 == 0 // $ == int 
jf @LAWYER3_7694 
03E5: text_box 'HELP40'  // You can smash cars up by using the hammer or a similar weapon.
TIMERA = 0 // @ = int 
$2152 = 1 // $ = int 

:LAWYER3_7694
2@ = 1 // @ = int 

:LAWYER3_7701
if and
  $9992 == 0 // $ == int 
8185:   not car $2166 health > 999 
jf @LAWYER3_7972 
03CF: load_wav 'LAW3_20' as 2 
jump @LAWYER3_7746 

:LAWYER3_7746
if 
83D0:   not wav 2 loaded 
jf @LAWYER3_7772 
wait 0 
jump @LAWYER3_7746 

:LAWYER3_7772
if 
  $9992 == 0 // $ == int 
jf @LAWYER3_7972 
03D1: play_wav 2 
00BC: text_highpriority 'LAW3_21' time 3000 2  // I can't believe this is happening!
01CA: actor $9991 kill_player $PLAYER_CHAR 
Actor.Create($9996, 5, #GDA, 553.5664, 194.6194, 13.493)
Actor.Angle($9996) = 68.9273
Actor.Health($9996) = 250
01B2: give_actor $9996 weapon 25 ammo 9999 // Load the weapon model before using this 
0319: set_actor $9996 running 1 
02E2: set_actor $9996 weapon_accuracy_to 70 
01CA: actor $9996 kill_player $PLAYER_CHAR 
Actor.Create($9997, 5, #GDA, 544.9234, 221.9758, 13.4929)
Actor.Angle($9997) = 103.4503
Actor.Health($9997) = 250
01B2: give_actor $9997 weapon 25 ammo 9999 // Load the weapon model before using this 
0319: set_actor $9997 running 1 
02E2: set_actor $9997 weapon_accuracy_to 70 
01CA: actor $9997 kill_player $PLAYER_CHAR 
$9992 = 1 // $ = int 

:LAWYER3_7972
if and
  Actor.Dead($9996)
  $9992 == 1 // $ == int 
  TIMERB > 5000 // @ > int 
jf @LAWYER3_8096 
Actor.DestroyWithFade($9996)
Actor.Create($9996, 5, #GDA, 553.5664, 194.6194, 13.493)
Actor.Angle($9996) = 68.9273
Actor.Health($9996) = 250
01B2: give_actor $9996 weapon 25 ammo 9999 // Load the weapon model before using this 
0319: set_actor $9996 running 1 
02E2: set_actor $9996 weapon_accuracy_to 90 
01CA: actor $9996 kill_player $PLAYER_CHAR 
TIMERB = 0 // @ = int 
jump @LAWYER3_8096 

:LAWYER3_8096
if and
  Actor.Dead($9997)
  $9992 == 1 // $ == int 
  TIMERB > 5000 // @ > int 
jf @LAWYER3_8220 
Actor.DestroyWithFade($9997)
Actor.Create($9997, 5, #GDA, 544.9234, 221.9758, 13.4929)
Actor.Angle($9997) = 103.4503
Actor.Health($9997) = 250
01B2: give_actor $9997 weapon 25 ammo 9999 // Load the weapon model before using this 
0319: set_actor $9997 running 1 
02E2: set_actor $9997 weapon_accuracy_to 90 
01CA: actor $9997 kill_player $PLAYER_CHAR 
TIMERB = 0 // @ = int 
jump @LAWYER3_8220 

:LAWYER3_8220
if 
8185:   not car $2166 health > 600 
jf @LAWYER3_8858 

:LAWYER3_8239
if 
  $2155 == 0 // $ == int 
jf @LAWYER3_8858 
if 
  not Car.Wrecked($2166)
jf @LAWYER3_8273 

:LAWYER3_8273
0395: clear_area 1 at 542.0 207.8 13.8 range 1.0 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @LAWYER3_8320 
jump @LAWYER3_8320 

:LAWYER3_8320
if 
  not Car.Wrecked($2166)
jf @LAWYER3_8394 
if 
01AD:   car $2166 sphere 0 near_point 551.8 194.5 radius 4.0 4.0 
jf @LAWYER3_8394 
Car.PutAt($2166, 541.7, 196.0, 13.8)

:LAWYER3_8394
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_8437 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_8437
Marker.Disable($2158)
01CE: actor $9991 avoid_player $PLAYER_CHAR 
009C: set_actor $9991 wander_direction -1 
0319: set_actor $9991 running 1 
jump @LAWYER3_8471 

:LAWYER3_8471
wait 0 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_8494 
03D1: play_wav 1 

:LAWYER3_8494
if or
  Actor.Dead($2147)
  Actor.Dead($9991)
jf @LAWYER3_8537 
00BC: text_highpriority 'LAW3_8' time 5000 2  // ~r~You killed a Juror!
jump @LAWYER3_8872 

:LAWYER3_8537
if 
  $2160 == 0 // $ == int 
jf @LAWYER3_8570 
00BC: text_highpriority 'LAW3_1' time 3000 1  // Giorgio sends his regards.

:LAWYER3_8570
if 
  $2160 == 1 // $ == int 
jf @LAWYER3_8603 
00BC: text_highpriority 'LAW3_2' time 3000 1  // Remember, guilty is a dirty word.

:LAWYER3_8603
if 
  $2160 == 2 // $ == int 
jf @LAWYER3_8636 
00BC: text_highpriority 'LAW3_3' time 3000 1  // Innocent until I say otherwise.

:LAWYER3_8636
if 
  $2160 == 3 // $ == int 
jf @LAWYER3_8669 
00BC: text_highpriority 'LAW3_4' time 3000 1  // You know he's not guilty.

:LAWYER3_8669
if 
  $2160 == 4 // $ == int 
jf @LAWYER3_8702 
00BC: text_highpriority 'LAW3_5' time 3000 1  // You remember Giorgio? You remember he's innocent.

:LAWYER3_8702
if 
  $2160 == 5 // $ == int 
jf @LAWYER3_8735 
00BC: text_highpriority 'LAW3_6' time 3000 1  // Not guilty, understand? Good.

:LAWYER3_8735
wait 1500 

:LAWYER3_8740
if 
83D2:   not wav 1 ended 
jf @LAWYER3_8766 
wait 0 
jump @LAWYER3_8740 

:LAWYER3_8766
00BC: text_highpriority 'SNBOB12' time 3000 1 
Player.WantedLevel($PLAYER_CHAR) = 3
$9995 = 3 // $ = int 
011C: actor $PLAYER_ACTOR clear_objective 
Car.RemoveReferences($2166)
0209: $2160 = random_int_in_ranges 0 6 
if 
  not Car.Wrecked($2166)
jf @LAWYER3_8837 
01EC: make_car $2166 very_heavy 0 

:LAWYER3_8837
gosub @LAWYER3_9132 
$2153 += 1 // $ += int 
$2155 = 1 // $ = int 

:LAWYER3_8858
jump @LAWYER3_3191 

:LAWYER3_8865
jump @LAWYER3_8894 

:LAWYER3_8872
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
014F: stop_timer $9994 
return 

:LAWYER3_8894
$PASSED_LAW3_JURY_FURY = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 400 time 5000 style 1  // MISSION PASSED! $~1~
014F: stop_timer $9994 
00BC: text_highpriority 'SNEMPTY' time 3000 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 400
0318: set_latest_mission_passed 'LAW_3'  // Jury Fury
030C: progress_made += 1 
$867 = 1 // $ = int 
start_new_script @LAW4 
return 

:LAWYER3_8987
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
Marker.Disable($2157)
Marker.Disable($2158)
Marker.Disable($2165)
Actor.DestroyWithFade($9991)
Model.Destroy(#HMORI)
Model.Destroy(#ADMIRAL)
Model.Destroy(#BFYBE)
Model.Destroy(#GLENDALE)
Model.Destroy(#BMYBU)
Model.Destroy(#HAMMER)
Model.Destroy(#HMYAP)
Model.Destroy(#SENTINEL)
Model.Destroy(#WMOGO)
Model.Destroy(#MP5LNG)
Model.Destroy(#GDA)
Car.RemoveReferences(0@)
Car.RemoveReferences($2166)
Pickup.Destroy(12@)
Pickup.Destroy(13@)
Pickup.Destroy(3@)
0296: unload_special_actor 4 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
if 
  not Car.Wrecked($2166)
jf @LAWYER3_9130 
01EC: make_car $2166 very_heavy 0 

:LAWYER3_9130
return 

:LAWYER3_9132
if 
  $2160 == 0 // $ == int 
jf @LAWYER3_9162 
03CF: load_wav 'LAW3_1' as 1 

:LAWYER3_9162
if 
  $2160 == 1 // $ == int 
jf @LAWYER3_9192 
03CF: load_wav 'LAW3_2' as 1 

:LAWYER3_9192
if 
  $2160 == 2 // $ == int 
jf @LAWYER3_9222 
03CF: load_wav 'LAW3_3' as 1 

:LAWYER3_9222
if 
  $2160 == 3 // $ == int 
jf @LAWYER3_9252 
03CF: load_wav 'LAW3_4' as 1 

:LAWYER3_9252
if 
  $2160 == 4 // $ == int 
jf @LAWYER3_9282 
03CF: load_wav 'LAW3_5' as 1 

:LAWYER3_9282
if 
  $2160 == 5 // $ == int 
jf @LAWYER3_9312 
03CF: load_wav 'LAW3_6' as 1 

:LAWYER3_9312
return 

:LAWYER3_9314
if 
  $2154 == 0 // $ == int 
jf @LAWYER3_9758 
if 
  not Actor.Dead($2147)
jf @LAWYER3_9758 
Marker.Disable($2157)
011C: actor $2147 clear_objective 
if 
03D0:   wav 1 loaded 
jf @LAWYER3_9377 
03D1: play_wav 1 

:LAWYER3_9377
03CF: load_wav 'LAW3_22' as 2 
if 
  $2160 == 0 // $ == int 
jf @LAWYER3_9422 
00BC: text_highpriority 'SNBOB10' time 3000 1 

:LAWYER3_9422
if 
  $2160 == 1 // $ == int 
jf @LAWYER3_9455 
00BC: text_highpriority 'SNBOB10' time 3000 1 

:LAWYER3_9455
if 
  $2160 == 2 // $ == int 
jf @LAWYER3_9488 
00BC: text_highpriority 'SNBOB10' time 3000 1 

:LAWYER3_9488
if 
  $2160 == 3 // $ == int 
jf @LAWYER3_9521 
00BC: text_highpriority 'SNBOB10' time 3000 1 

:LAWYER3_9521
if 
  $2160 == 4 // $ == int 
jf @LAWYER3_9554 
00BC: text_highpriority 'SNBOB10' time 3000 1 

:LAWYER3_9554
if 
  $2160 == 5 // $ == int 
jf @LAWYER3_9658 
00BC: text_highpriority 'SNBOB10' time 3000 1 
TIMERB = 0 // @ = int 

:LAWYER3_9594
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER3_9658 
wait 0 
if 
03D2:   wav 1 ended 
jf @LAWYER3_9651 
if 
03D0:   wav 2 loaded 
jf @LAWYER3_9651 
03D1: play_wav 2 

:LAWYER3_9651
jump @LAWYER3_9594 

:LAWYER3_9658
0209: $2160 = random_int_in_ranges 0 6 
gosub @LAWYER3_9132 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
$2153 += 1 // $ += int 
0319: set_actor $2147 running 1 
009C: set_actor $2147 wander_direction -1 
Car.SetImmunities($2159, 0, 0, 0, 0, 0)
Car.RemoveReferences($2159)
if 
  not Car.Wrecked($2159)
jf @LAWYER3_9751 
020A: set_car $2159 door_status_to 1 

:LAWYER3_9751
$2154 = 1 // $ = int 

:LAWYER3_9758
return 

//-------------Mission 6---------------
// Originally: Riot

:LAWYER4
gosub @LAWYER4_36 
if 
  wasted_or_busted 
jf @LAWYER4_27 
gosub @LAWYER4_9671 

:LAWYER4_27
gosub @LAWYER4_9845 
terminate_this_script 

:LAWYER4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'LAWYER4' 
wait 0 
054C: use_GXT_table 'LAWYER4' 
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 
$99 = 95.4 // $ = float 
$100 = -1135.5 // $ = float 
$101 = 9.4 // $ = float 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
$41 = 0 // $ = int 
$42 = 0 // $ = int 
$2198 = 0 // $ = int 
$2222 = 0 // $ = int 
$2205 = 0 // $ = int 
$2206 = 0 // $ = int 
$2211 = 0 // $ = int 
$2212 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$2217 = 0 // $ = int 
$2218 = 0 // $ = int 
$2219 = 0 // $ = int 
$2220 = 0 // $ = int 
$2221 = 0 // $ = int 
$58 = 0 // $ = int 
$2225 = 0 // $ = int 
$2226 = 0 // $ = int 
$2227 = 0 // $ = int 
$2228 = 0 // $ = int 
$2229 = 0 // $ = int 
$2230 = 0 // $ = int 
$2231 = 0 // $ = int 
$2232 = 0 // $ = int 
$2233 = 0 // $ = int 
$2234 = 0 // $ = int 
$2235 = 0 // $ = int 
$2236 = 0 // $ = int 
$2237 = 0 // $ = int 
$2238 = 0 // $ = int 
$2239 = 0 // $ = int 
$2240 = 0 // $ = int 
$2241 = 0 // $ = int 
$2242 = 0 // $ = int 
$2243 = 0 // $ = int 
$2244 = 0 // $ = int 
$2245 = 0 // $ = int 
$2204 = 0 // $ = int 
$2199 = 127 // $ = int 
$2246 = 0 // $ = int 
$2247 = 0 // $ = int 
$9999 = 0 // $ = int 
$10000 = 0 // $ = int 
$10001 = 0 // $ = int 
03E6: remove_text_box 
$2213 = 0 // $ = int 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_623 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_623 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_623
select_interior 6 
03CF: load_wav 'MONO_8' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSAVERY' 
02F3: load_object #CUTOBJ01 'LWCHARA' 
02F3: load_object #CUTOBJ02 'LWCHARB' 
02F3: load_object #CUTOBJ03 'LCFAN' 
02F3: load_object #CUTOBJ04 'LAWDOOR' 
038B: load_requested_models 

:LAWYER4_729
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
jf @LAWYER4_778 
wait 0 
jump @LAWYER4_729 

:LAWYER4_778
if 
  not Model.Available(#CUTOBJ04)
jf @LAWYER4_805 
wait 0 
jump @LAWYER4_778 

:LAWYER4_805
Camera.SetAtPos(140.6, -1367.4, 13.1)
02E4: load_cutscene_data 'LAW_4' 
0244: set_cutscene_pos 141.441 -1366.722 12.163 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $149 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'LWCHARA' 
02E5: $192 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $192 'LWCHARB' 
02E5: $202 = create_cutscene_object #CUTOBJ03 
04BC: set_cutscene_anim 'LCFAN' to_loop 
02E6: set_cutscene_anim $202 'LCFAN' 
02E5: $210 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $210 'LAWDOOR' 
0395: clear_area 1 at 119.0 -826.8 9.8 range 0.5 
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:LAWYER4_1086
if 
  45 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1086 

:LAWYER4_1120
00BC: text_highpriority 'LAW4_A' time 10000 1  // Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:LAWYER4_1135
if 
  4210 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1170 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1135 

:LAWYER4_1170
00BC: text_highpriority 'LAW4_B' time 10000 1  // Tommy, this is Avery Carrington - I believe you met at the party?

:LAWYER4_1185
if 
  7190 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1220 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1185 

:LAWYER4_1220
00BC: text_highpriority 'LAW4_C' time 10000 1  // Not in person.

:LAWYER4_1235
if 
  8052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1270 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1235 

:LAWYER4_1270
00BC: text_highpriority 'LAW4_D' time 10000 1  // Howdy.

:LAWYER4_1285
if 
  9403 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1320 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1285 

:LAWYER4_1320
00BC: text_highpriority 'LAW4_E' time 10000 1  // Avery here has a proposition.

:LAWYER4_1335
if 
  13088 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1370 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1335 

:LAWYER4_1370
00BC: text_highpriority 'LAW4_F' time 10000 1  // Haven't we got other things on our mind?

:LAWYER4_1385
if 
  15052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1420 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1385 

:LAWYER4_1420
00BC: text_highpriority 'LAW4_G' time 10000 1  // I'm trying to keep the wolves from the door, so could you please cut me some slack?

:LAWYER4_1435
if 
  19432 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1470 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1435 

:LAWYER4_1470
00BC: text_highpriority 'LAW4_H' time 10000 1  // I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:LAWYER4_1485
if 
  23825 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1520 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1485 

:LAWYER4_1520
00BC: text_highpriority 'LAW4_I' time 10000 1  // Now just calm down, both of you.

:LAWYER4_1535
if 
  26892 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1570 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1535 

:LAWYER4_1570
00BC: text_highpriority 'LAW4_J' time 10000 1  // Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap.

:LAWYER4_1585
if 
  32978 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1622 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1585 

:LAWYER4_1622
00BC: text_highpriority 'LAW4_K' time 10000 1  // Ok. What could I do for ya'?

:LAWYER4_1637
if 
  34995 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1674 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1637 

:LAWYER4_1674
00BC: text_highpriority 'LAW4_L' time 10000 1  // This delivery company's got its depot on some prime land. They won't sell.

:LAWYER4_1689
if 
  40136 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1726 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1689 

:LAWYER4_1726
00BC: text_highpriority 'LAW4_M' time 10000 1  // They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out.

:LAWYER4_1741
if 
  46049 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1778 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1741 

:LAWYER4_1778
00BC: text_highpriority 'LAW4_N' time 10000 1  // Head on down there and stir up a hornet's nest

:LAWYER4_1793
if 
  48481 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1830 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1793 

:LAWYER4_1830
00BC: text_highpriority 'LAW4_O' time 10000 1  // - the security will have their hands full and then you can sneak in and put 'em out of business.

:LAWYER4_1845
if 
  52177 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1882 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1845 

:LAWYER4_1882
00BC: text_highpriority 'LAW4_P' time 10000 1  // And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it.

:LAWYER4_1897
if 
  56220 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1934 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1897 

:LAWYER4_1934
00BC: text_highpriority 'LAW4_Q' time 10000 1  // Should be a riot.

:LAWYER4_1949
if 
  57286 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_1986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_1949 

:LAWYER4_1986
00BC: text_highpriority 'LAW4_R' time 10000 1  // If the balls drop like they should, stop by my office sometime...

:LAWYER4_2001
if 
  60052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_2038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_2001 

:LAWYER4_2038
fade 0 1500 

:LAWYER4_2045
if 
  61052 > $CUT_SCENE_TIME // int > $ 
jf @LAWYER4_2082 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @LAWYER4_2045 

:LAWYER4_2082
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @LAWYER4_2147 
if 
03D0:   wav 1 loaded 
jf @LAWYER4_2147 
03D1: play_wav 1 

:LAWYER4_2121
if 
83D2:   not wav 1 ended 
jf @LAWYER4_2147 
wait 0 
jump @LAWYER4_2121 

:LAWYER4_2147
if 
  fading 
jf @LAWYER4_2171 
wait 0 
jump @LAWYER4_2147 

:LAWYER4_2171
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
select_interior 0 
Camera.SetAtPos(117.1, -825.6, 9.8)
wait 500 
fade 1 1500 
Pickup.Destroy($1285)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
00BC: text_highpriority 'LAW1_1' time 10000 1  // ~g~Go get some new threads from Rafael's clothes shop.
02A8: $59 = create_marker 28 at $99 $100 $101 
018A: $19 = create_checkpoint_at 299.0 -314.6 11.4 
Model.Load(#SPAND)
023C: load_special_actor 4 'SPANDXA' 
023C: load_special_actor 5 'SPANDXB' 
Model.Load(#NITESTICK)
Model.Load(#GDA)
Model.Load(#BARREL4)
Model.Load(#COLT45)
Model.Load(#WMYCW)
04ED: load_animation 'RIOT' 

:LAWYER4_2373
if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
84EE:   not animation 'RIOT' loaded 
jf @LAWYER4_2413 
wait 0 
jump @LAWYER4_2373 

:LAWYER4_2413
if or
  not Model.Available(#SPAND)
  not Model.Available(#NITESTICK)
  not Model.Available(#GDA)
  not Model.Available(#BARREL4)
  not Model.Available(#COLT45)
  not Model.Available(#WMYCW)
jf @LAWYER4_2462 
wait 0 
jump @LAWYER4_2413 

:LAWYER4_2462
if 
80F5:   not player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 70.0 70.0 30.0 
jf @LAWYER4_2588 
wait 0 
if 
  $2213 == 0 // $ == int 
jf @LAWYER4_2581 
if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
jf @LAWYER4_2581 
gosub @LAWYER4_11810 

:LAWYER4_2581
jump @LAWYER4_2462 

:LAWYER4_2588
0552: set_riot_noise $2199 
Actor.Create($2177, 4, #SPECIAL04, 304.7, -316.8, 10.9)
01ED: clear_actor $2177 threat_search 
0243: set_actor $2177 ped_stats_to 16 
02A9: set_actor $2177 immune_to_nonplayer 1 
0372: set_actor $2177 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2177 dismemberment_possible 0 
Actor.Health($2177) = 9000
01B2: give_actor $2177 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2178, 4, #SPECIAL05, 302.8, -318.8, 10.9)
01ED: clear_actor $2178 threat_search 
0243: set_actor $2178 ped_stats_to 16 
02A9: set_actor $2178 immune_to_nonplayer 1 
0372: set_actor $2178 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2178 dismemberment_possible 0 
Actor.Health($2178) = 9000
01B2: give_actor $2178 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2179, 4, #SPECIAL04, 301.6, -316.7, 10.9)
01ED: clear_actor $2179 threat_search 
0243: set_actor $2179 ped_stats_to 16 
02A9: set_actor $2179 immune_to_nonplayer 1 
0372: set_actor $2179 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2179 dismemberment_possible 0 
Actor.Health($2179) = 9000
01B2: give_actor $2179 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2180, 4, #SPECIAL05, 299.8, -318.2, 10.9)
01ED: clear_actor $2180 threat_search 
0243: set_actor $2180 ped_stats_to 16 
02A9: set_actor $2180 immune_to_nonplayer 1 
0372: set_actor $2180 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2180 dismemberment_possible 0 
Actor.Health($2180) = 9000
01B2: give_actor $2180 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2181, 4, #SPECIAL04, 300.9, -321.6, 10.9)
01ED: clear_actor $2181 threat_search 
0243: set_actor $2181 ped_stats_to 16 
02A9: set_actor $2181 immune_to_nonplayer 1 
0372: set_actor $2181 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2181 dismemberment_possible 0 
Actor.Health($2181) = 9000
01B2: give_actor $2181 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2182, 4, #SPECIAL05, 299.0, -322.1, 10.9)
01ED: clear_actor $2182 threat_search 
0243: set_actor $2182 ped_stats_to 16 
02A9: set_actor $2182 immune_to_nonplayer 1 
0372: set_actor $2182 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2182 dismemberment_possible 0 
Actor.Health($2182) = 9000
01B2: give_actor $2182 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2183, 4, #SPECIAL04, 295.0, -320.7, 10.9)
01ED: clear_actor $2183 threat_search 
0243: set_actor $2183 ped_stats_to 16 
02A9: set_actor $2183 immune_to_nonplayer 1 
0372: set_actor $2183 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2183 dismemberment_possible 0 
Actor.Health($2183) = 9000
01B2: give_actor $2183 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2184, 4, #SPECIAL05, 293.5, -317.8, 10.9)
01ED: clear_actor $2184 threat_search 
0243: set_actor $2184 ped_stats_to 16 
02A9: set_actor $2184 immune_to_nonplayer 1 
0372: set_actor $2184 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2184 dismemberment_possible 0 
Actor.Health($2184) = 9000
01B2: give_actor $2184 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2185, 4, #SPECIAL04, 296.2, -325.3, 10.9)
01ED: clear_actor $2185 threat_search 
0243: set_actor $2185 ped_stats_to 16 
02A9: set_actor $2185 immune_to_nonplayer 1 
0372: set_actor $2185 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2185 dismemberment_possible 0 
Actor.Health($2185) = 9000
01B2: give_actor $2185 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2186, 4, #SPECIAL05, 299.3, -329.3, 10.9)
01ED: clear_actor $2186 threat_search 
0243: set_actor $2186 ped_stats_to 16 
02A9: set_actor $2186 immune_to_nonplayer 1 
0372: set_actor $2186 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2186 dismemberment_possible 0 
Actor.Health($2186) = 9000
01B2: give_actor $2186 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2187, 4, #SPECIAL04, 303.8, -329.7, 10.9)
01ED: clear_actor $2187 threat_search 
0243: set_actor $2187 ped_stats_to 16 
02A9: set_actor $2187 immune_to_nonplayer 1 
0372: set_actor $2187 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2187 dismemberment_possible 0 
Actor.Health($2187) = 9000
01B2: give_actor $2187 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2188, 4, #SPECIAL05, 308.5, -328.4, 10.9)
01ED: clear_actor $2188 threat_search 
0243: set_actor $2188 ped_stats_to 16 
02A9: set_actor $2188 immune_to_nonplayer 1 
0372: set_actor $2188 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2188 dismemberment_possible 0 
Actor.Health($2188) = 9000
01B2: give_actor $2188 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2189, 4, #SPECIAL04, 310.2, -324.2, 10.9)
01ED: clear_actor $2189 threat_search 
0243: set_actor $2189 ped_stats_to 16 
02A9: set_actor $2189 immune_to_nonplayer 1 
0372: set_actor $2189 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2189 dismemberment_possible 0 
Actor.Health($2189) = 9000
01B2: give_actor $2189 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2190, 4, #SPECIAL05, 305.6, -322.2, 10.9)
01ED: clear_actor $2190 threat_search 
0243: set_actor $2190 ped_stats_to 16 
02A9: set_actor $2190 immune_to_nonplayer 1 
0372: set_actor $2190 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2190 dismemberment_possible 0 
Actor.Health($2190) = 9000
01B2: give_actor $2190 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2191, 4, #SPECIAL04, 300.0, -317.5, 10.9)
01ED: clear_actor $2191 threat_search 
0243: set_actor $2191 ped_stats_to 16 
02A9: set_actor $2191 immune_to_nonplayer 1 
0372: set_actor $2191 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2191 dismemberment_possible 0 
Actor.Health($2191) = 9000
01B2: give_actor $2191 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2192, 4, #SPECIAL05, 294.9, -317.6, 10.9)
01ED: clear_actor $2192 threat_search 
0243: set_actor $2192 ped_stats_to 16 
02A9: set_actor $2192 immune_to_nonplayer 1 
0372: set_actor $2192 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2192 dismemberment_possible 0 
Actor.Health($2192) = 9000
01B2: give_actor $2192 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2193, 4, #SPECIAL04, 291.0, -320.0, 10.9)
01ED: clear_actor $2193 threat_search 
0243: set_actor $2193 ped_stats_to 16 
02A9: set_actor $2193 immune_to_nonplayer 1 
0372: set_actor $2193 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2193 dismemberment_possible 0 
Actor.Health($2193) = 9000
01B2: give_actor $2193 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2194, 4, #SPECIAL05, 293.0, -324.8, 10.9)
01ED: clear_actor $2194 threat_search 
0243: set_actor $2194 ped_stats_to 16 
02A9: set_actor $2194 immune_to_nonplayer 1 
0372: set_actor $2194 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2194 dismemberment_possible 0 
Actor.Health($2194) = 9000
01B2: give_actor $2194 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2195, 4, #SPECIAL04, 291.6, -317.2, 10.9)
01ED: clear_actor $2195 threat_search 
0243: set_actor $2195 ped_stats_to 16 
02A9: set_actor $2195 immune_to_nonplayer 1 
0372: set_actor $2195 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2195 dismemberment_possible 0 
Actor.Health($2195) = 9000
01B2: give_actor $2195 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2196, 4, #SPECIAL05, 301.1, -324.0, 10.9)
01ED: clear_actor $2196 threat_search 
0243: set_actor $2196 ped_stats_to 16 
02A9: set_actor $2196 immune_to_nonplayer 1 
0372: set_actor $2196 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2196 dismemberment_possible 0 
Actor.Health($2196) = 9000
01B2: give_actor $2196 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2197, 4, #SPECIAL04, 297.6, -327.649, 10.9)
01ED: clear_actor $2197 threat_search 
0243: set_actor $2197 ped_stats_to 16 
02A9: set_actor $2197 immune_to_nonplayer 1 
0372: set_actor $2197 anim 29 wait_state_time 99999999 ms 
0446: set_actor $2197 dismemberment_possible 0 
Actor.Health($2197) = 9000
01B2: give_actor $2197 weapon 17 ammo 9999 // Load the weapon model before using this 
Actor.Create($2208, 5, #GDA, 301.2, -311.5, 10.9)
01ED: clear_actor $2208 threat_search 
0243: set_actor $2208 ped_stats_to 16 
Actor.Angle($2208) = 180.0
02A9: set_actor $2208 immune_to_nonplayer 1 
01B2: give_actor $2208 weapon 4 ammo 0 // Load the weapon model before using this 
Actor.Create($2209, 5, #GDA, 303.2, -311.5, 10.9)
01ED: clear_actor $2209 threat_search 
0243: set_actor $2209 ped_stats_to 16 
Actor.Angle($2209) = 180.0
02A9: set_actor $2209 immune_to_nonplayer 1 
01B2: give_actor $2209 weapon 4 ammo 0 // Load the weapon model before using this 
Actor.Create($2210, 5, #GDA, 304.0, -298.7, 10.9)
01ED: clear_actor $2210 threat_search 
0243: set_actor $2210 ped_stats_to 16 
Actor.Angle($2210) = 180.0
02A9: set_actor $2210 immune_to_nonplayer 1 
Actor.Health($2210) = 70
01B2: give_actor $2210 weapon 17 ammo 300 // Load the weapon model before using this 
0350: set_actor $2210 maintain_position_when_attacked 1 
Car.Create($2201, #SPAND, 286.7, -302.1, 11.9)
Car.Angle($2201) = 270.0
Car.ImmuneToNonPlayer($2201, True)
Car.Health($2201) = 1500
020A: set_car $2201 door_status_to 3 
Car.Create($2202, #SPAND, 312.2, -304.7, 11.9)
Car.Angle($2202) = 90.0
Car.ImmuneToNonPlayer($2202, True)
Car.Health($2202) = 1500
020A: set_car $2202 door_status_to 3 
Car.Create($2203, #SPAND, 312.2, -300.7, 11.9)
Car.Angle($2203) = 90.0
Car.ImmuneToNonPlayer($2203, True)
Car.Health($2203) = 1500
020A: set_car $2203 door_status_to 3 
TIMERB = 0 // @ = int 

:LAWYER4_4646
if or
  not Car.Wrecked($2201)
  not Car.Wrecked($2202)
  not Car.Wrecked($2203)
jf @LAWYER4_9522 
wait 0 
if 
  not Actor.Dead($2177)
jf @LAWYER4_4759 
if and
8184:   not actor $2177 health > 8999 
  0@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_4752 
$2212 += 1 // $ += int 
053D: clear_actor $2177 wait_state 
01CA: actor $2177 kill_player $PLAYER_CHAR 
0@ = 1 // @ = int 

:LAWYER4_4752
jump @LAWYER4_4798 

:LAWYER4_4759
if 
  $2225 == 0 // $ == int 
jf @LAWYER4_4798 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2225 = 1 // $ = int 

:LAWYER4_4798
if 
  not Actor.Dead($2178)
jf @LAWYER4_4881 
if and
8184:   not actor $2178 health > 8999 
  1@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_4874 
$2212 += 1 // $ += int 
053D: clear_actor $2178 wait_state 
01CA: actor $2178 kill_player $PLAYER_CHAR 
1@ = 1 // @ = int 

:LAWYER4_4874
jump @LAWYER4_4920 

:LAWYER4_4881
if 
  $2226 == 0 // $ == int 
jf @LAWYER4_4920 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2226 = 1 // $ = int 

:LAWYER4_4920
if 
  not Actor.Dead($2179)
jf @LAWYER4_5003 
if and
8184:   not actor $2179 health > 8999 
  2@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_4996 
$2212 += 1 // $ += int 
053D: clear_actor $2179 wait_state 
01CA: actor $2179 kill_player $PLAYER_CHAR 
2@ = 1 // @ = int 

:LAWYER4_4996
jump @LAWYER4_5042 

:LAWYER4_5003
if 
  $2227 == 0 // $ == int 
jf @LAWYER4_5042 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2227 = 1 // $ = int 

:LAWYER4_5042
if 
  not Actor.Dead($2180)
jf @LAWYER4_5125 
if and
8184:   not actor $2180 health > 8999 
  3@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5118 
$2212 += 1 // $ += int 
053D: clear_actor $2180 wait_state 
01CA: actor $2180 kill_player $PLAYER_CHAR 
3@ = 1 // @ = int 

:LAWYER4_5118
jump @LAWYER4_5164 

:LAWYER4_5125
if 
  $2228 == 0 // $ == int 
jf @LAWYER4_5164 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2228 = 1 // $ = int 

:LAWYER4_5164
if 
  not Actor.Dead($2181)
jf @LAWYER4_5247 
if and
8184:   not actor $2181 health > 8999 
  4@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5240 
$2212 += 1 // $ += int 
053D: clear_actor $2181 wait_state 
01CA: actor $2181 kill_player $PLAYER_CHAR 
4@ = 1 // @ = int 

:LAWYER4_5240
jump @LAWYER4_5286 

:LAWYER4_5247
if 
  $2229 == 0 // $ == int 
jf @LAWYER4_5286 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2229 = 1 // $ = int 

:LAWYER4_5286
if 
  not Actor.Dead($2182)
jf @LAWYER4_5369 
if and
8184:   not actor $2182 health > 8999 
  5@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5362 
$2212 += 1 // $ += int 
053D: clear_actor $2182 wait_state 
01CA: actor $2182 kill_player $PLAYER_CHAR 
5@ = 1 // @ = int 

:LAWYER4_5362
jump @LAWYER4_5408 

:LAWYER4_5369
if 
  $2230 == 0 // $ == int 
jf @LAWYER4_5408 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2230 = 1 // $ = int 

:LAWYER4_5408
if 
  not Actor.Dead($2183)
jf @LAWYER4_5491 
if and
8184:   not actor $2183 health > 8999 
  6@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5484 
$2212 += 1 // $ += int 
053D: clear_actor $2183 wait_state 
01CA: actor $2183 kill_player $PLAYER_CHAR 
6@ = 1 // @ = int 

:LAWYER4_5484
jump @LAWYER4_5530 

:LAWYER4_5491
if 
  $2231 == 0 // $ == int 
jf @LAWYER4_5530 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2231 = 1 // $ = int 

:LAWYER4_5530
if 
  not Actor.Dead($2184)
jf @LAWYER4_5613 
if and
8184:   not actor $2184 health > 8999 
  7@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5606 
$2212 += 1 // $ += int 
053D: clear_actor $2184 wait_state 
01CA: actor $2184 kill_player $PLAYER_CHAR 
7@ = 1 // @ = int 

:LAWYER4_5606
jump @LAWYER4_5652 

:LAWYER4_5613
if 
  $2232 == 0 // $ == int 
jf @LAWYER4_5652 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2232 = 1 // $ = int 

:LAWYER4_5652
if 
  not Actor.Dead($2185)
jf @LAWYER4_5735 
if and
8184:   not actor $2185 health > 8999 
  8@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5728 
$2212 += 1 // $ += int 
053D: clear_actor $2185 wait_state 
01CA: actor $2185 kill_player $PLAYER_CHAR 
8@ = 1 // @ = int 

:LAWYER4_5728
jump @LAWYER4_5774 

:LAWYER4_5735
if 
  $2233 == 0 // $ == int 
jf @LAWYER4_5774 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2233 = 1 // $ = int 

:LAWYER4_5774
if 
  not Actor.Dead($2186)
jf @LAWYER4_5857 
if and
8184:   not actor $2186 health > 8999 
  9@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5850 
$2212 += 1 // $ += int 
053D: clear_actor $2186 wait_state 
01CA: actor $2186 kill_player $PLAYER_CHAR 
9@ = 1 // @ = int 

:LAWYER4_5850
jump @LAWYER4_5896 

:LAWYER4_5857
if 
  $2234 == 0 // $ == int 
jf @LAWYER4_5896 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2234 = 1 // $ = int 

:LAWYER4_5896
if 
  not Actor.Dead($2187)
jf @LAWYER4_5979 
if and
8184:   not actor $2187 health > 8999 
  10@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_5972 
$2212 += 1 // $ += int 
053D: clear_actor $2187 wait_state 
01CA: actor $2187 kill_player $PLAYER_CHAR 
10@ = 1 // @ = int 

:LAWYER4_5972
jump @LAWYER4_6018 

:LAWYER4_5979
if 
  $2235 == 0 // $ == int 
jf @LAWYER4_6018 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2235 = 1 // $ = int 

:LAWYER4_6018
if 
  not Actor.Dead($2188)
jf @LAWYER4_6101 
if and
8184:   not actor $2188 health > 8999 
  11@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6094 
$2212 += 1 // $ += int 
053D: clear_actor $2188 wait_state 
01CA: actor $2188 kill_player $PLAYER_CHAR 
11@ = 1 // @ = int 

:LAWYER4_6094
jump @LAWYER4_6140 

:LAWYER4_6101
if 
  $2236 == 0 // $ == int 
jf @LAWYER4_6140 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2236 = 1 // $ = int 

:LAWYER4_6140
if 
  not Actor.Dead($2189)
jf @LAWYER4_6223 
if and
8184:   not actor $2189 health > 8999 
  12@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6216 
$2212 += 1 // $ += int 
053D: clear_actor $2189 wait_state 
01CA: actor $2189 kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:LAWYER4_6216
jump @LAWYER4_6262 

:LAWYER4_6223
if 
  $2237 == 0 // $ == int 
jf @LAWYER4_6262 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2237 = 1 // $ = int 

:LAWYER4_6262
if 
  not Actor.Dead($2190)
jf @LAWYER4_6345 
if and
8184:   not actor $2190 health > 8999 
  13@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6338 
$2212 += 1 // $ += int 
053D: clear_actor $2190 wait_state 
01CA: actor $2190 kill_player $PLAYER_CHAR 
13@ = 1 // @ = int 

:LAWYER4_6338
jump @LAWYER4_6384 

:LAWYER4_6345
if 
  $2238 == 0 // $ == int 
jf @LAWYER4_6384 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2238 = 1 // $ = int 

:LAWYER4_6384
if 
  not Actor.Dead($2191)
jf @LAWYER4_6467 
if and
8184:   not actor $2191 health > 8999 
  14@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6460 
$2212 += 1 // $ += int 
053D: clear_actor $2191 wait_state 
01CA: actor $2191 kill_player $PLAYER_CHAR 
14@ = 1 // @ = int 

:LAWYER4_6460
jump @LAWYER4_6506 

:LAWYER4_6467
if 
  $2239 == 0 // $ == int 
jf @LAWYER4_6506 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2239 = 1 // $ = int 

:LAWYER4_6506
if 
  not Actor.Dead($2192)
jf @LAWYER4_6589 
if and
8184:   not actor $2192 health > 8999 
  15@ == 0 // @ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6582 
$2212 += 1 // $ += int 
053D: clear_actor $2192 wait_state 
01CA: actor $2192 kill_player $PLAYER_CHAR 
15@ = 1 // @ = int 

:LAWYER4_6582
jump @LAWYER4_6628 

:LAWYER4_6589
if 
  $2240 == 0 // $ == int 
jf @LAWYER4_6628 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2240 = 1 // $ = int 

:LAWYER4_6628
if 
  not Actor.Dead($2193)
jf @LAWYER4_6711 
if and
8184:   not actor $2193 health > 8999 
  $2217 == 0 // $ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6704 
$2212 += 1 // $ += int 
053D: clear_actor $2193 wait_state 
01CA: actor $2193 kill_player $PLAYER_CHAR 
$2217 = 1 // $ = int 

:LAWYER4_6704
jump @LAWYER4_6750 

:LAWYER4_6711
if 
  $2241 == 0 // $ == int 
jf @LAWYER4_6750 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2241 = 1 // $ = int 

:LAWYER4_6750
if 
  not Actor.Dead($2194)
jf @LAWYER4_6833 
if and
8184:   not actor $2194 health > 8999 
  $2218 == 0 // $ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6826 
$2212 += 1 // $ += int 
053D: clear_actor $2194 wait_state 
01CA: actor $2194 kill_player $PLAYER_CHAR 
$2218 = 1 // $ = int 

:LAWYER4_6826
jump @LAWYER4_6872 

:LAWYER4_6833
if 
  $2242 == 0 // $ == int 
jf @LAWYER4_6872 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2242 = 1 // $ = int 

:LAWYER4_6872
if 
  not Actor.Dead($2195)
jf @LAWYER4_6955 
if and
8184:   not actor $2195 health > 8999 
  $2219 == 0 // $ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_6948 
$2212 += 1 // $ += int 
053D: clear_actor $2195 wait_state 
01CA: actor $2195 kill_player $PLAYER_CHAR 
$2219 = 1 // $ = int 

:LAWYER4_6948
jump @LAWYER4_6994 

:LAWYER4_6955
if 
  $2243 == 0 // $ == int 
jf @LAWYER4_6994 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2243 = 1 // $ = int 

:LAWYER4_6994
if 
  not Actor.Dead($2196)
jf @LAWYER4_7077 
if and
8184:   not actor $2196 health > 8999 
  $2220 == 0 // $ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_7070 
$2212 += 1 // $ += int 
053D: clear_actor $2196 wait_state 
01CA: actor $2196 kill_player $PLAYER_CHAR 
$2220 = 1 // $ = int 

:LAWYER4_7070
jump @LAWYER4_7116 

:LAWYER4_7077
if 
  $2244 == 0 // $ == int 
jf @LAWYER4_7116 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2244 = 1 // $ = int 

:LAWYER4_7116
if 
  not Actor.Dead($2197)
jf @LAWYER4_7199 
if and
8184:   not actor $2197 health > 8999 
  $2221 == 0 // $ == int 
  $2205 == 0 // $ == int 
jf @LAWYER4_7192 
$2212 += 1 // $ += int 
053D: clear_actor $2197 wait_state 
01CA: actor $2197 kill_player $PLAYER_CHAR 
$2221 = 1 // $ = int 

:LAWYER4_7192
jump @LAWYER4_7238 

:LAWYER4_7199
if 
  $2245 == 0 // $ == int 
jf @LAWYER4_7238 
$2198 += 1 // $ += int 
gosub @LAWYER4_13426 
$2245 = 1 // $ = int 

:LAWYER4_7238
if 
  $2205 == 0 // $ == int 
jf @LAWYER4_7306 
if 
  $2212 > 7 // $ > int 
jf @LAWYER4_7281 
gosub @LAWYER4_10650 

:LAWYER4_7281
if 
  $2198 > 2 // $ > int 
jf @LAWYER4_7306 
gosub @LAWYER4_10650 

:LAWYER4_7306
if 
  $2198 > 14 // $ > int 
jf @LAWYER4_7353 
if 
  $2204 == 0 // $ == int 
jf @LAWYER4_7353 
0552: set_riot_noise 0 
$2204 = 1 // $ = int 

:LAWYER4_7353
if 
  $2205 == 0 // $ == int 
jf @LAWYER4_7438 
if 
  $2213 == 0 // $ == int 
jf @LAWYER4_7438 
if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
jf @LAWYER4_7438 
gosub @LAWYER4_11810 

:LAWYER4_7438
if 
  Actor.Dead($2208)
jf @LAWYER4_7540 
if 
  $2246 == 0 // $ == int 
jf @LAWYER4_7540 
if 
056D:   actor $2208 defined 
jf @LAWYER4_7533 
Actor.StoreDeadActorPos($2208, $2248, $2249, $2250)
$2250 += 0.5 // $ += float 
032B: $2223 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 

:LAWYER4_7533
$2246 = 1 // $ = int 

:LAWYER4_7540
if 
  Actor.Dead($2209)
jf @LAWYER4_7642 
if 
  $2247 == 0 // $ == int 
jf @LAWYER4_7642 
if 
056D:   actor $2209 defined 
jf @LAWYER4_7635 
Actor.StoreDeadActorPos($2209, $2248, $2249, $2250)
$2250 += 0.5 // $ += float 
032B: $2224 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 

:LAWYER4_7635
$2247 = 1 // $ = int 

:LAWYER4_7642
if 
  $2205 == 1 // $ == int 
jf @LAWYER4_8314 
if 
  TIMERB > 2000 // @ > int 
jf @LAWYER4_8307 
if 
  $2206 == 0 // $ == int 
jf @LAWYER4_8307 
if or
  not Actor.Dead($2208)
  not Actor.Dead($2209)
jf @LAWYER4_7939 
Car.Create($9998, #SPAND, 301.9462, -341.8951, 10.9591)
Car.LockInCurrentPosition($9998, True)
Car.Angle($9998) = 216.3416
Car.SetImmunities($9998, 1, 1, 1, 1, 1)
04E1: open_trunk_of_car_fully $9998 
020A: set_car $9998 door_status_to 2 
Car.SetImmunities($9998, 1, 1, 1, 1, 1)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03CF: load_wav 'LAW4_10' as 1 
Camera.SetPosition(303.649, -309.1, 13.43, 0.0, 0.0, 0.0)
Camera.PointAt(303.292, -309.982, 13.122, 2)
wait 500 

:LAWYER4_7879
if 
83D0:   not wav 1 loaded 
jf @LAWYER4_7905 
wait 0 
jump @LAWYER4_7879 

:LAWYER4_7905
if 
03D0:   wav 1 loaded 
jf @LAWYER4_7939 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_5' time 2000 1  // Sticks out, boys! Let's crack some commie skulls!

:LAWYER4_7939
Marker.Disable($19)
Marker.Disable($59)
if 
  not Car.Wrecked($2201)
jf @LAWYER4_7973 
Marker.CreateAboveCar($2214, $2201)

:LAWYER4_7973
if 
  not Car.Wrecked($2202)
jf @LAWYER4_7997 
Marker.CreateAboveCar($2215, $2202)

:LAWYER4_7997
if 
  not Car.Wrecked($2203)
jf @LAWYER4_8021 
Marker.CreateAboveCar($2216, $2203)

:LAWYER4_8021
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $12 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_8062
if 
834E:   not move_object $1778 to 304.0 -313.6 11.0 speed 0.1 0.1 0.0 collision_check 0 
jf @LAWYER4_8121 
wait 0 
jump @LAWYER4_8062 

:LAWYER4_8121
018E: stop_sound $12 
018C: play_sound 3 at 304.0 -313.6 11.0 
if 
  not Actor.Dead($2208)
jf @LAWYER4_8182 
0243: set_actor $2208 ped_stats_to 30 
011A: set_actor $2208 search_threat 16 
011A: set_actor $2208 search_threat 1 

:LAWYER4_8182
if 
  not Actor.Dead($2209)
jf @LAWYER4_8219 
0243: set_actor $2209 ped_stats_to 30 
011A: set_actor $2209 search_threat 16 
011A: set_actor $2209 search_threat 1 

:LAWYER4_8219
if 
  not Actor.Dead($2210)
jf @LAWYER4_8249 
011A: set_actor $2210 search_threat 1 
02E2: set_actor $2210 weapon_accuracy_to 10 

:LAWYER4_8249
if or
  not Actor.Dead($2208)
  not Actor.Dead($2209)
jf @LAWYER4_8285 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:LAWYER4_8285
00BC: text_highpriority 'LAW4_14' time 8000 1  // ~g~Destroy the vans in the compound!
$2206 = 1 // $ = int 

:LAWYER4_8307
jump @LAWYER4_8813 

:LAWYER4_8314
if 
00F6:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
jf @LAWYER4_8813 
if and
  $38 == 0 // $ == int 
  TIMERB > 6000 // @ > int 
jf @LAWYER4_8584 
if 
  $33 == 0 // $ == int 
jf @LAWYER4_8444 
03CF: load_wav 'LAW4_1A' as 1 
03CF: load_wav 'LAW4_1B' as 2 
$33 = 1 // $ = int 
jump @LAWYER4_8470 

:LAWYER4_8444
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER4_8470 
$34 = 1 // $ = int 

:LAWYER4_8470
if 
  $34 == 1 // $ == int 
jf @LAWYER4_8584 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_1' time 3000 1  // Please disperse. The management will discuss any grievances in the appropriate manner!
if and
03D2:   wav 1 ended 
  TIMERB > 19000 // @ > int 
jf @LAWYER4_8584 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_2' time 3000 1  // Please disperse. Go back to your homes!
$38 = 1 // $ = int 
$39 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER4_8584
if and
  $38 == 1 // $ == int 
  $39 == 0 // $ == int 
  TIMERB > 10000 // @ > int 
jf @LAWYER4_8813 
if 
  $33 == 0 // $ == int 
jf @LAWYER4_8673 
03CF: load_wav 'LAW4_1C' as 1 
03CF: load_wav 'LAW4_1D' as 2 
$33 = 1 // $ = int 
jump @LAWYER4_8699 

:LAWYER4_8673
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @LAWYER4_8699 
$34 = 1 // $ = int 

:LAWYER4_8699
if 
  $34 == 1 // $ == int 
jf @LAWYER4_8813 
03D1: play_wav 1 
00BC: text_highpriority 'LAW4_3' time 2000 1  // Please disperse! This is inappropriate!
if and
03D2:   wav 1 ended 
  TIMERB > 23000 // @ > int 
jf @LAWYER4_8813 
03D1: play_wav 2 
00BC: text_highpriority 'LAW4_4' time 2000 1  // Please disperse. You will all end up on the streets.
$39 = 1 // $ = int 
$38 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:LAWYER4_8813
if 
  $2222 == 0 // $ == int 
jf @LAWYER4_9413 
if 
0057:   player $PLAYER_CHAR 0 315.9 -313.0 9.0 282.4 -297.7 15.0 
jf @LAWYER4_9413 
if 
  not Actor.Dead($2210)
jf @LAWYER4_8953 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(301.571, -303.655, 15.242, 0.0, 0.0, 0.0)
Camera.PointAt(302.286, -303.089, 14.833, 2)

:LAWYER4_8953
03E5: text_box 'HELP38'  // If you take out someone who's holding a weapon, they will drop it.
wait 500 
TIMERA = 0 // @ = int 

:LAWYER4_8975
if 
   not TIMERA > 2500 // @ > int 
jf @LAWYER4_9083 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_9076 

:LAWYER4_9015
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_9069 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @LAWYER4_9062 
jump @LAWYER4_9198 

:LAWYER4_9062
jump @LAWYER4_9015 

:LAWYER4_9069
jump @LAWYER4_9198 

:LAWYER4_9076
jump @LAWYER4_8975 

:LAWYER4_9083
TIMERA = 0 // @ = int 

:LAWYER4_9090
if 
   not TIMERA > 3500 // @ > int 
jf @LAWYER4_9198 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_9191 

:LAWYER4_9130
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_9184 
wait 0 
if 
  TIMERA > 3500 // @ > int 
jf @LAWYER4_9177 
jump @LAWYER4_9198 

:LAWYER4_9177
jump @LAWYER4_9130 

:LAWYER4_9184
jump @LAWYER4_9198 

:LAWYER4_9191
jump @LAWYER4_9090 

:LAWYER4_9198
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
  not Actor.Dead($2210)
jf @LAWYER4_9232 
0350: set_actor $2210 maintain_position_when_attacked 0 

:LAWYER4_9232
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @LAWYER4_9272 
03E5: text_box 'HELP58'  // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.
jump @LAWYER4_9282 

:LAWYER4_9272
03E5: text_box 'HELP59'  // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.

:LAWYER4_9282
if 
  $2206 == 0 // $ == int 
jf @LAWYER4_9406 
if 
  not Actor.Dead($2208)
jf @LAWYER4_9338 
0243: set_actor $2208 ped_stats_to 30 
011A: set_actor $2208 search_threat 1 
01CA: actor $2208 kill_player $PLAYER_CHAR 

:LAWYER4_9338
if 
  not Actor.Dead($2209)
jf @LAWYER4_9376 
0243: set_actor $2209 ped_stats_to 30 
011A: set_actor $2209 search_threat 1 
01CA: actor $2209 kill_player $PLAYER_CHAR 

:LAWYER4_9376
if 
  not Actor.Dead($2210)
jf @LAWYER4_9406 
011A: set_actor $2210 search_threat 1 
02E2: set_actor $2210 weapon_accuracy_to 10 

:LAWYER4_9406
$2222 = 1 // $ = int 

:LAWYER4_9413
if 
  $2211 == 0 // $ == int 
jf @LAWYER4_9508 
if 
00F5:   player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 
jf @LAWYER4_9508 
00BC: text_highpriority 'SNBOB18' time 8000 1 
TIMERB = 0 // @ = int 
$2211 = 1 // $ = int 

:LAWYER4_9508
gosub @LAWYER4_12332 
jump @LAWYER4_4646 

:LAWYER4_9522
if 
  $2206 == 0 // $ == int 
jf @LAWYER4_9664 
018C: play_sound 3 at 298.0 -313.6 11.0 
018D: $12 = create_sound 2 at 298.0 -313.6 11.0 

:LAWYER4_9581
if 
834E:   not move_object $1778 to 304.0 -313.6 11.0 speed 0.15 0.15 0.0 collision_check 0 
jf @LAWYER4_9640 
wait 0 
jump @LAWYER4_9581 

:LAWYER4_9640
018E: stop_sound $12 
018C: play_sound 3 at 304.0 -313.6 11.0 

:LAWYER4_9664
jump @LAWYER4_9708 

:LAWYER4_9671
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01BC: put_object $1778 at 298.0 -313.6 11.0 
return 

:LAWYER4_9708
$PASSED_LAW4_RIOT = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'LAW_4'  // Riot
030C: progress_made += 1 
Marker.Disable($223)
Marker.Disable($243)
$904 = 1 // $ = int 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
$1266 = 1 // $ = int 
start_new_script @CLOTH2 
02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 
start_new_script @SER1 
return 

:LAWYER4_9845
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($19)
Marker.Disable($59)
Marker.Disable($2214)
Marker.Disable($2215)
Marker.Disable($2216)
Model.Destroy(#SPAND)
Model.Destroy(#NITESTICK)
Model.Destroy(#GDA)
Model.Destroy(#BARREL4)
Model.Destroy(#COLT45)
Model.Destroy(#WMYCW)
if 
  $1265 == 1 // $ == int 
jf @LAWYER4_9949 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:LAWYER4_9949
Pickup.Destroy($2223)
Pickup.Destroy($2224)
0296: unload_special_actor 4 
0296: unload_special_actor 5 
040D: unload_wav 1 
040D: unload_wav 2 
0552: set_riot_noise 0 
if 
  not Actor.Dead($2177)
jf @LAWYER4_10007 
053D: clear_actor $2177 wait_state 
02A9: set_actor $2177 immune_to_nonplayer 0 

:LAWYER4_10007
if 
  not Actor.Dead($2178)
jf @LAWYER4_10035 
053D: clear_actor $2178 wait_state 
02A9: set_actor $2178 immune_to_nonplayer 0 

:LAWYER4_10035
if 
  not Actor.Dead($2179)
jf @LAWYER4_10063 
053D: clear_actor $2179 wait_state 
02A9: set_actor $2179 immune_to_nonplayer 0 

:LAWYER4_10063
if 
  not Actor.Dead($2180)
jf @LAWYER4_10091 
053D: clear_actor $2180 wait_state 
02A9: set_actor $2180 immune_to_nonplayer 0 

:LAWYER4_10091
if 
  not Actor.Dead($2181)
jf @LAWYER4_10119 
053D: clear_actor $2181 wait_state 
02A9: set_actor $2181 immune_to_nonplayer 0 

:LAWYER4_10119
if 
  not Actor.Dead($2182)
jf @LAWYER4_10147 
053D: clear_actor $2182 wait_state 
02A9: set_actor $2182 immune_to_nonplayer 0 

:LAWYER4_10147
if 
  not Actor.Dead($2183)
jf @LAWYER4_10175 
053D: clear_actor $2183 wait_state 
02A9: set_actor $2183 immune_to_nonplayer 0 

:LAWYER4_10175
if 
  not Actor.Dead($2184)
jf @LAWYER4_10203 
053D: clear_actor $2184 wait_state 
02A9: set_actor $2184 immune_to_nonplayer 0 

:LAWYER4_10203
if 
  not Actor.Dead($2185)
jf @LAWYER4_10231 
053D: clear_actor $2185 wait_state 
02A9: set_actor $2185 immune_to_nonplayer 0 

:LAWYER4_10231
if 
  not Actor.Dead($2186)
jf @LAWYER4_10259 
053D: clear_actor $2186 wait_state 
02A9: set_actor $2186 immune_to_nonplayer 0 

:LAWYER4_10259
if 
  not Actor.Dead($2187)
jf @LAWYER4_10287 
053D: clear_actor $2187 wait_state 
02A9: set_actor $2187 immune_to_nonplayer 0 

:LAWYER4_10287
if 
  not Actor.Dead($2188)
jf @LAWYER4_10315 
053D: clear_actor $2188 wait_state 
02A9: set_actor $2188 immune_to_nonplayer 0 

:LAWYER4_10315
if 
  not Actor.Dead($2189)
jf @LAWYER4_10343 
053D: clear_actor $2189 wait_state 
02A9: set_actor $2189 immune_to_nonplayer 0 

:LAWYER4_10343
if 
  not Actor.Dead($2190)
jf @LAWYER4_10371 
053D: clear_actor $2190 wait_state 
02A9: set_actor $2190 immune_to_nonplayer 0 

:LAWYER4_10371
if 
  not Actor.Dead($2191)
jf @LAWYER4_10399 
053D: clear_actor $2191 wait_state 
02A9: set_actor $2191 immune_to_nonplayer 0 

:LAWYER4_10399
if 
  not Actor.Dead($2192)
jf @LAWYER4_10427 
053D: clear_actor $2192 wait_state 
02A9: set_actor $2192 immune_to_nonplayer 0 

:LAWYER4_10427
if 
  not Actor.Dead($2193)
jf @LAWYER4_10455 
053D: clear_actor $2193 wait_state 
02A9: set_actor $2193 immune_to_nonplayer 0 

:LAWYER4_10455
if 
  not Actor.Dead($2194)
jf @LAWYER4_10483 
053D: clear_actor $2194 wait_state 
02A9: set_actor $2194 immune_to_nonplayer 0 

:LAWYER4_10483
if 
  not Actor.Dead($2195)
jf @LAWYER4_10511 
053D: clear_actor $2195 wait_state 
02A9: set_actor $2195 immune_to_nonplayer 0 

:LAWYER4_10511
if 
  not Actor.Dead($2196)
jf @LAWYER4_10539 
053D: clear_actor $2196 wait_state 
02A9: set_actor $2196 immune_to_nonplayer 0 

:LAWYER4_10539
if 
  not Actor.Dead($2197)
jf @LAWYER4_10567 
053D: clear_actor $2197 wait_state 
02A9: set_actor $2197 immune_to_nonplayer 0 

:LAWYER4_10567
if 
  not Actor.Dead($2208)
jf @LAWYER4_10590 
02A9: set_actor $2208 immune_to_nonplayer 0 

:LAWYER4_10590
if 
  not Actor.Dead($2209)
jf @LAWYER4_10613 
02A9: set_actor $2209 immune_to_nonplayer 0 

:LAWYER4_10613
if 
  not Actor.Dead($2210)
jf @LAWYER4_10636 
02A9: set_actor $2210 immune_to_nonplayer 0 

:LAWYER4_10636
04EF: release_animation 'RIOT' 
mission_cleanup 
return 

:LAWYER4_10650
wait 0 
if 
  not Actor.Dead($2177)
jf @LAWYER4_10696 
053D: clear_actor $2177 wait_state 
0243: set_actor $2177 ped_stats_to 30 
011A: set_actor $2177 search_threat 16 
011A: set_actor $2177 search_threat 1 

:LAWYER4_10696
if 
  not Actor.Dead($2178)
jf @LAWYER4_10738 
053D: clear_actor $2178 wait_state 
0243: set_actor $2178 ped_stats_to 30 
011A: set_actor $2178 search_threat 16 
011A: set_actor $2178 search_threat 1 

:LAWYER4_10738
if 
  not Actor.Dead($2179)
jf @LAWYER4_10780 
053D: clear_actor $2179 wait_state 
0243: set_actor $2179 ped_stats_to 30 
011A: set_actor $2179 search_threat 16 
011A: set_actor $2179 search_threat 1 

:LAWYER4_10780
if 
  not Actor.Dead($2180)
jf @LAWYER4_10822 
053D: clear_actor $2180 wait_state 
0243: set_actor $2180 ped_stats_to 30 
011A: set_actor $2180 search_threat 16 
011A: set_actor $2180 search_threat 1 

:LAWYER4_10822
if 
  not Actor.Dead($2181)
jf @LAWYER4_10864 
053D: clear_actor $2181 wait_state 
0243: set_actor $2181 ped_stats_to 30 
011A: set_actor $2181 search_threat 16 
011A: set_actor $2181 search_threat 1 

:LAWYER4_10864
if 
  not Actor.Dead($2182)
jf @LAWYER4_10906 
053D: clear_actor $2182 wait_state 
0243: set_actor $2182 ped_stats_to 30 
011A: set_actor $2182 search_threat 16 
011A: set_actor $2182 search_threat 1 

:LAWYER4_10906
if 
  not Actor.Dead($2183)
jf @LAWYER4_10948 
053D: clear_actor $2183 wait_state 
0243: set_actor $2183 ped_stats_to 30 
011A: set_actor $2183 search_threat 16 
011A: set_actor $2183 search_threat 1 

:LAWYER4_10948
if 
  not Actor.Dead($2184)
jf @LAWYER4_10990 
053D: clear_actor $2184 wait_state 
0243: set_actor $2184 ped_stats_to 30 
011A: set_actor $2184 search_threat 16 
011A: set_actor $2184 search_threat 1 

:LAWYER4_10990
if 
  not Actor.Dead($2185)
jf @LAWYER4_11032 
053D: clear_actor $2185 wait_state 
0243: set_actor $2185 ped_stats_to 30 
011A: set_actor $2185 search_threat 16 
011A: set_actor $2185 search_threat 1 

:LAWYER4_11032
if 
  not Actor.Dead($2186)
jf @LAWYER4_11074 
053D: clear_actor $2186 wait_state 
0243: set_actor $2186 ped_stats_to 30 
011A: set_actor $2186 search_threat 16 
011A: set_actor $2186 search_threat 1 

:LAWYER4_11074
if 
  not Actor.Dead($2187)
jf @LAWYER4_11116 
053D: clear_actor $2187 wait_state 
0243: set_actor $2187 ped_stats_to 30 
011A: set_actor $2187 search_threat 16 
011A: set_actor $2187 search_threat 1 

:LAWYER4_11116
if 
  not Actor.Dead($2188)
jf @LAWYER4_11158 
053D: clear_actor $2188 wait_state 
0243: set_actor $2188 ped_stats_to 30 
011A: set_actor $2188 search_threat 16 
011A: set_actor $2188 search_threat 1 

:LAWYER4_11158
if 
  not Actor.Dead($2189)
jf @LAWYER4_11200 
053D: clear_actor $2189 wait_state 
0243: set_actor $2189 ped_stats_to 30 
011A: set_actor $2189 search_threat 16 
011A: set_actor $2189 search_threat 1 

:LAWYER4_11200
if 
  not Actor.Dead($2190)
jf @LAWYER4_11242 
053D: clear_actor $2190 wait_state 
0243: set_actor $2190 ped_stats_to 30 
011A: set_actor $2190 search_threat 16 
011A: set_actor $2190 search_threat 1 

:LAWYER4_11242
if 
  not Actor.Dead($2191)
jf @LAWYER4_11284 
053D: clear_actor $2191 wait_state 
0243: set_actor $2191 ped_stats_to 30 
011A: set_actor $2191 search_threat 16 
011A: set_actor $2191 search_threat 1 

:LAWYER4_11284
if 
  not Actor.Dead($2192)
jf @LAWYER4_11326 
053D: clear_actor $2192 wait_state 
0243: set_actor $2192 ped_stats_to 30 
011A: set_actor $2192 search_threat 16 
011A: set_actor $2192 search_threat 1 

:LAWYER4_11326
if 
  not Actor.Dead($2193)
jf @LAWYER4_11368 
053D: clear_actor $2193 wait_state 
0243: set_actor $2193 ped_stats_to 30 
011A: set_actor $2193 search_threat 16 
011A: set_actor $2193 search_threat 1 

:LAWYER4_11368
if 
  not Actor.Dead($2194)
jf @LAWYER4_11410 
053D: clear_actor $2194 wait_state 
0243: set_actor $2194 ped_stats_to 30 
011A: set_actor $2194 search_threat 16 
011A: set_actor $2194 search_threat 1 

:LAWYER4_11410
if 
  not Actor.Dead($2195)
jf @LAWYER4_11452 
053D: clear_actor $2195 wait_state 
0243: set_actor $2195 ped_stats_to 30 
011A: set_actor $2195 search_threat 16 
011A: set_actor $2195 search_threat 1 

:LAWYER4_11452
if 
  not Actor.Dead($2196)
jf @LAWYER4_11494 
053D: clear_actor $2196 wait_state 
0243: set_actor $2196 ped_stats_to 30 
011A: set_actor $2196 search_threat 16 
011A: set_actor $2196 search_threat 1 

:LAWYER4_11494
if 
  not Actor.Dead($2197)
jf @LAWYER4_11536 
053D: clear_actor $2197 wait_state 
0243: set_actor $2197 ped_stats_to 30 
011A: set_actor $2197 search_threat 16 
011A: set_actor $2197 search_threat 1 

:LAWYER4_11536
if 
  $2213 == 0 // $ == int 
jf @LAWYER4_11794 
if 
  not Actor.Dead($2177)
jf @LAWYER4_11578 
01CA: actor $2177 kill_player $PLAYER_CHAR 

:LAWYER4_11578
if 
  not Actor.Dead($2179)
jf @LAWYER4_11602 
01CA: actor $2179 kill_player $PLAYER_CHAR 

:LAWYER4_11602
if 
  not Actor.Dead($2181)
jf @LAWYER4_11626 
01CA: actor $2181 kill_player $PLAYER_CHAR 

:LAWYER4_11626
if 
  not Actor.Dead($2183)
jf @LAWYER4_11650 
01CA: actor $2183 kill_player $PLAYER_CHAR 

:LAWYER4_11650
if 
  not Actor.Dead($2185)
jf @LAWYER4_11674 
01CA: actor $2185 kill_player $PLAYER_CHAR 

:LAWYER4_11674
if 
  not Actor.Dead($2187)
jf @LAWYER4_11698 
01CA: actor $2187 kill_player $PLAYER_CHAR 

:LAWYER4_11698
if 
  not Actor.Dead($2189)
jf @LAWYER4_11722 
01CA: actor $2189 kill_player $PLAYER_CHAR 

:LAWYER4_11722
if 
  not Actor.Dead($2191)
jf @LAWYER4_11746 
01CA: actor $2191 kill_player $PLAYER_CHAR 

:LAWYER4_11746
if 
  not Actor.Dead($2193)
jf @LAWYER4_11770 
01CA: actor $2193 kill_player $PLAYER_CHAR 

:LAWYER4_11770
if 
  not Actor.Dead($2195)
jf @LAWYER4_11794 
01CA: actor $2195 kill_player $PLAYER_CHAR 

:LAWYER4_11794
$2205 = 1 // $ = int 
TIMERB = 0 // @ = int 
return 

:LAWYER4_11810
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0)
Camera.PointAt(92.39, -1131.74, 16.724, 2)
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 
wait 1300 
fade 0 1000 

:LAWYER4_11899
if 
  fading 
jf @LAWYER4_11923 
wait 0 
jump @LAWYER4_11899 

:LAWYER4_11923
if 
  not Player.WantedLevel($PLAYER_CHAR) > 2
jf @LAWYER4_11946 
Player.ClearWantedLevel($PLAYER_CHAR)

:LAWYER4_11946
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_11998 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @LAWYER4_11998 
0353: refresh_actor $PLAYER_ACTOR 

:LAWYER4_11998
0395: clear_area 0 at 94.9 -1135.0 9.4 range 1.0 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 
0171: set_player $PLAYER_CHAR z_angle_to 57.9 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
fade 1 1500 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.724, -1134.82, 9.797, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0)
Camera.PointAt(94.656, -1134.754, 10.469, 1)
TIMERB = 0 // @ = int 

:LAWYER4_12195
if 
   not TIMERB > 5000 // @ > int 
jf @LAWYER4_12256 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @LAWYER4_12249 
$58 = 1 // $ = int 
jump @LAWYER4_12256 

:LAWYER4_12249
jump @LAWYER4_12195 

:LAWYER4_12256
if 
  $58 == 1 // $ == int 
jf @LAWYER4_12293 
fade 0 1000 
wait 1000 
fade 1 1000 

:LAWYER4_12293
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
011C: actor $PLAYER_ACTOR clear_objective 
Marker.Disable($59)
$2213 = 1 // $ = int 
return 

:LAWYER4_12332
if 
  Car.Wrecked($2201)
jf @LAWYER4_12367 
Marker.Disable($2214)
$9999 = 0 // $ = int 
jump @LAWYER4_12696 

:LAWYER4_12367
if and
8185:   not car $2201 health > 1499 
  not Car.Wrecked($2201)
jf @LAWYER4_12398 
$9999 = 1 // $ = int 

:LAWYER4_12398
if and
  $9999 == 1 // $ == int 
  Actor.Dead($10002)
jf @LAWYER4_12501 
Actor.RemoveReferences($10002)
Actor.Create($10002, 4, #WMYCW, 299.5111, -338.125, 11.9591)
Actor.Angle($10002) = 39.6301
0319: set_actor $10002 running 1 
0239: actor $10002 run_to 301.1786 -311.1485 
0243: set_actor $10002 ped_stats_to 16 
01ED: clear_actor $10002 threat_search 
jump @LAWYER4_12501 

:LAWYER4_12501
if 
  not Actor.Dead($10002)
jf @LAWYER4_12587 
if 
00FE:   actor $10002 0 301.1786 -311.1485 11.9591 radius 2.0 2.0 5.0 
jf @LAWYER4_12587 
0239: actor $10002 run_to 290.2132 -302.8553 
0411: set_actor $10002 use_pednode_seek 0 

:LAWYER4_12587
if and
  not Actor.Dead($10002)
  not Car.Wrecked($2201)
jf @LAWYER4_12696 
if 
00FE:   actor $10002 0 290.2132 -302.8553 11.9591 radius 1.0 1.0 5.0 
jf @LAWYER4_12696 
Car.Health($2201) = 1500
Actor.Angle($10002) = 72.1399
00BC: text_highpriority 'SNBOB17' time 1000 1 
$9999 = 0 // $ = int 

:LAWYER4_12696
if 
  Car.Wrecked($2202)
jf @LAWYER4_12731 
Marker.Disable($2215)
$10000 = 0 // $ = int 
jump @LAWYER4_13060 

:LAWYER4_12731
if and
8185:   not car $2202 health > 1499 
  not Car.Wrecked($2202)
jf @LAWYER4_12762 
$10000 = 1 // $ = int 

:LAWYER4_12762
if and
  $10000 == 1 // $ == int 
  Actor.Dead($10003)
jf @LAWYER4_12865 
Actor.RemoveReferences($10003)
Actor.Create($10003, 4, #WMYCW, 299.5111, -338.125, 11.9591)
Actor.Angle($10003) = 39.6301
0319: set_actor $10003 running 1 
0239: actor $10003 run_to 301.1786 -311.1485 
0243: set_actor $10003 ped_stats_to 16 
01ED: clear_actor $10003 threat_search 
jump @LAWYER4_12865 

:LAWYER4_12865
if 
  not Actor.Dead($10003)
jf @LAWYER4_12951 
if 
00FE:   actor $10003 0 301.1786 -311.1485 11.9591 radius 2.0 2.0 5.0 
jf @LAWYER4_12951 
0239: actor $10003 run_to 308.1693 -305.261 
0411: set_actor $10003 use_pednode_seek 0 

:LAWYER4_12951
if and
  not Actor.Dead($10003)
  not Car.Wrecked($2202)
jf @LAWYER4_13060 
if 
00FE:   actor $10003 0 308.1693 -305.261 11.9591 radius 1.0 1.0 5.0 
jf @LAWYER4_13060 
Car.Health($2202) = 1500
Actor.Angle($10003) = 279.0557
00BC: text_highpriority 'SNBOB17' time 1000 1 
$10000 = 0 // $ = int 

:LAWYER4_13060
if 
  Car.Wrecked($2203)
jf @LAWYER4_13095 
Marker.Disable($2216)
$10001 = 0 // $ = int 
jump @LAWYER4_13424 

:LAWYER4_13095
if and
8185:   not car $2203 health > 1499 
  not Car.Wrecked($2203)
jf @LAWYER4_13126 
$10001 = 1 // $ = int 

:LAWYER4_13126
if and
  $10001 == 1 // $ == int 
  Actor.Dead($10004)
jf @LAWYER4_13229 
Actor.RemoveReferences($10004)
Actor.Create($10004, 4, #WMYCW, 299.5111, -338.125, 11.9591)
Actor.Angle($10004) = 39.6301
0319: set_actor $10004 running 1 
0239: actor $10004 run_to 301.1786 -311.1485 
0243: set_actor $10004 ped_stats_to 16 
01ED: clear_actor $10004 threat_search 
jump @LAWYER4_13229 

:LAWYER4_13229
if 
  not Actor.Dead($10004)
jf @LAWYER4_13315 
if 
00FE:   actor $10004 0 301.1786 -311.1485 11.9591 radius 2.0 2.0 5.0 
jf @LAWYER4_13315 
0239: actor $10004 run_to 308.4339 -299.8385 
0411: set_actor $10004 use_pednode_seek 0 

:LAWYER4_13315
if and
  not Actor.Dead($10004)
  not Car.Wrecked($2203)
jf @LAWYER4_13424 
if 
00FE:   actor $10004 0 308.4339 -299.8385 11.9591 radius 1.0 1.0 5.0 
jf @LAWYER4_13424 
Car.Health($2203) = 1500
Actor.Angle($10004) = 266.672
00BC: text_highpriority 'SNBOB17' time 1000 1 
$10001 = 0 // $ = int 

:LAWYER4_13424
return 

:LAWYER4_13426
if 
  $2204 == 0 // $ == int 
jf @LAWYER4_13456 
$2199 -= 6 // $ -= int 
0552: set_riot_noise $2199 

:LAWYER4_13456
return 

//-------------Mission 7---------------
// Originally: Treacherous Swine

:GENERL1
script_name 'GENERL1' 
gosub @GENERL1_46 
if 
  wasted_or_busted 
jf @GENERL1_37 
gosub @GENERL1_8880 

:GENERL1_37
gosub @GENERL1_9009 
terminate_this_script 

:GENERL1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA1' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2264 = 0 // $ = int 
$2265 = 0 // $ = int 
$2267 = 0 // $ = int 
$2268 = 0 // $ = int 
$2269 = 0 // $ = int 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CSERVRB' 
02F3: load_object #CUTOBJ01 'LOBTRAY' 
02F3: load_object #CUTOBJ02 'LOBSTER' 
02F3: load_object #CUTOBJ03 'COKNIFE' 
02F3: load_object #CUTOBJ04 'COLTRAY' 
Model.Load(#BIG_POLY_TINGS)
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
Camera.SetAtPos($448, $449, $450)
038B: load_requested_models 

:GENERL1_765
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 
jf @GENERL1_803 
wait 0 
jump @GENERL1_765 

:GENERL1_803
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
  not Model.Available(#CUTOBJ04)
  not Model.Available(#BIG_POLY_TINGS)
jf @GENERL1_849 
wait 0 
jump @GENERL1_803 

:GENERL1_849
Object.StorePos($714, $448, $449, $450)
Object.Init($716, #BIG_POLY_TINGS, $448, $449, $450)
02E4: load_cutscene_data 'COL_1' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $150 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $150 'CSCOLO' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'CGONA' 
02E5: $156 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $156 'CSERVRB' 
02E5: $198 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $198 'LOBTRAY' 
02E5: $199 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $199 'LOBSTER' 
02E5: $200 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $200 'COKNIFE' 
02E5: $201 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $201 'COLTRAY' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL1_1137
if 
  1250 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1137 

:GENERL1_1172
00BC: text_highpriority 'GEN1_A' time 10000 1  // Mr. Vercetti!

:GENERL1_1187
if 
  3050 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1222 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1187 

:GENERL1_1222
00BC: text_highpriority 'GEN1_B' time 10000 1  // Colonel.

:GENERL1_1237
if 
  4110 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1272 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1237 

:GENERL1_1272
00BC: text_highpriority 'GEN1_C' time 10000 1  // Thank you for coming. Please sit. Lobster?

:GENERL1_1287
if 
  8180 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1322 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1287 

:GENERL1_1322
00BC: text_highpriority 'GEN1_D' time 10000 1  // No - thanks.

:GENERL1_1337
if 
  10130 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1372 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1337 

:GENERL1_1372
00BC: text_highpriority 'GEN1_E' time 10000 1  // I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust.

:GENERL1_1387
if 
  17220 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1422 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1387 

:GENERL1_1422
00BC: text_highpriority 'GEN1_F' time 10000 1  // I've been carrying Gonzalez for years, but now his incompetence reaches new heights!

:GENERL1_1437
if 
  23040 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1472 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1437 

:GENERL1_1472
00BC: text_highpriority 'GEN1_G' time 10000 1  // It is only right that you kill Gonzalez...

:GENERL1_1487
if 
  25170 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1522 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1487 

:GENERL1_1522
00BC: text_highpriority 'GEN1_H' time 10000 1  // Did he do it? It's the money that's important to me.

:GENERL1_1537
if 
  28100 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1572 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1537 

:GENERL1_1572
00BC: text_highpriority 'GEN1_I' time 10000 1  // For this kindness I'll reward you, and then we will find your money together.

:GENERL1_1587
if 
  34160 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1624 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1587 

:GENERL1_1624
00BC: text_highpriority 'GEN1_J' time 10000 1  // He will be at his Penthouse, half drunk probably. Use this...

:GENERL1_1639
if 
  37160 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1676 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1639 

:GENERL1_1676
00BE: text_clear_all 

:GENERL1_1678
if 
  42112 > $CUT_SCENE_TIME // int > $ 
jf @GENERL1_1715 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL1_1678 

:GENERL1_1715
fade 0 1500 
00BE: text_clear_all 

:GENERL1_1724
if 
  fading 
jf @GENERL1_1748 
wait 0 
jump @GENERL1_1724 

:GENERL1_1748
03AD: set_rubbish 1 
02EA: end_cutscene 
Object.Destroy($716)
Model.Destroy(#BIG_POLY_TINGS)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
Model.Destroy(#CUTOBJ04)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
set_weather 4 
Model.Load(#CHNSAW)
Model.Load(#CLA)
Model.Load(#M4)
Model.Load(#PCJ600)

:GENERL1_2399
if or
  not Model.Available(#CHNSAW)
  not Model.Available(#CLA)
  not Model.Available(#M4)
  not Model.Available(#PCJ600)
jf @GENERL1_2440 
wait 0 
jump @GENERL1_2399 

:GENERL1_2440
023C: load_special_actor 1 'IGGONZ' 

:GENERL1_2452
if 
823D:   not special_actor 1 loaded 
jf @GENERL1_2478 
wait 0 
jump @GENERL1_2452 

:GENERL1_2478
038B: load_requested_models 
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
018A: $2261 = create_checkpoint_at 476.8 30.4 11.0 
0376: $2258 = create_random_actor -242.8 -1342.5 7.1 
Actor.Angle($2258) = 204.5
0376: $2259 = create_random_actor -240.8 -1344.1 7.1 
Actor.Angle($2259) = 89.6
0376: $2260 = create_random_actor -242.3 -1344.7 7.1 
Actor.Angle($2260) = 349.2
03F9: make_actors $2258 $2259 converse_in 86400000 ms 
03F9: make_actors $2260 $2259 converse_in 86400000 ms 
Object.Destroy($1816)
Object.Init($2254, #SPAD_DR_OPEN3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($2254)
Object.Destroy($1815)
Object.Init($2255, #SPAD_DR_OPEN2, 461.961, 31.436, 31.24)
Object.RemoveFromMissionCleanupList($2255)
Object.Destroy($1814)
Object.Init($2256, #SPAD_DR_OPEN1, 454.321, 31.436, 35.198)
Object.RemoveFromMissionCleanupList($2256)
Object.Init($2257, #SEXYPOOLCOVER, 470.68, 30.336, 30.19)
Object.RemoveFromMissionCleanupList($2257)
fade 1 1500 
TIMERB = 0 // @ = int 
00BC: text_highpriority 'GEN1_05' time 5000 1  // ~g~Go and kill Gonzalez!

:GENERL1_2809
if 
8057:   not player $PLAYER_CHAR 0 476.5 27.3 11.28 474.8 33.0 14.3 
jf @GENERL1_3065 
wait 0 
if 
  $2269 == 0 // $ == int 
jf @GENERL1_2925 
if 
8121:   not player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @GENERL1_2925 
Actor.RemoveReferences($2258)
Actor.RemoveReferences($2259)
Actor.RemoveReferences($2260)
$2269 = 1 // $ = int 

:GENERL1_2925
if 
  not Actor.Dead($2258)
jf @GENERL1_2962 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_2962 
Actor.RemoveReferences($2258)

:GENERL1_2962
if 
  not Actor.Dead($2259)
jf @GENERL1_2999 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_2999 
Actor.RemoveReferences($2259)

:GENERL1_2999
if 
  not Actor.Dead($2260)
jf @GENERL1_3036 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL1_3036 
Actor.RemoveReferences($2260)

:GENERL1_3036
03A1: draw_sphere 475.5 30.3 11.0 radius 3.0 
jump @GENERL1_2809 

:GENERL1_3065
00BE: text_clear_all 
Marker.Disable($2261)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
Actor.Create($2251, 4, #SPECIAL01, 466.0, 38.2, 32.0)
01ED: clear_actor $2251 threat_search 
Actor.Health($2251) = 500
02A9: set_actor $2251 immune_to_nonplayer 1 
0245: set_actor $2251 walk_style_to 50 
0446: set_actor $2251 dismemberment_possible 0 
Actor.Create($2252, 4, #CLA, 466.1, 40.1, 32.0)
01ED: clear_actor $2252 threat_search 
Actor.Angle($2252) = 180.0
03F9: make_actors $2251 $2252 converse_in 9999999 ms 
Actor.Create($2253, 4, #CLA, 464.3, 43.7, 32.0)
01ED: clear_actor $2253 threat_search 
Actor.Create($10006, 4, #CLA, 461.0116, 25.452, 30.9712)
Actor.Angle($10006) = 282.4515
0350: set_actor $10006 maintain_position_when_attacked 1 
01B2: give_actor $10006 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10006 weapon_accuracy_to 100 
Actor.Create($10007, 4, #CLA, 462.0253, 35.2066, 30.9712)
Actor.Angle($10007) = 256.7579
0350: set_actor $10007 maintain_position_when_attacked 1 
01B2: give_actor $10007 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10007 weapon_accuracy_to 100 
Actor.Create($10008, 4, #CLA, 472.7354, -144.6409, 10.1874)
Actor.Angle($10008) = 349.4912
0350: set_actor $10008 maintain_position_when_attacked 1 
01B2: give_actor $10008 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10008 weapon_accuracy_to 100 
Actor.Create($10009, 4, #CLA, 489.7369, -138.4309, 10.1874)
Actor.Angle($10009) = 70.6453
0350: set_actor $10009 maintain_position_when_attacked 1 
01B2: give_actor $10009 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10009 weapon_accuracy_to 100 
01CA: actor $10008 kill_player $PLAYER_CHAR 
01CA: actor $10009 kill_player $PLAYER_CHAR 
0239: actor $PLAYER_ACTOR run_to 475.7 30.3 
TIMERA = 0 // @ = int 

:GENERL1_3508
wait 0 
if 
  TIMERA > 5000 // @ > int 
jf @GENERL1_3538 
jump @GENERL1_3589 

:GENERL1_3538
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @GENERL1_3582 
if 
0126:   actor $PLAYER_ACTOR objective_passed 
jf @GENERL1_3582 
0192: set_actor $PLAYER_ACTOR objective_to_stand_still 
jump @GENERL1_3589 

:GENERL1_3582
jump @GENERL1_3508 

:GENERL1_3589
011C: actor $PLAYER_ACTOR clear_objective 
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_3609
if 
  fading 
jf @GENERL1_3633 
wait 0 
jump @GENERL1_3609 

:GENERL1_3633
0055: put_player $PLAYER_CHAR at 454.4 31.3 33.86 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
Camera.SetPosition(468.1, 41.0, 33.5, 0.0, 0.0, 0.0)
Camera.PointAt(461.0, 32.8, 33.0, 2)
fade 1 500 
TIMERA = 0 // @ = int 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @GENERL1_3759 
0211: actor $PLAYER_ACTOR walk_to 460.7 27.5 

:GENERL1_3759
if and
80E3:   not player $PLAYER_CHAR 0 460.7 27.5 radius 0.5 0.5 
  5000 > TIMERA // int > @ 
jf @GENERL1_3935 
wait 0 
if 
00E3:   player $PLAYER_CHAR 0 460.7 27.5 radius 4.0 4.0 
jf @GENERL1_3928 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_3903 
if 
  $61 == 1 // $ == int 
jf @GENERL1_3896 
$61 = 0 // $ = int 
jump @GENERL1_4772 

:GENERL1_3896
jump @GENERL1_3928 

:GENERL1_3903
if 
  $61 == 0 // $ == int 
jf @GENERL1_3928 
$61 = 1 // $ = int 

:GENERL1_3928
jump @GENERL1_3759 

:GENERL1_3935
if 
  not Actor.Dead($2251)
jf @GENERL1_3964 
011C: actor $PLAYER_ACTOR clear_objective 
0210: player $PLAYER_CHAR look_at_actor $2251 

:GENERL1_3964
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_5' as 1 

:GENERL1_3986
if 
83D0:   not wav 1 loaded 
jf @GENERL1_4012 
wait 0 
jump @GENERL1_3986 

:GENERL1_4012
00BC: text_highpriority 'GEN1_10' time 4000 1  // I'm going to shut that big mouth of yours!
03D1: play_wav 1 

:GENERL1_4031
if 
83D2:   not wav 1 ended 
jf @GENERL1_4138 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_4106 
if 
  $61 == 1 // $ == int 
jf @GENERL1_4099 
$61 = 0 // $ = int 
jump @GENERL1_4772 

:GENERL1_4099
jump @GENERL1_4131 

:GENERL1_4106
if 
  $61 == 0 // $ == int 
jf @GENERL1_4131 
$61 = 1 // $ = int 

:GENERL1_4131
jump @GENERL1_4031 

:GENERL1_4138
040D: unload_wav 1 
03D5: remove_text 'GEN1_10'  // I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($2251)
jf @GENERL1_4203 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
020F: actor $2251 look_at_player $PLAYER_CHAR 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 

:GENERL1_4203
if 
  not Actor.Dead($2252)
jf @GENERL1_4224 
011C: actor $2252 clear_objective 

:GENERL1_4224
Camera.SetPosition(462.4, 23.3, 36.2, 0.0, 0.0, 0.0)
Camera.PointAt(459.2, 33.1, 34.0, 2)
03CF: load_wav 'COL1_1' as 1 

:GENERL1_4287
if 
83D0:   not wav 1 loaded 
jf @GENERL1_4313 
wait 0 
jump @GENERL1_4287 

:GENERL1_4313
00BC: text_highpriority 'GEN1_06' time 4000 1  // Eh! He's got a blade!
03D1: play_wav 1 

:GENERL1_4332
if 
83D2:   not wav 1 ended 
jf @GENERL1_4439 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_4407 
if 
  $61 == 1 // $ == int 
jf @GENERL1_4400 
$61 = 0 // $ = int 
jump @GENERL1_4772 

:GENERL1_4400
jump @GENERL1_4432 

:GENERL1_4407
if 
  $61 == 0 // $ == int 
jf @GENERL1_4432 
$61 = 1 // $ = int 

:GENERL1_4432
jump @GENERL1_4332 

:GENERL1_4439
040D: unload_wav 1 
03D5: remove_text 'GEN1_06'  // Eh! He's got a blade!
if 
  not Actor.Dead($2251)
jf @GENERL1_4493 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
0239: actor $2251 run_to 466.1 42.7 

:GENERL1_4493
if 
  not Actor.Dead($2252)
jf @GENERL1_4534 
01B2: give_actor $2252 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2252 weapon_accuracy_to 80 
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_4534
if 
  not Actor.Dead($2253)
jf @GENERL1_4575 
01B2: give_actor $2253 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2253 weapon_accuracy_to 80 
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_4575
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'COL1_6' as 1 

:GENERL1_4597
if 
83D0:   not wav 1 loaded 
jf @GENERL1_4623 
wait 0 
jump @GENERL1_4597 

:GENERL1_4623
00BC: text_highpriority 'GEN1_11' time 4000 1  // Stop running you fat slimeball!
03D1: play_wav 1 

:GENERL1_4642
if 
83D2:   not wav 1 ended 
jf @GENERL1_4749 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL1_4717 
if 
  $61 == 1 // $ == int 
jf @GENERL1_4710 
$61 = 0 // $ = int 
jump @GENERL1_4772 

:GENERL1_4710
jump @GENERL1_4742 

:GENERL1_4717
if 
  $61 == 0 // $ == int 
jf @GENERL1_4742 
$61 = 1 // $ = int 

:GENERL1_4742
jump @GENERL1_4642 

:GENERL1_4749
040D: unload_wav 1 
03D5: remove_text 'GEN1_11'  // Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL1_4772
Object.Destroy($1814)
Object.Destroy($2256)
Object.Init($1814, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1814)
0055: put_player $PLAYER_CHAR at 460.7 27.5 33.8 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
011C: actor $PLAYER_ACTOR clear_objective 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
01CA: actor $10006 kill_player $PLAYER_CHAR 
01CA: actor $10007 kill_player $PLAYER_CHAR 
if 
  not Actor.Dead($2252)
jf @GENERL1_4893 
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_4893
if 
  not Actor.Dead($2253)
jf @GENERL1_4917 
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_4917
if 
  not Actor.Dead($2251)
jf @GENERL1_4950 
0372: set_actor $2251 anim 0 wait_state_time 100 ms 
Marker.CreateAboveActor($2262, $2251)

:GENERL1_4950
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
TIMERA = 0 // @ = int 
TIMERB = 250 // @ = int 

:GENERL1_4978
wait 0 
if 
  not Actor.Dead($2251)
jf @GENERL1_5726 
if 
  $2264 == 0 // $ == int 
jf @GENERL1_5114 
if 
  not Actor.Dead($2251)
jf @GENERL1_5114 
if 
00EC:   actor $2251 0 466.1 42.7 radius 1.0 1.0 
jf @GENERL1_5099 
0239: actor $2251 run_to 472.3 42.8 
$2264 = 1 // $ = int 
jump @GENERL1_5114 

:GENERL1_5099
0239: actor $2251 run_to 466.1 42.7 

:GENERL1_5114
if 
  $2264 == 1 // $ == int 
jf @GENERL1_5230 
if 
  not Actor.Dead($2251)
jf @GENERL1_5230 
if 
00EC:   actor $2251 0 472.3 42.8 radius 1.0 1.0 
jf @GENERL1_5215 
0239: actor $2251 run_to 472.5 35.9 
$2264 = 2 // $ = int 
jump @GENERL1_5230 

:GENERL1_5215
0239: actor $2251 run_to 472.3 42.8 

:GENERL1_5230
if 
  $2264 == 2 // $ == int 
jf @GENERL1_5512 
if 
  not Actor.Dead($2251)
jf @GENERL1_5512 
if 
00EC:   actor $2251 0 472.5 35.9 radius 1.0 1.0 
jf @GENERL1_5497 
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_5452 
03CF: load_wav 'COL1_2' as 1 

:GENERL1_5362
if 
83D0:   not wav 1 loaded 
jf @GENERL1_5388 
wait 0 
jump @GENERL1_5362 

:GENERL1_5388
00BC: text_highpriority 'GEN1_07' time 4000 1  // Go away from me, you cheap bastard!
03D1: play_wav 1 

:GENERL1_5407
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2251)
jf @GENERL1_5438 
wait 0 
jump @GENERL1_5407 

:GENERL1_5438
040D: unload_wav 1 
03D5: remove_text 'GEN1_07'  // Go away from me, you cheap bastard!

:GENERL1_5452
if 
  not Actor.Dead($2251)
jf @GENERL1_5483 
0239: actor $2251 run_to 464.0 35.6 

:GENERL1_5483
$2264 = 3 // $ = int 
jump @GENERL1_5512 

:GENERL1_5497
0239: actor $2251 run_to 472.5 35.9 

:GENERL1_5512
if 
  $2264 == 3 // $ == int 
jf @GENERL1_5628 
if 
  not Actor.Dead($2251)
jf @GENERL1_5628 
if 
00EC:   actor $2251 0 464.0 35.6 radius 1.0 1.0 
jf @GENERL1_5613 
0239: actor $2251 run_to 463.0 31.6 
$2264 = 4 // $ = int 
jump @GENERL1_5628 

:GENERL1_5613
0239: actor $2251 run_to 464.0 35.6 

:GENERL1_5628
if 
  $2264 == 4 // $ == int 
jf @GENERL1_5719 
if 
  not Actor.Dead($2251)
jf @GENERL1_5719 
if 
00EC:   actor $2251 0 463.0 31.6 radius 1.0 1.0 
jf @GENERL1_5719 
011C: actor $2251 clear_objective 
0350: set_actor $2251 maintain_position_when_attacked 1 
jump @GENERL1_5787 

:GENERL1_5719
jump @GENERL1_5773 

:GENERL1_5726
018C: play_sound 1 at 0.0 0.0 0.0 
if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
jf @GENERL1_5766 

:GENERL1_5766
jump @GENERL1_8048 

:GENERL1_5773
gosub @GENERL1_9236 
jump @GENERL1_4978 

:GENERL1_5787
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(470.2, 37.1, 34.2, 0.0, 0.0, 0.0)
Camera.PointAt(460.1, 31.0, 32.0, 2)
TIMERA = 0 // @ = int 

:GENERL1_5863
wait 0 
if 
  not Actor.Dead($2251)
jf @GENERL1_5955 
if 
00EC:   actor $2251 0 457.8 31.4 radius 1.0 1.0 
jf @GENERL1_5940 
011C: actor $2251 clear_objective 
jump @GENERL1_5988 
jump @GENERL1_5955 

:GENERL1_5940
0239: actor $2251 run_to 457.8 31.4 

:GENERL1_5955
if 
  TIMERA > 3000 // @ > int 
jf @GENERL1_5981 
jump @GENERL1_5988 

:GENERL1_5981
jump @GENERL1_5863 

:GENERL1_5988
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_6003
if 
  fading 
jf @GENERL1_6027 
wait 0 
jump @GENERL1_6003 

:GENERL1_6027
if 
  not Actor.Dead($2251)
jf @GENERL1_6113 
Actor.PutAt($2251, 474.7, 29.9, 11.07)
Actor.Angle($2251) = 92.5
Car.Create($10005, #PCJ600, 485.265, 31.5027, 10.9015)
Car.Angle($10005) = 184.7306
053F: set_car $10005 tires_vulnerable 0 

:GENERL1_6113
fade 1 500 
Camera.SetPosition(484.2, 37.0, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(479.7, 27.5, 11.5, 2)
if 
  not Actor.Dead($2251)
jf @GENERL1_6202 
0350: set_actor $2251 maintain_position_when_attacked 0 
01D5: actor $2251 go_to_and_drive_car $10005 

:GENERL1_6202
03CF: load_wav 'COL1_3' as 1 

:GENERL1_6214
if 
83D0:   not wav 1 loaded 
jf @GENERL1_6240 
wait 0 
jump @GENERL1_6214 

:GENERL1_6240
00BC: text_highpriority 'GEN1_08' time 4000 1  // Oh sweet Jesus, I've wasted my life and my looks!
03D1: play_wav 1 

:GENERL1_6259
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2251)
jf @GENERL1_6290 
wait 0 
jump @GENERL1_6259 

:GENERL1_6290
040D: unload_wav 1 
03D5: remove_text 'GEN1_08'  // Oh sweet Jesus, I've wasted my life and my looks!
if 
  not Actor.Dead($2251)
jf @GENERL1_6320 

:GENERL1_6320
wait 1000 
if 
  not Actor.Dead($2251)
jf @GENERL1_6341 

:GENERL1_6341
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_6419 
Actor.PutAt($PLAYER_ACTOR, 474.7, 29.9, 11.07)
Actor.Angle($PLAYER_ACTOR) = 92.5

:GENERL1_6419
0350: set_actor $PLAYER_ACTOR maintain_position_when_attacked 0 
0239: actor $PLAYER_ACTOR run_to 482.8 30.9 
03CF: load_wav 'COL1_7' as 1 

:GENERL1_6453
if and
83D0:   not wav 1 loaded 
  not Actor.Dead($2251)
jf @GENERL1_6484 
wait 0 
jump @GENERL1_6453 

:GENERL1_6484
00BC: text_highpriority 'GEN1_12' time 4000 1  // Stand still and I'll make it quick!
03D1: play_wav 1 

:GENERL1_6503
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2251)
jf @GENERL1_6534 
wait 0 
jump @GENERL1_6503 

:GENERL1_6534
040D: unload_wav 1 
03D5: remove_text 'GEN1_12'  // Stand still and I'll make it quick!
wait 1500 
Object.Destroy($2254)
Object.Destroy($1816)
Object.Init($1816, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1816)
011C: actor $PLAYER_ACTOR clear_objective 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_05' time 5000 1  // ~g~Go and kill Gonzalez!
TIMERA = 0 // @ = int 
TIMERB = 250 // @ = int 

:GENERL1_6645
wait 0 
if 
  not Actor.Dead($2251)
jf @GENERL1_7619 
if 
  Actor.InCar($2251, $10005)
jf @GENERL1_6743 
00AE: set_vehicle $10005 traffic_behavior_to 2 
Car.SetMaxSpeed($10005, 45.0)
Car.DriveTo($10005, 377.0814, -444.7173, 10.0538)
jump @GENERL1_6743 
00BC: text_highpriority 'GEN1_18' time 5000 1  // ~r~Gonzalez has made it safely to the Police Station!

:GENERL1_6743
if 
  Actor.InCar($2251, $10005)
jf @GENERL1_6770 
01D5: actor $2251 go_to_and_drive_car $10005 

:GENERL1_6770
if 
00FE:   actor $2251 0 377.0814 -444.7173 10.0538 radius 3.0 3.0 5.0 
jf @GENERL1_6845 
00BC: text_highpriority 'GEN1_18' time 5000 1  // ~r~Gonzalez has made it safely to the Police Station!
Actor.DestroyWithFade($2251)
jump @GENERL1_8880 

:GENERL1_6845
if 
  Car.Wrecked($10005)
jf @GENERL1_6899 
if 
82BF:   not car $10005 sunk 
jf @GENERL1_6899 
0239: actor $2251 run_to 377.0814 -444.7173 
jump @GENERL1_6899 

:GENERL1_6899
01CA: actor $2252 kill_player $PLAYER_CHAR 
TIMERA = 0 // @ = int 
0239: actor $2253 run_to $95 $96 
jump @GENERL1_6940 
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_6940
TIMERB = 0 // @ = int 
if 
  $2265 == 0 // $ == int 
jf @GENERL1_7112 
if 
8057:   not player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_7112 
if 
  not Actor.Dead($2252)
jf @GENERL1_7059 
Actor.PutAt($2252, 477.0, 28.7, 11.0)
Actor.Angle($2252) = 272.4

:GENERL1_7059
if 
  not Actor.Dead($2253)
jf @GENERL1_7105 
Actor.PutAt($2253, 477.0, 32.7, 11.0)
Actor.Angle($2253) = 272.4

:GENERL1_7105
$2265 = 1 // $ = int 

:GENERL1_7112
if 
00E9:   player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 
jf @GENERL1_7193 
if 
  $2264 == 4 // $ == int 
jf @GENERL1_7168 
$2264 = 5 // $ = int 

:GENERL1_7168
if 
  $2264 == 6 // $ == int 
jf @GENERL1_7193 
$2264 = 7 // $ = int 

:GENERL1_7193
if 
  $2264 == 5 // $ == int 
jf @GENERL1_7320 
03CF: load_wav 'COL1_4' as 1 

:GENERL1_7223
if 
83D0:   not wav 1 loaded 
jf @GENERL1_7249 
wait 0 
jump @GENERL1_7223 

:GENERL1_7249
00BC: text_highpriority 'GEN1_09' time 4000 1  // I pay you double, Tommy, DOUBLE!
03D1: play_wav 1 

:GENERL1_7268
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2251)
jf @GENERL1_7299 
wait 0 
jump @GENERL1_7268 

:GENERL1_7299
040D: unload_wav 1 
03D5: remove_text 'GEN1_09'  // I pay you double, Tommy, DOUBLE!
$2264 = 6 // $ = int 

:GENERL1_7320
if 
  Actor.Dead($2251)
jf @GENERL1_7383 
018C: play_sound 1 at 0.0 0.0 0.0 
if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
jf @GENERL1_7376 

:GENERL1_7376
jump @GENERL1_8048 

:GENERL1_7383
if 
  $2264 == 7 // $ == int 
jf @GENERL1_7541 
if 
00E9:   player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 
jf @GENERL1_7534 
03CF: load_wav 'COL1_8' as 1 

:GENERL1_7444
if 
83D0:   not wav 1 loaded 
jf @GENERL1_7470 
wait 0 
jump @GENERL1_7444 

:GENERL1_7470
00BC: text_highpriority 'GEN1_13' time 4000 1  // Quit your squealing, no one cares, fatso!
03D1: play_wav 1 

:GENERL1_7489
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2251)
jf @GENERL1_7520 
wait 0 
jump @GENERL1_7489 

:GENERL1_7520
040D: unload_wav 1 
03D5: remove_text 'GEN1_13'  // Quit your squealing, no one cares, fatso!

:GENERL1_7534
$2264 = 8 // $ = int 

:GENERL1_7541
if 
  not Actor.Dead($2251)
jf @GENERL1_7612 
if 
00FE:   actor $2251 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
jf @GENERL1_7612 
jump @GENERL1_7673 

:GENERL1_7612
jump @GENERL1_7666 

:GENERL1_7619
018C: play_sound 1 at 0.0 0.0 0.0 
if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
jf @GENERL1_7659 

:GENERL1_7659
jump @GENERL1_8048 

:GENERL1_7666
jump @GENERL1_6645 

:GENERL1_7673
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
$1000 = 1 // $ = int 
Camera.SetAtPos(393.5, -476.4, 12.3)
0395: clear_area 1 at 405.5 -473.2 9.0 range 30.0 
Camera.SetPosition(403.96, -463.42, 15.2, 0.0, 0.0, 0.0)
Camera.PointAt(396.33, -472.82, 11.8, 2)
if 
00F5:   player $PLAYER_CHAR 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 
jf @GENERL1_7858 
0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664 

:GENERL1_7858
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_7936 
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 

:GENERL1_7936
if 
  not Actor.Dead($2251)
jf @GENERL1_7987 
011C: actor $2251 clear_objective 
Actor.PutAt($2251, 405.5, -473.2, 9.0)
Actor.Angle($2251) = 49.0

:GENERL1_7987
wait 3000 
$1000 = 0 // $ = int 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Actor.DestroyInstantly($2251)
02A3: enable_widescreen 0 
00BC: text_highpriority 'GEN1_18' time 5000 1  // ~r~Gonzalez has made it safely to the Police Station!
jump @GENERL1_8880 

:GENERL1_8048
Marker.Disable($2262)
if 
   not $2264 == 1 // $ == int 
jf @GENERL1_8078 
$2264 = 0 // $ = int 

:GENERL1_8078
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_8158 
Object.Destroy($1814)
Object.Init($2256, #SPAD_DR_OPEN1, 454.321, 31.436, 35.198)
Object.RemoveFromMissionCleanupList($2256)

:GENERL1_8158
00BB: text_lowpriority 'GEN1_23' time 10000 1  // ~g~Go back through the doors to return to the ground floor.

:GENERL1_8173
if 
0057:   player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 
jf @GENERL1_8548 
wait 0 
03A1: draw_sphere 461.7 31.5 29.9 radius 3.0 
03A1: draw_sphere 454.1 31.3 33.8 radius 3.0 
if or
0057:   player $PLAYER_CHAR 0 463.22 32.4 30.2 462.04 30.47 32.5 
0057:   player $PLAYER_CHAR 0 455.9 30.33 33.83 454.15 32.56 36.57 
jf @GENERL1_8541 
0169: set_fade_color 0 0 1 
fade 0 500 

:GENERL1_8369
if 
  fading 
jf @GENERL1_8393 
wait 0 
jump @GENERL1_8369 

:GENERL1_8393
Object.Destroy($2256)
Object.Destroy($2255)
Object.Destroy($2254)
Object.Destroy($1814)
Object.Destroy($1815)
Object.Destroy($1816)
Object.Init($1814, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1814)
Object.Init($1815, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)
Object.Init($1816, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1816)
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 274.5 
fade 1 500 

:GENERL1_8541
jump @GENERL1_8173 

:GENERL1_8548
03D5: remove_text 'GEN1_23'  // ~g~Go back through the doors to return to the ground floor.
00BB: text_lowpriority 'SNBOB19' time 10000 1 
Player.WantedLevel($PLAYER_CHAR) = 0

:GENERL1_8580
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL1_8614 
wait 0 
gosub @GENERL1_9236 
jump @GENERL1_8580 

:GENERL1_8614
03D5: remove_text 'SNBOB19' 
00BB: text_lowpriority 'GEN1_21' time 5000 1  // ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~.
Player.WantedLevel($PLAYER_CHAR) = 0
018A: $2263 = create_checkpoint_at 327.2 429.9 10.3 

:GENERL1_8666
wait 0 
if or
0329:   garage $684 respray_done 
0329:   garage $685 respray_done 
jf @GENERL1_8725 
Marker.Disable($2263)
wait 4000 
03D5: remove_text 'GEN1_22'  // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
jump @GENERL1_8897 
jump @GENERL1_8750 

:GENERL1_8725
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @GENERL1_8750 
jump @GENERL1_8897 

:GENERL1_8750
if 
  $2264 == 0 // $ == int 
jf @GENERL1_8838 
if and
00F5:   player $PLAYER_CHAR 1 327.2 429.9 10.3 radius 2.5 2.5 2.5 
00E0:   player $PLAYER_CHAR in_any_car 
jf @GENERL1_8838 
03E5: text_box 'GEN1_22'  // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
$2264 = 1 // $ = int 

:GENERL1_8838
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL1_8866 
Marker.Disable($2263)
jump @GENERL1_8048 

:GENERL1_8866
gosub @GENERL1_9236 
jump @GENERL1_8666 

:GENERL1_8880
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:GENERL1_8897
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 250 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
$1270 = 1 // $ = int 
start_new_script @CLOTH6 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 250
0318: set_latest_mission_passed 'COL_1'  // Treacherous Swine
030C: progress_made += 1 
$905 = 1 // $ = int 
start_new_script @GEN2 
$PASSED_COL1_TREACHEROUS_SWINE = 1 // $ = int 
return 

:GENERL1_9009
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Actor.DestroyWithFade($2251)
0296: unload_special_actor 1 
Model.Destroy(#CLA)
Model.Destroy(#CHNSAW)
Model.Destroy(#M4)
Model.Destroy(#PCJ600)
0335: set_free_paynspray_to 0 
01B7: release_weather 
$1000 = 0 // $ = int 
Object.Destroy($2256)
Object.Destroy($2255)
Object.Destroy($2254)
Object.Destroy($1814)
Object.Destroy($1815)
Object.Destroy($1816)
Object.Init($1814, #SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1814)
Object.Init($1815, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)
Object.Init($1816, #SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1816)
Object.Destroy($2257)
Marker.Disable($2261)
Marker.Disable($2262)
Marker.Disable($2263)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
mission_cleanup 
return 

:GENERL1_9236
if 
  TIMERA > 500 // @ > int 
jf @GENERL1_9401 
if 
  not Actor.Dead($2252)
jf @GENERL1_9394 
if 
80FB:   not player $PLAYER_CHAR 0 $2252 radius 7.0 7.0 7.0 
jf @GENERL1_9386 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
8510:   not actor $2252 path_is_clear $95 $96 $97 radius 1.0 
jf @GENERL1_9379 
009E: set_actor $2252 follow_path $95 $96 $97 radius 1.0 move_stat 1 
jump @GENERL1_9379 

:GENERL1_9379
jump @GENERL1_9394 

:GENERL1_9386
01CA: actor $2252 kill_player $PLAYER_CHAR 

:GENERL1_9394
TIMERA = 0 // @ = int 

:GENERL1_9401
if 
  TIMERB > 500 // @ > int 
jf @GENERL1_9566 
if 
  not Actor.Dead($2253)
jf @GENERL1_9559 
if 
80FB:   not player $PLAYER_CHAR 0 $2253 radius 7.0 7.0 7.0 
jf @GENERL1_9551 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
8510:   not actor $2253 path_is_clear $95 $96 $97 radius 1.0 
jf @GENERL1_9544 
009E: set_actor $2253 follow_path $95 $96 $97 radius 1.0 move_stat 1 
jump @GENERL1_9544 

:GENERL1_9544
jump @GENERL1_9559 

:GENERL1_9551
01CA: actor $2253 kill_player $PLAYER_CHAR 

:GENERL1_9559
TIMERB = 0 // @ = int 

:GENERL1_9566
return 

//-------------Mission 8---------------
// Originally: Mall Shootout

:COL2
gosub @COL2_36 
if 
  wasted_or_busted 
jf @COL2_27 
gosub @COL2_10479 

:COL2_27
gosub @COL2_10580 
terminate_this_script 

:COL2_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'COL2' 
wait 0 
054C: use_GXT_table 'GENERA2' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2278 = 0 // $ = int 
$2279 = 0 // $ = int 
$2280 = -1 // $ = int 
$2273 = 0 // $ = int 
$2281 = 0 // $ = int 
$2274 = 0 // $ = int 
$98 = 0.0 // $ = float 
$2275 = 0 // $ = int 
$2276 = 0 // $ = int 
$2277 = 0 // $ = int 
$2607 = 1 // $ = int 
$2560 = 0 // $ = int 
$2561 = 0 // $ = int 
$2562 = 0 // $ = int 
$2563 = 0 // $ = int 
$2564 = 0 // $ = int 
$2567 = 0 // $ = int 
$2568 = 0 // $ = int 
$2569 = 0 // $ = int 
$2282 = 2 // $ = int 
$2284 = 0 // $ = int 
$10009 = 0 // $ = int 
$3486 = 0 // $ = int 
$3499 = 0 // $ = int 
$3500 = 0 // $ = int 
$3501 = 0 // $ = int 
$1599 = 0 // $ = int 
$1600 = 0 // $ = int 
$3508 = 0 // $ = int 
$1601 = 0 // $ = int 
$3509 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONB' 
023C: load_special_actor 4 'CSERVRB' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
Object.StorePos($714, $448, $449, $450)
Object.Init($716, #BIG_POLY_TINGS, $448, $449, $450)
038B: load_requested_models 

:COL2_419
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 
jf @COL2_457 
wait 0 
jump @COL2_419 

:COL2_457
if or
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
  not Model.Available(#YT_DOORS14)
  not Model.Available(#YT_TMP_BOAT)
  not Model.Available(#LODMAIN_BODY)
  not Model.Available(#BIG_POLY_TINGS)
jf @COL2_503 
wait 0 
jump @COL2_457 

:COL2_503
if 
  not Model.Available(#YT_GANGPLNK_TMP)
jf @COL2_529 
wait 0 
jump @COL2_503 

:COL2_529
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_2' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
02E5: $2270 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2270 'CGONB' 
02E5: $2271 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2271 'CSERVRB' 
04E4: request_collision_at -244.2799 -1360.67 
Camera.SetAtPos(-244.2799, -1360.67, 7.0786)
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
041D: set_camera_near_clip 0.3 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COL2_803
if 
  5347 > $CUT_SCENE_TIME // int > $ 
jf @COL2_838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_803 

:COL2_838
00BC: text_highpriority 'COL2_A' time 10000 1  // Tommy! Come, join me.

:COL2_853
if 
  9864 > $CUT_SCENE_TIME // int > $ 
jf @COL2_888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_853 

:COL2_888
00BC: text_highpriority 'COL2_B' time 10000 1  // This looks delicious, huh? Tapir snout?

:COL2_903
if 
  13052 > $CUT_SCENE_TIME // int > $ 
jf @COL2_938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_903 

:COL2_938
00BC: text_highpriority 'COL2_C' time 10000 1  // Uhhh... no, no. No, thanks.

:COL2_953
if 
  14891 > $CUT_SCENE_TIME // int > $ 
jf @COL2_988 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_953 

:COL2_988
00BC: text_highpriority 'COL2_D' time 10000 1  // Tommy, you are like a pampas breeze that has freed me from the stench of corruption,

:COL2_1003
if 
  20085 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1038 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1003 

:COL2_1038
00BC: text_highpriority 'COL2_E' time 10000 1  // although, I must appear to mourn his passing and carry on with business as usual.

:COL2_1053
if 
  24630 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1088 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1053 

:COL2_1088
00BC: text_highpriority 'COL2_F' time 10000 1  // This isn't getting me any closer to my money...

:COL2_1103
if 
  26918 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1138 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1103 

:COL2_1138
00BC: text_highpriority 'COL2_G' time 10000 1  // Tommy, my friend, you are not in Liberty now. Here we do things differently.

:COL2_1153
if 
  33020 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1190 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1153 

:COL2_1190
00BC: text_highpriority 'COL2_H' time 10000 1  // I will continue with my enquiries but in the meantime I have a valuable deal to close.

:COL2_1205
if 
  38898 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1242 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1205 

:COL2_1242
00BC: text_highpriority 'COL2_I' time 10000 1  // A favor for a friend, Cortez?

:COL2_1257
if 
  40828 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1294 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1257 

:COL2_1294
00BC: text_highpriority 'COL2_J' time 10000 1  // You're a good friend, Tommy. I knew you would not let me down.

:COL2_1309
if 
  44168 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1346 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1309 

:COL2_1346
00BC: text_highpriority 'COL2_K' time 10000 1  // I need you to meet a courier who has obtained some valuable technology for me...

:COL2_1361
if 
  48182 > $CUT_SCENE_TIME // int > $ 
jf @COL2_1398 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL2_1361 

:COL2_1398
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL2_1415
if 
  fading 
jf @COL2_1439 
wait 0 
jump @COL2_1415 

:COL2_1439
if 
82E9:   not cutscene_reached_end 
jf @COL2_1463 
wait 0 
jump @COL2_1439 

:COL2_1463
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Object.Destroy($716)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#PCJ600)
Model.Load(#COLT45)
Model.Load(#UZI)
Model.Load(#DYNAMITE)
Model.Load(#CHEETAH)
023C: load_special_actor 1 'FSFA' 
023C: load_special_actor 2 'COURIER' 
03CF: load_wav 'COL2_1' as 1 
03CF: load_wav 'COL2_2' as 2 
038B: load_requested_models 

:COL2_1604
if or
  not Model.Available(#PCJ600)
  not Model.Available(#COLT45)
  not Model.Available(#UZI)
  not Model.Available(#DYNAMITE)
  not Model.Available(#CHEETAH)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL2_1658 
wait 0 
jump @COL2_1604 

:COL2_1658
0169: set_fade_color 0 0 1 
fade 1 1500 
00BC: text_highpriority 'COL2_B1' time 15000 1  // ~g~Meet the courier at the mall.
01BD: $2283 = current_time_in_ms 
$2283 += 20000 // $ += int 
Actor.Create(0@, 4, #SPECIAL02, 6.1112, -937.0656, 15.076)
02A9: set_actor 0@ immune_to_nonplayer 1 
0411: set_actor 0@ use_pednode_seek 0 
Actor.Angle(0@) = 262.8159
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0350: set_actor 0@ maintain_position_when_attacked 1 
0243: set_actor 0@ ped_stats_to 16 
0489: set_actor 0@ muted 1 
0481: set_enter_car_range_multiplier 6.0 
Marker.CreateAboveActor($2272, 0@)
if 
  $ONMISSION == 0 // $ == int 
jf @COL2_2031 
Actor.Create(1@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(2@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(3@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(4@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(6@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
Actor.Create(7@, 4, #SPECIAL01, -15.6727, -929.0634, 15.066)
Actor.Create(8@, 4, #SPECIAL01, -10.2667, -937.9695, 9.4077)
Actor.Create(9@, 4, #SPECIAL01, -9.9934, -939.7717, 9.4492)
Actor.Create(11@, 4, #SPECIAL01, -15.225, -949.0593, 15.072)

:COL2_2031
$61 = 0 // $ = int 

:COL2_2038
wait 0 
01BD: $4811 = current_time_in_ms 
if 
  $2273 > 0 // $ > int 
jf @COL2_2097 
if 
  $2277 == 0 // $ == int 
jf @COL2_2097 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
$2277 = 1 // $ = int 

:COL2_2097
if 
  12 > $2278 // int > $ 
jf @COL2_2219 
if 
  Actor.Dead(0@)
jf @COL2_2153 
00BC: text_highpriority 'COL2_F1' time 5000 1  // ~r~You killed the contact!
jump @COL2_10479 

:COL2_2153
if 
  1 > $2278 // int > $ 
jf @COL2_2214 
if 
8184:   not actor 0@ health > 95 
jf @COL2_2207 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_2207
jump @COL2_2219 

:COL2_2214
048F: actor 0@ remove_weapons 

:COL2_2219
if 
  $2284 == 0 // $ == int 
jf @COL2_2316 
if 
001C:   $4811 > $2283 // $ > $ int 
jf @COL2_2316 
03E6: remove_text_box 
03E5: text_box 'AMMUHLP'  // If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~Gun blip~w~ on the radar.
Marker.Disable($433)
02A8: $433 = create_marker 16 at $531 $532 $533 
03E7: flash_hud 8 
0084: $2283 = $4811 // $ = $ int 
$2283 += 3000 // $ += int 
$2284 = 1 // $ = int 

:COL2_2316
if 
  $2284 == 1 // $ == int 
jf @COL2_2364 
if 
001C:   $4811 > $2283 // $ > $ int 
jf @COL2_2364 
03E7: flash_hud -1 
$2284 = 2 // $ = int 

:COL2_2364
if 
  $2281 == 0 // $ == int 
jf @COL2_2459 
if 
00E3:   player $PLAYER_CHAR 0 3.353 -938.9778 radius 100.0 100.0 
jf @COL2_2459 
03E6: remove_text_box 
03E5: text_box 'BLIPHLP'  // The blip on the radar is a triangle pointing up, this shows that the target is higher than the player.
03E7: flash_hud 8 
0084: $2274 = $4811 // $ = $ int 
$2274 += 3000 // $ += int 
$2281 = 1 // $ = int 

:COL2_2459
if 
  $2281 == 1 // $ == int 
jf @COL2_2507 
if 
001C:   $4811 > $2274 // $ > $ int 
jf @COL2_2507 
03E7: flash_hud -1 
$2281 = 2 // $ = int 

:COL2_2507
if and
  $2278 > 1 // $ > int 
  12 > $2278 // int > $ 
jf @COL2_2859 
if 
00E1:   player 0 pressed_button 16 
jf @COL2_2834 
if 
  $61 == 1 // $ == int 
jf @COL2_2827 
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
if 
  5 > $2278 // int > $ 
jf @COL2_2643 
Actor.Create(1@, 4, #SPECIAL01, 4.2931, -947.4683, 20.733)
Actor.Create(2@, 4, #SPECIAL01, 2.4581, -947.4636, 20.733)

:COL2_2643
if 
  9 > $2278 // int > $ 
jf @COL2_2709 
Actor.Create(3@, 4, #SPECIAL01, 2.7139, -936.8358, 9.3967)
Actor.Create(4@, 4, #SPECIAL01, 4.6123, -937.3372, 9.3965)

:COL2_2709
if 
  11 > $2278 // int > $ 
jf @COL2_2797 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
Actor.PutAt(0@, -8.3703, -934.7144, 9.4119)
0411: set_actor 0@ use_pednode_seek 0 
0502: set_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 4 // $ = int 

:COL2_2797
$2278 = 12 // $ = int 
0084: $2279 = $4811 // $ = $ int 
$2279 -= 500 // $ -= int 
$61 = 2 // $ = int 

:COL2_2827
jump @COL2_2859 

:COL2_2834
if 
  $61 == 0 // $ == int 
jf @COL2_2859 
$61 = 1 // $ = int 

:COL2_2859
if 
  $2278 == 13 // $ == int 
jf @COL2_3086 
if 
8057:   not player $PLAYER_CHAR 0 -39.0665 -968.8087 9.4111 47.3099 -909.2296 33.5801 
jf @COL2_2984 
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(11@)
$2278 = 14 // $ = int 
jump @COL2_3086 

:COL2_2984
if 
  not Actor.Dead(0@)
jf @COL2_3086 
if 
  $2280 == 7 // $ == int 
jf @COL2_3086 
if 
02CB:   actor 0@ bounding_sphere_visible 
jf @COL2_3086 
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(4@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(11@)
$2278 = 14 // $ = int 

:COL2_3086
if 
  $2278 == 12 // $ == int 
jf @COL2_3888 
if or
03D2:   wav 1 ended 
  $61 == 2 // $ == int 
jf @COL2_3888 
if or
03D0:   wav 2 loaded 
  $61 == 2 // $ == int 
jf @COL2_3888 
if 
001C:   $4811 > $2279 // $ > $ int 
jf @COL2_3888 
Player.CanMove($PLAYER_CHAR, True)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732 15.4658 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not $61 == 2 // $ == int 
jf @COL2_3235 
03D1: play_wav 2 

:COL2_3235
$2607 = 0 // $ = int 
Actor.Create(6@, 4, #SPECIAL01, 18.9999, -928.7729, 15.0727)
0291: set_actor 6@ heed_threats 1 
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
01B2: give_actor 6@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 6@ kill_player $PLAYER_CHAR 
Actor.Create(7@, 4, #SPECIAL01, -15.6727, -929.0634, 15.066)
0291: set_actor 7@ heed_threats 1 
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
01B2: give_actor 7@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 7@ kill_player $PLAYER_CHAR 
Actor.Create(8@, 4, #SPECIAL01, -10.2667, -937.9695, 9.4077)
0291: set_actor 8@ heed_threats 1 
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
01B2: give_actor 8@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 8@ kill_player $PLAYER_CHAR 
Actor.Create(9@, 4, #SPECIAL01, -9.9934, -939.7717, 9.4492)
0291: set_actor 9@ heed_threats 1 
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
01B2: give_actor 9@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 9@ kill_player $PLAYER_CHAR 
Actor.Create(11@, 4, #SPECIAL01, -15.225, -949.0593, 15.072)
0291: set_actor 11@ heed_threats 1 
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
01B2: give_actor 11@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 11@ kill_player $PLAYER_CHAR 
if 
  not Actor.Dead(1@)
jf @COL2_3612 
0291: set_actor 1@ heed_threats 1 
0243: set_actor 1@ ped_stats_to 16 
011A: set_actor 1@ search_threat 1 
01B2: give_actor 1@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:COL2_3612
if 
  not Actor.Dead(2@)
jf @COL2_3667 
0291: set_actor 2@ heed_threats 1 
0243: set_actor 2@ ped_stats_to 16 
011A: set_actor 2@ search_threat 1 
01B2: give_actor 2@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:COL2_3667
if 
  not Actor.Dead(3@)
jf @COL2_3722 
0291: set_actor 3@ heed_threats 1 
0243: set_actor 3@ ped_stats_to 16 
011A: set_actor 3@ search_threat 1 
01B2: give_actor 3@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 3@ kill_player $PLAYER_CHAR 

:COL2_3722
if 
  not Actor.Dead(4@)
jf @COL2_3777 
0291: set_actor 4@ heed_threats 1 
0243: set_actor 4@ ped_stats_to 16 
011A: set_actor 4@ search_threat 1 
01B2: give_actor 4@ weapon 17 ammo 999 // Load the weapon model before using this 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:COL2_3777
if 
  not Actor.Dead(0@)
jf @COL2_3881 
Marker.CreateAboveActor($2272, 0@)
00BC: text_highpriority 'COL2_B2' time 10000 1  // ~g~The courier is fleeing with the guidance chips! Don't let him get away!
Car.Create($10010, #CHEETAH, 41.7295, -897.1017, 9.3919)
Car.Angle($10010) = 359.1412
0423: car $10010 improve_handling 1.5 
Car.SetImmunities($10010, 1, 1, 1, 1, 1)
$10009 = 1 // $ = int 

:COL2_3881
$2278 = 13 // $ = int 

:COL2_3888
if 
  $2278 > 12 // $ > int 
jf @COL2_3944 
if 
80E3:   not player $PLAYER_CHAR 0 36.1736 -895.8868 radius 120.0 120.0 
jf @COL2_3944 

:COL2_3944
if 
  $2278 == 11 // $ == int 
jf @COL2_4126 
if 
03D0:   wav 2 loaded 
jf @COL2_4126 
if 
001C:   $4811 > $2279 // $ > $ int 
jf @COL2_4126 
Camera.SetPosition(-16.767, -942.2947, 10.064, 0.0, 0.0, 0.0)
Camera.PointAt(-15.8789, -941.8711, 10.2422, 2)
0395: clear_area 0 at -5.4288 -939.4909 13.0343 range 10.0 
022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
0084: $2279 = $4811 // $ = $ int 
$2279 += 2000 // $ += int 
$2278 = 12 // $ = int 

:COL2_4126
if 
  $2278 == 10 // $ == int 
jf @COL2_4254 
if 
03D2:   wav 2 ended 
jf @COL2_4254 
if 
03D0:   wav 1 loaded 
jf @COL2_4254 
if 
001C:   $4811 > $2279 // $ > $ int 
jf @COL2_4254 
03CF: load_wav 'COL2_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'COL2_9' time 5000 1  // You American idiot! They followed you here!
$2280 = 0 // $ = int 
0084: $2279 = $4811 // $ = $ int 
$2279 += 2000 // $ += int 
$2278 = 11 // $ = int 

:COL2_4254
if 
  $2278 == 9 // $ == int 
jf @COL2_4521 
if 
03D2:   wav 1 ended 
jf @COL2_4521 
if 
03D0:   wav 2 loaded 
jf @COL2_4521 
Camera.SetPosition(2.7282, -949.3295, 23.6051, 0.0, 0.0, 0.0)
Camera.PointAt(2.7581, -948.4955, 23.054, 2)
if 
  not Actor.Dead(1@)
jf @COL2_4410 
Actor.PutAt(1@, 4.2931, -947.4683, -100.0)
011C: actor 1@ clear_objective 
020F: actor 1@ look_at_player $PLAYER_CHAR 
04C6: actor 1@ aim_gun_at_actor $PLAYER_ACTOR 

:COL2_4410
if 
  not Actor.Dead(2@)
jf @COL2_4467 
Actor.PutAt(2@, 2.4581, -947.4636, -100.0)
011C: actor 2@ clear_objective 
020F: actor 2@ look_at_player $PLAYER_CHAR 
04C6: actor 2@ aim_gun_at_actor $PLAYER_ACTOR 

:COL2_4467
00BC: text_highpriority 'COL2_6A' time 5000 1  // Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav 2 
03CF: load_wav 'COL2_9' as 1 
0084: $2279 = $4811 // $ = $ int 
$2279 += 1000 // $ += int 
$2278 = 10 // $ = int 

:COL2_4521
if 
  $2278 == 8 // $ == int 
jf @COL2_4652 
Actor.Create(3@, 4, #SPECIAL01, 2.5231, -924.9479, 9.3967)
Actor.Create(4@, 4, #SPECIAL01, 5.3188, -924.7693, 9.3965)
0411: set_actor 3@ use_pednode_seek 0 
0211: actor 3@ walk_to 2.7139 -936.8358 
0411: set_actor 3@ use_pednode_seek 0 
0411: set_actor 4@ use_pednode_seek 0 
0211: actor 4@ walk_to 4.6123 -937.3372 
0411: set_actor 4@ use_pednode_seek 0 
$2278 = 9 // $ = int 

:COL2_4652
if 
  $2278 == 7 // $ == int 
jf @COL2_4762 
if 
03D2:   wav 2 ended 
jf @COL2_4762 
if 
03D0:   wav 1 loaded 
jf @COL2_4762 
00BC: text_highpriority 'COL2_5' time 2000 1  // Oh...d'accord.
03D1: play_wav 1 
03CF: load_wav 'COL2_6A' as 2 
01D2: actor 0@ follow_player $PLAYER_CHAR 
0084: $2279 = $4811 // $ = $ int 
$2279 += 700 // $ += int 
$2278 = 8 // $ = int 

:COL2_4762
if 
  $2278 == 6 // $ == int 
jf @COL2_4864 
if 
03D2:   wav 1 ended 
jf @COL2_4864 
if 
03D0:   wav 2 loaded 
jf @COL2_4864 
00BC: text_highpriority 'COL2_4' time 3000 1  // Look, Cortez sent me. Just give me the damn chips.
03D1: play_wav 2 
03CF: load_wav 'COL2_5' as 1 
0084: $2279 = $4811 // $ = $ int 
$2279 += 4000 // $ += int 
$2278 = 7 // $ = int 

:COL2_4864
if 
  $2278 == 5 // $ == int 
jf @COL2_4950 
if 
03D2:   wav 2 ended 
jf @COL2_4950 
if 
03D0:   wav 1 loaded 
jf @COL2_4950 
00BC: text_highpriority 'COL2_3' time 2000 1  // Ah, comment?
03D1: play_wav 1 
03CF: load_wav 'COL2_4' as 2 
$2278 = 6 // $ = int 

:COL2_4950
if 
  $2278 == 4 // $ == int 
jf @COL2_5217 
if 
03D0:   wav 2 loaded 
jf @COL2_5217 
if 
03D2:   wav 1 ended 
jf @COL2_5217 
Camera.SetPosition(3.8965, -930.553, 16.1132, 0.0, 0.0, 0.0)
Camera.PointAt(3.8828, -931.5497, 16.1934, 2)
020F: actor 0@ look_at_player $PLAYER_CHAR 
00BC: text_highpriority 'COL2_2' time 5000 1  // What?
03D1: play_wav 2 
03CF: load_wav 'COL2_3' as 1 
Actor.Create(1@, 4, #SPECIAL01, 4.6792, -951.7053, 20.733)
Actor.Create(2@, 4, #SPECIAL01, 2.1545, -954.6406, 20.733)
0411: set_actor 1@ use_pednode_seek 0 
0211: actor 1@ walk_to 4.2931 -947.4683 
0411: set_actor 1@ use_pednode_seek 0 
0411: set_actor 2@ use_pednode_seek 0 
0211: actor 2@ walk_to 2.4581 -947.4636 
0411: set_actor 2@ use_pednode_seek 0 
0084: $2279 = $4811 // $ = $ int 
$2279 += 1000 // $ += int 
$2278 = 5 // $ = int 

:COL2_5217
if 
  $2278 == 3 // $ == int 
jf @COL2_5381 
if 
001C:   $4811 > $2279 // $ > $ int 
jf @COL2_5381 
$2285 = Actor.Angle(0@)
$2285 -= 12.0 // $ -= float 
if 
  115.6022 > $2285 // float > $ 
jf @COL2_5360 
$2285 = 115.6022 // $ = float 
if 
03D0:   wav 1 loaded 
jf @COL2_5360 
0084: $2279 = $4811 // $ = $ int 
$2279 += 1500 // $ += int 
$2278 = 4 // $ = int 
00BC: text_highpriority 'COL2_1' time 5000 1  // Ze rain, she is tres wet zis time of the year...
03D1: play_wav 1 

:COL2_5360
Actor.Angle(0@) = $2285
022F: set_actor 0@ stop_looking 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:COL2_5381
if 
  $2278 == 2 // $ == int 
jf @COL2_5451 
if 
001C:   $4811 > $2279 // $ > $ int 
jf @COL2_5451 
0372: set_actor 0@ anim 3 wait_state_time 900 ms 
0084: $2279 = $4811 // $ = $ int 
$2279 += 1000 // $ += int 
$2278 = 3 // $ = int 

:COL2_5451
if 
  $2278 == 1 // $ == int 
jf @COL2_5492 
0084: $2279 = $4811 // $ = $ int 
$2279 += 500 // $ += int 
$2278 = 2 // $ = int 

:COL2_5492
if 
  $2278 == 0 // $ == int 
jf @COL2_5795 
if 
00FC:   player $PLAYER_CHAR 0 0@ on_foot radius 3.0 3.0 2.0 
jf @COL2_5795 
Marker.Disable($2272)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
011C: actor 0@ clear_objective 
0395: clear_area 1 at 4.1929 -938.9565 15.076 range 5.0 
0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076 
0210: player $PLAYER_CHAR look_at_actor 0@ 
Camera.SetPosition(8.1222, -935.515, 17.0304, 0.0, 0.0, 0.0)
Camera.PointAt(7.3126, -936.0714, 16.8437, 2)
Actor.PutAt(0@, 6.1112, -937.0656, 15.076)
Actor.Angle(0@) = 262.8159
022B: create_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
0395: clear_area 0 at 3.6782 -939.0247 16.0038 range 6.0 
Marker.Disable($433)
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
$2278 = 1 // $ = int 

:COL2_5795
if and
  $10009 == 1 // $ == int 
  $3486 == 0 // $ == int 
jf @COL2_6068 
Car.StorePos($10010, $3499, $3500, $3501)
0407: create_coordinate $1599 $1600 $3508 from_car $10010 offset 0.0 -15.0 0.0 
0086: $1601 = $3508 // $ = $ float 
02CE: $3508 = ground_z $1599 $1600 $3508 
0086: $3509 = $3501 // $ = $ float 
$3509 += 1.0 // $ += float 
if and
0024:   $3501 > $3508 // $ > $ float 
00E3:   player $PLAYER_CHAR 0 $1599 $1600 radius 16.0 16.0 
jf @COL2_6068 
0061: $1599 -= $3499 // $ -= $ float 
0061: $1600 -= $3500 // $ -= $ float 
0061: $1601 -= $3501 // $ -= $ float 
$1601 += 4.0 // $ += float 
Object.Create($3502, #DYNAMITE, $3499, $3500, $3501)
Object.CollisionDetection($3502, True)
Object.ToggleInMovingList($3502, True)
035C: place_object $3502 relative_to_car $10010 offset 0.0 -0.6 0.1 
050E: sort_out_object $3502 collision_with_car $10010 
038C: object $3502 scatter $1599 $1600 $1601 
$3486 = 1 // $ = int 
jump @COL2_6068 

:COL2_6068
if 
  $3486 == 1 // $ == int 
jf @COL2_6262 
Object.StorePos($3502, $1599, $1600, $1601)
if or
00E3:   player $PLAYER_CHAR 0 $1599 $1600 radius 3.0 3.0 
0366:   object $3502 damaged 
jf @COL2_6184 
020C: create_explosion 1 at $1599 $1600 $1601 
020C: create_explosion 2 at $1599 $1600 $1601 
Object.Destroy($3502)
$3486 = 0 // $ = int 
jump @COL2_6262 

:COL2_6184
if and
  $3486 == 1 // $ == int 
8471:   not actor $PLAYER_ACTOR within_object $3502 rectangle 15.0 15.0 sphere 0 
jf @COL2_6262 
if 
82CC:   not object $3502 bounding_sphere_visible 
jf @COL2_6262 
Object.Destroy($3502)
$3486 = 0 // $ = int 
01BD: $3505 = current_time_in_ms 
jump @COL2_6262 

:COL2_6262
if 
  $2278 > 10 // $ > int 
jf @COL2_10472 
if 
  not Actor.Dead(0@)
jf @COL2_9857 
Actor.StorePos(0@, $2286, $2287, $2288)
if 
  $2280 == 0 // $ == int 
jf @COL2_6371 
0411: set_actor 0@ use_pednode_seek 0 
0502: set_actor 0@ sprint_to 1.8336 -938.0876 
0411: set_actor 0@ use_pednode_seek 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
$2280 = 1 // $ = int 

:COL2_6371
if 
  $2280 == 1 // $ == int 
jf @COL2_6456 
if 
00ED:   actor 0@ 0 1.8336 -938.0876 radius 1.0 1.0 
jf @COL2_6456 
0502: set_actor 0@ sprint_to -11.6307 -938.0319 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 2 // $ = int 

:COL2_6456
if 
  $2280 == 2 // $ == int 
jf @COL2_6541 
if 
00ED:   actor 0@ 0 -11.6307 -938.0319 radius 1.0 1.0 
jf @COL2_6541 
0502: set_actor 0@ sprint_to -11.4825 -935.4515 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 3 // $ = int 

:COL2_6541
if 
  $2280 == 3 // $ == int 
jf @COL2_6626 
if 
00ED:   actor 0@ 0 -11.4825 -935.4515 radius 1.0 1.0 
jf @COL2_6626 
0502: set_actor 0@ sprint_to 1.7873 -928.6034 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 4 // $ = int 

:COL2_6626
if 
  $2280 == 4 // $ == int 
jf @COL2_6711 
if 
00ED:   actor 0@ 0 1.7873 -928.6034 radius 1.0 1.0 
jf @COL2_6711 
0502: set_actor 0@ sprint_to 5.9929 -904.009 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 5 // $ = int 

:COL2_6711
if 
  $2280 == 5 // $ == int 
jf @COL2_6796 
if 
00ED:   actor 0@ 0 5.9929 -904.009 radius 1.0 1.0 
jf @COL2_6796 
0502: set_actor 0@ sprint_to 40.2117 -897.6254 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 6 // $ = int 

:COL2_6796
if 
  $2280 == 6 // $ == int 
jf @COL2_6897 
if 
00ED:   actor 0@ 0 40.2117 -897.6254 radius 1.0 1.0 
jf @COL2_6897 
if 
  not Car.Wrecked($10010)
jf @COL2_6897 
0319: set_actor 0@ running 1 
0411: set_actor 0@ use_pednode_seek 1 
01D5: actor 0@ go_to_and_drive_car $10010 
$2280 = 7 // $ = int 

:COL2_6897
if 
  $2278 > 13 // $ > int 
jf @COL2_7172 
if 
  $2280 == 7 // $ == int 
jf @COL2_7172 
if 
  not Car.Wrecked($10010)
jf @COL2_7090 
if 
  Actor.InCar(0@, $10010)
jf @COL2_7083 
Car.SetImmunities($10010, 0, 1, 1, 0, 0)
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
Car.DriveTo($10010, 267.4104, 1287.846, 16.1968)
Car.SetMaxSpeed($10010, 50.0)
00AE: set_vehicle $10010 traffic_behavior_to 2 
if 
  $2561 == 0 // $ == int 
jf @COL2_7076 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 6000 // $ += int 

:COL2_7076
$2280 = 8 // $ = int 

:COL2_7083
jump @COL2_7172 

:COL2_7090
if 
82D8:   not actor 0@ current_weapon == 23 
jf @COL2_7123 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_7123
if 
  $2563 == 0 // $ == int 
jf @COL2_7164 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 6000 // $ += int 

:COL2_7164
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_7172
if 
  $2280 > 7 // $ > int 
jf @COL2_7415 
if 
  not Car.Wrecked($10010)
jf @COL2_7415 
if 
  Actor.InCar(0@, $10010)
jf @COL2_7415 
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
Actor.StorePos(0@, $445, $446, $447)
0086: $4862 = $95 // $ = $ float 
0061: $4862 -= $445 // $ -= $ float 
0086: $4863 = $96 // $ = $ float 
0061: $4863 -= $446 // $ -= $ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
$6985 = 800.0 // $ = float 
0071: $6985 /= $4864 // $ /= $ float 
if 
  $6985 > 38.0 // $ > float 
jf @COL2_7374 
$6985 = 38.0 // $ = float 

:COL2_7374
if 
  10.0 > $6985 // float > $ 
jf @COL2_7405 
$6985 = 10.0 // $ = float 

:COL2_7405
Car.SetMaxSpeed($10010, 50.0)

:COL2_7415
if 
  $2280 == 8 // $ == int 
jf @COL2_7834 
if 
  not Actor.Driving(0@)
jf @COL2_7584 
if 
  not Car.Wrecked($10010)
jf @COL2_7528 
if 
  $2562 == 0 // $ == int 
jf @COL2_7506 
$2562 = 1 // $ = int 
0084: $2587 = $4811 // $ = $ int 
$2587 += 6000 // $ += int 

:COL2_7506
01D5: actor 0@ go_to_and_drive_car $10010 
$2280 = 9 // $ = int 
jump @COL2_7577 

:COL2_7528
01D0: actor 0@ avoid_player $PLAYER_CHAR 
if 
  $2564 == 0 // $ == int 
jf @COL2_7577 
$2564 = 1 // $ = int 
0084: $2589 = $4811 // $ = $ int 
$2589 += 6000 // $ += int 

:COL2_7577
jump @COL2_7834 

:COL2_7584
if 
  not Car.Wrecked($10010)
jf @COL2_7834 
if 
  $2275 == 0 // $ == int 
jf @COL2_7689 
if 
01AD:   car $10010 sphere 0 near_point 267.4104 1287.846 radius 15.0 15.0 
jf @COL2_7689 
0477: set_car $10010 action 6 time 200 
0084: $2276 = $4811 // $ = $ int 
$2276 += 199 // $ += int 
$2275 = 1 // $ = int 

:COL2_7689
if 
  $2275 == 1 // $ == int 
jf @COL2_7743 
if 
001C:   $4811 > $2276 // $ > $ int 
jf @COL2_7743 
0477: set_car $10010 action 3 time 5000 
$2275 = 2 // $ = int 

:COL2_7743
if 
  $2275 == 2 // $ == int 
jf @COL2_7834 
if 
01C1:   car $10010 stopped 
jf @COL2_7834 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
0477: set_car $10010 action 1 time 5000 
0502: set_actor 0@ sprint_to 266.123 1297.013 
0411: set_actor 0@ use_pednode_seek 0 
$2280 = 10 // $ = int 
$2275 = 3 // $ = int 

:COL2_7834
if 
  $2280 == 9 // $ == int 
jf @COL2_8020 
if 
  not Car.Wrecked($10010)
jf @COL2_7938 
if 
  Actor.InCar(0@, $10010)
jf @COL2_7931 
Car.SetMaxSpeed($10010, 50.0)
00AE: set_vehicle $10010 traffic_behavior_to 2 
Car.DriveTo($10010, 267.4104, 1287.846, 16.1968)
$2280 = 8 // $ = int 

:COL2_7931
jump @COL2_8020 

:COL2_7938
if 
82D8:   not actor 0@ current_weapon == 23 
jf @COL2_7971 
01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 
011C: actor 0@ clear_objective 

:COL2_7971
if 
  $2563 == 0 // $ == int 
jf @COL2_8012 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 6000 // $ += int 

:COL2_8012
01CA: actor 0@ kill_player $PLAYER_CHAR 

:COL2_8020
if 
  $2280 == 10 // $ == int 
jf @COL2_8206 
if 
  4 > $2275 // int > $ 
jf @COL2_8123 
if 
00ED:   actor 0@ 0 266.123 1297.013 radius 1.0 1.0 
jf @COL2_8123 
0502: set_actor 0@ sprint_to 264.7184 1307.362 
0411: set_actor 0@ use_pednode_seek 0 
$2275 = 4 // $ = int 

:COL2_8123
if 
  $2275 == 4 // $ == int 
jf @COL2_8206 
if 
00ED:   actor 0@ 0 264.7184 1307.362 radius 3.0 3.0 
jf @COL2_8206 
Actor.DestroyInstantly(0@)
00BC: text_highpriority 'COL2_F4' time 5000 1  // ~r~The courier has escaped! You failed to get the guidance chips.
jump @COL2_10479 

:COL2_8206
if 
  $2560 == 2 // $ == int 
jf @COL2_8260 
if 
03D2:   wav 1 ended 
jf @COL2_8260 
$2560 = 3 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_8260
if 
  $2560 == 1 // $ == int 
jf @COL2_8304 
if 
03D0:   wav 1 loaded 
jf @COL2_8304 
03D1: play_wav 1 
$2560 = 2 // $ = int 

:COL2_8304
if 
  $2560 == 0 // $ == int 
jf @COL2_8366 
if 
  $2607 == 0 // $ == int 
jf @COL2_8366 
03CF: load_wav 'COL2_7' as 1 
$2560 = 1 // $ = int 
$2607 = 1 // $ = int 

:COL2_8366
if 
  $2561 > 0 // $ > int 
jf @COL2_8571 
if 
  $2561 == 3 // $ == int 
jf @COL2_8438 
if 
03D2:   wav 1 ended 
jf @COL2_8438 
$2561 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_8438
if 
  $2561 == 2 // $ == int 
jf @COL2_8509 
if 
03D0:   wav 1 loaded 
jf @COL2_8509 
Actor.StorePos(0@, $445, $446, $447)
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
$2561 = 3 // $ = int 

:COL2_8509
if 
  $2561 == 1 // $ == int 
jf @COL2_8571 
if 
  $2607 == 0 // $ == int 
jf @COL2_8571 
03CF: load_wav 'COL2_10' as 1 
$2561 = 2 // $ = int 
$2607 = 1 // $ = int 

:COL2_8571
if 
  $2562 > 0 // $ > int 
jf @COL2_8776 
if 
  $2562 == 3 // $ == int 
jf @COL2_8643 
if 
03D2:   wav 1 ended 
jf @COL2_8643 
$2562 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_8643
if 
  $2562 == 2 // $ == int 
jf @COL2_8714 
if 
03D0:   wav 1 loaded 
jf @COL2_8714 
Actor.StorePos(0@, $445, $446, $447)
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
$2562 = 3 // $ = int 

:COL2_8714
if 
  $2562 == 1 // $ == int 
jf @COL2_8776 
if 
  $2607 == 0 // $ == int 
jf @COL2_8776 
03CF: load_wav 'COL2_11' as 1 
$2562 = 2 // $ = int 
$2607 = 1 // $ = int 

:COL2_8776
if 
  $2563 > 0 // $ > int 
jf @COL2_8981 
if 
  $2563 == 3 // $ == int 
jf @COL2_8848 
if 
03D2:   wav 1 ended 
jf @COL2_8848 
$2563 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_8848
if 
  $2563 == 2 // $ == int 
jf @COL2_8919 
if 
03D0:   wav 1 loaded 
jf @COL2_8919 
Actor.StorePos(0@, $445, $446, $447)
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
$2563 = 3 // $ = int 

:COL2_8919
if 
  $2563 == 1 // $ == int 
jf @COL2_8981 
if 
  $2607 == 0 // $ == int 
jf @COL2_8981 
03CF: load_wav 'COL2_12' as 1 
$2563 = 2 // $ = int 
$2607 = 1 // $ = int 

:COL2_8981
if 
  $2564 > 0 // $ > int 
jf @COL2_9186 
if 
  $2564 == 3 // $ == int 
jf @COL2_9053 
if 
03D2:   wav 1 ended 
jf @COL2_9053 
$2564 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_9053
if 
  $2564 == 2 // $ == int 
jf @COL2_9124 
if 
03D0:   wav 1 loaded 
jf @COL2_9124 
Actor.StorePos(0@, $445, $446, $447)
03D7: set_wav 1 location $445 $446 $447 
03D1: play_wav 1 
$2564 = 3 // $ = int 

:COL2_9124
if 
  $2564 == 1 // $ == int 
jf @COL2_9186 
if 
  $2607 == 0 // $ == int 
jf @COL2_9186 
03CF: load_wav 'COL2_13' as 1 
$2564 = 2 // $ = int 
$2607 = 1 // $ = int 

:COL2_9186
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 
jf @COL2_9249 
if 
  $2282 == 0 // $ == int 
jf @COL2_9242 
$2282 = 1 // $ = int 

:COL2_9242
jump @COL2_9256 

:COL2_9249
$2282 = 0 // $ = int 

:COL2_9256
if 
  $2278 > 12 // $ > int 
jf @COL2_9850 
if 
  $2567 == 2 // $ == int 
jf @COL2_9328 
if 
03D2:   wav 1 ended 
jf @COL2_9328 
$2567 = 3 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_9328
if 
  $2567 == 1 // $ == int 
jf @COL2_9372 
if 
03D0:   wav 1 loaded 
jf @COL2_9372 
03D1: play_wav 1 
$2567 = 2 // $ = int 

:COL2_9372
if 
  $2282 == 1 // $ == int 
jf @COL2_9466 
if 
  $2567 == 0 // $ == int 
jf @COL2_9466 
if 
  $2607 == 0 // $ == int 
jf @COL2_9466 
03CF: load_wav 'COL2_14' as 1 
$2567 = 1 // $ = int 
$2607 = 1 // $ = int 
$2282 = 2 // $ = int 
jump @COL2_2038 

:COL2_9466
if 
  $2568 == 2 // $ == int 
jf @COL2_9520 
if 
03D2:   wav 1 ended 
jf @COL2_9520 
$2568 = 3 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_9520
if 
  $2568 == 1 // $ == int 
jf @COL2_9564 
if 
03D0:   wav 1 loaded 
jf @COL2_9564 
03D1: play_wav 1 
$2568 = 2 // $ = int 

:COL2_9564
if 
  $2282 == 1 // $ == int 
jf @COL2_9658 
if 
  $2568 == 0 // $ == int 
jf @COL2_9658 
if 
  $2607 == 0 // $ == int 
jf @COL2_9658 
03CF: load_wav 'COL2_15' as 1 
$2568 = 1 // $ = int 
$2607 = 1 // $ = int 
$2282 = 2 // $ = int 
jump @COL2_2038 

:COL2_9658
if 
  $2569 == 2 // $ == int 
jf @COL2_9712 
if 
03D2:   wav 1 ended 
jf @COL2_9712 
$2569 = 3 // $ = int 
$2607 = 0 // $ = int 
jump @COL2_2038 

:COL2_9712
if 
  $2569 == 1 // $ == int 
jf @COL2_9756 
if 
03D0:   wav 1 loaded 
jf @COL2_9756 
03D1: play_wav 1 
$2569 = 2 // $ = int 

:COL2_9756
if 
  $2282 == 1 // $ == int 
jf @COL2_9850 
if 
  $2569 == 0 // $ == int 
jf @COL2_9850 
if 
  $2607 == 0 // $ == int 
jf @COL2_9850 
03CF: load_wav 'COL2_16' as 1 
$2569 = 1 // $ = int 
$2607 = 1 // $ = int 
$2282 = 2 // $ = int 
jump @COL2_2038 

:COL2_9850
jump @COL2_10472 

:COL2_9857
if 
  $2273 == 0 // $ == int 
jf @COL2_10033 
if 
84AD:   not actor 0@ in_water 
jf @COL2_10011 
00BC: text_highpriority 'COL2_F2' time 5000 1  // ~g~The courier is dead. Grab the guidance chips.
Marker.Disable($2272)
if 
056D:   actor 0@ defined 
jf @COL2_9966 
Actor.StoreDeadActorPos(0@, $445, $446, $447)
Pickup.Create(10@, #BRIEFCASE, 3, $445, $446, $447)
jump @COL2_9984 

:COL2_9966
Pickup.Create(10@, #BRIEFCASE, 3, $2286, $2287, $2288)

:COL2_9984
Marker.Disable($2272)
03DC: $2272 = create_marker_above_pickup 10@ 
$2273 = 1 // $ = int 
jump @COL2_10033 

:COL2_10011
00BC: text_highpriority 'COL2_F3' time 5000 1  // ~r~The guidance chips are at the bottom of the sea.
jump @COL2_10479 

:COL2_10033
if 
  $2273 == 1 // $ == int 
jf @COL2_10133 
if 
  Pickup.Picked_up(10@)
jf @COL2_10133 
$2273 = 2 // $ = int 
Marker.Disable($2272)
018A: $2272 = create_checkpoint_at -245.002 -1360.817 7.0786 
00BC: text_highpriority 'COL2_B3' time 5000 1  // ~g~Take the guidance chips back to the Colonel.
018C: play_sound 1 at 0.0 0.0 0.0 

:COL2_10133
if 
  $2273 == 2 // $ == int 
jf @COL2_10472 
if 
00F6:   player $PLAYER_CHAR 1 -245.002 -1360.817 7.0786 radius 2.0 2.0 3.0 
jf @COL2_10472 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
wait 0 
wait 0 
Camera.SetPosition(-245.1924, -1364.166, 8.6417, 0.0, 0.0, 0.0)
Camera.PointAt(-246.0084, -1363.589, 8.6193, 2)
0055: put_player $PLAYER_CHAR at -245.002 -1360.817 7.0786 
02A3: enable_widescreen 1 
0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653 
wait 1000 
0169: set_fade_color 0 0 1 
fade 0 1000 

:COL2_10335
if 
  fading 
jf @COL2_10359 
wait 0 
jump @COL2_10335 

:COL2_10359
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 1000 

:COL2_10441
if 
  fading 
jf @COL2_10465 
wait 0 
jump @COL2_10441 

:COL2_10465
jump @COL2_10507 

:COL2_10472
jump @COL2_2038 

:COL2_10479
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
return 

:COL2_10507
$PASSED_COL2_MALL_SHOOTOUT = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 500
0318: set_latest_mission_passed 'COL_2'  // Mall Shootout
0394: play_music 1 
030C: progress_made += 1 
$902 = 1 // $ = int 
start_new_script @GEN3 
return 

:COL2_10580
$ONMISSION = 0 // $ = int 
if 
  $2273 == 1 // $ == int 
jf @COL2_10610 
Pickup.Destroy(10@)

:COL2_10610
Actor.DestroyWithFade(0@)
Actor.DestroyWithFade(1@)
Actor.DestroyWithFade(2@)
Actor.DestroyWithFade(3@)
Actor.DestroyWithFade(4@)
Actor.DestroyWithFade(6@)
Actor.DestroyWithFade(7@)
Actor.DestroyWithFade(8@)
Actor.DestroyWithFade(9@)
Actor.DestroyWithFade(11@)
Marker.Disable($433)
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
Marker.Disable($2272)
022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 
Model.Destroy(#PCJ600)
Model.Destroy(#COLT45)
Model.Destroy(#UZI)
Model.Destroy(#DYNAMITE)
Model.Destroy(#CHEETAH)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 9---------------
// Originally: Guardian Angels

:GENERL3
script_name 'GENERL3' 
gosub @GENERL3_46 
if 
  wasted_or_busted 
jf @GENERL3_37 
gosub @GENERL3_29873 

:GENERL3_37
gosub @GENERL3_29968 
terminate_this_script 

:GENERL3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'GENERA3' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2360 = 0 // $ = int 
$2361 = 156.0404 // $ = float 
$2362 = -1193.324 // $ = float 
$2363 = 17.8427 // $ = float 
$2368 = 462.29 // $ = float 
$2369 = -486.0 // $ = float 
$2370 = 10.48 // $ = float 
$2364 = 463.4609 // $ = float 
$2365 = -461.3178 // $ = float 
$2366 = 9.486246 // $ = float 
$2367 = 178.791 // $ = float 
$2309 = 457.6495 // $ = float 
$2310 = -512.88 // $ = float 
$2311 = 9.899857 // $ = float 
$2312 = 454.1362 // $ = float 
$2313 = -503.9373 // $ = float 
$2314 = 16.9188 // $ = float 
$2316 = 462.877 // $ = float 
$2317 = -514.963 // $ = float 
$2318 = 16.951 // $ = float 
$2319 = 12.838 // $ = float 
$2303 = 446.7785 // $ = float 
$2304 = -525.1792 // $ = float 
$2305 = 9.5282 // $ = float 
$2306 = 315.6846 // $ = float 
$2371 = 0 // $ = int 
$2373 = 0 // $ = int 
$2374 = 497.03 // $ = float 
$2375 = -518.829 // $ = float 
$2376 = 10.6891 // $ = float 
$2377 = 163.719 // $ = float 
$2378 = 455.754 // $ = float 
$2379 = -528.0207 // $ = float 
$2381 = 0 // $ = int 
$2382 = 423.574 // $ = float 
$2383 = -513.052 // $ = float 
$2384 = 9.774 // $ = float 
$2385 = 248.0281 // $ = float 
$2386 = 451.082 // $ = float 
$2387 = -523.164 // $ = float 
$2388 = 10.4 // $ = float 
$2390 = 0 // $ = int 
$2391 = 486.535 // $ = float 
$2392 = -537.118 // $ = float 
$2393 = 11.191 // $ = float 
$2394 = 250.382 // $ = float 
$2396 = 0 // $ = int 
$2397 = 465.478 // $ = float 
$2398 = -416.186 // $ = float 
$2399 = 11.2568 // $ = float 
$2400 = 172.784 // $ = float 
$2401 = 459.131 // $ = float 
$2402 = -485.317 // $ = float 
$2403 = 11.136 // $ = float 
$2405 = 0 // $ = int 
$2406 = 425.64 // $ = float 
$2407 = -513.68 // $ = float 
$2408 = 9.785 // $ = float 
$2409 = 245.37 // $ = float 
$2410 = 451.121 // $ = float 
$2411 = -519.82 // $ = float 
$2412 = 10.486 // $ = float 
$2334 = 0 // $ = int 
$2335 = 0 // $ = int 
$2336 = 0 // $ = int 
$2337 = 0 // $ = int 
$2338 = 0 // $ = int 
$2339 = 0 // $ = int 
$2340 = 0 // $ = int 
$2341 = 0 // $ = int 
$2342 = 0 // $ = int 
$2343 = 0 // $ = int 
$2416 = 0 // $ = int 
$2417 = 0 // $ = int 
$2418 = 0 // $ = int 
$2419 = 0 // $ = int 
$2420 = 0 // $ = int 
$2300 = 0 // $ = int 
$2426 = 0 // $ = int 
$2427 = 0 // $ = int 
$2428 = 0 // $ = int 
$2429 = 0 // $ = int 
$2290 = 0 // $ = int 
$2430 = 0 // $ = int 
$2301 = 0 // $ = int 
$2434 = 0 // $ = int 
$2431 = 0 // $ = int 
$2456 = 0 // $ = int 
$2457 = 0 // $ = int 
$2458 = 0 // $ = int 
$2416 = 0 // $ = int 
$2360 = 0 // $ = int 
$2461 = 0 // $ = int 
$2463 = 0 // $ = int 
$2464 = 0 // $ = int 
$2465 = 0 // $ = int 
$2466 = 0 // $ = int 
$10013 = 0 // $ = int 
$10020 = 0 // $ = int 
$10022 = 0 // $ = int 
$10023 = 0 // $ = int 
$10024 = 0 // $ = int 
$10025 = 0 // $ = int 
$10026 = 0 // $ = int 
$10027 = 0 // $ = int 
$10028 = 0 // $ = int 
$10029 = 0 // $ = int 
$10030 = 0 // $ = int 
$10040 = 0 // $ = int 
$10041 = 0 // $ = int 
$10042 = 0 // $ = int 
$10043 = 0 // $ = int 
$10044 = 0 // $ = int 
$10045 = 0 // $ = int 
$10046 = 0 // $ = int 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 
03CF: load_wav 'MONO_9' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
Camera.SetAtPos($448, $449, $450)
038B: load_requested_models 

:GENERL3_1633
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @GENERL3_1663 
wait 0 
jump @GENERL3_1633 

:GENERL3_1663
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_3A' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $150 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $150 'CSCOLO' 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:GENERL3_1851
if 
  2880 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1851 

:GENERL3_1886
00BC: text_highpriority 'GEN3_A' time 10000 1  // Thomas, I appreciate your coming.

:GENERL3_1901
if 
  4968 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1901 

:GENERL3_1936
00BC: text_highpriority 'GEN3_B' time 10000 1  // Forgive me for getting straight to business.

:GENERL3_1951
if 
  8932 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_1986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_1951 

:GENERL3_1986
00BC: text_highpriority 'GEN3_C' time 10000 1  // Diaz has asked me to oversee a minor business transaction.

:GENERL3_2001
if 
  11868 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2036 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2001 

:GENERL3_2036
00BC: text_highpriority 'GEN3_D' time 10000 1  // Let's hope it goes better than last time, huh?

:GENERL3_2051
if 
  13573 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2086 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2051 

:GENERL3_2086
00BC: text_highpriority 'GEN3_E' time 10000 1  // Which is why I thought of you, my friend.

:GENERL3_2101
if 
  16601 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2136 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2101 

:GENERL3_2136
00BC: text_highpriority 'GEN3_F' time 10000 1  // I've dropped some protection at the multistory carpark.

:GENERL3_2151
if 
  19737 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2186 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2151 

:GENERL3_2186
00BC: text_highpriority 'GEN3_G' time 10000 1  // Pick it up - then go and watch over Diaz's men at the drop off.

:GENERL3_2201
if 
  23717 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2236 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2201 

:GENERL3_2236
00BC: text_highpriority 'GEN3_H' time 10000 1  // Gracias, amigo.

:GENERL3_2251
if 
  24768 > $CUT_SCENE_TIME // int > $ 
jf @GENERL3_2286 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @GENERL3_2251 

:GENERL3_2286
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @GENERL3_2339 
if 
03D0:   wav 1 loaded 
jf @GENERL3_2339 
03D1: play_wav 1 
$2466 = 1 // $ = int 

:GENERL3_2339
if 
  fading 
jf @GENERL3_2363 
wait 0 
jump @GENERL3_2339 

:GENERL3_2363
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
select_interior 0 
Model.Load(#ADMIRAL)
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#INFERNUS)
Model.Load(#UZI)
Model.Load(#RUGER)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#M4)
Model.Load(#MAVERICK)
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGDIAZ' 

:GENERL3_2989
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @GENERL3_3019 
wait 0 
jump @GENERL3_2989 

:GENERL3_3019
if or
  not Model.Available(#ADMIRAL)
  not Model.Available(#CLA)
  not Model.Available(#CLB)
  not Model.Available(#INFERNUS)
  not Model.Available(#UZI)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
jf @GENERL3_3072 
wait 0 
jump @GENERL3_3019 

:GENERL3_3072
if or
  not Model.Available(#RUGER)
  not Model.Available(#M4)
  not Model.Available(#MAVERICK)
jf @GENERL3_3109 
wait 0 
jump @GENERL3_3072 

:GENERL3_3109
if 
  $2466 == 1 // $ == int 
jf @GENERL3_3153 

:GENERL3_3127
if 
83D2:   not wav 1 ended 
jf @GENERL3_3153 
wait 0 
jump @GENERL3_3127 

:GENERL3_3153
03CF: load_wav 'COL3_1' as 1 
03CF: load_wav 'COL3_2' as 2 

:GENERL3_3177
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_3207 
wait 0 
jump @GENERL3_3177 

:GENERL3_3207
set_weather 4 
fade 1 1500 
032B: $2289 = create_weapon_pickup #RUGER 3 ammo 210 at $2361 $2362 $2363 
03DC: $2358 = create_marker_above_pickup $2289 
00BC: text_highpriority 'GEN3_20' time 10000 2  // ~g~The Colonel has arranged some firepower for you at the multistory carpark.
0481: set_enter_car_range_multiplier 3.0 

:GENERL3_3270
wait 0 
if 
00E3:   player $PLAYER_CHAR 0 457.6495 -512.88 radius 100.0 100.0 
jf @GENERL3_3319 
Player.WantedLevel($PLAYER_CHAR) = 0

:GENERL3_3319
if 
  $2300 == 0 // $ == int 
jf @GENERL3_3640 
if 
  $2360 == 0 // $ == int 
jf @GENERL3_3640 
if 
  Pickup.Picked_up($2289)
jf @GENERL3_3640 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Destroy(#RUGER)
wait 100 
Car.Create($2446, #INFERNUS, 132.7045, -1211.924, 15.2615)
Car.Angle($2446) = 358.8415
0229: set_car $2446 color_to 1 1 
0129: $2291 = create_actor 10 #SPECIAL01 in_car $2446 driverseat 
01ED: clear_actor $2291 threat_search 
Car.SetToNormalDriver($2446)
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
Actor.Health($2291) = 400
02C2: car $2446 drive_to_point 132.4825 -1199.147 16.7405 
Car.SetMaxSpeed($2446, 15.0)
0395: clear_area 1 at 132.7045 -1211.924 15.2615 range 30.0 
Camera.SetPosition(146.4568, -1198.275, 17.66698, 0.0, 0.0, 0.0)
Camera.OnPed($2291, 15, 2)
0395: clear_area 1 at 154.763 -1193.619 16.7333 range 8.0 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
$2300 = 1 // $ = int 
$2360 = 1 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_3640
if 
  $2300 == 1 // $ == int 
jf @GENERL3_3893 
if 
  $2360 == 1 // $ == int 
jf @GENERL3_3893 
if 
  not Actor.Dead($2291)
jf @GENERL3_3893 
if 
  not Car.Wrecked($2446)
jf @GENERL3_3893 
if 
01AF:   car $2446 0 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0 
jf @GENERL3_3837 
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 
0171: set_player $PLAYER_CHAR z_angle_to 122.5278 
02C2: car $2446 drive_to_point 151.2979 -1196.164 16.7405 
Car.SetMaxSpeed($2446, 15.0)
$2300 = 2 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_3893 

:GENERL3_3837
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_3893 
Car.PutAt($2446, 133.0962, -1199.203, 16.7405)
Car.Angle($2446) = 272.7057
TIMERA = 0 // @ = int 

:GENERL3_3893
if 
  $2300 == 2 // $ == int 
jf @GENERL3_4202 
if 
  $2360 == 1 // $ == int 
jf @GENERL3_4202 
if 
  not Actor.Dead($2291)
jf @GENERL3_4202 
if 
  not Car.Wrecked($2446)
jf @GENERL3_4202 
if 
01AF:   car $2446 0 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0 
jf @GENERL3_4146 
Car.SetToNormalDriver($2446)
wait 750 
Camera.SetPosition(155.74, -1190.988, 17.96301, 0.0, 0.0, 0.0)
Camera.PointAt(155.1032, -1191.757, 17.90615, 2)
if 
  not Actor.Dead($2291)
jf @GENERL3_4125 
if 
  not Car.Wrecked($2446)
jf @GENERL3_4125 
01D3: actor $2291 leave_car $2446 
0210: player $PLAYER_CHAR look_at_actor $2291 
TIMERA = 0 // @ = int 

:GENERL3_4125
$2300 = 3 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_4202 

:GENERL3_4146
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_4202 
Car.PutAt($2446, 151.3173, -1196.147, 16.7405)
Car.Angle($2446) = 268.9265
TIMERA = 0 // @ = int 

:GENERL3_4202
if 
  $2300 == 3 // $ == int 
jf @GENERL3_4356 
if 
  $2360 == 1 // $ == int 
jf @GENERL3_4356 
if 
  not Actor.Dead($2291)
jf @GENERL3_4356 
if 
  not Actor.Driving($2291)
jf @GENERL3_4356 
04C2: actor $2291 walk_to_actor $PLAYER_ACTOR 
TIMERA = 0 // @ = int 
00BC: text_highpriority 'GEN3_1' time 5000 1  // Hogging all the action, I see...
03D1: play_wav 1 

:GENERL3_4304
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2291)
jf @GENERL3_4335 
wait 0 
jump @GENERL3_4304 

:GENERL3_4335
040D: unload_wav 1 
03D5: remove_text 'GEN3_1'  // Hogging all the action, I see...
$2300 = 4 // $ = int 

:GENERL3_4356
if 
  not Actor.Dead($2291)
jf @GENERL3_5062 
if 
  $2300 == 4 // $ == int 
jf @GENERL3_5062 
if 
  $2360 == 1 // $ == int 
jf @GENERL3_5062 
if or
0126:   actor $2291 objective_passed 
  TIMERA > 20000 // @ > int 
jf @GENERL3_5062 
00BC: text_highpriority 'GEN3_2' time 5000 1  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03D1: play_wav 2 

:GENERL3_4451
if and
83D2:   not wav 2 ended 
  not Actor.Dead($2291)
jf @GENERL3_4506 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4499 
jump @GENERL3_4852 

:GENERL3_4499
jump @GENERL3_4451 

:GENERL3_4506
040D: unload_wav 2 
03D5: remove_text 'GEN3_2'  // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav 'COL3_2A' as 1 
03CF: load_wav 'COL3_2B' as 2 

:GENERL3_4544
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_4574 
wait 0 
jump @GENERL3_4544 

:GENERL3_4574
Camera.SetPosition(156.1723, -1199.14, 18.43115, 0.0, 0.0, 0.0)
Camera.PointAt(155.5315, -1198.387, 18.27806, 2)
if 
  not Actor.Dead($2291)
jf @GENERL3_4651 
0372: set_actor $2291 anim 19 wait_state_time 10000 ms 

:GENERL3_4651
00BC: text_highpriority 'GEN3_3' time 5000 1  // I might just do that. The name's Lance, by the way.
03D1: play_wav 1 

:GENERL3_4670
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2291)
jf @GENERL3_4725 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4718 
jump @GENERL3_4852 

:GENERL3_4718
jump @GENERL3_4670 

:GENERL3_4725
040D: unload_wav 1 
03D5: remove_text 'GEN3_3'  // I might just do that. The name's Lance, by the way.
if 
  not Actor.Dead($2291)
jf @GENERL3_4764 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_4764
00BC: text_highpriority 'GEN3_4' time 5000 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:GENERL3_4783
if and
83D2:   not wav 2 ended 
  not Actor.Dead($2291)
jf @GENERL3_4838 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @GENERL3_4831 
jump @GENERL3_4852 

:GENERL3_4831
jump @GENERL3_4783 

:GENERL3_4838
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...

:GENERL3_4852
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($2291)
jf @GENERL3_4894 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_4894
03EB: clear_small_messages_only 
03CF: load_wav 'COL3_3' as 1 
03CF: load_wav 'COL3_4' as 2 

:GENERL3_4920
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_4950 
wait 0 
jump @GENERL3_4920 

:GENERL3_4950
if 
  not Actor.Dead($2291)
jf @GENERL3_4998 
01DF: tie_actor $2291 to_player $PLAYER_CHAR 
04F5: set_actor $2291 as_player_friend $PLAYER_CHAR flag 1 
$2430 = 1 // $ = int 
0319: set_actor $2291 running 1 

:GENERL3_4998
TIMERA = 0 // @ = int 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
018A: $2359 = create_checkpoint_at $2309 $2310 11.062 
00BC: text_highpriority 'GEN3_44' time 10000 2  // ~g~Go with Lance to the drop off and watch over Diaz.
041E: set_radio_station 3 -1 
$2360 = 2 // $ = int 

:GENERL3_5062
if 
  $2360 == 2 // $ == int 
jf @GENERL3_5141 
if 
  $2464 == 0 // $ == int 
jf @GENERL3_5141 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5141 
03E5: text_box 'GEN3_57'  // The Kruger is an assault rifle, which allows you to manually aim in 1st person.
TIMERA = 0 // @ = int 
$2464 = 1 // $ = int 

:GENERL3_5141
if 
  $2360 == 2 // $ == int 
jf @GENERL3_5274 
if 
  $2464 == 1 // $ == int 
jf @GENERL3_5274 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5274 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @GENERL3_5250 
03E5: text_box 'GEN3_59'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
TIMERA = 0 // @ = int 
$2464 = 2 // $ = int 
jump @GENERL3_5274 

:GENERL3_5250
03E5: text_box 'GEN3_58'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
TIMERA = 0 // @ = int 
$2464 = 2 // $ = int 

:GENERL3_5274
if 
  $2360 == 2 // $ == int 
jf @GENERL3_5456 
if 
  $2464 == 2 // $ == int 
jf @GENERL3_5456 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_5456 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @GENERL3_5383 
03E5: text_box 'GEN3_62'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2464 = 3 // $ = int 
jump @GENERL3_5456 

:GENERL3_5383
if 
  $18 == 2 // $ == int 
jf @GENERL3_5432 
03E5: text_box 'GEN3_61'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2464 = 3 // $ = int 
jump @GENERL3_5456 

:GENERL3_5432
03E5: text_box 'GEN3_60'  // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
TIMERA = 0 // @ = int 
$2464 = 3 // $ = int 

:GENERL3_5456
if 
  $2360 == 2 // $ == int 
jf @GENERL3_6313 
if 
  not Actor.Dead($2291)
jf @GENERL3_6313 
if 
00F8:   player $PLAYER_CHAR stopped 1 $2309 $2310 $2311 radius 3.0 3.0 1.5 
jf @GENERL3_6313 
if 
0101:   actor $2291 stopped_near_point $2309 $2310 $2311 radius 3.0 3.0 1.5 sphere 0 
jf @GENERL3_6313 
Model.Destroy(#INFERNUS)
Car.RemoveReferences($2446)
022B: create_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 
01E8: create_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 
022B: create_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 
01E8: create_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 
022B: create_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 
01E8: create_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 
022B: create_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815 
022B: create_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448 
022B: create_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072 
01E8: create_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Marker.Disable($2359)
$2430 = 2 // $ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @GENERL3_5948 
03E2: actor $PLAYER_ACTOR leave_any_car 

:GENERL3_5948
if 
  Actor.Driving($2291)
jf @GENERL3_5969 
03E2: actor $2291 leave_any_car 

:GENERL3_5969
0395: clear_area 1 at $2364 $2365 50.0 range 50.0 
Car.Create($2296, #ADMIRAL, $2364, $2365, $2366)
0229: set_car $2296 color_to 8 8 
Car.Angle($2296) = $2367
Car.SetToNormalDriver($2296)
020A: set_car $2296 door_status_to 3 
Car.SetImmunities($2296, 1, 1, 1, 1, 1)
053F: set_car $2296 tires_vulnerable 0 
0129: $2295 = create_actor 10 #SPECIAL02 in_car $2296 driverseat 
Car.SetToNormalDriver($2296)
01ED: clear_actor $2295 threat_search 
Actor.Health($2295) = 400
0568: set_actor $2295 untargetable 1 
01C8: $2293 = create_actor_pedtype 10 model #CLB in_car $2296 passenger_seat 0 
01B2: give_actor $2293 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2293 threat_search 
Actor.Health($2293) = 10
011A: set_actor $2293 search_threat 256 
0243: set_actor $2293 ped_stats_to 16 
02E2: set_actor $2293 weapon_accuracy_to 10 
0568: set_actor $2293 untargetable 1 
01C8: $2294 = create_actor_pedtype 10 model #CLA in_car $2296 passenger_seat 1 
01B2: give_actor $2294 weapon 23 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2294 threat_search 
Actor.Health($2294) = 10
011A: set_actor $2294 search_threat 256 
0243: set_actor $2294 ped_stats_to 16 
02E2: set_actor $2294 weapon_accuracy_to 10 
0568: set_actor $2294 untargetable 1 
Car.SetMaxSpeed($2296, 14.0)
02C2: car $2296 drive_to_point $2368 $2369 $2370 
Camera.SetPosition(453.4417, -534.7897, 19.79188, 0.0, 0.0, 0.0)
Camera.PointAt(453.7277, -533.8484, 19.61285, 2)
$2360 = 3 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_6313
if 
  $2360 == 3 // $ == int 
jf @GENERL3_6916 
if 
  not Actor.Dead($2291)
jf @GENERL3_6916 
if 
  not Actor.Dead($2295)
jf @GENERL3_6916 
if 
  not Actor.Dead($2293)
jf @GENERL3_6916 
if 
  not Actor.Dead($2294)
jf @GENERL3_6916 
if 
  not Car.Wrecked($2296)
jf @GENERL3_6916 
if 
01AD:   car $2296 sphere 0 near_point $2368 $2369 radius 1.3 1.0 
jf @GENERL3_6866 
Camera.SetPosition(462.3437, -491.1512, 11.73179, 0.0, 0.0, 0.0)
Camera.PointAt(462.3286, -490.1543, 11.65438, 2)
Car.SetToNormalDriver($2296)
if 
  not Actor.Driving($2291)
jf @GENERL3_6859 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @GENERL3_6859 
0395: clear_area 1 at 461.4244 -493.8346 100.0 range 100.0 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
Actor.PutAt($2291, 462.4995, -495.6623, -100.0)
0395: clear_area 1 at 461.4244 -493.8346 100.0 range 100.0 
0210: player $PLAYER_CHAR look_at_actor $2295 
020E: actor $2291 look_at_actor $2295 
01E0: clear_leader $2291 
0319: set_actor $2291 running 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
if 
  Actor.Driving($2295)
jf @GENERL3_6677 
03E2: actor $2295 leave_any_car 

:GENERL3_6677
0211: actor $2295 walk_to 461.4244 -493.8346 
wait 350 
$2371 = 1 // $ = int 
if 
  not Actor.Dead($2293)
jf @GENERL3_6746 
if 
  Actor.Driving($2293)
jf @GENERL3_6746 
03E2: actor $2293 leave_any_car 
wait 250 

:GENERL3_6746
if 
  not Actor.Dead($2294)
jf @GENERL3_6783 
if 
  Actor.Driving($2294)
jf @GENERL3_6783 
03E2: actor $2294 leave_any_car 

:GENERL3_6783
if 
  not Actor.Dead($2293)
jf @GENERL3_6814 
0211: actor $2293 walk_to 460.9342 -492.7018 

:GENERL3_6814
if 
  not Actor.Dead($2294)
jf @GENERL3_6845 
0211: actor $2294 walk_to 462.7259 -492.7736 

:GENERL3_6845
$2360 = 4 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_6859
jump @GENERL3_6916 

:GENERL3_6866
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_6916 
Car.PutAt($2296, $2368, $2369, -100.0)
Car.Angle($2296) = $2367
TIMERA = 0 // @ = int 

:GENERL3_6916
if 
  $2371 == 1 // $ == int 
jf @GENERL3_7030 
if 
  not Actor.Dead($2295)
jf @GENERL3_7030 
if 
  not Actor.Dead($2291)
jf @GENERL3_7030 
if 
82CB:   not actor $2295 bounding_sphere_visible 
jf @GENERL3_7030 
Camera.SetPosition(458.0866, -494.786, 11.68491, 0.0, 0.0, 0.0)
Camera.OnPed($2295, 15, 2)
$2371 = 2 // $ = int 

:GENERL3_7030
if 
  $2360 == 4 // $ == int 
jf @GENERL3_7697 
if 
  not Actor.Dead($2295)
jf @GENERL3_7697 
if 
  not Actor.Dead($2291)
jf @GENERL3_7697 
if 
00E7:   player $PLAYER_CHAR stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7641 
if 
00F0:   actor $2291 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7578 
if 
00F0:   actor $2295 stopped 0 461.4445 -495.2143 radius 2.0 2.0 
jf @GENERL3_7515 
if 
  not Actor.Dead($2293)
jf @GENERL3_7508 
if 
  not Actor.Dead($2294)
jf @GENERL3_7508 
if 
  not Car.Wrecked($2296)
jf @GENERL3_7508 
0319: set_actor $2291 running 0 
011C: actor $2295 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020F: actor $2295 look_at_player $PLAYER_CHAR 
Car.LockInCurrentPosition($2296, True)
0372: set_actor $2295 anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_5' time 5000 1  // You must be Cortez's new gun.
03D1: play_wav 1 

:GENERL3_7303
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2295)
jf @GENERL3_7334 
wait 0 
jump @GENERL3_7303 

:GENERL3_7334
040D: unload_wav 1 
03D5: remove_text 'GEN3_5'  // You must be Cortez's new gun.
0372: set_actor $2295 anim 0 wait_state_time 100 ms 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_6' time 5000 1  // Until more gainful opportunities arise.
03D1: play_wav 2 

:GENERL3_7386
if and
83D2:   not wav 2 ended 
  not Actor.Dead($2295)
jf @GENERL3_7417 
wait 0 
jump @GENERL3_7386 

:GENERL3_7417
040D: unload_wav 2 
03D5: remove_text 'GEN3_6'  // Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03CF: load_wav 'COL3_5' as 1 
03CF: load_wav 'COL3_6' as 2 

:GENERL3_7464
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_7494 
wait 0 
jump @GENERL3_7464 

:GENERL3_7494
TIMERA = 0 // @ = int 
$2360 = 5 // $ = int 

:GENERL3_7508
jump @GENERL3_7571 

:GENERL3_7515
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7571 
Actor.PutAt($2295, 461.4244, -493.8346, -100.0)
Actor.Angle($2295) = 169.954
TIMERA = 0 // @ = int 

:GENERL3_7571
jump @GENERL3_7634 

:GENERL3_7578
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7634 
Actor.PutAt($2291, 462.4995, -495.6623, -100.0)
Actor.Angle($2291) = 350.0
TIMERA = 0 // @ = int 

:GENERL3_7634
jump @GENERL3_7697 

:GENERL3_7641
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_7697 
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 350.0 
TIMERA = 0 // @ = int 

:GENERL3_7697
if 
  $2360 == 5 // $ == int 
jf @GENERL3_8086 
if 
  not Actor.Dead($2295)
jf @GENERL3_8086 
if 
  not Actor.Dead($2291)
jf @GENERL3_8086 
if 
  TIMERA > 500 // @ > int 
jf @GENERL3_8086 
0350: set_actor $2295 maintain_position_when_attacked 1 
0210: player $PLAYER_CHAR look_at_actor $2291 
020F: actor $2291 look_at_player $PLAYER_CHAR 
Camera.SetPosition(463.0205, -492.5053, 11.51502, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
if 
  not Actor.Dead($2294)
jf @GENERL3_7853 
0337: set_actor $2294 visibility 0 

:GENERL3_7853
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'GEN3_7' time 5000 1  // They'll be here any minute - we both better get a good vantage point...
03D1: play_wav 1 

:GENERL3_7882
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2295)
jf @GENERL3_7913 
wait 0 
jump @GENERL3_7882 

:GENERL3_7913
040D: unload_wav 1 
03D5: remove_text 'GEN3_7'  // They'll be here any minute - we both better get a good vantage point...
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_7952 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 

:GENERL3_7952
if 
  not Actor.Dead($2291)
jf @GENERL3_7978 
0372: set_actor $2291 anim 19 wait_state_time 10000 ms 

:GENERL3_7978
00BC: text_highpriority 'GEN3_8' time 5000 1  // OK! I'll take the balcony, you get the roof across the yard.
03D1: play_wav 2 

:GENERL3_7997
if and
83D2:   not wav 2 ended 
  not Actor.Dead($2295)
jf @GENERL3_8028 
wait 0 
jump @GENERL3_7997 

:GENERL3_8028
040D: unload_wav 2 
03D5: remove_text 'GEN3_8'  // OK! I'll take the balcony, you get the roof across the yard.
if 
  not Actor.Dead($2291)
jf @GENERL3_8067 
0372: set_actor $2291 anim 0 wait_state_time 100 ms 

:GENERL3_8067
01E0: clear_leader $2291 
TIMERA = 0 // @ = int 
$2360 = 6 // $ = int 

:GENERL3_8086
if 
  $2360 == 6 // $ == int 
jf @GENERL3_8295 
if 
  not Actor.Dead($2295)
jf @GENERL3_8295 
if 
  not Actor.Dead($2291)
jf @GENERL3_8295 
if 
  not Actor.Dead($2293)
jf @GENERL3_8295 
if 
  not Actor.Dead($2294)
jf @GENERL3_8295 
01B2: give_actor $2295 weapon 23 ammo 3000 // Load the weapon model before using this 
0337: set_actor $2294 visibility 1 
02A3: enable_widescreen 0 
Camera.Restore
Player.CanMove($PLAYER_CHAR, True)
018A: $2315 = create_checkpoint_at $2312 $2313 $2314 
009E: set_actor $2291 follow_path $2316 $2317 $2318 radius 1.0 move_stat 1 
0350: set_actor $2295 maintain_position_when_attacked 1 
0350: set_actor $2293 maintain_position_when_attacked 1 
0350: set_actor $2294 maintain_position_when_attacked 1 
0514: set_actor $2295 can_be_damaged_by_members_of_gang 3 0 
0514: set_actor $2293 can_be_damaged_by_members_of_gang 3 0 
0514: set_actor $2294 can_be_damaged_by_members_of_gang 3 0 
TIMERA = 0 // @ = int 
$2360 = 7 // $ = int 

:GENERL3_8295
if 
  $2360 == 7 // $ == int 
jf @GENERL3_8392 
if 
  not Actor.Dead($2291)
jf @GENERL3_8392 
if 
80FF:   not actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 
jf @GENERL3_8392 
009E: set_actor $2291 follow_path $2316 $2317 $2318 radius 1.0 move_stat 1 

:GENERL3_8392
if 
  $2360 > 6 // $ > int 
jf @GENERL3_8546 
if 
  not Actor.Dead($2295)
jf @GENERL3_8448 
$2299 = Actor.Health($2295)
$2299 /= 5 // $ /= int 
jump @GENERL3_8455 

:GENERL3_8448
$2299 = 0 // $ = int 

:GENERL3_8455
if 
  0 >= $2299 // int >= $ 
jf @GENERL3_8478 
0151: remove_status_text $2299 

:GENERL3_8478
if 
  not Actor.Dead($2291)
jf @GENERL3_8516 
$2460 = Actor.Health($2291)
$2460 /= 6 // $ /= int 
jump @GENERL3_8523 

:GENERL3_8516
$2460 = 0 // $ = int 

:GENERL3_8523
if 
  0 >= $2460 // int >= $ 
jf @GENERL3_8546 
0151: remove_status_text $2460 

:GENERL3_8546
if and
  $2360 > 7 // $ > int 
  13 > $2360 // int > $ 
jf @GENERL3_11286 
if 
  not Actor.Dead($2291)
jf @GENERL3_10862 
if 
  Actor.Dead($2293)
jf @GENERL3_8653 
if 
  $2428 == 0 // $ == int 
jf @GENERL3_8653 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8653 
$2426 = 1 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8653
if 
  $2456 == 0 // $ == int 
jf @GENERL3_8726 
if 
031D:   actor $2291 hit_by_weapon 22 
jf @GENERL3_8726 
0467: set_actor $2291 clear_last_weapon_damage 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8726 
$2426 = 3 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8726
if 
02E0:   actor $2291 firing_weapon 
jf @GENERL3_8792 
if 
  $2429 == 0 // $ == int 
jf @GENERL3_8792 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8792 
$2426 = 4 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8792
if 
02E0:   actor $2291 firing_weapon 
jf @GENERL3_8858 
if 
  $2429 == 1 // $ == int 
jf @GENERL3_8858 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8858 
$2426 = 5 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8858
if 
02E0:   actor $2291 firing_weapon 
jf @GENERL3_8924 
if 
  $2429 == 2 // $ == int 
jf @GENERL3_8924 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8924 
$2426 = 9 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8924
if 
  $2456 == 1 // $ == int 
jf @GENERL3_8997 
if 
031D:   actor $2291 hit_by_weapon 22 
jf @GENERL3_8997 
0467: set_actor $2291 clear_last_weapon_damage 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_8997 
$2426 = 6 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_8997
if 
  $2456 == 2 // $ == int 
jf @GENERL3_9070 
if 
031D:   actor $2291 hit_by_weapon 22 
jf @GENERL3_9070 
0467: set_actor $2291 clear_last_weapon_damage 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_9070 
$2426 = 7 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_9070
if 
  $2456 == 3 // $ == int 
jf @GENERL3_9143 
if 
031D:   actor $2291 hit_by_weapon 22 
jf @GENERL3_9143 
0467: set_actor $2291 clear_last_weapon_damage 
if 
  $2426 == 0 // $ == int 
jf @GENERL3_9143 
$2426 = 8 // $ = int 
$2427 = 0 // $ = int 

:GENERL3_9143
if 
  $2426 == 1 // $ == int 
jf @GENERL3_9357 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_9205 
03CF: load_wav 'COL3_10' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_9357 

:GENERL3_9205
if 
  $2427 == 1 // $ == int 
jf @GENERL3_9245 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9245 
$2427 = 2 // $ = int 

:GENERL3_9245
if 
  $2427 == 2 // $ == int 
jf @GENERL3_9289 
00BC: text_highpriority 'GEN3_16' time 5000 1  // Diaz's men are getting cut down!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_9289
if 
  $2427 == 3 // $ == int 
jf @GENERL3_9357 
if 
03D2:   wav 1 ended 
jf @GENERL3_9357 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
$2428 = 1 // $ = int 

:GENERL3_9357
if 
  $2426 == 3 // $ == int 
jf @GENERL3_9571 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_9419 
03CF: load_wav 'COL3_8' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_9571 

:GENERL3_9419
if 
  $2427 == 1 // $ == int 
jf @GENERL3_9459 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9459 
$2427 = 2 // $ = int 

:GENERL3_9459
if 
  $2427 == 2 // $ == int 
jf @GENERL3_9503 
00BC: text_highpriority 'GEN3_14' time 5000 1  // Tommy! I need some help here!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_9503
if 
  $2427 == 3 // $ == int 
jf @GENERL3_9571 
if 
03D2:   wav 1 ended 
jf @GENERL3_9571 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
$2456 = 1 // $ = int 

:GENERL3_9571
if 
  $2426 == 4 // $ == int 
jf @GENERL3_9785 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_9633 
03CF: load_wav 'COL3_18' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_9785 

:GENERL3_9633
if 
  $2427 == 1 // $ == int 
jf @GENERL3_9673 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9673 
$2427 = 2 // $ = int 

:GENERL3_9673
if 
  $2427 == 2 // $ == int 
jf @GENERL3_9717 
00BC: text_highpriority 'GEN3_46' time 5000 1  // Sheeit!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_9717
if 
  $2427 == 3 // $ == int 
jf @GENERL3_9785 
if 
03D2:   wav 1 ended 
jf @GENERL3_9785 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
$2429 = 1 // $ = int 

:GENERL3_9785
if 
  $2426 == 5 // $ == int 
jf @GENERL3_9999 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_9847 
03CF: load_wav 'COL3_9' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_9999 

:GENERL3_9847
if 
  $2427 == 1 // $ == int 
jf @GENERL3_9887 
if 
03D0:   wav 1 loaded 
jf @GENERL3_9887 
$2427 = 2 // $ = int 

:GENERL3_9887
if 
  $2427 == 2 // $ == int 
jf @GENERL3_9931 
00BC: text_highpriority 'GEN3_15' time 5000 1  // Don't worry, I got you covered!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_9931
if 
  $2427 == 3 // $ == int 
jf @GENERL3_9999 
if 
03D2:   wav 1 ended 
jf @GENERL3_9999 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
$2429 = 2 // $ = int 

:GENERL3_9999
if 
  $2426 == 6 // $ == int 
jf @GENERL3_10213 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_10061 
03CF: load_wav 'COL3_20' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_10213 

:GENERL3_10061
if 
  $2427 == 1 // $ == int 
jf @GENERL3_10101 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10101 
$2427 = 2 // $ = int 

:GENERL3_10101
if 
  $2427 == 2 // $ == int 
jf @GENERL3_10145 
00BC: text_highpriority 'GEN3_48' time 5000 1  // Damn!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_10145
if 
  $2427 == 3 // $ == int 
jf @GENERL3_10213 
if 
03D2:   wav 1 ended 
jf @GENERL3_10213 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2456 = 2 // $ = int 

:GENERL3_10213
if 
  $2426 == 7 // $ == int 
jf @GENERL3_10427 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_10275 
03CF: load_wav 'COL3_17' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_10427 

:GENERL3_10275
if 
  $2427 == 1 // $ == int 
jf @GENERL3_10315 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10315 
$2427 = 2 // $ = int 

:GENERL3_10315
if 
  $2427 == 2 // $ == int 
jf @GENERL3_10359 
00BC: text_highpriority 'GEN3_47' time 5000 1  // Tommy!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_10359
if 
  $2427 == 3 // $ == int 
jf @GENERL3_10427 
if 
03D2:   wav 1 ended 
jf @GENERL3_10427 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
$2456 = 3 // $ = int 

:GENERL3_10427
if 
  $2426 == 8 // $ == int 
jf @GENERL3_10641 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_10489 
03CF: load_wav 'COL3_19' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_10641 

:GENERL3_10489
if 
  $2427 == 1 // $ == int 
jf @GENERL3_10529 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10529 
$2427 = 2 // $ = int 

:GENERL3_10529
if 
  $2427 == 2 // $ == int 
jf @GENERL3_10573 
00BC: text_highpriority 'GEN3_48' time 5000 1  // Damn!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_10573
if 
  $2427 == 3 // $ == int 
jf @GENERL3_10641 
if 
03D2:   wav 1 ended 
jf @GENERL3_10641 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2456 = 4 // $ = int 

:GENERL3_10641
if 
  $2426 == 9 // $ == int 
jf @GENERL3_10855 
if 
  $2427 == 0 // $ == int 
jf @GENERL3_10703 
03CF: load_wav 'COL3_23' as 1 
$2427 = 1 // $ = int 
jump @GENERL3_10855 

:GENERL3_10703
if 
  $2427 == 1 // $ == int 
jf @GENERL3_10743 
if 
03D0:   wav 1 loaded 
jf @GENERL3_10743 
$2427 = 2 // $ = int 

:GENERL3_10743
if 
  $2427 == 2 // $ == int 
jf @GENERL3_10787 
00BC: text_highpriority 'GEN3_52' time 5000 1  // These Haitians think they can take RICARDO DIAZ!?!
03D1: play_wav 1 
$2427 = 3 // $ = int 

:GENERL3_10787
if 
  $2427 == 3 // $ == int 
jf @GENERL3_10855 
if 
03D2:   wav 1 ended 
jf @GENERL3_10855 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // These Haitians think they can take RICARDO DIAZ!?!
$2429 = 3 // $ = int 

:GENERL3_10855
jump @GENERL3_11286 

:GENERL3_10862
if 
  $2426 == 1 // $ == int 
jf @GENERL3_10915 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_16'  // Diaz's men are getting cut down!
$2428 = 1 // $ = int 

:GENERL3_10915
if 
  $2426 == 3 // $ == int 
jf @GENERL3_10968 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_14'  // Tommy! I need some help here!
$2456 = 1 // $ = int 

:GENERL3_10968
if 
  $2426 == 4 // $ == int 
jf @GENERL3_11021 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_46'  // Sheeit!
$2429 = 1 // $ = int 

:GENERL3_11021
if 
  $2426 == 5 // $ == int 
jf @GENERL3_11074 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_15'  // Don't worry, I got you covered!
$2429 = 2 // $ = int 

:GENERL3_11074
if 
  $2426 == 6 // $ == int 
jf @GENERL3_11127 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2456 = 2 // $ = int 

:GENERL3_11127
if 
  $2426 == 7 // $ == int 
jf @GENERL3_11180 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_47'  // Tommy!
$2456 = 3 // $ = int 

:GENERL3_11180
if 
  $2426 == 8 // $ == int 
jf @GENERL3_11233 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_48'  // Damn!
$2456 = 4 // $ = int 

:GENERL3_11233
if 
  $2426 == 9 // $ == int 
jf @GENERL3_11286 
$2427 = 0 // $ = int 
$2426 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'GEN3_52'  // These Haitians think they can take RICARDO DIAZ!?!
$2429 = 3 // $ = int 

:GENERL3_11286
if 
  $2360 == 7 // $ == int 
jf @GENERL3_11992 
if 
  not Actor.Dead($2295)
jf @GENERL3_11992 
if 
  not Actor.Dead($2291)
jf @GENERL3_11992 
if 
00F9:   player $PLAYER_CHAR stopped 1 $2312 $2313 $2314 radius 1.0 1.0 2.0 
jf @GENERL3_11992 
if 
00FF:   actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 
jf @GENERL3_11950 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
Actor.Angle($2291) = $2319
Marker.Disable($2315)
02A9: set_actor $2295 immune_to_nonplayer 1 
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#BURRITO)
Model.Load(#VOODOO)
Model.Load(#TEC9)

:GENERL3_11482
if or
  not Model.Available(#CUBAN)
  not Model.Available(#CBA)
  not Model.Available(#VOODOO)
jf @GENERL3_11518 
wait 0 
jump @GENERL3_11482 

:GENERL3_11518
if or
  not Model.Available(#TEC9)
  not Model.Available(#BURRITO)
jf @GENERL3_11550 
wait 0 
jump @GENERL3_11518 

:GENERL3_11550
0395: clear_area 1 at $2303 $2304 500.0 range 500.0 
Car.Create($2302, #CUBAN, $2303, $2304, $2305)
053F: set_car $2302 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2302, True)
04E0: car $2302 abandon_path_radius 3 
Car.Angle($2302) = $2306
Car.Health($2302) = 3500
0129: $2307 = create_actor 7 #CBA in_car $2302 driverseat 
01B2: give_actor $2307 weapon 22 ammo 3000 // Load the weapon model before using this 
Car.SetToNormalDriver($2302)
01ED: clear_actor $2307 threat_search 
011A: set_actor $2307 search_threat 256 
Actor.Health($2307) = 10
0568: set_actor $2307 untargetable 1 
01C8: $2308 = create_actor_pedtype 7 model #CBA in_car $2302 passenger_seat 0 
01B2: give_actor $2308 weapon 22 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $2308 threat_search 
011A: set_actor $2308 search_threat 256 
Actor.Health($2308) = 10
01DE: tie_actor $2308 to_actor $2307 
0568: set_actor $2308 untargetable 1 
if 
  not Actor.Dead($2295)
jf @GENERL3_11761 
020E: actor $2295 look_at_actor $2307 

:GENERL3_11761
Camera.SetPosition(461.6999, -476.1379, 18.4551, 0.0, 0.0, 0.0)
Camera.PointAt(461.5766, -477.0688, 18.11078, 2)
Car.PutAt($2302, 448.662, -525.4344, 9.576)
Car.Angle($2302) = 329.7276
02C2: car $2302 drive_to_point 465.2766 -496.3094 10.82948 
Car.SetMaxSpeed($2302, 8.0)
020E: actor $PLAYER_ACTOR look_at_actor $2307 
00BC: text_highpriority 'GEN3_37' time 10000 2  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
04F7: status_text $2299 1 line 1 'GEN3_22'  // Diaz's Health:
04F7: status_text $2460 1 line 2 'GEN3_49'  // lance's health:
TIMERA = 0 // @ = int 
$2360 = 8 // $ = int 
jump @GENERL3_11992 

:GENERL3_11950
if 
  TIMERA > 35000 // @ > int 
jf @GENERL3_11992 
Actor.PutAt($2291, $2316, $2317, $2318)
TIMERA = 0 // @ = int 

:GENERL3_11992
if 
  $2360 == 8 // $ == int 
jf @GENERL3_12279 
if 
  not Actor.Dead($2295)
jf @GENERL3_12279 
if 
  not Actor.Dead($2291)
jf @GENERL3_12279 
if 
  not Actor.Dead($2307)
jf @GENERL3_12279 
if 
  not Actor.Dead($2308)
jf @GENERL3_12279 
if 
  not Car.Wrecked($2302)
jf @GENERL3_12279 
if 
01AD:   car $2302 sphere 0 near_point 465.2766 -496.3094 radius 1.5 1.5 
jf @GENERL3_12223 
Car.SetMaxSpeed($2302, 0.0)
0210: player $PLAYER_CHAR look_at_actor $2307 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03D5: remove_text 'GEN3_37'  // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
011A: set_actor $2295 search_threat 256 
0243: set_actor $2295 ped_stats_to 16 
01D3: actor $2307 leave_car $2302 
01D3: actor $2308 leave_car $2302 
$2360 = 9 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_12279 

:GENERL3_12223
if 
  TIMERA > 20000 // @ > int 
jf @GENERL3_12279 
Car.PutAt($2302, 465.2766, -496.3094, -100.0)
Car.Angle($2302) = 349.697
TIMERA = 0 // @ = int 

:GENERL3_12279
if 
  $2360 == 9 // $ == int 
jf @GENERL3_12453 
if 
  not Actor.Dead($2295)
jf @GENERL3_12453 
if 
  not Actor.Dead($2291)
jf @GENERL3_12453 
if 
  not Actor.Dead($2307)
jf @GENERL3_12453 
if 
  not Actor.Dead($2308)
jf @GENERL3_12453 
if 
  not Actor.Driving($2307)
jf @GENERL3_12453 
if 
  not Actor.Driving($2308)
jf @GENERL3_12453 
if 
  not Car.Wrecked($2302)
jf @GENERL3_12453 
020A: set_car $2302 door_status_to 3 
0211: actor $2307 walk_to 461.4597 -494.8022 
0211: actor $2308 walk_to 462.4995 -495.6623 
$2360 = 10 // $ = int 

:GENERL3_12453
if 
  $2360 == 10 // $ == int 
jf @GENERL3_12836 
if 
  not Actor.Dead($2295)
jf @GENERL3_12836 
if 
  not Actor.Dead($2291)
jf @GENERL3_12836 
if 
  not Actor.Dead($2307)
jf @GENERL3_12836 
if 
  not Actor.Dead($2308)
jf @GENERL3_12836 
if or
00F0:   actor $2307 stopped 0 461.4445 -495.2143 radius 2.5 2.5 
  TIMERA > 35000 // @ > int 
jf @GENERL3_12836 
if or
00F0:   actor $2308 stopped 0 461.4445 -495.2143 radius 3.0 3.0 
  TIMERA > 35000 // @ > int 
jf @GENERL3_12836 
Actor.StorePos($2307, $2435, $2436, $2437)
Actor.StorePos($2295, $2438, $2439, $2440)
$2436 *= -1.0 // $ *= float 
$2439 *= -1.0 // $ *= float 
0086: $2441 = $2435 // $ = $ float 
0059: $2441 += $2438 // $ += $ float 
0086: $2442 = $2439 // $ = $ float 
0059: $2442 += $2436 // $ += $ float 
$2441 /= 2.0 // $ /= float 
$2442 /= 2.0 // $ /= float 
$2442 *= -1.0 // $ *= float 
Object.Create($2433, #BRIEFCASE, $2441, $2442, 10.0625)
02A9: set_actor $2295 immune_to_nonplayer 0 
0446: set_actor $2295 dismemberment_possible 0 
0446: set_actor $2291 dismemberment_possible 0 
03F9: make_actors $2307 $2295 converse_in 20000 ms 
01E0: clear_leader $2308 
0350: set_actor $2308 maintain_position_when_attacked 1 
0350: set_actor $2307 maintain_position_when_attacked 1 
TIMERA = 0 // @ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 120000 
$2360 = 11 // $ = int 

:GENERL3_12836
if 
  $2360 == 11 // $ == int 
jf @GENERL3_13030 
if 
  TIMERA > 4000 // @ > int 
jf @GENERL3_13030 
if 
  not Actor.Dead($2291)
jf @GENERL3_13030 
if 
  not Actor.Dead($2293)
jf @GENERL3_13030 
if 
  not Actor.Dead($2294)
jf @GENERL3_13030 
if 
  not Actor.Dead($2308)
jf @GENERL3_13030 
$10020 = 1 // $ = int 
0350: set_actor $2291 maintain_position_when_attacked 1 
011A: set_actor $2291 search_threat 256 
01B2: give_actor $2291 weapon 23 ammo 300000 // Load the weapon model before using this 
0243: set_actor $2291 ped_stats_to 16 
0350: set_actor $2293 maintain_position_when_attacked 0 
0350: set_actor $2294 maintain_position_when_attacked 0 
0350: set_actor $2308 maintain_position_when_attacked 0 
03E5: text_box 'HELP45'  // Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding.
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$2360 = 12 // $ = int 

:GENERL3_13030
if 
  $2360 > 5 // $ > int 
jf @GENERL3_13283 
if 
  13 > $2360 // int > $ 
jf @GENERL3_13283 
if 
  $2416 == 0 // $ == int 
jf @GENERL3_13283 
if or
051A:   actor $2295 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2293 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2294 damaged_by_actor $PLAYER_ACTOR 
  Actor.Dead($2293)
  Actor.Dead($2294)
jf @GENERL3_13283 
if 
  not Actor.Dead($2295)
jf @GENERL3_13152 
011A: set_actor $2295 search_threat 1 

:GENERL3_13152
if 
  not Actor.Dead($2293)
jf @GENERL3_13175 
011A: set_actor $2293 search_threat 1 

:GENERL3_13175
if 
  not Actor.Dead($2294)
jf @GENERL3_13198 
011A: set_actor $2294 search_threat 1 

:GENERL3_13198
if 
  not Actor.Dead($2295)
jf @GENERL3_13219 
054E: clear_actor $2295 damage 

:GENERL3_13219
if 
  not Actor.Dead($2293)
jf @GENERL3_13240 
054E: clear_actor $2293 damage 

:GENERL3_13240
if 
  not Actor.Dead($2294)
jf @GENERL3_13261 
054E: clear_actor $2294 damage 

:GENERL3_13261
00BC: text_highpriority 'GEN3_33' time 7000 1  // ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
jump @GENERL3_29873 

:GENERL3_13283
if 
  $2360 > 7 // $ > int 
jf @GENERL3_13474 
if 
  13 > $2360 // int > $ 
jf @GENERL3_13474 
if 
  $2416 == 0 // $ == int 
jf @GENERL3_13474 
if or
051A:   actor $2307 damaged_by_actor $PLAYER_ACTOR 
051A:   actor $2308 damaged_by_actor $PLAYER_ACTOR 
jf @GENERL3_13474 
if 
  not Actor.Dead($2307)
jf @GENERL3_13387 
011A: set_actor $2307 search_threat 1 

:GENERL3_13387
if 
  not Actor.Dead($2308)
jf @GENERL3_13410 
011A: set_actor $2308 search_threat 1 

:GENERL3_13410
00BC: text_highpriority 'GEN3_34' time 7000 1  // ~r~There ain't gonna be a deal if you shoot the Cubans!
if 
  not Actor.Dead($2307)
jf @GENERL3_13446 
054E: clear_actor $2295 damage 

:GENERL3_13446
if 
  not Actor.Dead($2308)
jf @GENERL3_13467 
054E: clear_actor $2293 damage 

:GENERL3_13467
jump @GENERL3_29873 

:GENERL3_13474
if 
  $2457 == 1 // $ == int 
jf @GENERL3_13580 
if 
  $2360 == 12 // $ == int 
jf @GENERL3_13580 
if 
  not Actor.Dead($2295)
jf @GENERL3_13580 
if 
  $2461 == 0 // $ == int 
jf @GENERL3_13580 
0350: set_actor $2295 maintain_position_when_attacked 0 
0239: actor $2295 run_to 463.2771 -495.5872 
$2461 = 1 // $ = int 
$2457 = 2 // $ = int 

:GENERL3_13580
if 
  $2457 == 2 // $ == int 
jf @GENERL3_13694 
if 
  $2360 == 12 // $ == int 
jf @GENERL3_13694 
if 
  not Actor.Dead($2295)
jf @GENERL3_13694 
if 
00ED:   actor $2295 0 463.2771 -495.5872 radius 1.0 1.0 
jf @GENERL3_13694 
0350: set_actor $2295 maintain_position_when_attacked 1 
Actor.Angle($2295) = 69.0
$2457 = 3 // $ = int 

:GENERL3_13694
if 
  $2360 == 12 // $ == int 
jf @GENERL3_13788 
if 
  $2457 == 3 // $ == int 
jf @GENERL3_13788 
if 
  not Actor.Dead($2295)
jf @GENERL3_13788 
if 
  not Actor.Dead($2291)
jf @GENERL3_13788 
if 
02E0:   actor $2291 firing_weapon 
jf @GENERL3_13788 
04EB: actor $2295 crouch 1 5000 ms 

:GENERL3_13788
if 
  $2360 == 12 // $ == int 
jf @GENERL3_13944 
if 
82AD:   not player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878 radius 33.5 sphere 0 
jf @GENERL3_13944 
if 
  not Actor.Dead($2295)
jf @GENERL3_13944 
if 
82CB:   not actor $2295 bounding_sphere_visible 
jf @GENERL3_13944 
if 
   not $2420 == 1 // $ == int 
jf @GENERL3_13944 
if 
   not $2419 == 1 // $ == int 
jf @GENERL3_13944 
0321: kill_actor $2295 
00BC: text_highpriority 'GEN3_56' time 5000 1  // ~r~Diaz was ambushed and died! Next time keep him in your sights!
jump @GENERL3_29873 

:GENERL3_13944
if and
  Actor.Dead($10011)
  $10013 == 1 // $ == int 
jf @GENERL3_14095 
Actor.RemoveReferences($10011)
Actor.Create($10011, 4, #HNA, 453.661, 572.8044, 179.0333)
Actor.Health($10011) = 300
Actor.Angle($10011) = 174.041
01ED: clear_actor $10011 threat_search 
011A: set_actor $10011 search_threat 1 
011A: set_actor $10011 search_threat 1024 
011A: set_actor $10011 search_threat 128 
011A: set_actor $10011 search_threat 21 
0243: set_actor $10011 ped_stats_to 16 
01CA: actor $10011 kill_player $PLAYER_CHAR 
0319: set_actor $10011 running 1 
0291: set_actor $10011 heed_threats 1 
01B2: give_actor $10011 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10011 weapon_accuracy_to 70 

:GENERL3_14095
if and
  Actor.Dead($10012)
  $10013 == 1 // $ == int 
jf @GENERL3_14238 
Actor.RemoveReferences($10012)
Actor.Create($10012, 4, #HNB, 464.5811, -510.9756, 172.4712)
Actor.Health($10012) = 300
Actor.Angle($10012) = 169.4451
01ED: clear_actor $10012 threat_search 
011A: set_actor $10012 search_threat 1 
011A: set_actor $10012 search_threat 1024 
011A: set_actor $10012 search_threat 128 
011A: set_actor $10012 search_threat 21 
0243: set_actor $10012 ped_stats_to 16 
0319: set_actor $10012 running 1 
0291: set_actor $10012 heed_threats 1 
01B2: give_actor $10012 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10012 weapon_accuracy_to 80 

:GENERL3_14238
if and
  Actor.Dead($10015)
  $10013 == 1 // $ == int 
jf @GENERL3_14381 
Actor.RemoveReferences($10015)
Actor.Create($10015, 4, #HNB, 455.3824, -516.0547, 161.4712)
Actor.Health($10015) = 300
Actor.Angle($10015) = 353.5311
01ED: clear_actor $10015 threat_search 
011A: set_actor $10015 search_threat 1 
011A: set_actor $10015 search_threat 1024 
011A: set_actor $10015 search_threat 128 
011A: set_actor $10015 search_threat 21 
0243: set_actor $10015 ped_stats_to 16 
0319: set_actor $10015 running 1 
0291: set_actor $10015 heed_threats 1 
01B2: give_actor $10015 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10015 weapon_accuracy_to 70 

:GENERL3_14381
if and
  Actor.Dead($10014)
  $10013 == 1 // $ == int 
jf @GENERL3_14524 
Actor.RemoveReferences($10014)
Actor.Create($10014, 4, #HNB, 463.0687, 566.5197, 324.9712)
Actor.Health($10014) = 300
Actor.Angle($10014) = 172.1095
01ED: clear_actor $10014 threat_search 
011A: set_actor $10014 search_threat 1 
011A: set_actor $10014 search_threat 1024 
011A: set_actor $10014 search_threat 128 
011A: set_actor $10014 search_threat 21 
0243: set_actor $10014 ped_stats_to 16 
0319: set_actor $10014 running 1 
0291: set_actor $10014 heed_threats 1 
01B2: give_actor $10014 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10014 weapon_accuracy_to 80 

:GENERL3_14524
if and
  Car.Wrecked($10016)
  $10020 == 1 // $ == int 
jf @GENERL3_14653 
Car.Create($10016, #MAVERICK, 354.0923, -573.1639, 56.4727)
Car.Angle($10016) = 296.8148
0129: $10017 = create_actor 4 #HNB in_car $10016 driverseat 
02AB: set_actor $10017 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04A2: heli $10016 fly_to 451.1823 -456.7675 58.4727 speed 20 
0229: set_car $10016 color_to 64 84 
Car.SetImmunities($10016, 1, 1, 1, 1, 1)

:GENERL3_14653
if and
  not Car.Wrecked($10016)
  $10020 == 1 // $ == int 
jf @GENERL3_15114 
if 
00EC:   actor $10017 0 451.1823 -456.7675 radius 58.472 6.0 
jf @GENERL3_14736 
04A2: heli $10016 fly_to 466.8112 -534.5909 59.4712 speed 20 

:GENERL3_14736
if and
  not Car.Wrecked($10016)
  $10020 == 1 // $ == int 
jf @GENERL3_14819 
if 
00EC:   actor $10017 0 466.8112 -534.5909 radius 59.4712 6.0 
jf @GENERL3_14819 
04A2: heli $10016 fly_to 451.1823 -456.7675 58.4727 speed 20 

:GENERL3_14819
if and
  Car.Wrecked($10018)
  $10020 == 1 // $ == int 
jf @GENERL3_14948 
Car.Create($10018, #MAVERICK, 439.3717, -593.7684, 52.7791)
Car.Angle($10018) = 348.9867
0129: $10019 = create_actor 4 #HNB in_car $10018 driverseat 
02AB: set_actor $10019 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04A2: heli $10018 fly_to 436.2784 -501.0352 56.1009 speed 20 
0229: set_car $10018 color_to 64 84 
Car.SetImmunities($10018, 1, 1, 1, 1, 1)

:GENERL3_14948
if and
  not Car.Wrecked($10018)
  $10020 == 1 // $ == int 
jf @GENERL3_15031 
if 
00EC:   actor $10019 0 436.2784 -501.0352 radius 56.1009 4.0 
jf @GENERL3_15031 
04A2: heli $10018 fly_to 480.8382 -469.8981 56.0556 speed 20 

:GENERL3_15031
if and
  not Car.Wrecked($10018)
  $10020 == 1 // $ == int 
jf @GENERL3_15114 
if 
00EC:   actor $10019 0 480.8382 -469.8981 radius 56.0556 4.0 
jf @GENERL3_15114 
04A2: heli $10018 fly_to 436.2784 -501.0352 56.1009 speed 20 

:GENERL3_15114
if 
  $2360 == 12 // $ == int 
jf @GENERL3_20979 
if 
  TIMERA > 5000 // @ > int 
jf @GENERL3_16034 
if 
  $2373 == 0 // $ == int 
jf @GENERL3_15441 
$10013 = 1 // $ = int 
0395: clear_area 0 at $2374 $2375 $2376 range 5.0 
Car.Create($2372, #VOODOO, $2374, $2375, $2376)
053F: set_car $2372 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2372, True)
Car.Angle($2372) = $2377
0129: $2320 = create_actor 8 #HNA in_car $2372 driverseat 
054A: set_actor $2320 can_be_shot_in_a_car 0 
01B2: give_actor $2320 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2320 threat_search 
011A: set_actor $2320 search_threat 1024 
011A: set_actor $2320 search_threat 128 
0243: set_actor $2320 ped_stats_to 16 
0162: $2344 = create_marker_above_actor $2320 color 4 display 2 
0168: set_marker $2344 size 2 
Actor.Health($2320) = 150
01C8: $2321 = create_actor_pedtype 8 model #HNB in_car $2372 passenger_seat 0 
054A: set_actor $2321 can_be_shot_in_a_car 0 
01B2: give_actor $2321 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2321 threat_search 
011A: set_actor $2321 search_threat 1024 
011A: set_actor $2321 search_threat 128 
0243: set_actor $2321 ped_stats_to 16 
0162: $2345 = create_marker_above_actor $2321 color 4 display 2 
0168: set_marker $2345 size 2 
Actor.Health($2321) = 150
020A: set_car $2372 door_status_to 3 
Car.Health($2372) = 5000
Car.SetToNormalDriver($2372)
$2416 = 1 // $ = int 
$2373 = 1 // $ = int 

:GENERL3_15441
if 
  $2373 == 1 // $ == int 
jf @GENERL3_15519 
if 
  not Car.Wrecked($2372)
jf @GENERL3_15519 
02C2: car $2372 drive_to_point 462.3186 -503.6335 10.77767 
Car.SetMaxSpeed($2372, 24.0)
00AE: set_vehicle $2372 traffic_behavior_to 3 
$2373 = 2 // $ = int 

:GENERL3_15519
if 
  $2373 == 2 // $ == int 
jf @GENERL3_15594 
if 
  not Car.Wrecked($2372)
jf @GENERL3_15594 
if 
01AD:   car $2372 sphere 0 near_point $2378 $2379 radius 4.0 4.0 
jf @GENERL3_15594 
$2373 = 3 // $ = int 

:GENERL3_15594
if 
  $2373 == 3 // $ == int 
jf @GENERL3_15635 
if 
  not Car.Wrecked($2372)
jf @GENERL3_15635 
$2373 = 4 // $ = int 

:GENERL3_15635
if 
  $2373 == 4 // $ == int 
jf @GENERL3_15864 
if 
  not Car.Wrecked($2372)
jf @GENERL3_15864 
if 
  not Actor.Dead($2320)
jf @GENERL3_15864 
if 
  not Actor.Dead($2321)
jf @GENERL3_15864 
if 
01AD:   car $2372 sphere 0 near_point 462.3186 -503.6335 radius 3.0 3.0 
jf @GENERL3_15864 
if 
  $2457 == 0 // $ == int 
jf @GENERL3_15779 
00BC: text_highpriority 'GEN3_19' time 7000 2  // ~g~Haitians! They're busting the deal! Protect Diaz!
$2457 = 1 // $ = int 

:GENERL3_15779
Car.SetToNormalDriver($2372)
Car.Health($2372) = 1000
Car.ImmuneToNonPlayer($2372, True)
03E2: actor $2320 leave_any_car 
03E2: actor $2321 leave_any_car 
if 
  not Actor.Dead($2308)
jf @GENERL3_15833 
020E: actor $2308 look_at_actor $2320 

:GENERL3_15833
if 
  not Actor.Dead($2307)
jf @GENERL3_15857 
020E: actor $2307 look_at_actor $2321 

:GENERL3_15857
$2373 = 5 // $ = int 

:GENERL3_15864
if 
  not Actor.Dead($2320)
jf @GENERL3_16034 
if 
  not Actor.Driving($2320)
jf @GENERL3_16034 
if 
  $2373 == 5 // $ == int 
jf @GENERL3_16034 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_15985 
if 
80E9:   not player $PLAYER_CHAR 0 $2320 radius 5.0 5.0 
jf @GENERL3_15978 
01BD: $2447 = current_time_in_ms 
04EB: actor $2320 crouch 1 300000 ms 

:GENERL3_15978
jump @GENERL3_16034 

:GENERL3_15985
01BD: $2448 = current_time_in_ms 
0084: $2449 = $2448 // $ = $ int 
0060: $2449 -= $2447 // $ -= $ int 
if 
  $2449 > 1000 // $ > int 
jf @GENERL3_16034 
04EB: actor $2320 crouch 0 100 ms 

:GENERL3_16034
if 
  TIMERB > 14000 // @ > int 
jf @GENERL3_16743 
if 
  $2381 == 0 // $ == int 
jf @GENERL3_16385 
if 
  $2416 == 1 // $ == int 
jf @GENERL3_16385 
if or
  $2373 > 3 // $ > int 
  Car.Wrecked($2372)
jf @GENERL3_16385 
0395: clear_area 0 at $2382 $2383 $2384 range 3.0 
Car.Create($2380, #VOODOO, $2382, $2383, $2384)
053F: set_car $2380 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2380, True)
Car.Angle($2380) = $2385
0129: $2322 = create_actor 8 #HNB in_car $2380 driverseat 
054A: set_actor $2322 can_be_shot_in_a_car 0 
01B2: give_actor $2322 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2322 threat_search 
011A: set_actor $2322 search_threat 1024 
011A: set_actor $2322 search_threat 128 
011A: set_actor $2322 search_threat 8192 
0243: set_actor $2322 ped_stats_to 16 
0162: $2346 = create_marker_above_actor $2322 color 4 display 2 
0168: set_marker $2346 size 2 
Actor.Health($2322) = 130
01C8: $2323 = create_actor_pedtype 8 model #HNA in_car $2380 passenger_seat 0 
054A: set_actor $2323 can_be_shot_in_a_car 0 
01B2: give_actor $2323 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2323 threat_search 
011A: set_actor $2323 search_threat 1024 
011A: set_actor $2323 search_threat 128 
0243: set_actor $2323 ped_stats_to 16 
0162: $2347 = create_marker_above_actor $2323 color 4 display 2 
0168: set_marker $2347 size 2 
Actor.Health($2323) = 130
Car.SetToNormalDriver($2380)
Car.Health($2380) = 5000
$2417 = 1 // $ = int 
020A: set_car $2380 door_status_to 3 
$2381 = 1 // $ = int 

:GENERL3_16385
if 
  $2381 == 1 // $ == int 
jf @GENERL3_16457 
if 
  not Car.Wrecked($2380)
jf @GENERL3_16457 
Car.DriveTo($2380, $2386, $2387, $2388)
Car.SetMaxSpeed($2380, 30.0)
00AE: set_vehicle $2380 traffic_behavior_to 3 
$2381 = 2 // $ = int 

:GENERL3_16457
if 
  $2381 == 2 // $ == int 
jf @GENERL3_16498 
if 
  not Car.Wrecked($2380)
jf @GENERL3_16498 
$2381 = 3 // $ = int 

:GENERL3_16498
if 
  $2381 == 3 // $ == int 
jf @GENERL3_16569 
if 
  not Car.Wrecked($2380)
jf @GENERL3_16569 
02C2: car $2380 drive_to_point 458.637 -512.0005 10.6906 
Car.SetMaxSpeed($2380, 30.0)
$2381 = 4 // $ = int 

:GENERL3_16569
if 
  $2381 == 4 // $ == int 
jf @GENERL3_16743 
if 
  not Car.Wrecked($2380)
jf @GENERL3_16743 
if 
01AD:   car $2380 sphere 0 near_point 459.637 -512.0005 radius 3.0 3.0 
jf @GENERL3_16743 
Car.SetToNormalDriver($2380)
Car.Health($2380) = 1000
if 
  $2457 == 0 // $ == int 
jf @GENERL3_16694 
00BC: text_highpriority 'GEN3_19' time 7000 2  // ~g~Haitians! They're busting the deal! Protect Diaz!
$2457 = 1 // $ = int 

:GENERL3_16694
if 
  not Actor.Dead($2322)
jf @GENERL3_16715 
03E2: actor $2322 leave_any_car 

:GENERL3_16715
if 
  not Actor.Dead($2323)
jf @GENERL3_16743 
03E2: actor $2323 leave_any_car 
$2381 = 5 // $ = int 

:GENERL3_16743
if 
  TIMERB > 24000 // @ > int 
jf @GENERL3_18197 
if 
  $2390 == 0 // $ == int 
jf @GENERL3_17224 
if 
  $2417 == 1 // $ == int 
jf @GENERL3_17224 
if or
  $2381 > 3 // $ > int 
  Car.Wrecked($2380)
jf @GENERL3_17224 
0395: clear_area 0 at $2391 $2392 $2393 range 3.0 
Car.Create($2389, #BURRITO, $2391, $2392, $2393)
053F: set_car $2389 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2389, True)
Car.Angle($2389) = $2394
0129: $2324 = create_actor 8 #HNA in_car $2389 driverseat 
054A: set_actor $2324 can_be_shot_in_a_car 0 
01B2: give_actor $2324 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2324 threat_search 
011A: set_actor $2324 search_threat 1024 
011A: set_actor $2324 search_threat 128 
0243: set_actor $2324 ped_stats_to 16 
Actor.Health($2324) = 150
0162: $2348 = create_marker_above_actor $2324 color 4 display 2 
0168: set_marker $2348 size 2 
01C8: $2325 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 0 
054A: set_actor $2325 can_be_shot_in_a_car 0 
01B2: give_actor $2325 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2325 threat_search 
011A: set_actor $2325 search_threat 1024 
011A: set_actor $2325 search_threat 128 
0243: set_actor $2325 ped_stats_to 16 
0162: $2349 = create_marker_above_actor $2325 color 4 display 2 
0168: set_marker $2349 size 2 
01C8: $2326 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 1 
01B2: give_actor $2326 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2326 threat_search 
011A: set_actor $2326 search_threat 1024 
011A: set_actor $2326 search_threat 128 
0243: set_actor $2326 ped_stats_to 16 
0162: $2350 = create_marker_above_actor $2326 color 4 display 2 
0168: set_marker $2350 size 2 
01C8: $2327 = create_actor_pedtype 8 model #HNA in_car $2389 passenger_seat 2 
01B2: give_actor $2327 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2327 threat_search 
011A: set_actor $2327 search_threat 1024 
011A: set_actor $2327 search_threat 128 
0243: set_actor $2327 ped_stats_to 16 
0162: $2351 = create_marker_above_actor $2327 color 4 display 2 
0168: set_marker $2351 size 2 
Car.SetToNormalDriver($2389)
Car.Health($2389) = 1000
020A: set_car $2389 door_status_to 3 
$2418 = 1 // $ = int 
$2390 = 1 // $ = int 

:GENERL3_17224
if 
  $2390 == 1 // $ == int 
jf @GENERL3_17280 
if 
  not Car.Wrecked($2389)
jf @GENERL3_17280 
0477: set_car $2389 action 2 time 4000 
01BD: $2415 = current_time_in_ms 
$2390 = 2 // $ = int 

:GENERL3_17280
if 
  $2390 == 2 // $ == int 
jf @GENERL3_17450 
if 
  not Car.Wrecked($2389)
jf @GENERL3_17450 
01BD: $2413 = current_time_in_ms 
0084: $2414 = $2413 // $ = $ int 
0060: $2414 -= $2415 // $ -= $ int 
if or
  $2414 > 3999 // $ > int 
0495:   vehicle $2389 burning 
jf @GENERL3_17450 
if 
  not Actor.Dead($2324)
jf @GENERL3_17380 
03E2: actor $2324 leave_any_car 

:GENERL3_17380
if 
  not Actor.Dead($2325)
jf @GENERL3_17401 
03E2: actor $2325 leave_any_car 

:GENERL3_17401
if 
  not Actor.Dead($2326)
jf @GENERL3_17422 
03E2: actor $2326 leave_any_car 

:GENERL3_17422
if 
  not Actor.Dead($2327)
jf @GENERL3_17443 
03E2: actor $2327 leave_any_car 

:GENERL3_17443
$2390 = 3 // $ = int 

:GENERL3_17450
if 
  $2390 == 3 // $ == int 
jf @GENERL3_18197 
if 
  $2334 == 0 // $ == int 
jf @GENERL3_17570 
if 
  not Actor.Dead($2324)
jf @GENERL3_17570 
if 
  not Actor.Driving($2324)
jf @GENERL3_17570 
if 
  not Actor.Dead($2291)
jf @GENERL3_17570 
0319: set_actor $2324 running 1 
0239: actor $2324 run_to 472.159 -528.149 
0411: set_actor $2324 use_pednode_seek 0 
$2334 = 1 // $ = int 

:GENERL3_17570
if 
  $2334 == 1 // $ == int 
jf @GENERL3_17687 
if 
  not Actor.Dead($2324)
jf @GENERL3_17687 
if 
00ED:   actor $2324 0 472.159 -528.149 radius 1.0 1.0 
jf @GENERL3_17687 
if 
  not Actor.Dead($2291)
jf @GENERL3_17687 
0239: actor $2324 run_to 473.9421 -522.4988 
0411: set_actor $2324 use_pednode_seek 0 
$2334 = 2 // $ = int 

:GENERL3_17687
if 
  $2334 == 2 // $ == int 
jf @GENERL3_17804 
if 
  not Actor.Dead($2324)
jf @GENERL3_17804 
if 
00ED:   actor $2324 0 473.9421 -522.4988 radius 1.0 1.0 
jf @GENERL3_17804 
if 
  not Actor.Dead($2291)
jf @GENERL3_17804 
0239: actor $2324 run_to 461.8707 -519.9243 
0411: set_actor $2324 use_pednode_seek 0 
$2334 = 3 // $ = int 

:GENERL3_17804
if 
  $2334 == 3 // $ == int 
jf @GENERL3_17907 
if 
  not Actor.Dead($2324)
jf @GENERL3_17907 
if 
00ED:   actor $2324 0 461.8707 -519.9243 radius 1.0 1.0 
jf @GENERL3_17907 
if 
  not Actor.Dead($2291)
jf @GENERL3_17907 
01C9: actor $2324 kill_actor $2291 
$2334 = 4 // $ = int 

:GENERL3_17907
if 
  $2335 == 0 // $ == int 
jf @GENERL3_18035 
if 
  not Car.Wrecked($2389)
jf @GENERL3_18035 
if 
  not Actor.Dead($2325)
jf @GENERL3_18035 
if 
  not Actor.Driving($2325)
jf @GENERL3_18035 
if 
  not Actor.Dead($2295)
jf @GENERL3_18035 
if 
00F2:   actor $2325 near_actor $2295 radius 100.0 100.0 0 
jf @GENERL3_18035 
01C9: actor $2325 kill_actor $2295 
$2335 = 1 // $ = int 

:GENERL3_18035
if 
  $2336 == 0 // $ == int 
jf @GENERL3_18116 
if 
  not Actor.Dead($2326)
jf @GENERL3_18116 
if 
  not Actor.Driving($2326)
jf @GENERL3_18116 
if 
  not Actor.Dead($2295)
jf @GENERL3_18116 
01C9: actor $2326 kill_actor $2295 
$2336 = 1 // $ = int 

:GENERL3_18116
if 
  $2337 == 0 // $ == int 
jf @GENERL3_18197 
if 
  not Actor.Dead($2327)
jf @GENERL3_18197 
if 
  not Actor.Driving($2327)
jf @GENERL3_18197 
if 
  not Actor.Dead($2295)
jf @GENERL3_18197 
01C9: actor $2327 kill_actor $2295 
$2337 = 1 // $ = int 

:GENERL3_18197
if 
  TIMERB > 41000 // @ > int 
jf @GENERL3_19615 
if 
  $2396 == 0 // $ == int 
jf @GENERL3_18671 
if 
  $2417 == 1 // $ == int 
jf @GENERL3_18671 
0395: clear_area 0 at $2397 $2398 $2399 range 3.0 
Car.Create($2395, #BURRITO, $2397, $2398, $2399)
053F: set_car $2395 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2395, True)
Car.Angle($2395) = $2400
0129: $2328 = create_actor 8 #HNB in_car $2395 driverseat 
054A: set_actor $2328 can_be_shot_in_a_car 0 
01B2: give_actor $2328 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2328 threat_search 
011A: set_actor $2328 search_threat 1024 
011A: set_actor $2328 search_threat 128 
0243: set_actor $2328 ped_stats_to 16 
0162: $2352 = create_marker_above_actor $2328 color 4 display 2 
0168: set_marker $2352 size 2 
01C8: $2329 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 0 
054A: set_actor $2329 can_be_shot_in_a_car 0 
01B2: give_actor $2329 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2329 threat_search 
011A: set_actor $2329 search_threat 1024 
011A: set_actor $2329 search_threat 128 
011A: set_actor $2329 search_threat 1 
0243: set_actor $2329 ped_stats_to 16 
0162: $2353 = create_marker_above_actor $2329 color 4 display 2 
Actor.Health($2329) = 130
0168: set_marker $2353 size 2 
01C8: $2330 = create_actor_pedtype 8 model #HNB in_car $2395 passenger_seat 1 
01B2: give_actor $2330 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2330 threat_search 
011A: set_actor $2330 search_threat 1 
011A: set_actor $2330 search_threat 1024 
011A: set_actor $2330 search_threat 128 
0243: set_actor $2330 ped_stats_to 16 
0162: $2354 = create_marker_above_actor $2330 color 4 display 2 
Actor.Health($2330) = 130
0168: set_marker $2354 size 2 
01C8: $2331 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 2 
01B2: give_actor $2331 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2331 threat_search 
011A: set_actor $2331 search_threat 1024 
011A: set_actor $2331 search_threat 128 
011A: set_actor $2331 search_threat 1 
0243: set_actor $2331 ped_stats_to 16 
0162: $2355 = create_marker_above_actor $2331 color 4 display 2 
0168: set_marker $2355 size 2 
Car.SetToNormalDriver($2395)
020A: set_car $2395 door_status_to 3 
$2396 = 1 // $ = int 

:GENERL3_18671
if 
  $2396 == 1 // $ == int 
jf @GENERL3_18750 
if 
  not Car.Wrecked($2395)
jf @GENERL3_18750 
Car.DriveTo($2395, $2401, $2402, $2403)
Car.SetMaxSpeed($2395, 22.0)
00AE: set_vehicle $2395 traffic_behavior_to 3 
$2419 = 1 // $ = int 
$2396 = 2 // $ = int 

:GENERL3_18750
if 
  not Car.Wrecked($2395)
jf @GENERL3_18919 
if or
01AD:   car $2395 sphere 0 near_point $2401 $2402 radius 10.0 10.0 
0495:   vehicle $2395 burning 
jf @GENERL3_18919 
if 
  $2396 == 2 // $ == int 
jf @GENERL3_18919 
Car.SetToNormalDriver($2395)
if 
  not Actor.Dead($2328)
jf @GENERL3_18849 
03E2: actor $2328 leave_any_car 

:GENERL3_18849
if 
  not Actor.Dead($2329)
jf @GENERL3_18870 
03E2: actor $2329 leave_any_car 

:GENERL3_18870
if 
  not Actor.Dead($2330)
jf @GENERL3_18891 
03E2: actor $2330 leave_any_car 

:GENERL3_18891
if 
  not Actor.Dead($2331)
jf @GENERL3_18912 
03E2: actor $2331 leave_any_car 

:GENERL3_18912
$2396 = 3 // $ = int 

:GENERL3_18919
if 
  $2396 == 3 // $ == int 
jf @GENERL3_19615 
if 
  $2338 == 0 // $ == int 
jf @GENERL3_19049 
if 
  not Actor.Dead($2328)
jf @GENERL3_19049 
if 
  not Actor.Driving($2328)
jf @GENERL3_19049 
if 
  not Actor.Dead($2295)
jf @GENERL3_19049 
if 
00F2:   actor $2328 near_actor $2295 radius 50.0 100.0 0 
jf @GENERL3_19049 
01C9: actor $2328 kill_actor $2295 
$2338 = 1 // $ = int 

:GENERL3_19049
if 
  $2339 == 0 // $ == int 
jf @GENERL3_19161 
if 
  not Actor.Dead($2329)
jf @GENERL3_19161 
if 
  not Actor.Driving($2329)
jf @GENERL3_19161 
if 
  not Actor.Dead($2295)
jf @GENERL3_19161 
if 
00F2:   actor $2329 near_actor $2295 radius 100.0 100.0 0 
jf @GENERL3_19161 
01C9: actor $2329 kill_actor $2295 
$2339 = 1 // $ = int 

:GENERL3_19161
if 
  $2340 == 0 // $ == int 
jf @GENERL3_19226 
if 
  not Actor.Dead($2330)
jf @GENERL3_19226 
if 
  not Actor.Driving($2330)
jf @GENERL3_19226 
01CA: actor $2330 kill_player $PLAYER_CHAR 
$2340 = 1 // $ = int 

:GENERL3_19226
if 
  $2341 == 0 // $ == int 
jf @GENERL3_19307 
if 
  not Actor.Dead($2331)
jf @GENERL3_19307 
if 
  not Actor.Driving($2331)
jf @GENERL3_19307 
if 
  not Actor.Dead($2295)
jf @GENERL3_19307 
01C9: actor $2331 kill_actor $2295 
$2341 = 1 // $ = int 

:GENERL3_19307
if 
  not Actor.Dead($2328)
jf @GENERL3_19461 
if 
  $2338 == 1 // $ == int 
jf @GENERL3_19461 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_19412 
if 
80E9:   not player $PLAYER_CHAR 0 $2328 radius 5.0 5.0 
jf @GENERL3_19405 
01BD: $2450 = current_time_in_ms 
04EB: actor $2328 crouch 1 300000 ms 

:GENERL3_19405
jump @GENERL3_19461 

:GENERL3_19412
01BD: $2451 = current_time_in_ms 
0084: $2452 = $2451 // $ = $ int 
0060: $2452 -= $2450 // $ -= $ int 
if 
  $2452 > 500 // $ > int 
jf @GENERL3_19461 
04EB: actor $2328 crouch 0 100 ms 

:GENERL3_19461
if 
  not Actor.Dead($2329)
jf @GENERL3_19615 
if 
  $2339 == 1 // $ == int 
jf @GENERL3_19615 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @GENERL3_19566 
if 
80E9:   not player $PLAYER_CHAR 0 $2329 radius 5.0 5.0 
jf @GENERL3_19559 
01BD: $2453 = current_time_in_ms 
04EB: actor $2329 crouch 1 300000 ms 

:GENERL3_19559
jump @GENERL3_19615 

:GENERL3_19566
01BD: $2454 = current_time_in_ms 
0084: $2455 = $2454 // $ = $ int 
0060: $2455 -= $2453 // $ -= $ int 
if 
  $2455 > 1000 // $ > int 
jf @GENERL3_19615 
04EB: actor $2329 crouch 0 100 ms 

:GENERL3_19615
if 
  TIMERB > 56000 // @ > int 
jf @GENERL3_20916 
if 
  $2405 == 0 // $ == int 
jf @GENERL3_19976 
if 
  $2418 == 1 // $ == int 
jf @GENERL3_19976 
if 
  $2417 == 1 // $ == int 
jf @GENERL3_19976 
if or
  $2381 > 3 // $ > int 
  Car.Wrecked($2380)
jf @GENERL3_19976 
0395: clear_area 0 at $2406 $2407 $2408 range 3.0 
Car.Create($2404, #VOODOO, $2406, $2407, $2408)
053F: set_car $2404 tires_vulnerable 0 
Car.ImmuneToNonPlayer($2404, True)
Car.Angle($2404) = $2409
0129: $2332 = create_actor 8 #HNB in_car $2404 driverseat 
054A: set_actor $2332 can_be_shot_in_a_car 0 
01B2: give_actor $2332 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2332 threat_search 
011A: set_actor $2332 search_threat 1024 
011A: set_actor $2332 search_threat 128 
011A: set_actor $2332 search_threat 1 
0243: set_actor $2332 ped_stats_to 16 
0162: $2356 = create_marker_above_actor $2332 color 4 display 2 
0168: set_marker $2356 size 2 
01C8: $2333 = create_actor_pedtype 8 model #HNA in_car $2404 passenger_seat 0 
Actor.Health($2333) = 130
054A: set_actor $2333 can_be_shot_in_a_car 0 
01B2: give_actor $2333 weapon 22 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $2333 threat_search 
011A: set_actor $2333 search_threat 1024 
011A: set_actor $2333 search_threat 128 
011A: set_actor $2333 search_threat 1 
0243: set_actor $2333 ped_stats_to 16 
0162: $2357 = create_marker_above_actor $2333 color 4 display 2 
0168: set_marker $2357 size 2 
Car.SetToNormalDriver($2404)
020A: set_car $2404 door_status_to 3 
$2420 = 1 // $ = int 
$2405 = 1 // $ = int 

:GENERL3_19976
if 
  $2405 == 1 // $ == int 
jf @GENERL3_20048 
if 
  not Car.Wrecked($2404)
jf @GENERL3_20048 
Car.DriveTo($2404, $2410, $2411, $2412)
Car.SetMaxSpeed($2404, 30.0)
00AE: set_vehicle $2404 traffic_behavior_to 3 
$2405 = 2 // $ = int 

:GENERL3_20048
if 
  $2405 == 2 // $ == int 
jf @GENERL3_20207 
if 
  not Car.Wrecked($2404)
jf @GENERL3_20207 
if or
01AD:   car $2404 sphere 0 near_point $2410 $2411 radius 3.5 3.5 
0495:   vehicle $2404 burning 
jf @GENERL3_20207 
Car.SetToNormalDriver($2404)
if 
  not Actor.Dead($2332)
jf @GENERL3_20163 
if 
  Actor.Driving($2332)
jf @GENERL3_20163 
03E2: actor $2332 leave_any_car 

:GENERL3_20163
if 
  not Actor.Dead($2333)
jf @GENERL3_20200 
if 
  Actor.Driving($2333)
jf @GENERL3_20200 
03E2: actor $2333 leave_any_car 

:GENERL3_20200
$2405 = 3 // $ = int 

:GENERL3_20207
if 
  $2405 == 3 // $ == int 
jf @GENERL3_20916 
if 
  $2342 == 0 // $ == int 
jf @GENERL3_20353 
if 
  not Car.Wrecked($2404)
jf @GENERL3_20353 
if 
  not Actor.Dead($2332)
jf @GENERL3_20353 
if 
  not Actor.Driving($2332)
jf @GENERL3_20353 
if 
  not Actor.Dead($2295)
jf @GENERL3_20353 
if 
00F2:   actor $2332 near_actor $2295 radius 50.0 50.0 0 
jf @GENERL3_20353 
01C9: actor $2332 kill_actor $2295 
$2342 = 1 // $ = int 

:GENERL3_20353
if 
  $2343 == 0 // $ == int 
jf @GENERL3_20455 
if 
  not Actor.Dead($2333)
jf @GENERL3_20455 
if 
  not Actor.Driving($2333)
jf @GENERL3_20455 
if 
  not Actor.Dead($2291)
jf @GENERL3_20455 
0319: set_actor $2333 running 1 
0239: actor $2333 run_to 456.27 -524.856 
0411: set_actor $2333 use_pednode_seek 0 
$2343 = 1 // $ = int 

:GENERL3_20455
if 
  $2343 == 1 // $ == int 
jf @GENERL3_20579 
if 
  not Actor.Dead($2333)
jf @GENERL3_20579 
if 
00ED:   actor $2333 0 456.27 -524.856 radius 1.0 1.0 
jf @GENERL3_20579 
if 
  not Actor.Dead($2291)
jf @GENERL3_20579 
0319: set_actor $2333 running 1 
0239: actor $2333 run_to 472.159 -528.149 
0411: set_actor $2333 use_pednode_seek 0 
$2343 = 2 // $ = int 

:GENERL3_20579
if 
  $2343 == 2 // $ == int 
jf @GENERL3_20696 
if 
  not Actor.Dead($2333)
jf @GENERL3_20696 
if 
00ED:   actor $2333 0 472.159 -528.149 radius 1.0 1.0 
jf @GENERL3_20696 
if 
  not Actor.Dead($2291)
jf @GENERL3_20696 
0239: actor $2333 run_to 473.9421 -522.4988 
0411: set_actor $2333 use_pednode_seek 0 
$2343 = 3 // $ = int 

:GENERL3_20696
if 
  $2343 == 3 // $ == int 
jf @GENERL3_20813 
if 
  not Actor.Dead($2333)
jf @GENERL3_20813 
if 
00ED:   actor $2333 0 473.9421 -522.4988 radius 1.0 1.0 
jf @GENERL3_20813 
if 
  not Actor.Dead($2291)
jf @GENERL3_20813 
0239: actor $2333 run_to 461.8707 -519.9243 
0411: set_actor $2333 use_pednode_seek 0 
$2343 = 4 // $ = int 

:GENERL3_20813
if 
  $2343 == 4 // $ == int 
jf @GENERL3_20916 
if 
  not Actor.Dead($2333)
jf @GENERL3_20916 
if 
00ED:   actor $2333 0 461.8707 -519.9243 radius 1.0 1.0 
jf @GENERL3_20916 
if 
  not Actor.Dead($2291)
jf @GENERL3_20916 
01C9: actor $2333 kill_actor $2291 
$2343 = 5 // $ = int 

:GENERL3_20916
if 
  Car.Wrecked($2372)
jf @GENERL3_20937 
Car.RemoveReferences($2372)

:GENERL3_20937
if 
  Car.Wrecked($2380)
jf @GENERL3_20958 
Car.RemoveReferences($2380)

:GENERL3_20958
if 
  Car.Wrecked($2389)
jf @GENERL3_20979 
Car.RemoveReferences($2389)

:GENERL3_20979
if 
  $2360 == 12 // $ == int 
jf @GENERL3_21255 
if 
  $2420 == 1 // $ == int 
jf @GENERL3_21255 
if 
  Actor.Dead($2320)
jf @GENERL3_21255 
if 
  Actor.Dead($2321)
jf @GENERL3_21255 
if 
  Actor.Dead($2322)
jf @GENERL3_21255 
if 
  Actor.Dead($2323)
jf @GENERL3_21255 
if 
  Actor.Dead($2324)
jf @GENERL3_21255 
if 
  Actor.Dead($2325)
jf @GENERL3_21255 
if 
  Actor.Dead($2326)
jf @GENERL3_21255 
if 
  Actor.Dead($2327)
jf @GENERL3_21255 
if 
  Actor.Dead($2328)
jf @GENERL3_21255 
if 
  Actor.Dead($2329)
jf @GENERL3_21255 
if 
  Actor.Dead($2330)
jf @GENERL3_21255 
if 
  Actor.Dead($2331)
jf @GENERL3_21255 
if 
  Actor.Dead($2332)
jf @GENERL3_21255 
if 
  Actor.Dead($2333)
jf @GENERL3_21255 
00BE: text_clear_all 
$2360 = 13 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_21255
if 
  $2360 == 13 // $ == int 
jf @GENERL3_22832 
if 
  TIMERA > 100 // @ > int 
jf @GENERL3_22832 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Model.Load(#SANCHEZ)
Model.Load(#FAGGIO)

:GENERL3_21312
if or
  not Model.Available(#SANCHEZ)
  not Model.Available(#FAGGIO)
jf @GENERL3_21344 
wait 0 
jump @GENERL3_21312 

:GENERL3_21344
03CF: load_wav 'SNIPER' as 1 
03CF: load_wav 'COL3_24' as 2 

:GENERL3_21368
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_21398 
wait 0 
jump @GENERL3_21368 

:GENERL3_21398
Car.Create($2421, #SANCHEZ, 467.9877, -432.7724, 9.5777)
0229: set_car $2421 color_to 6 6 
Car.Angle($2421) = 176.3589
0129: $2423 = create_actor 8 #HNB in_car $2421 driverseat 
01ED: clear_actor $2423 threat_search 
02A9: set_actor $2423 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($2421, True)
Car.SetToNormalDriver($2421)
Car.SetMaxSpeed($2421, 20.0)
02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 
04E0: car $2421 abandon_path_radius 5 
00AE: set_vehicle $2421 traffic_behavior_to 2 
Car.Create($2424, #FAGGIO, 465.387, -430.1095, 9.53)
0229: set_car $2424 color_to 60 60 
Car.Angle($2424) = 176.3589
0129: $2425 = create_actor 8 #HNB in_car $2424 driverseat 
01ED: clear_actor $2425 threat_search 
02A9: set_actor $2425 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($2424, True)
Car.SetToNormalDriver($2424)
Car.SetMaxSpeed($2424, 30.0)
02C2: car $2424 drive_to_point 449.048 -548.812 9.71657 
04E0: car $2424 abandon_path_radius 5 
Car.Create($10026, #SANCHEZ, 463.6773, -454.2085, 10.5471)
Car.SetImmunities($10026, 0, 0, 1, 0, 0)
0229: set_car $10026 color_to 60 60 
Car.Angle($10026) = 171.8029
0129: $10027 = create_actor 8 #HNB in_car $10026 driverseat 
01ED: clear_actor $10027 threat_search 
02A9: set_actor $10027 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($10026, True)
Car.SetToNormalDriver($10026)
Car.SetMaxSpeed($10026, 30.0)
02C2: car $10026 drive_to_point 449.048 -548.812 9.71657 
04E0: car $10026 abandon_path_radius 5 
Car.Create($10028, #SANCHEZ, 463.8688, -427.8994, 10.6287)
Car.SetImmunities($10028, 0, 0, 1, 0, 0)
0229: set_car $10028 color_to 60 60 
Car.Angle($10028) = 177.0011
0129: $10029 = create_actor 8 #HNB in_car $10028 driverseat 
01ED: clear_actor $10029 threat_search 
02A9: set_actor $10029 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($10028, True)
Car.SetToNormalDriver($10028)
Car.SetMaxSpeed($10028, 38.0)
02C2: car $10028 drive_to_point 449.048 -548.812 9.71657 
04E0: car $10028 abandon_path_radius 5 
Car.Create($10030, #SANCHEZ, 463.8688, -427.8994, 10.6287)
Car.SetImmunities($10030, 0, 0, 1, 0, 0)
0229: set_car $10030 color_to 60 60 
Car.Angle($10030) = 177.0011
0129: $10031 = create_actor 8 #HNB in_car $10030 driverseat 
01ED: clear_actor $10031 threat_search 
02A9: set_actor $10031 immune_to_nonplayer 1 
Car.ImmuneToNonPlayer($10030, True)
Car.SetToNormalDriver($10030)
Car.SetMaxSpeed($10030, 38.0)
02C2: car $10030 drive_to_point 449.048 -548.812 9.71657 
04E0: car $10030 abandon_path_radius 5 
Car.Create($10022, #MAVERICK, 189.5943, -1306.748, 10.0945)
Car.Angle($10022) = 84.6034
0229: set_car $10022 color_to 60 60 
020A: set_car $10022 door_status_to 3 
Car.SetImmunities($10022, 1, 1, 1, 1, 1)
0129: $10023 = create_actor 8 #HNA in_car $10022 driverseat 
02AB: set_actor $10023 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 0 at 459.17 -384.687 300.0 range 300.0 
if 
  not Car.Wrecked($2296)
jf @GENERL3_22163 
Car.LockInCurrentPosition($2296, False)

:GENERL3_22163
Car.Destroy($2302)
Car.Destroy($2372)
Car.Destroy($2380)
Car.Destroy($2389)
Car.Destroy($2395)
Car.Destroy($2404)
Car.Destroy($2296)
Object.Destroy($2433)
Actor.DestroyInstantly($2307)
Actor.DestroyInstantly($2308)
$10013 = 0 // $ = int 
Actor.DestroyInstantly($10011)
Actor.DestroyInstantly($10012)
Actor.DestroyInstantly($10015)
Actor.DestroyInstantly($10014)
Model.Destroy(#CBA)
Model.Destroy(#BURRITO)
Model.Destroy(#HNA)
Car.Create($2296, #ADMIRAL, 462.8591, -482.4778, 10.09055)
Car.Angle($2296) = 177.3171
0229: set_car $2296 color_to 8 8 
020A: set_car $2296 door_status_to 3 
Car.ImmuneToNonPlayer($2296, True)
053F: set_car $2296 tires_vulnerable 0 
Car.Create($2302, #CUBAN, 466.8876, -495.2599, 10.79347)
Car.Angle($2302) = 339.8893
053F: set_car $2302 tires_vulnerable 0 
Car.Create($2372, #VOODOO, 464.6875, -501.6888, 10.79347)
Car.Angle($2372) = 327.731
053F: set_car $2372 tires_vulnerable 0 
Object.Create($2433, #BRIEFCASE, 461.5507, -495.9435, 10.06)
Model.Destroy(#CUBAN)
Model.Destroy(#VOODOO)
Model.Destroy(#TEC9)
if 
0057:   player $PLAYER_CHAR 0 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 
jf @GENERL3_22488 
$2434 = 1 // $ = int 

:GENERL3_22488
if 
  $2434 == 1 // $ == int 
jf @GENERL3_22543 
0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747 
0171: set_player $PLAYER_CHAR z_angle_to 174.428 
jump @GENERL3_22573 

:GENERL3_22543
0055: put_player $PLAYER_CHAR at 454.112 -503.8624 16.9188 
0171: set_player $PLAYER_CHAR z_angle_to 162.0138 

:GENERL3_22573
if 
  not Actor.Dead($2295)
jf @GENERL3_22642 
04EB: actor $2295 crouch 0 100 ms 
02A9: set_actor $2295 immune_to_nonplayer 1 
Actor.PutAt($2295, 463.8191, -496.5726, 10.0225)
Actor.Angle($2295) = 154.3421
02E2: set_actor $2295 weapon_accuracy_to 70 

:GENERL3_22642
if 
  not Actor.Dead($2293)
jf @GENERL3_22716 
Actor.PutAt($2293, 464.8956, -493.4782, 10.0225)
Actor.Angle($2293) = 167.202
0350: set_actor $2293 maintain_position_when_attacked 1 
02E2: set_actor $2293 weapon_accuracy_to 70 
02A9: set_actor $2293 immune_to_nonplayer 1 
jump @GENERL3_22725 

:GENERL3_22716
Actor.DestroyInstantly($2293)
Model.Destroy(#CLA)

:GENERL3_22725
if 
  not Actor.Dead($2294)
jf @GENERL3_22799 
Actor.PutAt($2294, 463.9327, -505.5049, 9.9656)
Actor.Angle($2294) = 90.4333
0350: set_actor $2294 maintain_position_when_attacked 1 
02E2: set_actor $2294 weapon_accuracy_to 60 
02A9: set_actor $2294 immune_to_nonplayer 1 
jump @GENERL3_22808 

:GENERL3_22799
Actor.DestroyInstantly($2294)
Model.Destroy(#CLB)

:GENERL3_22808
0151: remove_status_text $2299 
0151: remove_status_text $2460 
$2360 = 14 // $ = int 
TIMERA = 0 // @ = int 

:GENERL3_22832
if 
  $2360 == 14 // $ == int 
jf @GENERL3_22975 
if 
  not Actor.Dead($2423)
jf @GENERL3_22975 
if 
  not Car.Wrecked($2421)
jf @GENERL3_22975 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_22975 
if 
  not Actor.Dead($2425)
jf @GENERL3_22975 
if 
  not Car.Wrecked($2424)
jf @GENERL3_22975 
if 
  Actor.InCar($2425, $2424)
jf @GENERL3_22975 
Camera.OnVehicle($2424, 14, 2)
TIMERA = 0 // @ = int 
$2360 = 15 // $ = int 

:GENERL3_22975
if 
  $2360 == 15 // $ == int 
jf @GENERL3_23376 
if 
  not Actor.Dead($2423)
jf @GENERL3_23376 
if 
  not Car.Wrecked($2421)
jf @GENERL3_23376 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_23376 
if 
  not Actor.Dead($2425)
jf @GENERL3_23376 
if 
  not Car.Wrecked($2424)
jf @GENERL3_23376 
if 
  Actor.InCar($2425, $2424)
jf @GENERL3_23376 
if 
01AD:   car $2421 sphere 0 near_point 460.9107 -477.6669 radius 5.0 5.0 
jf @GENERL3_23195 
Camera.SetPosition(454.5264, -507.1066, 13.64925, 0.0, 0.0, 0.0)
Camera.OnVehicle($2421, 15, 2)
$2360 = 16 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_23376 

:GENERL3_23195
if 
  TIMERA > 15000 // @ > int 
jf @GENERL3_23376 
Car.PutAt($2421, 460.9107, -477.6669, -100.0)
Car.Angle($2421) = 169.954
if 
8448:   not actor $2423 sitting_in_car $2421 
jf @GENERL3_23289 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_23376 
036A: put_actor $2423 in_car $2421 

:GENERL3_23289
02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 
02C2: car $10026 drive_to_point 461.5507 -495.9435 10.06 
02C2: car $10028 drive_to_point 461.5507 -495.9435 10.06 
02C2: car $10030 drive_to_point 461.5507 -495.9435 10.06 
TIMERA = 0 // @ = int 

:GENERL3_23376
if 
  $2360 == 16 // $ == int 
jf @GENERL3_23999 
if 
  not Actor.Dead($2423)
jf @GENERL3_23999 
if 
  not Car.Wrecked($2421)
jf @GENERL3_23999 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_23999 
if 
01AD:   car $2421 sphere 0 near_point 461.5507 -495.9435 radius 1.5 1.5 
jf @GENERL3_23898 
Object.Destroy($2433)
00BC: text_highpriority 'GEN3_35' time 7000 2  // ~g~He's stolen Diaz's money!
Marker.CreateAboveActor($2422, $2423)
$10020 = 0 // $ = int 
$10013 = 0 // $ = int 
Actor.DestroyInstantly($10019)
Actor.DestroyInstantly($10017)
Car.Destroy($10016)
Car.Destroy($10018)
00AE: set_vehicle $2421 traffic_behavior_to 2 
Car.SetMaxSpeed($2421, 20.0)
00AE: set_vehicle $10026 traffic_behavior_to 2 
Car.SetMaxSpeed($10026, 20.0)
00AE: set_vehicle $10028 traffic_behavior_to 2 
Car.SetMaxSpeed($10028, 20.0)
00AE: set_vehicle $10030 traffic_behavior_to 2 
Car.SetMaxSpeed($10030, 20.0)
0423: car $2421 improve_handling 1.5 
02C2: car $2421 drive_to_point 449.048 -548.812 9.71657 
0423: car $10026 improve_handling 1.5 
02C2: car $10026 drive_to_point 449.048 -548.812 9.71657 
0423: car $10028 improve_handling 1.5 
02C2: car $10028 drive_to_point 449.048 -548.812 9.71657 
0423: car $10030 improve_handling 1.5 
02C2: car $10030 drive_to_point 449.048 -548.812 9.71657 
if 
  not Actor.Dead($2295)
jf @GENERL3_23773 
if 
  not Actor.Dead($2423)
jf @GENERL3_23773 
01C9: actor $2295 kill_actor $2423 

:GENERL3_23773
if 
  not Actor.Dead($2291)
jf @GENERL3_23813 
if 
  not Actor.Dead($2425)
jf @GENERL3_23813 
01C9: actor $2291 kill_actor $2425 

:GENERL3_23813
00BC: text_highpriority 'GEN3_53' time 5000 1  // MY MONEY!
03D1: play_wav 2 

:GENERL3_23832
if and
83D2:   not wav 2 ended 
  not Actor.Dead($2295)
jf @GENERL3_23863 
wait 0 
jump @GENERL3_23832 

:GENERL3_23863
040D: unload_wav 2 
03D5: remove_text 'GEN3_53'  // MY MONEY!
$2360 = 17 // $ = int 
TIMERA = 0 // @ = int 
jump @GENERL3_23999 

:GENERL3_23898
if 
  TIMERA > 15000 // @ > int 
jf @GENERL3_23999 
Car.PutAt($2421, 461.5507, -495.9435, -100.0)
Car.Angle($2421) = 169.954
if 
8448:   not actor $2423 sitting_in_car $2421 
jf @GENERL3_23992 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_23992 
036A: put_actor $2423 in_car $2421 

:GENERL3_23992
TIMERA = 0 // @ = int 

:GENERL3_23999
if 
  $2360 == 17 // $ == int 
jf @GENERL3_24851 
if 
  not Actor.Dead($2423)
jf @GENERL3_24851 
if 
  not Car.Wrecked($2421)
jf @GENERL3_24851 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_24851 
if 
  not Actor.Dead($2295)
jf @GENERL3_24851 
if 
01AD:   car $2421 sphere 0 near_point 449.048 -548.812 radius 7.5 7.5 
jf @GENERL3_24660 
if 
  not Car.Wrecked($2424)
jf @GENERL3_24145 
00AF: set_car $2424 driver_behaviour_to 10 

:GENERL3_24145
03D1: play_wav 1 
if 
  not Actor.Dead($2425)
jf @GENERL3_24177 
04FE: set_vehicle $2424 deflate_tire 2 
0321: kill_actor $2425 

:GENERL3_24177
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2295)
jf @GENERL3_24208 
wait 0 
jump @GENERL3_24177 

:GENERL3_24208
040D: unload_wav 1 
if 
  not Car.Wrecked($2296)
jf @GENERL3_24243 
036A: put_actor $2295 in_car $2296 
054A: set_actor $2295 can_be_shot_in_a_car 0 

:GENERL3_24243
wait 0 
if 
  not Car.Wrecked($2296)
jf @GENERL3_24308 
Car.PutAt($2296, 460.7918, -488.6781, 10.0225)
Car.Angle($2296) = 177.0297
Car.SetImmunities($2296, 1, 1, 1, 1, 1)

:GENERL3_24308
Actor.DestroyInstantly($2293)
Model.Destroy(#CLA)
Actor.DestroyInstantly($2294)
Model.Destroy(#CLB)
if 
  not Car.Wrecked($2424)
jf @GENERL3_24372 
Car.PutAt($2424, 453.323, -541.0601, 9.7917)
Car.Angle($2424) = 161.5261

:GENERL3_24372
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 1.0 
Car.PutAt($2421, 447.0637, -554.1014, 10.6287)
Car.Angle($2421) = 157.6573
Car.PutAt($10026, 448.9214, -549.5668, 10.7088)
Car.Angle($10026) = 157.6573
Car.PutAt($10028, 450.4256, -545.9071, 10.7758)
Car.Angle($10028) = 157.6573
Car.PutAt($10030, 452.5339, -540.7772, 10.8672)
Car.Angle($10030) = 157.6573
032B: $2462 = create_weapon_pickup #UZI 3 ammo 90 at 455.9854 -531.2479 10.7576 
if 
  not Car.Wrecked($2424)
jf @GENERL3_24609 
0423: car $2421 improve_handling 1.5 
0423: car $10026 improve_handling 1.5 
0423: car $10028 improve_handling 1.5 
0423: car $10030 improve_handling 1.5 
Marker.TieToCar($2459, $2424, 0, 1)

:GENERL3_24609
if 
  not Car.Wrecked($2296)
jf @GENERL3_24632 
Car.LockInCurrentPosition($2296, True)

:GENERL3_24632
TIMERA = 0 // @ = int 
$2301 = 1 // $ = int 
$2360 = 18 // $ = int 
jump @GENERL3_24851 

:GENERL3_24660
if 
  TIMERA > 25000 // @ > int 
jf @GENERL3_24851 
Car.PutAt($2421, 447.0637, -554.1014, 10.6287)
Car.Angle($2421) = 157.6573
Car.PutAt($10026, 448.9214, -549.5668, 10.7088)
Car.Angle($10026) = 157.6573
Car.PutAt($10028, 450.4256, -545.9071, 10.7758)
Car.Angle($10028) = 157.6573
Car.PutAt($10030, 452.5339, -540.7772, 10.8672)
Car.Angle($10030) = 157.6573
if 
8448:   not actor $2423 sitting_in_car $2421 
jf @GENERL3_24844 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_24844 
036A: put_actor $2423 in_car $2421 

:GENERL3_24844
TIMERA = 0 // @ = int 

:GENERL3_24851
if 
  $2360 == 18 // $ == int 
jf @GENERL3_25093 
if 
  not Actor.Dead($2295)
jf @GENERL3_25089 
if 
  $2463 == 0 // $ == int 
jf @GENERL3_24922 
03CF: load_wav 'COL3_25' as 1 
$2463 = 1 // $ = int 

:GENERL3_24922
if 
  $2463 == 1 // $ == int 
jf @GENERL3_24962 
if 
03D0:   wav 1 loaded 
jf @GENERL3_24962 
$2463 = 2 // $ = int 

:GENERL3_24962
if 
  $2463 == 2 // $ == int 
jf @GENERL3_25006 
00BC: text_highpriority 'GEN3_54' time 5000 1  // Don't just stand there, you pricks, chase that Haitian dickhead down!
03D1: play_wav 1 
$2463 = 3 // $ = int 

:GENERL3_25006
if 
  $2463 == 3 // $ == int 
jf @GENERL3_25082 
if 
03D2:   wav 1 ended 
jf @GENERL3_25082 
040D: unload_wav 1 
03D5: remove_text 'GEN3_54'  // Don't just stand there, you pricks, chase that Haitian dickhead down!
00BC: text_highpriority 'SNBOB20' time 7000 2 
$2463 = 4 // $ = int 
$10046 = 1 // $ = int 

:GENERL3_25082
jump @GENERL3_25093 

:GENERL3_25089
040D: unload_wav 1 

:GENERL3_25093
if 
  not Car.Wrecked($2424)
jf @GENERL3_25346 
if 
0442:   player $PLAYER_CHAR sitting_in_car $2424 
jf @GENERL3_25346 
if 
  $2465 == 0 // $ == int 
jf @GENERL3_25189 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_25189 
03E5: text_box 'GEN3_63'  // As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
TIMERA = 0 // @ = int 
$2465 = 1 // $ = int 

:GENERL3_25189
if 
  $2465 == 1 // $ == int 
jf @GENERL3_25285 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @GENERL3_25261 
03E5: text_box 'GEN3_66'  // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
TIMERA = 0 // @ = int 
$2465 = 2 // $ = int 
jump @GENERL3_25285 

:GENERL3_25261
03E5: text_box 'GEN3_64'  // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
TIMERA = 0 // @ = int 
$2465 = 2 // $ = int 

:GENERL3_25285
if 
  $2465 == 2 // $ == int 
jf @GENERL3_25346 
if 
  TIMERA > 9500 // @ > int 
jf @GENERL3_25346 
03E5: text_box 'GEN3_67'  // You must have a sub machine gun to shoot forwards on a motorbike.
TIMERA = 0 // @ = int 
$2465 = 3 // $ = int 

:GENERL3_25346
if 
  $2458 == 0 // $ == int 
jf @GENERL3_25471 
if 
  $2360 > 17 // $ > int 
jf @GENERL3_25471 
if 
   not $2360 == 50 // $ == int 
jf @GENERL3_25471 
if 
  not Car.Wrecked($2424)
jf @GENERL3_25471 
if or
0443:   player $PLAYER_CHAR sitting_in_any_car 
81FC:   not player $PLAYER_CHAR near_car $2424 radius 65.0 65.0 0 
  $2431 > 0 // $ > int 
jf @GENERL3_25471 
Marker.Disable($2459)
$2458 = 1 // $ = int 

:GENERL3_25471
if 
  $2360 > 17 // $ > int 
jf @GENERL3_25772 
if 
  20 > $2360 // int > $ 
jf @GENERL3_25772 
if 
  not Actor.Dead($2423)
jf @GENERL3_25772 
if 
  not Car.Wrecked($2421)
jf @GENERL3_25772 
if 
02CB:   actor $2423 bounding_sphere_visible 
jf @GENERL3_25772 
if 
0448:   actor $2423 sitting_in_car $2421 
jf @GENERL3_25772 
if 
00EB:   player $PLAYER_CHAR 0 $2423 radius 50.0 50.0 
jf @GENERL3_25692 
Car.SetMaxSpeed($2421, 30.0)
0423: car $2421 improve_handling 1.5 
Car.SetMaxSpeed($10026, 30.0)
0423: car $10026 improve_handling 1.5 
Car.SetMaxSpeed($10028, 30.0)
0423: car $10028 improve_handling 1.5 
Car.SetMaxSpeed($10030, 30.0)
0423: car $10030 improve_handling 1.5 
jump @GENERL3_25772 

:GENERL3_25692
Car.SetMaxSpeed($2421, 30.0)
0423: car $2421 improve_handling 1.5 
Car.SetMaxSpeed($10026, 30.0)
0423: car $10026 improve_handling 1.5 
Car.SetMaxSpeed($10028, 30.0)
0423: car $10028 improve_handling 1.5 
Car.SetMaxSpeed($10030, 30.0)
0423: car $10030 improve_handling 1.5 

:GENERL3_25772
if 
  $2360 == 18 // $ == int 
jf @GENERL3_25900 
if 
  not Actor.Dead($2423)
jf @GENERL3_25900 
gosub @GENERL3_31292 
if 
  not Car.Wrecked($2421)
jf @GENERL3_25900 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_25900 
if 
01AD:   car $2421 sphere 0 near_point 258.262 -957.993 radius 10.0 10.0 
jf @GENERL3_25900 
$2301 = 1 // $ = int 
$2360 = 19 // $ = int 

:GENERL3_25900
if 
  $2360 == 19 // $ == int 
jf @GENERL3_26028 
if 
  not Actor.Dead($2423)
jf @GENERL3_26028 
gosub @GENERL3_31292 
if 
  not Car.Wrecked($2421)
jf @GENERL3_26028 
if 
  Actor.InCar($2423, $2421)
jf @GENERL3_26028 
if 
01AD:   car $2421 sphere 0 near_point 191.64 -1305.0 radius 10.0 10.0 
jf @GENERL3_26028 
$2301 = 1 // $ = int 
$2360 = 20 // $ = int 

:GENERL3_26028
if 
  $2360 == 20 // $ == int 
jf @GENERL3_26069 
if 
  not Actor.Dead($2423)
jf @GENERL3_26069 
gosub @GENERL3_31292 

:GENERL3_26069
if 
  $2360 > 17 // $ > int 
jf @GENERL3_26258 
if 
   not $2360 == 50 // $ == int 
jf @GENERL3_26258 
if 
  $2431 == 0 // $ == int 
jf @GENERL3_26258 
if 
  Actor.Dead($2423)
jf @GENERL3_26258 
if 
056D:   actor $2423 defined 
jf @GENERL3_26229 
Marker.Disable($2422)
Actor.StoreDeadActorPos($2423, $2443, $2444, $2445)
Pickup.Create($2297, #BRIEFCASE, 3, $2443, $2444, $2445)
03DC: $2298 = create_marker_above_pickup $2297 
00BC: text_highpriority 'GEN3_29' time 7000 2  // ~g~Collect the briefcase and take it back to Diaz.
$2431 = 1 // $ = int 
jump @GENERL3_26258 

:GENERL3_26229
00BC: text_highpriority 'GEN3_50' time 5000 1  // ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
$2431 = 1 // $ = int 
jump @GENERL3_29873 

:GENERL3_26258
if 
  $2431 == 1 // $ == int 
jf @GENERL3_26339 
if 
  Pickup.Picked_up($2297)
jf @GENERL3_26339 
Marker.Disable($2298)
00BC: text_highpriority 'GEN3_28' time 7000 2  // ~g~Take the briefcase back to Diaz.
018A: $2432 = create_checkpoint_at 461.1141 -483.7427 10.0225 
$2431 = 2 // $ = int 

:GENERL3_26339
if 
  $2431 == 2 // $ == int 
jf @GENERL3_27237 
if 
00E7:   player $PLAYER_CHAR stopped 1 462.8465 -488.8573 radius 1.0 1.0 
jf @GENERL3_27237 
if 
  not Actor.Dead($2295)
jf @GENERL3_27237 
if 
  not Car.Wrecked($2296)
jf @GENERL3_27237 
0395: clear_area 1 at 461.1141 -483.7427 50.0 range 50.0 
Marker.Disable($2432)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Car.LockInCurrentPosition($2296, False)
Camera.SetPosition(458.3597, -492.0299, 11.40805, 0.0, 0.0, 0.0)
Camera.PointAt(459.0232, -491.3191, 11.1746, 2)
022D: set_actor $2295 to_look_at_player $PLAYER_CHAR 
022E: set_player $PLAYER_CHAR to_look_at_actor $2295 
0395: clear_area 0 at 459.03 -492.26 50.0 range 50.0 
0055: put_player $PLAYER_CHAR at 462.3976 -488.8137 10.0225 
0171: set_player $PLAYER_CHAR z_angle_to 94.7362 
022E: set_player $PLAYER_CHAR to_look_at_actor $2295 
020F: actor $2295 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $2295 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
01B9: set_actor $2295 armed_weapon_to 0 
Car.RemoveReferences($2302)
Car.RemoveReferences($2372)
Car.Destroy($2421)
Car.Destroy($2424)
0395: clear_area 0 at 462.5829 -507.5089 10.62216 range 1.0 
Car.Create($2421, #SANCHEZ, 462.5829, -507.5089, 10.62216)
Car.Angle($2421) = 345.749
0229: set_car $2421 color_to 6 6 
Car.RemoveReferences($2302)
Car.RemoveReferences($2372)
0395: clear_area 1 at 460.8782 -495.8145 10.018 range 2.0 
0395: clear_area 1 at 460.3542 -498.9017 9.9931 range 2.0 
0395: clear_area 1 at 459.4139 -503.3691 9.9561 range 2.0 
0395: clear_area 1 at 458.4541 -507.1656 9.9158 range 2.0 
0395: clear_area 1 at 457.2427 -513.5924 9.8549 range 2.0 
03CF: load_wav 'COL3_12' as 1 
03CF: load_wav 'COL3_13' as 2 

:GENERL3_26873
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_26903 
wait 0 
jump @GENERL3_26873 

:GENERL3_26903
00BC: text_highpriority 'GEN3_9' time 5000 1  // I live! Dickheads! And it's all down to you! What is your name?
03D1: play_wav 1 

:GENERL3_26922
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2295)
jf @GENERL3_26953 
wait 0 
jump @GENERL3_26922 

:GENERL3_26953
040D: unload_wav 1 
03D5: remove_text 'GEN3_9'  // I live! Dickheads! And it's all down to you! What is your name?
if 
  not Car.Wrecked($2296)
jf @GENERL3_26992 
Camera.OnVehicle($2296, 14, 2)

:GENERL3_26992
Camera.SetPosition(464.5828, -484.9439, 11.91287, 0.0, 0.0, 0.0)
Camera.PointAt(463.8417, -485.5769, 11.68894, 2)
00BC: text_highpriority 'GEN3_10' time 5000 1  // Tommy.
03D1: play_wav 2 

:GENERL3_27062
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_27093 
wait 0 
jump @GENERL3_27062 

:GENERL3_27093
040D: unload_wav 2 
03D5: remove_text 'GEN3_10'  // Tommy.
03CF: load_wav 'COL3_14' as 1 
03CF: load_wav 'COL3_15' as 2 

:GENERL3_27131
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @GENERL3_27161 
wait 0 
jump @GENERL3_27131 

:GENERL3_27161
00BC: text_highpriority 'GEN3_11' time 5000 1  // I see you soon, amigo, I think!
03D1: play_wav 1 

:GENERL3_27180
if and
83D2:   not wav 1 ended 
  not Actor.Dead($2295)
jf @GENERL3_27211 
wait 0 
jump @GENERL3_27180 

:GENERL3_27211
040D: unload_wav 1 
03D5: remove_text 'GEN3_11'  // I see you soon, amigo, I think!
$2431 = 3 // $ = int 
Actor.DestroyInstantly($2291)

:GENERL3_27237
if 
  $2431 == 3 // $ == int 
jf @GENERL3_27357 
if 
  not Actor.Dead($2295)
jf @GENERL3_27357 
if 
  not Car.Wrecked($2296)
jf @GENERL3_27357 
if 
0448:   actor $2295 sitting_in_car $2296 
jf @GENERL3_27357 
Car.SetMaxSpeed($2296, 20.0)
Car.DriveTo($2296, 454.0, -629.2, 9.65577)
00AE: set_vehicle $2296 traffic_behavior_to 2 
TIMERA = 0 // @ = int 
$2431 = 4 // $ = int 

:GENERL3_27357
if 
  $2431 == 4 // $ == int 
jf @GENERL3_27566 
if 
  not Car.Wrecked($2296)
jf @GENERL3_27566 
if or
81FC:   not player $PLAYER_CHAR near_car $2296 radius 30.0 30.0 0 
  TIMERA > 15000 // @ > int 
jf @GENERL3_27566 
0230: set_player $PLAYER_CHAR stop_looking 
0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms 
00BC: text_highpriority 'GEN3_12' time 5000 1  // Shit. Where's that guy Lance?
03D1: play_wav 2 

:GENERL3_27464
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @GENERL3_27495 
wait 0 
jump @GENERL3_27464 

:GENERL3_27495
040D: unload_wav 2 
03D5: remove_text 'GEN3_12'  // Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($2295)
jf @GENERL3_27539 
022F: set_actor $2295 stop_looking 

:GENERL3_27539
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
jump @GENERL3_29894 
$2431 = 5 // $ = int 

:GENERL3_27566
if 
  $2430 == 1 // $ == int 
jf @GENERL3_27679 
if 
  not Actor.Dead($2291)
jf @GENERL3_27679 
if 
8320:   not actor $2291 in_range_of_player $PLAYER_CHAR 
jf @GENERL3_27679 
if 
  $2290 == 0 // $ == int 
jf @GENERL3_27679 
00BC: text_highpriority 'GEN3_23' time 10000 1  // ~g~You've left Lance behind! Go and get him!
Marker.Disable($2359)
Marker.CreateAboveActor($2292, $2291)
$2360 = 50 // $ = int 
$2290 = 1 // $ = int 

:GENERL3_27679
if 
  $2360 == 50 // $ == int 
jf @GENERL3_27810 
if 
  not Actor.Dead($2291)
jf @GENERL3_27810 
if 
0320:   actor $2291 in_range_of_player $PLAYER_CHAR 
jf @GENERL3_27810 
if 
  $2290 == 1 // $ == int 
jf @GENERL3_27810 
018A: $2359 = create_checkpoint_at $2309 $2310 11.062 
Marker.Disable($2292)
03D5: remove_text 'GEN3_23'  // ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority 'GEN3_44' time 5000 2  // ~g~Go with Lance to the drop off and watch over Diaz.
$2290 = 0 // $ = int 
$2360 = 2 // $ = int 

:GENERL3_27810
if 
  $2360 > 11 // $ > int 
jf @GENERL3_27912 
if 
  Actor.Dead($2307)
jf @GENERL3_27849 
Actor.RemoveReferences($2307)

:GENERL3_27849
if 
  Actor.Dead($2308)
jf @GENERL3_27870 
Actor.RemoveReferences($2308)

:GENERL3_27870
if 
  Actor.Dead($2293)
jf @GENERL3_27891 
Actor.RemoveReferences($2293)

:GENERL3_27891
if 
  Actor.Dead($2294)
jf @GENERL3_27912 
Actor.RemoveReferences($2294)

:GENERL3_27912
if 
  $2373 > 1 // $ > int 
jf @GENERL3_27982 
if 
  Actor.Dead($2320)
jf @GENERL3_27956 
Marker.Disable($2344)
Actor.RemoveReferences($2320)

:GENERL3_27956
if 
  Actor.Dead($2321)
jf @GENERL3_27982 
Marker.Disable($2345)
Actor.RemoveReferences($2321)

:GENERL3_27982
if 
  $2381 > 1 // $ > int 
jf @GENERL3_28052 
if 
  Actor.Dead($2322)
jf @GENERL3_28026 
Marker.Disable($2346)
Actor.RemoveReferences($2322)

:GENERL3_28026
if 
  Actor.Dead($2323)
jf @GENERL3_28052 
Marker.Disable($2347)
Actor.RemoveReferences($2323)

:GENERL3_28052
if 
  $2390 > 1 // $ > int 
jf @GENERL3_28174 
if 
  Actor.Dead($2324)
jf @GENERL3_28096 
Marker.Disable($2348)
Actor.RemoveReferences($2324)

:GENERL3_28096
if 
  Actor.Dead($2325)
jf @GENERL3_28122 
Marker.Disable($2349)
Actor.RemoveReferences($2325)

:GENERL3_28122
if 
  Actor.Dead($2326)
jf @GENERL3_28148 
Marker.Disable($2350)
Actor.RemoveReferences($2326)

:GENERL3_28148
if 
  Actor.Dead($2327)
jf @GENERL3_28174 
Marker.Disable($2351)
Actor.RemoveReferences($2327)

:GENERL3_28174
if 
  $2396 > 1 // $ > int 
jf @GENERL3_28296 
if 
  Actor.Dead($2328)
jf @GENERL3_28218 
Marker.Disable($2352)
Actor.RemoveReferences($2328)

:GENERL3_28218
if 
  Actor.Dead($2329)
jf @GENERL3_28244 
Marker.Disable($2353)
Actor.RemoveReferences($2329)

:GENERL3_28244
if 
  Actor.Dead($2330)
jf @GENERL3_28270 
Marker.Disable($2354)
Actor.RemoveReferences($2330)

:GENERL3_28270
if 
  Actor.Dead($2331)
jf @GENERL3_28296 
Marker.Disable($2355)
Actor.RemoveReferences($2331)

:GENERL3_28296
if 
  $2405 > 1 // $ > int 
jf @GENERL3_28366 
if 
  Actor.Dead($2332)
jf @GENERL3_28340 
Marker.Disable($2356)
Actor.RemoveReferences($2332)

:GENERL3_28340
if 
  Actor.Dead($2333)
jf @GENERL3_28366 
Marker.Disable($2357)
Actor.RemoveReferences($2333)

:GENERL3_28366
if 
  $2360 > 1 // $ > int 
jf @GENERL3_28458 
if 
  21 > $2360 // int > $ 
jf @GENERL3_28458 
if 
  3 > $2431 // int > $ 
jf @GENERL3_28458 
if 
  Actor.Dead($2291)
jf @GENERL3_28458 
00BC: text_highpriority 'GEN3_25' time 5000 1  // ~r~Lance died!
jump @GENERL3_29873 

:GENERL3_28458
if 
  $2360 == 50 // $ == int 
jf @GENERL3_28514 
if 
  Actor.Dead($2291)
jf @GENERL3_28514 
00BC: text_highpriority 'GEN3_25' time 5000 1  // ~r~Lance died!
jump @GENERL3_29873 

:GENERL3_28514
if 
  $2360 > 3 // $ > int 
jf @GENERL3_28588 
if 
  50 > $2360 // int > $ 
jf @GENERL3_28588 
if 
  Actor.Dead($2295)
jf @GENERL3_28588 
00BC: text_highpriority 'GEN3_38' time 5000 1  // ~r~Diaz died! You failed to protect him!
jump @GENERL3_29873 

:GENERL3_28588
if 
  not Actor.Dead($2423)
jf @GENERL3_28710 
if 
00FE:   actor $2423 0 193.6797 -1294.617 10.5239 radius 5.0 5.0 5.0 
jf @GENERL3_28710 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_28710 
$10024 = 1 // $ = int 
02AB: set_actor $2423 immunities BP 0 FP 1 EP 1 CP 0 MP 0 
01D3: actor $2423 leave_car $2421 
wait 1800 
020B: explode_car $2421 

:GENERL3_28710
if 
  not Actor.Dead($2423)
jf @GENERL3_28752 
if 
  $10024 == 1 // $ == int 
jf @GENERL3_28752 
01D4: actor $2423 go_to_car $10022 and_enter_it_as_a_passenger 

:GENERL3_28752
if 
  not Actor.Dead($2423)
jf @GENERL3_28838 
if 
  $10024 == 1 // $ == int 
jf @GENERL3_28838 
Car.SetMaxSpeed($2421, 0.0)
0319: set_actor $2423 running 1 
00AF: set_car $2421 driver_behaviour_to 10 
01D4: actor $2423 go_to_car $10022 and_enter_it_as_a_passenger 
81FC:   not player $PLAYER_CHAR near_car $2424 radius 65.0 65.0 0 

:GENERL3_28838
if 
  $10046 == 1 // $ == int 
jf @GENERL3_28978 
if 
  not Actor.Dead($10027)
jf @GENERL3_28978 
if 
  not Car.Wrecked($10026)
jf @GENERL3_28978 
Car.StorePos($10026, $10032, $10033, $10034)
if 
00E3:   player $PLAYER_CHAR 0 $10032 $10033 radius $10034 2.5 
jf @GENERL3_28978 
00AF: set_car $10026 driver_behaviour_to 3 
if 
00E3:   player $PLAYER_CHAR 0 $10032 $10033 radius $10034 1.5 
jf @GENERL3_28978 
020B: explode_car $10026 

:GENERL3_28978
if 
  $10046 == 1 // $ == int 
jf @GENERL3_29118 
if 
  not Actor.Dead($10029)
jf @GENERL3_29118 
if 
  not Car.Wrecked($10028)
jf @GENERL3_29118 
Car.StorePos($10028, $10040, $10041, $10042)
if 
00E3:   player $PLAYER_CHAR 0 $10040 $10041 radius $10042 2.5 
jf @GENERL3_29118 
00AF: set_car $10028 driver_behaviour_to 3 
if 
00E3:   player $PLAYER_CHAR 0 $10040 $10041 radius $10042 1.5 
jf @GENERL3_29118 
020B: explode_car $10028 

:GENERL3_29118
if 
  $10046 == 1 // $ == int 
jf @GENERL3_29258 
if 
  not Actor.Dead($10031)
jf @GENERL3_29258 
if 
  not Car.Wrecked($10030)
jf @GENERL3_29258 
Car.StorePos($10030, $10043, $10044, $10045)
if 
00E3:   player $PLAYER_CHAR 0 $10043 $10044 radius $10045 2.5 
jf @GENERL3_29258 
00AF: set_car $10030 driver_behaviour_to 3 
if 
00E3:   player $PLAYER_CHAR 0 $10043 $10044 radius $10045 1.5 
jf @GENERL3_29258 
020B: explode_car $10030 

:GENERL3_29258
if 
  $10046 == 1 // $ == int 
jf @GENERL3_29315 
if 
  Actor.Dead($2423)
jf @GENERL3_29315 
if 
  not Car.Wrecked($10026)
jf @GENERL3_29315 
00AF: set_car $10026 driver_behaviour_to 3 

:GENERL3_29315
if 
  $10046 == 1 // $ == int 
jf @GENERL3_29372 
if 
  Actor.Dead($2423)
jf @GENERL3_29372 
if 
  not Car.Wrecked($10028)
jf @GENERL3_29372 
00AF: set_car $10028 driver_behaviour_to 3 

:GENERL3_29372
if 
  $10046 == 1 // $ == int 
jf @GENERL3_29429 
if 
  Actor.Dead($2423)
jf @GENERL3_29429 
if 
  not Car.Wrecked($10030)
jf @GENERL3_29429 
00AF: set_car $10030 driver_behaviour_to 3 

:GENERL3_29429
if 
  not Actor.Dead($2423)
jf @GENERL3_29532 
if 
  $10024 == 1 // $ == int 
jf @GENERL3_29532 
if 
  $10025 == 0 // $ == int 
jf @GENERL3_29532 
if 
  Actor.InCar($2423, $10022)
jf @GENERL3_29532 
04A2: heli $10022 fly_to 190.1279 -1307.618 33.4022 speed 40.0 
$10025 = 1 // $ = int 

:GENERL3_29532
if 
  not Actor.Dead($2423)
jf @GENERL3_29743 
if 
  $10024 == 1 // $ == int 
jf @GENERL3_29743 
if 
00FE:   actor $2423 0 190.1279 -1307.618 33.4022 radius 3.0 3.0 5.0 
jf @GENERL3_29651 
Car.Destroy($10022)
Actor.DestroyInstantly($2423)
Actor.DestroyInstantly($10023)
00BC: text_highpriority 'GEN3_30' time 5000 1  // ~r~He got away with the money! Diaz will have your balls for this!
jump @GENERL3_29873 

:GENERL3_29651
if 
  Actor.InCar($2423, $10022)
jf @GENERL3_29743 
if 
00FE:   actor $2423 0 190.1279 -1307.618 33.4022 radius 3.0 3.0 5.0 
jf @GENERL3_29743 
04A2: heli $10022 fly_to 128.4881 -1330.116 33.5254 speed 40.0 

:GENERL3_29743
if 
  $2431 == 0 // $ == int 
jf @GENERL3_29866 
if 
  $2360 > 17 // $ > int 
jf @GENERL3_29866 
if 
   not $2360 == 50 // $ == int 
jf @GENERL3_29866 
if 
  not Actor.Dead($2423)
jf @GENERL3_29866 
if 
80E9:   not player $PLAYER_CHAR 0 $2423 radius 300.0 300.0 
jf @GENERL3_29866 
00BC: text_highpriority 'GEN3_30' time 5000 1  // ~r~He got away with the money! Diaz will have your balls for this!
jump @GENERL3_29873 

:GENERL3_29866
jump @GENERL3_3270 

:GENERL3_29873
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01F0: set_max_wanted_level_to 4 
return 

:GENERL3_29894
$PASSED_COL3_GUARDIAN_ANGELS = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
01F0: set_max_wanted_level_to 5 
0394: play_music 1 
0318: set_latest_mission_passed 'COL_3'  // Guardian Angels
$903 = 1 // $ = int 
Marker.Disable($228)
return 

:GENERL3_29968
$ONMISSION = 0 // $ = int 
Marker.Disable($2358)
Marker.Disable($2359)
Marker.Disable($2315)
Marker.Disable($2432)
Pickup.Destroy($2289)
Pickup.Destroy($2462)
Actor.DestroyWithFade($2295)
Actor.DestroyWithFade($2291)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Object.Destroy($2433)
if 
  not Car.Wrecked($2302)
jf @GENERL3_30051 
020A: set_car $2302 door_status_to 1 

:GENERL3_30051
if 
  not Car.Wrecked($2372)
jf @GENERL3_30074 
020A: set_car $2372 door_status_to 1 

:GENERL3_30074
if 
  not Car.Wrecked($2296)
jf @GENERL3_30104 
020A: set_car $2296 door_status_to 1 
Car.LockInCurrentPosition($2296, False)

:GENERL3_30104
Model.Destroy(#ADMIRAL)
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#CUBAN)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#CBA)
Model.Destroy(#BURRITO)
Model.Destroy(#VOODOO)
Model.Destroy(#TEC9)
Model.Destroy(#SANCHEZ)
Model.Destroy(#UZI)
Model.Destroy(#RUGER)
Model.Destroy(#INFERNUS)
Model.Destroy(#M4)
Model.Destroy(#MAVERICK)
Marker.Disable($2344)
Marker.Disable($2345)
Marker.Disable($2346)
Marker.Disable($2347)
Marker.Disable($2348)
Marker.Disable($2349)
Marker.Disable($2350)
Marker.Disable($2351)
Marker.Disable($2352)
Marker.Disable($2353)
Marker.Disable($2354)
Marker.Disable($2355)
Marker.Disable($2356)
Marker.Disable($2357)
Marker.Disable($2422)
Marker.Disable($2298)
Pickup.Destroy($2297)
Marker.Disable($2459)
01E7: remove_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665 
022A: remove_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 
022A: remove_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 
022A: remove_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 
022A: remove_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815 
01E7: remove_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 
01E7: remove_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 
01E7: remove_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 
022A: remove_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448 
022B: create_forbidden_for_peds_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703 
022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 
022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 
022B: create_forbidden_for_peds_cube 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152 
01E8: create_forbidden_for_cars_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703 
01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 
01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 
01E8: create_forbidden_for_cars_cube 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152 
01E8: create_forbidden_for_cars_cube 458.3911 -489.0092 -10.0225 463.1796 -482.4622 10.0225 
01E8: create_forbidden_for_cars_cube 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644 
022B: create_forbidden_for_peds_cube 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644 
022B: create_forbidden_for_peds_cube 461.4449 -458.5997 -9.5192 466.4395 -452.1389 9.5569 
022B: create_forbidden_for_peds_cube 409.9822 -628.7527 -9.6987 401.5934 -633.8622 9.7065 
022B: create_forbidden_for_peds_cube 397.3751 -659.5804 -9.9223 392.3924 -652.4006 12.6895 
022B: create_forbidden_for_peds_cube 451.3571 -549.2508 -9.72 371.0886 -706.9174 12.9341 
022A: remove_forbidden_for_peds_cube 467.448 -562.4217 10.0455 498.3176 -559.6038 10.0255 
022A: remove_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072 
022A: remove_forbidden_for_peds_cube 403.8958 -706.7869 5.047491 401.1646 -707.5736 12.05998 
022A: remove_forbidden_for_peds_cube 512.5228 -414.8388 5.066745 515.016 -419.5481 12.06674 
022A: remove_forbidden_for_peds_cube 409.0673 -567.9186 5.203645 407.8025 -563.9974 11.11817 
022A: remove_forbidden_for_peds_cube 387.9402 -553.2854 5.080599 388.5724 -557.2783 11.06856 
022A: remove_forbidden_for_peds_cube 369.0032 -563.5308 8.19 374.3449 -563.1741 10.09998 
01B7: release_weather 
0151: remove_status_text $2299 
0151: remove_status_text $2460 
Marker.Disable($2292)
Marker.Disable($2459)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:GENERL3_31292
if 
  2 > $2301 // int > $ 
jf @GENERL3_31396 
if 
  not Car.Wrecked($2421)
jf @GENERL3_31389 
if 
80DC:   not player $PLAYER_CHAR in_car $2421 
jf @GENERL3_31375 
if 
02BF:   car $2421 sunk 
jf @GENERL3_31368 
$2301 = 2 // $ = int 

:GENERL3_31368
jump @GENERL3_31382 

:GENERL3_31375
$2301 = 2 // $ = int 

:GENERL3_31382
jump @GENERL3_31396 

:GENERL3_31389
$2301 = 2 // $ = int 

:GENERL3_31396
if 
  $2301 == 0 // $ == int 
jf @GENERL3_31470 
if 
  not Actor.Driving($2423)
jf @GENERL3_31470 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_31470 
01D5: actor $2423 go_to_and_drive_car $2421 
0319: set_actor $2423 running 1 
$2301 = 1 // $ = int 

:GENERL3_31470
if 
  not Actor.Dead($2423)
jf @GENERL3_32556 
if 
  $2301 == 1 // $ == int 
jf @GENERL3_32556 
if 
0448:   actor $2423 sitting_in_car $2421 
jf @GENERL3_32556 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_31925 
Car.SetMaxSpeed($2421, 30.0)
00AE: set_vehicle $2421 traffic_behavior_to 2 
Car.SetMaxSpeed($10026, 30.0)
00AE: set_vehicle $10026 traffic_behavior_to 2 
Car.SetMaxSpeed($10028, 30.0)
00AE: set_vehicle $10028 traffic_behavior_to 2 
Car.SetMaxSpeed($10030, 30.0)
00AE: set_vehicle $10030 traffic_behavior_to 2 
if 
  $2360 == 18 // $ == int 
jf @GENERL3_31925 
02C2: car $2421 drive_to_point 256.0 -969.15 9.622 
02C2: car $10026 drive_to_point 256.0 -969.15 9.622 
02C2: car $10028 drive_to_point 256.0 -969.15 9.622 
02C2: car $10030 drive_to_point 256.0 -969.15 9.622 
jump @GENERL3_31714 

:GENERL3_31714
if 
  not Actor.Dead($2423)
jf @GENERL3_31782 
if 
  not Actor.Dead($10027)
jf @GENERL3_31782 
if 
  not Car.Wrecked($10026)
jf @GENERL3_31782 
02C2: car $10026 drive_to_point 256.0 -969.15 9.622 

:GENERL3_31782
if 
  not Actor.Dead($2423)
jf @GENERL3_31850 
if 
  not Actor.Dead($10029)
jf @GENERL3_31850 
if 
  not Car.Wrecked($10028)
jf @GENERL3_31850 
02C2: car $10028 drive_to_point 256.0 -969.15 9.622 

:GENERL3_31850
if 
  not Actor.Dead($2423)
jf @GENERL3_32556 
if 
  not Actor.Dead($10030)
jf @GENERL3_32556 
if 
  not Car.Wrecked($10031)
jf @GENERL3_32556 
02C2: car $10030 drive_to_point 256.0 -969.15 9.622 
jump @GENERL3_32549 

:GENERL3_31925
if 
  not Actor.Dead($2423)
jf @GENERL3_32020 
if 
  not Car.Wrecked($2421)
jf @GENERL3_32020 
if 
  $2360 == 19 // $ == int 
jf @GENERL3_32020 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_32020 
02C2: car $2421 drive_to_point 191.64 -1305.0 9.101 
jump @GENERL3_32020 

:GENERL3_32020
if 
  not Actor.Dead($2423)
jf @GENERL3_32131 
if 
  not Actor.Dead($10027)
jf @GENERL3_32131 
if 
  not Car.Wrecked($10026)
jf @GENERL3_32131 
if 
  $2360 == 19 // $ == int 
jf @GENERL3_32131 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_32131 
02C2: car $10026 drive_to_point 191.64 -1305.0 9.101 
jump @GENERL3_32131 

:GENERL3_32131
if 
  not Actor.Dead($2423)
jf @GENERL3_32242 
if 
  not Actor.Dead($10029)
jf @GENERL3_32242 
if 
  not Car.Wrecked($10028)
jf @GENERL3_32242 
if 
  $2360 == 19 // $ == int 
jf @GENERL3_32242 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_32242 
02C2: car $10028 drive_to_point 191.64 -1305.0 9.101 
jump @GENERL3_32242 

:GENERL3_32242
if 
  not Actor.Dead($2423)
jf @GENERL3_32353 
if 
  not Actor.Dead($10031)
jf @GENERL3_32353 
if 
  not Car.Wrecked($10030)
jf @GENERL3_32353 
if 
  $2360 == 19 // $ == int 
jf @GENERL3_32353 
if 
  $10024 == 0 // $ == int 
jf @GENERL3_32556 
02C2: car $10030 drive_to_point 191.64 -1305.0 9.101 
jump @GENERL3_32549 

:GENERL3_32353
if 
  not Actor.Dead($2423)
jf @GENERL3_32390 
if 
  not Car.Wrecked($2421)
jf @GENERL3_32390 
Car.SetToPsychoDriver($2421)

:GENERL3_32390
if 
  not Actor.Dead($2423)
jf @GENERL3_32443 
if 
  not Actor.Dead($10027)
jf @GENERL3_32443 
if 
  not Car.Wrecked($10026)
jf @GENERL3_32443 
Car.SetToPsychoDriver($10026)

:GENERL3_32443
if 
  not Actor.Dead($2423)
jf @GENERL3_32496 
if 
  not Actor.Dead($10029)
jf @GENERL3_32496 
if 
  not Car.Wrecked($10028)
jf @GENERL3_32496 
Car.SetToPsychoDriver($10028)

:GENERL3_32496
if 
  not Actor.Dead($2423)
jf @GENERL3_32549 
if 
  not Actor.Dead($10031)
jf @GENERL3_32549 
if 
  not Car.Wrecked($10030)
jf @GENERL3_32549 
Car.SetToPsychoDriver($10030)

:GENERL3_32549
$2301 = 0 // $ = int 

:GENERL3_32556
if 
  $2301 == 2 // $ == int 
jf @GENERL3_32643 
if or
044B:   actor $2423 on_foot 
  Car.Wrecked($2421)
jf @GENERL3_32622 
011C: actor $2423 clear_objective 
01D0: actor $2423 avoid_player $PLAYER_CHAR 
$2301 = 3 // $ = int 
jump @GENERL3_32643 

:GENERL3_32622
if 
0449:   actor $2423 sitting_in_any_car 
jf @GENERL3_32643 
03E2: actor $2423 leave_any_car 

:GENERL3_32643
return 

//-------------Mission 10---------------
// Originally: Sir, Yes Sir!

:COL_4
gosub @COL_4_36 
if 
  wasted_or_busted 
jf @COL_4_27 
gosub @COL_4_29777 

:COL_4_27
gosub @COL_4_29857 
terminate_this_script 

:COL_4_36
$ONMISSION = 1 // $ = int 
$1603 = 1 // $ = int 
script_name 'COL_4' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA4' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
9@ = 7.5 // @ = float 
14@ = 7.5 // @ = float 
$2656 = 7.5 // $ = float 
$2471 = -1 // $ = int 
$2506 = -1 // $ = int 
$2507 = -1 // $ = int 
$2495 = -1 // $ = int 
$2496 = -1 // $ = int 
$2497 = -1 // $ = int 
$2498 = -1 // $ = int 
$2494 = -1 // $ = int 
$2499 = -1 // $ = int 
$2500 = -1 // $ = int 
$2501 = -1 // $ = int 
$2502 = -1 // $ = int 
$2505 = -1 // $ = int 
$2521 = 0 // $ = int 
$2522 = 0 // $ = int 
$2525 = 0 // $ = int 
$2526 = 0 // $ = int 
$2527 = 0 // $ = int 
$2530 = 0 // $ = int 
$2517 = 0 // $ = int 
$2518 = 0 // $ = int 
$2531 = 0 // $ = int 
$2543 = 0 // $ = int 
$2544 = 0 // $ = int 
$2519 = 0 // $ = int 
$2520 = 0 // $ = int 
$2647 = 0.0 // $ = float 
$2533 = 0 // $ = int 
$2534 = 0 // $ = int 
$2536 = 0 // $ = int 
$2537 = 0 // $ = int 
$2548 = 0 // $ = int 
$2549 = 0 // $ = int 
$2550 = 0 // $ = int 
$2551 = 0 // $ = int 
$2552 = 0 // $ = int 
$2553 = 0 // $ = int 
$2554 = 0 // $ = int 
$2555 = 0 // $ = int 
$2539 = 0 // $ = int 
$2540 = 0 // $ = int 
$2541 = 0 // $ = int 
$2542 = 0 // $ = int 
$2558 = 0 // $ = int 
$2559 = 0 // $ = int 
$2612 = 0 // $ = int 
$2523 = 0 // $ = int 
$2524 = 0 // $ = int 
$2613 = 0 // $ = int 
$2556 = 0 // $ = int 
$2557 = 0 // $ = int 
$2652 = 0.0 // $ = float 
$2653 = 0.0 // $ = float 
$2648 = 0.0 // $ = float 
$2649 = 0.0 // $ = float 
$2650 = 0.0 // $ = float 
$2651 = 0.0 // $ = float 
$2645 = 0.0 // $ = float 
$2646 = 0.0 // $ = float 
10@ = -100.0 // @ = float 
$2659 = 0.0 // $ = float 
$2660 = 0.0 // $ = float 
$2663 = 0.0 // $ = float 
$2665 = 0.0 // $ = float 
$2664 = 0.0 // $ = float 
$2666 = 0.0 // $ = float 
$2616 = 0 // $ = int 
$2617 = 0 // $ = int 
$2618 = 0 // $ = int 
$2619 = 0 // $ = int 
$2620 = 0 // $ = int 
$2607 = 0 // $ = int 
$2560 = 0 // $ = int 
$2561 = 0 // $ = int 
$2562 = 0 // $ = int 
$2563 = 0 // $ = int 
$2564 = 0 // $ = int 
$2567 = 0 // $ = int 
$2568 = 0 // $ = int 
$2569 = 0 // $ = int 
$2570 = 0 // $ = int 
$2571 = 0 // $ = int 
$2573 = 0 // $ = int 
$2574 = 0 // $ = int 
$2575 = 0 // $ = int 
$2576 = 0 // $ = int 
$2577 = 0 // $ = int 
$2579 = 0 // $ = int 
$2580 = 0 // $ = int 
$2581 = 0 // $ = int 
$2582 = 0 // $ = int 
$2583 = 0 // $ = int 
$2584 = 0 // $ = int 
$2589 = 0 // $ = int 
$2603 = 0 // $ = int 
$2605 = 0 // $ = int 
$2608 = 0 // $ = int 
$2609 = 0 // $ = int 
$2614 = 0 // $ = int 
$2610 = 0 // $ = int 
$2615 = 0 // $ = int 
$2545 = 0 // $ = int 
$2546 = 0 // $ = int 
$2532 = 0 // $ = int 
$2528 = 0 // $ = int 
$2565 = 0 // $ = int 
$2535 = 0 // $ = int 
$2621 = 0 // $ = int 
$2622 = 0 // $ = int 
$2623 = 0 // $ = int 
$2624 = 0 // $ = int 
$2625 = 0 // $ = int 
$2626 = 0 // $ = int 
$2627 = 0 // $ = int 
$2628 = 0 // $ = int 
$2538 = 0 // $ = int 
$2629 = 0 // $ = int 
$2630 = 0 // $ = int 
$2611 = 0 // $ = int 
$2547 = 0 // $ = int 
$2529 = 0 // $ = int 
$2631 = 0 // $ = int 
$2632 = 0 // $ = int 
$2633 = 0 // $ = int 
$2634 = 0 // $ = int 
$2635 = 0 // $ = int 
$2572 = 0 // $ = int 
$2578 = 0 // $ = int 
$2636 = 0 // $ = int 
$2637 = 0 // $ = int 
$2638 = 0 // $ = int 
$2642 = 0 // $ = int 
$2643 = 0 // $ = int 
$2644 = 0 // $ = int 
$2595 = 0 // $ = int 
$10050 = 0 // $ = int 
$10051 = 0 // $ = int 
$10052 = 0 // $ = int 
$10053 = 0 // $ = int 
$10054 = 0 // $ = int 
$10055 = 0 // $ = int 
$10056 = 0 // $ = int 
$10057 = 0 // $ = int 
$10058 = 0 // $ = int 
$10059 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
038B: load_requested_models 

:COL_4_1245
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL_4_1275 
wait 0 
jump @COL_4_1245 

:COL_4_1275
if or
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
  not Model.Available(#YT_DOORS14)
  not Model.Available(#YT_TMP_BOAT)
  not Model.Available(#LODMAIN_BODY)
  not Model.Available(#BIG_POLY_TINGS)
jf @COL_4_1321 
wait 0 
jump @COL_4_1275 

:COL_4_1321
if 
  not Model.Available(#YT_GANGPLNK_TMP)
jf @COL_4_1347 
wait 0 
jump @COL_4_1321 

:COL_4_1347
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_4A' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
04E4: request_collision_at -244.2799 -1360.67 
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$2781 = 210 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_01' time 10000 1  // Diaz was pleased, and would like to meet you again.
$2781 = 2773 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_02' time 10000 1  // Is that a good thing?
$2781 = 3669 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_03' time 10000 1  // Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss...
$2781 = 8935 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_04' time 10000 1  // What makes you say that?
$2781 = 10386 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_05' time 10000 1  // One does not wave accusations at a man like Diaz - I'm merely thinking out loud...
$2781 = 14243 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_06' time 10000 1  // No matter. I have a proposal that you could profit from...
$2781 = 16762 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_07' time 10000 1  // I don't have time to run more errands, Cortez.
$2781 = 19154 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_08' time 10000 1  // I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out.
$2781 = 25653 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL4_09' time 10000 1  // Go on...
$2781 = 26526 // $ = int 
gosub @COL_4_32705 
00BC: text_highpriority 'COL410' time 10000 1  // I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me...
$2781 = 32640 // $ = int 
gosub @COL_4_32705 
$2781 = 34964 // $ = int 
gosub @COL_4_32705 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_4_1906
if 
  fading 
jf @COL_4_1930 
wait 0 
jump @COL_4_1906 

:COL_4_1930
if 
82E9:   not cutscene_reached_end 
jf @COL_4_1954 
wait 0 
jump @COL_4_1930 

:COL_4_1954
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Model.Load(#RHINO)
Model.Load(#BARRACKS)
Model.Load(#ARMY)
Model.Load(#PATRIOT)
Model.Load(#M4)
Model.Load(#MOLOTOV)
023C: load_special_actor 3 'IGCOLON' 
038B: load_requested_models 

:COL_4_2053
if or
  not Model.Available(#RHINO)
  not Model.Available(#BARRACKS)
  not Model.Available(#ARMY)
  not Model.Available(#PATRIOT)
  not Model.Available(#M4)
  not Model.Available(#MOLOTOV)
jf @COL_4_2104 
wait 0 
jump @COL_4_2053 

:COL_4_2104
if 
023D:   special_actor 21 loaded 
jf @COL_4_2130 
wait 0 
jump @COL_4_2104 

:COL_4_2130
Actor.Create($10050, 10, #SPECIAL03, -242.4496, -1357.976, 8.113)
Actor.Angle($10050) = 141.5816
04F5: set_actor $10050 as_player_friend $PLAYER_CHAR flag 1 
01DF: tie_actor $10050 to_player $PLAYER_CHAR 
0319: set_actor $10050 running 1 
wait 500 
0169: set_fade_color 0 0 1 
fade 1 1500 
0225: $7451 = player $PLAYER_CHAR health 
if 
  100 > $7451 // int > $ 
jf @COL_4_2235 

:COL_4_2235
if 
  fading 
jf @COL_4_2259 
wait 0 
jump @COL_4_2235 

:COL_4_2259
00BC: text_highpriority 'SNBOB21' time 20000 1 
01E8: create_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E8: create_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E8: create_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E8: create_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E8: create_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E8: create_forbidden_for_cars_cube -837.282 -1041.814 5.0 -770.282 -591.814 25.0 
01E8: create_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
0481: set_enter_car_range_multiplier 6.0 
Car.Create($2467, #PATRIOT, -751.1733, 113.8836, 9.8756)
Car.Angle($2467) = 167.7853
Car.SetMaxSpeed($2467, 9@)
00AE: set_vehicle $2467 traffic_behavior_to 4 
0466: set_car $2467 change_lane 0 
0229: set_car $2467 color_to 43 72 
Car.ImmuneToNonPlayer($2467, True)
0129: $2473 = create_actor 4 #ARMY in_car $2467 driverseat 
0084: $2472 = $2473 // $ = $ int 
gosub @COL_4_32362 
01C8: $2474 = create_actor_pedtype 4 model #ARMY in_car $2467 passenger_seat 0 
0084: $2472 = $2474 // $ = $ int 
gosub @COL_4_32362 
02C2: car $2467 drive_to_point -843.4301 -1503.7 11.9556 
0506: vehicle_model #BARRACKS set_next_variation -1 1 
Car.Create($2468, #BARRACKS, -749.1604, 123.1814, 9.8749)
Car.Angle($2468) = 167.7853
Car.SetMaxSpeed($2468, 1.0)
00AE: set_vehicle $2468 traffic_behavior_to 4 
0466: set_car $2468 change_lane 0 
Car.ImmuneToNonPlayer($2468, True)
0129: $2477 = create_actor 4 #ARMY in_car $2468 driverseat 
0084: $2472 = $2477 // $ = $ int 
gosub @COL_4_32362 
01C8: $2478 = create_actor_pedtype 4 model #ARMY in_car $2468 passenger_seat 0 
0084: $2472 = $2478 // $ = $ int 
gosub @COL_4_32362 
Actor.Create($2485, 4, #ARMY, -686.0, 665.0, 10.1)
0084: $2472 = $2485 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2485 into_turret_on_car $2468 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 26 
Actor.Create($2486, 4, #ARMY, -686.0, 664.0, 10.1)
0084: $2472 = $2486 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2486 into_turret_on_car $2468 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 26 
Actor.Create($2487, 4, #ARMY, -686.0, 663.0, 10.1)
0084: $2472 = $2487 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2487 into_turret_on_car $2468 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 26 
Actor.Create($2488, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2472 = $2488 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2488 into_turret_on_car $2468 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 26 
02C2: car $2468 drive_to_point -848.7084 -1482.733 10.992 
Car.Create($2470, #RHINO, -747.1234, 132.5895, 9.8742)
Car.Angle($2470) = 167.7853
Car.SetMaxSpeed($2470, 1.0)
00AE: set_vehicle $2470 traffic_behavior_to 4 
0466: set_car $2470 change_lane 0 
Marker.CreateAboveCar($2516, $2470)
0493: set_tank $2470 contact_explosion 0 
0129: $2503 = create_actor 4 #ARMY in_car $2470 driverseat 
0084: $2472 = $2503 // $ = $ int 
gosub @COL_4_32362 
01C8: $2504 = create_actor_pedtype 4 model #ARMY in_car $2470 passenger_seat 0 
0084: $2472 = $2504 // $ = $ int 
gosub @COL_4_32362 
Actor.Create($2493, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2472 = $2493 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2493 into_turret_on_car $2470 at_car_offset 0.0455 -1.0043 1.9962 position 0 angle 360.0 with_weapon 26 
02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 
0506: vehicle_model #BARRACKS set_next_variation -1 1 
Car.Create($2469, #BARRACKS, -744.8403, 143.1341, 9.8734)
Car.Angle($2469) = 167.7853
00AE: set_vehicle $2469 traffic_behavior_to 4 
Car.SetMaxSpeed($2469, 1.0)
0466: set_car $2469 change_lane 0 
Car.ImmuneToNonPlayer($2469, True)
0129: $2481 = create_actor 4 #ARMY in_car $2469 driverseat 
0084: $2472 = $2481 // $ = $ int 
gosub @COL_4_32362 
01C8: $2482 = create_actor_pedtype 4 model #ARMY in_car $2469 passenger_seat 0 
0084: $2472 = $2482 // $ = $ int 
gosub @COL_4_32362 
Actor.Create($2489, 4, #ARMY, -686.0, 665.0, 10.1)
0084: $2472 = $2489 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2489 into_turret_on_car $2469 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 26 
Actor.Create($2490, 4, #ARMY, -686.0, 664.0, 10.1)
0084: $2472 = $2490 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2490 into_turret_on_car $2469 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 26 
Actor.Create($2491, 4, #ARMY, -686.0, 663.0, 10.1)
0084: $2472 = $2491 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2491 into_turret_on_car $2469 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 26 
Actor.Create($2492, 4, #ARMY, -686.0, 662.0, 10.1)
0084: $2472 = $2492 // $ = $ int 
gosub @COL_4_32362 
0464: put_actor $2492 into_turret_on_car $2469 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 26 
02C2: car $2469 drive_to_point -856.1463 -1480.377 10.9387 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 
Actor.Create($2483, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2483 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2483 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 
Actor.Create($2484, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2484 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2484 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 
Actor.Create($2475, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2475 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2475 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 
Actor.Create($2476, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2476 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2476 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 
Actor.Create($2479, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2479 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2479 immune_to_nonplayer 1 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 
Actor.Create($2480, 4, #ARMY, $445, $446, 10.0)
0084: $2472 = $2480 // $ = $ int 
gosub @COL_4_32362 
02A9: set_actor $2480 immune_to_nonplayer 1 

:COL_4_4163
wait 0 
$2565 += 1 // $ += int 
if 
  $2565 > 3 // $ > int 
jf @COL_4_4338 
$2565 = 0 // $ = int 
if 
  $10052 == 0 // $ == int 
jf @COL_4_4269 
if 
  $10058 == 0 // $ == int 
jf @COL_4_4269 
if 
8320:   not actor $10050 in_range_of_player $PLAYER_CHAR 
jf @COL_4_4269 
00BC: text_highpriority 'SNBOB24' time 1000 1 

:COL_4_4269
if 
80E9:   not player $PLAYER_CHAR 0 $10050 radius 120.0 120.0 
jf @COL_4_4338 
if 
82CB:   not actor $10050 bounding_sphere_visible 
jf @COL_4_4338 
00BC: text_highpriority 'SNBOB23' time 7000 1 
jump @COL_4_29777 

:COL_4_4338
if 
  Actor.Dead($10050)
jf @COL_4_4376 
00BC: text_highpriority 'SNBOB22' time 7000 1 
jump @COL_4_29777 

:COL_4_4376
if 
0442:   player $PLAYER_CHAR sitting_in_car $2470 
jf @COL_4_4480 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COL4_25.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB172' time 7000 1 
wait 3200 
020B: explode_car $2470 
00BC: text_highpriority 'SBOB395' time 7000 1 
jump @COL_4_29777 

:COL_4_4480
if or
  Actor.Dead($2503)
  not Actor.InCar($2503, $2470)
jf @COL_4_4542 
if 
  $10055 == 0 // $ == int 
jf @COL_4_4542 
$10058 = 1 // $ = int 
01E0: clear_leader $10050 
01D5: actor $10050 go_to_and_drive_car $2470 

:COL_4_4542
if 
  Actor.InCar($10050, $2470)
jf @COL_4_4814 
if 
  $10053 == 0 // $ == int 
jf @COL_4_4814 
00BC: text_highpriority 'SNBOB41' time 2500 1 
$10058 = 0 // $ = int 
$10052 = 1 // $ = int 
0477: set_car $2470 action 0 time 1000 
Car.SetToPsychoDriver($2470)
020A: set_car $2470 door_status_to 3 
Car.DriveTo($2470, -1097.692, -479.5541, 10.6395)
$10057 = 1 // $ = int 
00AE: set_vehicle $2470 traffic_behavior_to 3 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
Car.SetMaxSpeed($2470, 10.0)
if 
  $10059 == 0 // $ == int 
jf @COL_4_4713 
$10059 = 1 // $ = int 
jump @COL_4_4713 

:COL_4_4713
if 
  Actor.InCar($10050, $2470)
jf @COL_4_4814 
if 
00EC:   actor $10050 0 -1097.692 -479.5541 radius 3.0 3.0 
jf @COL_4_4814 
$10053 = 1 // $ = int 
0477: set_car $2470 action 0 time 1000 
Car.DriveTo($2470, -1066.974, -478.1092, 11.1349)
jump @COL_4_4814 

:COL_4_4814
if 
  Actor.InCar($10050, $2470)
jf @COL_4_5130 
if 
00EC:   actor $10050 0 -1066.974 -478.1092 radius 5.0 5.0 
jf @COL_4_5130 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-1068.681, -466.8299, 16.6426, 0.0, 0.0, 0.0)
Camera.PointAt(-1059.588, -478.932, 11.1002, 2)
Car.PutAt($2470, -1065.17, -478.8727, 11.1955)
Car.Angle($2470) = 261.9208
0360: open_garage $688 
wait 1000 
Car.SetMaxSpeed($2470, 35.0)
Car.DriveTo($2470, -1044.239, -477.3446, 11.107)
wait 3500 
01D3: actor $10050 leave_car $2470 
wait 3500 
0361: close_garage $688 
00BC: text_highpriority 'SNBOB40' time 3800 1 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.PutAt($10050, -1060.852, -471.6341, 11.0503)
01DF: tie_actor $10050 to_player $PLAYER_CHAR 
Marker.Disable($2516)
018A: $10056 = create_checkpoint_at -240.5054 -1360.462 8.113 
$10055 = 1 // $ = int 

:COL_4_5130
if 
  $10055 == 1 // $ == int 
jf @COL_4_5434 
if 
00F8:   player $PLAYER_CHAR stopped 1 -240.5054 -1360.462 8.113 radius 3.0 3.0 1.5 
jf @COL_4_5434 
if 
0101:   actor $10050 stopped_near_point -240.5054 -1360.462 8.113 radius 3.0 3.0 1.5 sphere 0 
jf @COL_4_5434 
if 
  Actor.Driving($10050)
jf @COL_4_5295 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
01E0: clear_leader $10050 
03E2: actor $10050 leave_any_car 
wait 0 
jump @COL_4_5295 

:COL_4_5295
if 
  $10055 == 1 // $ == int 
jf @COL_4_5434 
02A3: enable_widescreen 1 
Camera.SetPosition(-234.3177, -1358.641, 16.113, 0.0, 0.0, 0.0)
Camera.PointAt(-244.5633, -1360.717, 8.113, 2)
0319: set_actor $10050 running 1 
0239: actor $10050 run_to -248.908 -1360.819 
wait 4000 
Actor.DestroyInstantly($10050)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Marker.Disable($10056)
jump @COL_4_29794 

:COL_4_5434
01BD: $4811 = current_time_in_ms 
if 
  $2565 == 0 // $ == int 
jf @COL_4_6849 
if 
  not Car.Wrecked($2467)
jf @COL_4_6817 
if 
80DC:   not player $PLAYER_CHAR in_car $2467 
jf @COL_4_6723 
if 
  not Actor.Dead($2473)
jf @COL_4_6666 
if 
  Actor.InCar($2473, $2467)
jf @COL_4_6609 
Car.StorePos($2467, 0@, 1@, 2@)
0088: $4862 = 0@ // $ = @ float 
$4862 -= -837.0244 // $ -= float 
0088: $4863 = 1@ // $ = @ float 
$4863 -= -1509.279 // $ -= float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2663 = square_root $4864 
if 
  $2525 == 0 // $ == int 
jf @COL_4_6227 
if 
  not Actor.Dead($2474)
jf @COL_4_5806 
if 
  $2630 == 0 // $ == int 
jf @COL_4_5799 
if 
  $2533 == 5 // $ == int 
jf @COL_4_5799 
if 
  Actor.InCar($2474, $2467)
jf @COL_4_5752 
$2533 = 0 // $ = int 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_5745 
$2527 = 0 // $ = int 

:COL_4_5745
jump @COL_4_5799 

:COL_4_5752
if 
  Actor.Driving($2474)
jf @COL_4_5791 
$2499 = Actor.CurrentCar($2474)
01D3: actor $2474 leave_car $2499 
jump @COL_4_5799 

:COL_4_5791
01D4: actor $2474 go_to_car $2467 and_enter_it_as_a_passenger 

:COL_4_5799
jump @COL_4_5849 

:COL_4_5806
if 
   not $2630 == 3 // $ == int 
jf @COL_4_5849 
if 
  $2525 == 0 // $ == int 
jf @COL_4_5849 
$2525 = 1 // $ = int 

:COL_4_5849
if 
  Actor.Dead($2473)
jf @COL_4_5908 
if 
   not $2629 == 3 // $ == int 
jf @COL_4_5908 
if 
  $2525 == 0 // $ == int 
jf @COL_4_5908 
$2525 = 1 // $ = int 

:COL_4_5908
if 
031E:   vehicle $2467 hit_by_weapon 39 
jf @COL_4_5964 
if 
01FC:   player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 
jf @COL_4_5964 
$2636 = 1 // $ = int 

:COL_4_5964
if 
031E:   vehicle $2467 hit_by_weapon 47 
jf @COL_4_6016 
$2639 = Car.Health($2467)
if 
  800 > $2639 // int > $ 
jf @COL_4_6016 
$2525 = 1 // $ = int 

:COL_4_6016
0468: set_vehicle $2467 clear_last_weapon_damage 
if 
81AD:   not car $2467 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_6133 
0086: $2667 = $2665 // $ = $ float 
0061: $2667 -= $2663 // $ -= $ float 
if 
  $2667 > 20.0 // $ > float 
jf @COL_4_6123 
Car.SetMaxSpeed($2467, 0.0)
0477: set_car $2467 action 1 time 200 
jump @COL_4_6133 

:COL_4_6123
Car.SetMaxSpeed($2467, 7.5)

:COL_4_6133
if 
   not $2630 == 3 // $ == int 
jf @COL_4_6182 
0084: $2506 = $2467 // $ = $ int 
0084: $2507 = $2474 // $ = $ int 
0087: 10@ = 2@ // @ = @ float 
gosub @COL_4_30153 

:COL_4_6182
if 
  $2527 == 1 // $ == int 
jf @COL_4_6220 
Car.SetMaxSpeed($2467, 0.0)
0477: set_car $2467 action 1 time 500 

:COL_4_6220
jump @COL_4_6602 

:COL_4_6227
if 
  $2595 == 1 // $ == int 
jf @COL_4_6445 
if or
  $2612 == 2 // $ == int 
  $2612 == 3 // $ == int 
jf @COL_4_6277 
$2612 = 0 // $ = int 

:COL_4_6277
if 
  $2612 == 0 // $ == int 
jf @COL_4_6326 
Car.SetMaxSpeed($2467, 100.0)
00AE: set_vehicle $2467 traffic_behavior_to 2 
00AF: set_car $2467 driver_behaviour_to 2 
$2612 = 1 // $ = int 

:COL_4_6326
if 
  $2612 == 1 // $ == int 
jf @COL_4_6438 
if 
  $2613 == 10 // $ == int 
jf @COL_4_6431 
if 
01FC:   player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 
jf @COL_4_6417 
if 
  not Actor.Dead($2474)
jf @COL_4_6417 
01CA: actor $2474 kill_player $PLAYER_CHAR 

:COL_4_6417
$2613 = 0 // $ = int 
jump @COL_4_6438 

:COL_4_6431
$2613 += 1 // $ += int 

:COL_4_6438
jump @COL_4_6602 

:COL_4_6445
if or
  $2612 == 0 // $ == int 
  $2612 == 1 // $ == int 
jf @COL_4_6477 
$2612 = 2 // $ = int 

:COL_4_6477
if 
  $2612 == 2 // $ == int 
jf @COL_4_6533 
Car.SetMaxSpeed($2467, 100.0)
00AE: set_vehicle $2467 traffic_behavior_to 2 
Car.DriveTo($2467, 3@, 4@, 5@)
$2612 = 3 // $ = int 

:COL_4_6533
if 
  $2612 == 3 // $ == int 
jf @COL_4_6602 
if 
01AD:   car $2467 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_6602 
00AF: set_car $2467 driver_behaviour_to 11 
0477: set_car $2467 action 1 time 500 

:COL_4_6602
jump @COL_4_6659 

:COL_4_6609
if 
   not $2629 == 3 // $ == int 
jf @COL_4_6659 
$2521 = 1 // $ = int 
if 
  $2525 == 0 // $ == int 
jf @COL_4_6659 
$2525 = 1 // $ = int 

:COL_4_6659
jump @COL_4_6716 

:COL_4_6666
if 
   not $2629 == 3 // $ == int 
jf @COL_4_6716 
$2521 = 1 // $ = int 
if 
  $2525 == 0 // $ == int 
jf @COL_4_6716 
$2525 = 1 // $ = int 

:COL_4_6716
jump @COL_4_6810 

:COL_4_6723
Car.ImmuneToNonPlayer($2467, False)
if 
  not Actor.Dead($2473)
jf @COL_4_6754 
01CA: actor $2473 kill_player $PLAYER_CHAR 

:COL_4_6754
if 
  not Actor.Dead($2474)
jf @COL_4_6778 
01CA: actor $2474 kill_player $PLAYER_CHAR 

:COL_4_6778
if 
  $2525 == 0 // $ == int 
jf @COL_4_6803 
$2525 = 1 // $ = int 

:COL_4_6803
$2521 = 1 // $ = int 

:COL_4_6810
jump @COL_4_6849 

:COL_4_6817
if 
  $2525 == 0 // $ == int 
jf @COL_4_6842 
$2525 = 1 // $ = int 

:COL_4_6842
$2521 = 1 // $ = int 

:COL_4_6849
if 
  $2565 == 1 // $ == int 
jf @COL_4_8595 
if 
  not Car.Wrecked($2468)
jf @COL_4_8375 
if 
80DC:   not player $PLAYER_CHAR in_car $2468 
jf @COL_4_8281 
if 
  not Actor.Dead($2477)
jf @COL_4_8242 
if 
  Actor.InCar($2477, $2468)
jf @COL_4_8203 
Car.StorePos($2468, 6@, 7@, 8@)
0088: $4862 = 6@ // $ = @ float 
$4862 -= -837.0244 // $ -= float 
0088: $4863 = 7@ // $ = @ float 
$4863 -= -1509.279 // $ -= float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2665 = square_root $4864 
if 
  $2525 == 0 // $ == int 
jf @COL_4_7821 
if 
  not Actor.Dead($2478)
jf @COL_4_7198 
if 
  $2534 == 5 // $ == int 
jf @COL_4_7191 
if 
  Actor.InCar($2478, $2468)
jf @COL_4_7144 
$2534 = 0 // $ = int 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_7137 
$2527 = 0 // $ = int 

:COL_4_7137
jump @COL_4_7191 

:COL_4_7144
if 
  Actor.Driving($2478)
jf @COL_4_7183 
$2500 = Actor.CurrentCar($2478)
01D3: actor $2478 leave_car $2500 
jump @COL_4_7191 

:COL_4_7183
01D4: actor $2478 go_to_car $2468 and_enter_it_as_a_passenger 

:COL_4_7191
jump @COL_4_7223 

:COL_4_7198
if 
  $2525 == 0 // $ == int 
jf @COL_4_7223 
$2525 = 1 // $ = int 

:COL_4_7223
if 
  Actor.Dead($2477)
jf @COL_4_7264 
if 
  $2525 == 0 // $ == int 
jf @COL_4_7264 
$2525 = 1 // $ = int 

:COL_4_7264
if 
031E:   vehicle $2468 hit_by_weapon 39 
jf @COL_4_7320 
if 
01FC:   player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 
jf @COL_4_7320 
$2637 = 1 // $ = int 

:COL_4_7320
if 
031E:   vehicle $2468 hit_by_weapon 47 
jf @COL_4_7372 
$2640 = Car.Health($2468)
if 
  800 > $2640 // int > $ 
jf @COL_4_7372 
$2525 = 1 // $ = int 

:COL_4_7372
0468: set_vehicle $2468 clear_last_weapon_damage 
if 
   not $2521 == 1 // $ == int 
jf @COL_4_7682 
0088: $4862 = 6@ // $ = @ float 
0067: $4862 -= 0@ // $ -= @ float 
0088: $4863 = 7@ // $ = @ float 
0067: $4863 -= 1@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
0089: 9@ = $4864 // @ = $ float 
9@ -= 3.0 // @ -= float 
if 
  9@ > 100.0 // @ > float 
jf @COL_4_7516 
9@ = 100.0 // @ = float 

:COL_4_7516
if 
  0.0 > 9@ // float > @ 
jf @COL_4_7547 
9@ = 0.0 // @ = float 

:COL_4_7547
if 
81AD:   not car $2468 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_7668 
if 
0024:   $2663 > $2665 // $ > $ float 
jf @COL_4_7614 
9@ = 0.0 // @ = float 

:COL_4_7614
0086: $2668 = $2664 // $ = $ float 
0061: $2668 -= $2665 // $ -= $ float 
if 
  $2668 > 20.0 // $ > float 
jf @COL_4_7661 
9@ = 0.0 // @ = float 

:COL_4_7661
jump @COL_4_7675 

:COL_4_7668
04E0: car $2468 abandon_path_radius 40 

:COL_4_7675
jump @COL_4_7692 

:COL_4_7682
9@ = 12.0 // @ = float 

:COL_4_7692
0084: $2506 = $2468 // $ = $ int 
0084: $2507 = $2478 // $ = $ int 
0087: 10@ = 8@ // @ = @ float 
gosub @COL_4_30153 
if 
  $2527 == 0 // $ == int 
jf @COL_4_7794 
if 
  9@ == 0.0 // @ == float 
jf @COL_4_7779 
0477: set_car $2468 action 1 time 200 
jump @COL_4_7787 

:COL_4_7779
Car.SetMaxSpeed($2468, 9@)

:COL_4_7787
jump @COL_4_7814 

:COL_4_7794
9@ = 0.0 // @ = float 
0477: set_car $2468 action 1 time 500 

:COL_4_7814
jump @COL_4_8196 

:COL_4_7821
if 
  $2595 == 1 // $ == int 
jf @COL_4_8039 
if or
  $2523 == 2 // $ == int 
  $2523 == 3 // $ == int 
jf @COL_4_7871 
$2523 = 0 // $ = int 

:COL_4_7871
if 
  $2523 == 0 // $ == int 
jf @COL_4_7920 
Car.SetMaxSpeed($2468, 100.0)
00AE: set_vehicle $2468 traffic_behavior_to 2 
00AF: set_car $2468 driver_behaviour_to 2 
$2523 = 1 // $ = int 

:COL_4_7920
if 
  $2523 == 1 // $ == int 
jf @COL_4_8032 
if 
  $2556 == 10 // $ == int 
jf @COL_4_8025 
if 
01FC:   player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 
jf @COL_4_8011 
if 
  not Actor.Dead($2478)
jf @COL_4_8011 
01CA: actor $2478 kill_player $PLAYER_CHAR 

:COL_4_8011
$2556 = 0 // $ = int 
jump @COL_4_8032 

:COL_4_8025
$2556 += 1 // $ += int 

:COL_4_8032
jump @COL_4_8196 

:COL_4_8039
if or
  $2523 == 0 // $ == int 
  $2523 == 1 // $ == int 
jf @COL_4_8071 
$2523 = 2 // $ = int 

:COL_4_8071
if 
  $2523 == 2 // $ == int 
jf @COL_4_8127 
Car.SetMaxSpeed($2468, 100.0)
00AE: set_vehicle $2468 traffic_behavior_to 2 
Car.DriveTo($2468, 3@, 4@, 5@)
$2523 = 3 // $ = int 

:COL_4_8127
if 
  $2523 == 3 // $ == int 
jf @COL_4_8196 
if 
01AD:   car $2468 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_8196 
00AF: set_car $2468 driver_behaviour_to 11 
0477: set_car $2468 action 1 time 500 

:COL_4_8196
jump @COL_4_8235 

:COL_4_8203
if 
  $2525 == 0 // $ == int 
jf @COL_4_8228 
$2525 = 1 // $ = int 

:COL_4_8228
$2522 = 1 // $ = int 

:COL_4_8235
jump @COL_4_8274 

:COL_4_8242
if 
  $2525 == 0 // $ == int 
jf @COL_4_8267 
$2525 = 1 // $ = int 

:COL_4_8267
$2522 = 1 // $ = int 

:COL_4_8274
jump @COL_4_8368 

:COL_4_8281
Car.ImmuneToNonPlayer($2468, False)
if 
  not Actor.Dead($2477)
jf @COL_4_8312 
01CA: actor $2477 kill_player $PLAYER_CHAR 

:COL_4_8312
if 
  not Actor.Dead($2478)
jf @COL_4_8336 
01CA: actor $2478 kill_player $PLAYER_CHAR 

:COL_4_8336
if 
  $2525 == 0 // $ == int 
jf @COL_4_8361 
$2525 = 1 // $ = int 

:COL_4_8361
$2522 = 1 // $ = int 

:COL_4_8368
jump @COL_4_8407 

:COL_4_8375
if 
  $2525 == 0 // $ == int 
jf @COL_4_8400 
$2525 = 1 // $ = int 

:COL_4_8400
$2522 = 1 // $ = int 

:COL_4_8407
0084: $2513 = $2485 // $ = $ int 
0084: $2514 = $2468 // $ = $ int 
0084: $2515 = $2477 // $ = $ int 
0084: $2566 = $2548 // $ = $ int 
gosub @COL_4_32742 
0084: $2548 = $2566 // $ = $ int 
0084: $2513 = $2486 // $ = $ int 
0084: $2514 = $2468 // $ = $ int 
0084: $2515 = $2477 // $ = $ int 
0084: $2566 = $2549 // $ = $ int 
gosub @COL_4_32742 
0084: $2549 = $2566 // $ = $ int 
0084: $2513 = $2487 // $ = $ int 
0084: $2514 = $2468 // $ = $ int 
0084: $2515 = $2477 // $ = $ int 
0084: $2566 = $2550 // $ = $ int 
gosub @COL_4_32742 
0084: $2550 = $2566 // $ = $ int 
0084: $2513 = $2488 // $ = $ int 
0084: $2514 = $2468 // $ = $ int 
0084: $2515 = $2477 // $ = $ int 
0084: $2566 = $2551 // $ = $ int 
gosub @COL_4_32742 
0084: $2551 = $2566 // $ = $ int 

:COL_4_8595
if 
  $2565 == 2 // $ == int 
jf @COL_4_17440 
if 
  not Car.Wrecked($2470)
jf @COL_4_17400 
if and
03B1:   garage $689 door_closed 
  $2608 > 0 // $ > int 
jf @COL_4_8674 
00BC: text_highpriority 'COL4_B2' time 5000 1  // ~r~The tank arrived at its destination safely!
jump @COL_4_29777 

:COL_4_8674
if 
  $2608 == 1 // $ == int 
jf @COL_4_8948 
if 
01AD:   car $2470 sphere 0 near_point -836.007 -1500.523 radius 13.5 13.5 
jf @COL_4_8948 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_8948 
if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
jf @COL_4_8863 
if 
  $2611 == 0 // $ == int 
jf @COL_4_8856 
$2611 = 1 // $ = int 

:COL_4_8856
jump @COL_4_8948 

:COL_4_8863
if or
  3 > $2621 // int > $ 
  3 > $2629 // int > $ 
  3 > $2623 // int > $ 
  3 > $2624 // int > $ 
  3 > $2630 // int > $ 
  3 > $2626 // int > $ 
jf @COL_4_8941 
if 
  $2525 == 0 // $ == int 
jf @COL_4_8941 
$2525 = 1 // $ = int 

:COL_4_8941
$2608 = 2 // $ = int 

:COL_4_8948
if 
01FC:   player $PLAYER_CHAR near_car $2470 radius 150.0 150.0 0 
jf @COL_4_9049 
$2610 = 1 // $ = int 
if 
  $2615 == 0 // $ == int 
jf @COL_4_9042 
00BC: text_highpriority 'SNBOB38' time 5000 1 
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$2615 = 1 // $ = int 

:COL_4_9042
jump @COL_4_9056 

:COL_4_9049
$2610 = 0 // $ = int 

:COL_4_9056
if 
01FC:   player $PLAYER_CHAR near_car $2470 radius 250.0 250.0 0 
jf @COL_4_9101 
$2595 = 1 // $ = int 
jump @COL_4_9108 

:COL_4_9101
$2595 = 0 // $ = int 

:COL_4_9108
Car.StorePos($2470, 3@, 4@, 5@)
0088: $4862 = 3@ // $ = @ float 
$4862 -= -837.0244 // $ -= float 
0088: $4863 = 4@ // $ = @ float 
$4863 -= -1509.279 // $ -= float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2664 = square_root $4864 
if 
  Actor.Dead($2503)
jf @COL_4_9305 
if 
   not $2627 == 3 // $ == int 
jf @COL_4_9305 
if 
  $2525 == 0 // $ == int 
jf @COL_4_9305 
if 
056D:   actor $2503 defined 
jf @COL_4_9298 
Actor.StoreDeadActorPos($2503, $445, $446, $447)
Pickup.Create($2510, #BODYARMOUR, 3, $445, $446, $447)

:COL_4_9298
$2525 = 1 // $ = int 

:COL_4_9305
if 
  Actor.Dead($2504)
jf @COL_4_9412 
if 
   not $2628 == 3 // $ == int 
jf @COL_4_9412 
if 
  $2525 == 0 // $ == int 
jf @COL_4_9412 
if 
056D:   actor $2504 defined 
jf @COL_4_9405 
Actor.StoreDeadActorPos($2504, $445, $446, $447)
Pickup.Create($2511, #BODYARMOUR, 3, $445, $446, $447)

:COL_4_9405
$2525 = 1 // $ = int 

:COL_4_9412
if 
  $2529 == 0 // $ == int 
jf @COL_4_9565 
if 
   not $2544 == 2 // $ == int 
jf @COL_4_9565 
if 
844A:   not player $PLAYER_CHAR on_foot 
jf @COL_4_9565 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -2.5017 0.3918 -0.1973 
if 
00E4:   player $PLAYER_CHAR 0 $445 $446 radius 1.0 1.0 
jf @COL_4_9565 
00BC: text_highpriority 'COL4_B4' time 5000 1  // ~g~The tank is locked. Find a way to lure out the occupants.
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$2529 = 1 // $ = int 

:COL_4_9565
if 
  $2572 == 0 // $ == int 
jf @COL_4_9765 
if 
0495:   vehicle $2470 burning 
jf @COL_4_9765 
if 
  not Actor.Dead($2503)
jf @COL_4_9642 
if 
  Actor.InCar($2503, $2470)
jf @COL_4_9642 
01CE: actor $2503 avoid_player $PLAYER_CHAR 

:COL_4_9642
if 
  not Actor.Dead($2504)
jf @COL_4_9685 
if 
  Actor.InCar($2504, $2470)
jf @COL_4_9685 
01CE: actor $2504 avoid_player $PLAYER_CHAR 

:COL_4_9685
if 
  $2568 == 0 // $ == int 
jf @COL_4_9726 
$2568 = 1 // $ = int 
0084: $2591 = $4811 // $ = $ int 
$2591 += 6000 // $ += int 

:COL_4_9726
$2544 = 2 // $ = int 
if 
  $2525 == 0 // $ == int 
jf @COL_4_9758 
$2525 = 1 // $ = int 

:COL_4_9758
$2572 = 1 // $ = int 

:COL_4_9765
if 
   not $2538 == 3 // $ == int 
jf @COL_4_10351 
if 
  not Actor.Dead($2493)
jf @COL_4_9873 
if 
  $2525 == 0 // $ == int 
jf @COL_4_9858 
if 
  $2538 == 0 // $ == int 
jf @COL_4_9851 
$4886 = Car.Angle($2470)
Actor.Angle($2493) = $4886

:COL_4_9851
jump @COL_4_9866 

:COL_4_9858
01CA: actor $2493 kill_player $PLAYER_CHAR 

:COL_4_9866
jump @COL_4_10351 

:COL_4_9873
if 
  $2525 == 0 // $ == int 
jf @COL_4_10346 
if 
  $2558 == 0 // $ == int 
jf @COL_4_9939 
$2527 = 1 // $ = int 
$2558 = 1 // $ = int 
0084: $2559 = $4811 // $ = $ int 
$2559 += 2000 // $ += int 

:COL_4_9939
if 
  $2558 == 1 // $ == int 
jf @COL_4_10065 
if 
001C:   $4811 > $2559 // $ > $ int 
jf @COL_4_10065 
if 
  $2574 == 0 // $ == int 
jf @COL_4_10017 
$2574 = 1 // $ = int 
0084: $2597 = $4811 // $ = $ int 
$2597 += 6000 // $ += int 

:COL_4_10017
if 
  $2584 == 0 // $ == int 
jf @COL_4_10058 
$2584 = 1 // $ = int 
0084: $2606 = $4811 // $ = $ int 
$2606 += 8000 // $ += int 

:COL_4_10058
$2558 = 2 // $ = int 

:COL_4_10065
if 
  $2558 == 2 // $ == int 
jf @COL_4_10277 
if 
  not Actor.Dead($2503)
jf @COL_4_10277 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 0.0 0.0 
0239: actor $2503 run_to $445 $446 
$2544 = 2 // $ = int 
if 
00ED:   actor $2503 0 $445 $446 radius 1.0 1.0 
jf @COL_4_10277 
011C: actor $2503 clear_objective 
Car.StorePos($2470, $445, $446, $447)
if 
  $2569 == 0 // $ == int 
jf @COL_4_10240 
$2569 = 1 // $ = int 
0084: $2592 = $4811 // $ = $ int 
$2592 += 6000 // $ += int 

:COL_4_10240
01BE: set_actor $2503 to_look_at_spot $445 $446 $447 
$2558 = 3 // $ = int 
0084: $2559 = $4811 // $ = $ int 
$2559 += 2000 // $ += int 

:COL_4_10277
if 
  $2558 == 3 // $ == int 
jf @COL_4_10339 
if 
001C:   $4811 > $2559 // $ > $ int 
jf @COL_4_10339 
if 
  $2525 == 0 // $ == int 
jf @COL_4_10339 
$2525 = 1 // $ = int 

:COL_4_10339
jump @COL_4_10351 

:COL_4_10346
0465: remove_actor $2493 from_turret_mode 

:COL_4_10351
if 
  $2525 == 0 // $ == int 
jf @COL_4_12188 
if 
  $2621 == 0 // $ == int 
jf @COL_4_10525 
if 
  not Actor.Dead($2483)
jf @COL_4_10482 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 
if 
  $2527 == 0 // $ == int 
jf @COL_4_10475 
0411: set_actor $2483 use_pednode_seek 0 
0239: actor $2483 run_to $445 $446 
0411: set_actor $2483 use_pednode_seek 0 

:COL_4_10475
jump @COL_4_10525 

:COL_4_10482
if 
   not $2621 == 3 // $ == int 
jf @COL_4_10525 
if 
  $2525 == 0 // $ == int 
jf @COL_4_10525 
$2525 = 1 // $ = int 

:COL_4_10525
if 
  $2622 == 0 // $ == int 
jf @COL_4_10663 
if 
  not Actor.Dead($2484)
jf @COL_4_10620 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 
0411: set_actor $2484 use_pednode_seek 0 
0239: actor $2484 run_to $445 $446 
0411: set_actor $2484 use_pednode_seek 0 
jump @COL_4_10663 

:COL_4_10620
if 
   not $2622 == 3 // $ == int 
jf @COL_4_10663 
if 
  $2525 == 0 // $ == int 
jf @COL_4_10663 
$2525 = 1 // $ = int 

:COL_4_10663
if 
  $2623 == 0 // $ == int 
jf @COL_4_11030 
if 
  not Actor.Dead($2475)
jf @COL_4_10987 
if or
  $2636 == 1 // $ == int 
  $2637 == 1 // $ == int 
  $2638 == 1 // $ == int 
jf @COL_4_10903 
if 
  $2578 == 0 // $ == int 
jf @COL_4_10795 
if 
  $2582 == 0 // $ == int 
jf @COL_4_10788 
$2582 = 1 // $ = int 
0084: $2604 = $4811 // $ = $ int 
$2604 += 6000 // $ += int 

:COL_4_10788
$2578 = 1 // $ = int 

:COL_4_10795
0350: set_actor $2475 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_10841 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2475 destroy_car $4790 
jump @COL_4_10849 

:COL_4_10841
01CA: actor $2475 kill_player $PLAYER_CHAR 

:COL_4_10849
if 
001C:   $4811 > $2642 // $ > $ int 
jf @COL_4_10896 
$2636 = 0 // $ = int 
$2637 = 0 // $ = int 
$2638 = 0 // $ = int 
$2578 = 0 // $ = int 

:COL_4_10896
jump @COL_4_10980 

:COL_4_10903
0350: set_actor $2475 maintain_position_when_attacked 0 
0084: $2642 = $4811 // $ = $ int 
$2642 += 6000 // $ += int 
0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 
0411: set_actor $2475 use_pednode_seek 0 
0239: actor $2475 run_to $445 $446 
0411: set_actor $2475 use_pednode_seek 0 

:COL_4_10980
jump @COL_4_11030 

:COL_4_10987
if 
   not $2623 == 3 // $ == int 
jf @COL_4_11030 
if 
  $2525 == 0 // $ == int 
jf @COL_4_11030 
$2525 = 1 // $ = int 

:COL_4_11030
if 
01AD:   car $2470 sphere 0 near_point -860.463 -204.449 radius 8.0 75.0 
jf @COL_4_11082 
$2528 = 1 // $ = int 
jump @COL_4_11089 

:COL_4_11082
$2528 = 0 // $ = int 

:COL_4_11089
if 
  $2624 == 0 // $ == int 
jf @COL_4_11299 
if 
  not Actor.Dead($2476)
jf @COL_4_11256 
if 
  $2528 == 1 // $ == int 
jf @COL_4_11177 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -4.0 0.0 
jump @COL_4_11206 

:COL_4_11177
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 

:COL_4_11206
if 
  $2527 == 0 // $ == int 
jf @COL_4_11249 
0411: set_actor $2476 use_pednode_seek 0 
0239: actor $2476 run_to $445 $446 
0411: set_actor $2476 use_pednode_seek 0 

:COL_4_11249
jump @COL_4_11299 

:COL_4_11256
if 
   not $2624 == 3 // $ == int 
jf @COL_4_11299 
if 
  $2525 == 0 // $ == int 
jf @COL_4_11299 
$2525 = 1 // $ = int 

:COL_4_11299
if 
  $2625 == 0 // $ == int 
jf @COL_4_11775 
if 
  not Actor.Dead($2479)
jf @COL_4_11732 
if or
  $2636 == 1 // $ == int 
  $2637 == 1 // $ == int 
  $2638 == 1 // $ == int 
jf @COL_4_11571 
if 
  Actor.Dead($2475)
jf @COL_4_11447 
if 
  $2578 == 0 // $ == int 
jf @COL_4_11447 
if 
  $2582 == 0 // $ == int 
jf @COL_4_11440 
$2582 = 1 // $ = int 
0084: $2604 = $4811 // $ = $ int 
$2604 += 6000 // $ += int 

:COL_4_11440
$2578 = 1 // $ = int 

:COL_4_11447
0350: set_actor $2479 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_11493 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2479 destroy_car $4790 
jump @COL_4_11501 

:COL_4_11493
01CA: actor $2479 kill_player $PLAYER_CHAR 

:COL_4_11501
if 
  Actor.Dead($2475)
jf @COL_4_11564 
if 
001C:   $4811 > $2642 // $ > $ int 
jf @COL_4_11564 
$2636 = 0 // $ = int 
$2637 = 0 // $ = int 
$2638 = 0 // $ = int 
$2578 = 0 // $ = int 

:COL_4_11564
jump @COL_4_11725 

:COL_4_11571
if 
  Actor.Dead($2475)
jf @COL_4_11610 
0084: $2642 = $4811 // $ = $ int 
$2642 += 6000 // $ += int 
jump @COL_4_11617 

:COL_4_11610
0350: set_actor $2475 maintain_position_when_attacked 0 

:COL_4_11617
if 
  $2528 == 1 // $ == int 
jf @COL_4_11671 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -1.0 0.0 
jump @COL_4_11700 

:COL_4_11671
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 

:COL_4_11700
0411: set_actor $2479 use_pednode_seek 0 
0239: actor $2479 run_to $445 $446 
0411: set_actor $2479 use_pednode_seek 0 

:COL_4_11725
jump @COL_4_11775 

:COL_4_11732
if 
   not $2625 == 3 // $ == int 
jf @COL_4_11775 
if 
  $2525 == 0 // $ == int 
jf @COL_4_11775 
$2525 = 1 // $ = int 

:COL_4_11775
if 
  $2626 == 0 // $ == int 
jf @COL_4_11967 
if 
  not Actor.Dead($2480)
jf @COL_4_11924 
if 
  $2528 == 1 // $ == int 
jf @COL_4_11863 
0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 2.0 0.0 
jump @COL_4_11892 

:COL_4_11863
0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 

:COL_4_11892
0411: set_actor $2480 use_pednode_seek 0 
0239: actor $2480 run_to $445 $446 
0411: set_actor $2480 use_pednode_seek 0 
jump @COL_4_11967 

:COL_4_11924
if 
   not $2626 == 3 // $ == int 
jf @COL_4_11967 
if 
  $2525 == 0 // $ == int 
jf @COL_4_11967 
$2525 = 1 // $ = int 

:COL_4_11967
if 
  not Actor.Dead($2504)
jf @COL_4_12138 
if 
  $2628 == 0 // $ == int 
jf @COL_4_12131 
if 
  $2536 == 5 // $ == int 
jf @COL_4_12131 
if 
  Actor.InCar($2504, $2470)
jf @COL_4_12084 
$2536 = 0 // $ = int 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_12077 
$2527 = 0 // $ = int 

:COL_4_12077
jump @COL_4_12131 

:COL_4_12084
if 
  Actor.Driving($2504)
jf @COL_4_12123 
$2501 = Actor.CurrentCar($2504)
01D3: actor $2504 leave_car $2501 
jump @COL_4_12131 

:COL_4_12123
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 

:COL_4_12131
jump @COL_4_12181 

:COL_4_12138
if 
   not $2628 == 3 // $ == int 
jf @COL_4_12181 
if 
  $2525 == 0 // $ == int 
jf @COL_4_12181 
$2525 = 1 // $ = int 

:COL_4_12181
jump @COL_4_12668 

:COL_4_12188
if 
  $2544 == 0 // $ == int 
jf @COL_4_12231 
0084: $2543 = $4811 // $ = $ int 
$2543 += 100000 // $ += int 
$2544 = 1 // $ = int 

:COL_4_12231
if 
  $2544 == 1 // $ == int 
jf @COL_4_12524 
if 
  Car.Wrecked($2467)
jf @COL_4_12409 
if 
  Car.Wrecked($2468)
jf @COL_4_12409 
if 
  Car.Wrecked($2469)
jf @COL_4_12409 
if 
  Actor.Dead($2483)
jf @COL_4_12409 
if 
  Actor.Dead($2484)
jf @COL_4_12409 
if 
  Actor.Dead($2475)
jf @COL_4_12409 
if 
  Actor.Dead($2476)
jf @COL_4_12409 
if 
  Actor.Dead($2479)
jf @COL_4_12409 
if 
  Actor.Dead($2480)
jf @COL_4_12409 
0084: $2543 = $4811 // $ = $ int 
$2543 -= 500 // $ -= int 

:COL_4_12409
if 
001C:   $4811 > $2543 // $ > $ int 
jf @COL_4_12524 
if 
  not Actor.Dead($2503)
jf @COL_4_12452 
01CE: actor $2503 avoid_player $PLAYER_CHAR 

:COL_4_12452
if 
  not Actor.Dead($2504)
jf @COL_4_12476 
01CE: actor $2504 avoid_player $PLAYER_CHAR 

:COL_4_12476
if 
  $2568 == 0 // $ == int 
jf @COL_4_12517 
$2568 = 1 // $ = int 
0084: $2591 = $4811 // $ = $ int 
$2591 += 6000 // $ += int 

:COL_4_12517
$2544 = 2 // $ = int 

:COL_4_12524
if 
  not Actor.Dead($2483)
jf @COL_4_12548 
01CA: actor $2483 kill_player $PLAYER_CHAR 

:COL_4_12548
if 
  not Actor.Dead($2484)
jf @COL_4_12572 
01CA: actor $2484 kill_player $PLAYER_CHAR 

:COL_4_12572
if 
  not Actor.Dead($2475)
jf @COL_4_12596 
01CA: actor $2475 kill_player $PLAYER_CHAR 

:COL_4_12596
if 
  not Actor.Dead($2476)
jf @COL_4_12620 
01CA: actor $2476 kill_player $PLAYER_CHAR 

:COL_4_12620
if 
  not Actor.Dead($2479)
jf @COL_4_12644 
01CA: actor $2479 kill_player $PLAYER_CHAR 

:COL_4_12644
if 
  not Actor.Dead($2480)
jf @COL_4_12668 
01CA: actor $2480 kill_player $PLAYER_CHAR 

:COL_4_12668
if 
  $2525 == 0 // $ == int 
jf @COL_4_15687 
if 
  not Actor.Dead($2503)
jf @COL_4_12815 
if 
050D:   actor $2503 leaving_car_to_die 
jf @COL_4_12815 
if 
  not Actor.Dead($2504)
jf @COL_4_12815 
01CE: actor $2504 avoid_player $PLAYER_CHAR 
$2544 = 2 // $ = int 
if 
  $2567 == 0 // $ == int 
jf @COL_4_12790 
$2567 = 1 // $ = int 
0084: $2590 = $4811 // $ = $ int 
$2590 += 6000 // $ += int 

:COL_4_12790
if 
  $2525 == 0 // $ == int 
jf @COL_4_12815 
$2525 = 1 // $ = int 

:COL_4_12815
if 
  not Actor.Dead($2504)
jf @COL_4_13807 
if 
050D:   actor $2504 leaving_car_to_die 
jf @COL_4_12944 
if 
  not Actor.Dead($2503)
jf @COL_4_12944 
01CE: actor $2503 avoid_player $PLAYER_CHAR 
$2544 = 2 // $ = int 
if 
  $2567 == 0 // $ == int 
jf @COL_4_12919 
$2567 = 1 // $ = int 
0084: $2590 = $4811 // $ = $ int 
$2590 += 6000 // $ += int 

:COL_4_12919
if 
  $2525 == 0 // $ == int 
jf @COL_4_12944 
$2525 = 1 // $ = int 

:COL_4_12944
if 
  $2616 == 0 // $ == int 
jf @COL_4_13095 
if 
01AD:   car $2470 sphere 0 near_point -834.422 -634.884 radius 5.0 5.0 
jf @COL_4_13095 
$2527 = 1 // $ = int 
if 
  $2536 == 0 // $ == int 
jf @COL_4_13095 
$2544 = 2 // $ = int 
if 
  $2570 == 0 // $ == int 
jf @COL_4_13073 
$2570 = 1 // $ = int 
0084: $2593 = $4811 // $ = $ int 
$2593 += 6000 // $ += int 

:COL_4_13073
0239: actor $2504 run_to -844.5248 -639.313 
$2616 = 1 // $ = int 

:COL_4_13095
if 
  $2616 == 1 // $ == int 
jf @COL_4_13173 
if 
00ED:   actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 
jf @COL_4_13173 
0239: actor $2504 run_to -850.9821 -633.8697 
$2616 = 2 // $ = int 

:COL_4_13173
if 
  $2616 == 2 // $ == int 
jf @COL_4_13252 
if 
00ED:   actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 
jf @COL_4_13252 
0084: $2617 = $4811 // $ = $ int 
$2617 += 2000 // $ += int 
$2616 = 3 // $ = int 

:COL_4_13252
if 
  $2616 == 3 // $ == int 
jf @COL_4_13311 
if 
001C:   $4811 > $2617 // $ > $ int 
jf @COL_4_13311 
0239: actor $2504 run_to -850.9821 -633.8697 
$2616 = 4 // $ = int 

:COL_4_13311
if 
  $2616 == 4 // $ == int 
jf @COL_4_13389 
if 
00ED:   actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 
jf @COL_4_13389 
0239: actor $2504 run_to -844.5248 -639.313 
$2616 = 5 // $ = int 

:COL_4_13389
if 
  $2616 == 5 // $ == int 
jf @COL_4_13460 
if 
00ED:   actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 
jf @COL_4_13460 
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 
$2616 = 6 // $ = int 

:COL_4_13460
if 
  $2616 == 6 // $ == int 
jf @COL_4_13800 
if 
  Actor.InCar($2504, $2470)
jf @COL_4_13800 
if 
  $2608 == 0 // $ == int 
jf @COL_4_13730 
if 
  $2571 == 0 // $ == int 
jf @COL_4_13556 
$2571 = 1 // $ = int 
0084: $2594 = $4811 // $ = $ int 
$2594 += 6000 // $ += int 

:COL_4_13556
021B: set_garage $689 to_accept_car $2470 
0360: open_garage $689 
Actor.Create($2508, 4, #ARMY, -830.7947, -1500.054, 11.067)
Actor.Angle($2508) = 2.1778
01B2: give_actor $2508 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2508 threat_search 
0243: set_actor $2508 ped_stats_to 16 
02A9: set_actor $2508 immune_to_nonplayer 1 
0350: set_actor $2508 maintain_position_when_attacked 1 
0411: set_actor $2508 use_pednode_seek 0 
Actor.Create($2509, 4, #ARMY, -824.3466, -1488.274, 10.9186)
Actor.Angle($2509) = 117.421
01B2: give_actor $2509 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2509 threat_search 
0243: set_actor $2509 ped_stats_to 16 
02A9: set_actor $2509 immune_to_nonplayer 1 
0350: set_actor $2509 maintain_position_when_attacked 1 
0411: set_actor $2509 use_pednode_seek 0 
$2608 = 1 // $ = int 

:COL_4_13730
if 
  $2526 == 0 // $ == int 
jf @COL_4_13762 
$2527 = 0 // $ = int 
$2616 = 7 // $ = int 

:COL_4_13762
if 
   not $10052 == 1 // $ == int 
jf @COL_4_13800 
02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 

:COL_4_13800
jump @COL_4_13850 

:COL_4_13807
if 
   not $2628 == 3 // $ == int 
jf @COL_4_13850 
if 
  $2525 == 0 // $ == int 
jf @COL_4_13850 
$2525 = 1 // $ = int 

:COL_4_13850
if 
01AD:   car $2470 sphere 0 near_point -838.3314 -1492.5 radius 3.0 3.0 
jf @COL_4_14001 
if 
  $2609 == 0 // $ == int 
jf @COL_4_13987 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_13973 
$2532 = 1 // $ = int 
jump @COL_4_13980 

:COL_4_13973
$2532 = 0 // $ = int 

:COL_4_13980
jump @COL_4_13994 

:COL_4_13987
$2532 = 0 // $ = int 

:COL_4_13994
jump @COL_4_14008 

:COL_4_14001
$2532 = 0 // $ = int 

:COL_4_14008
if 
  $2621 == 0 // $ == int 
jf @COL_4_15680 
if 
  $2624 == 0 // $ == int 
jf @COL_4_15680 
if 
  $2526 == 0 // $ == int 
jf @COL_4_14456 
if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
  $2532 == 1 // $ == int 
jf @COL_4_14440 
if 
001C:   $4811 > $2643 // $ > $ int 
jf @COL_4_14433 
Actor.StorePos($2483, $445, $446, $447)
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
0086: $4862 = $445 // $ = $ float 
0061: $4862 -= $95 // $ -= $ float 
0086: $4863 = $446 // $ = $ float 
0061: $4863 -= $96 // $ -= $ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2654 = square_root $4864 
Actor.StorePos($2476, $445, $446, $447)
0086: $4862 = $445 // $ = $ float 
0061: $4862 -= $95 // $ -= $ float 
0086: $4863 = $446 // $ = $ float 
0061: $4863 -= $96 // $ -= $ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2655 = square_root $4864 
if 
0024:   $2655 > $2654 // $ > $ float 
jf @COL_4_14354 
022D: set_actor $2483 to_look_at_player $PLAYER_CHAR 
$2654 = -100.0 // $ = float 
jump @COL_4_14372 

:COL_4_14354
022D: set_actor $2476 to_look_at_player $PLAYER_CHAR 
$2655 = -100.0 // $ = float 

:COL_4_14372
if 
  $2575 == 0 // $ == int 
jf @COL_4_14413 
$2575 = 1 // $ = int 
0084: $2598 = $4811 // $ = $ int 
$2598 += 6000 // $ += int 

:COL_4_14413
01BD: $6896 = current_time_in_ms 
$6896 += 5000 // $ += int 
$2526 = 1 // $ = int 

:COL_4_14433
jump @COL_4_14456 

:COL_4_14440
0084: $2643 = $4811 // $ = $ int 
$2643 += 2000 // $ += int 

:COL_4_14456
if 
  $2526 == 1 // $ == int 
jf @COL_4_14697 
if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
  $2532 == 1 // $ == int 
jf @COL_4_14619 
if 
001C:   $4811 > $6896 // $ > $ int 
jf @COL_4_14612 
if 
  $2527 == 0 // $ == int 
jf @COL_4_14561 
$2527 = 1 // $ = int 

:COL_4_14561
$2526 = 2 // $ = int 
if 
  $2654 == -100.0 // $ == float 
jf @COL_4_14604 
01D2: actor $2483 follow_player $PLAYER_CHAR 
jump @COL_4_14612 

:COL_4_14604
01D2: actor $2476 follow_player $PLAYER_CHAR 

:COL_4_14612
jump @COL_4_14697 

:COL_4_14619
if and
  $2533 == 0 // $ == int 
  $2534 == 0 // $ == int 
  $2536 == 0 // $ == int 
  $2537 == 0 // $ == int 
jf @COL_4_14690 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_14690 
$2527 = 0 // $ = int 

:COL_4_14690
$2526 = 0 // $ = int 

:COL_4_14697
if 
  $2526 == 2 // $ == int 
jf @COL_4_15055 
if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
  $2532 == 1 // $ == int 
jf @COL_4_14977 
if 
  $2654 == -100.0 // $ == float 
jf @COL_4_14878 
if 
00E9:   player $PLAYER_CHAR 0 $2483 radius 4.0 4.0 
jf @COL_4_14871 
if 
  $2580 == 0 // $ == int 
jf @COL_4_14851 
$2580 = 1 // $ = int 
0084: $2602 = $4811 // $ = $ int 
$2602 += 6000 // $ += int 

:COL_4_14851
01BD: $6896 = current_time_in_ms 
$6896 += 6000 // $ += int 
$2526 = 3 // $ = int 

:COL_4_14871
jump @COL_4_14970 

:COL_4_14878
if 
00E9:   player $PLAYER_CHAR 0 $2476 radius 4.0 4.0 
jf @COL_4_14970 
if 
  $2580 == 0 // $ == int 
jf @COL_4_14950 
$2580 = 1 // $ = int 
0084: $2602 = $4811 // $ = $ int 
$2602 += 6000 // $ += int 

:COL_4_14950
01BD: $6896 = current_time_in_ms 
$6896 += 6000 // $ += int 
$2526 = 3 // $ = int 

:COL_4_14970
jump @COL_4_15055 

:COL_4_14977
if and
  $2533 == 0 // $ == int 
  $2534 == 0 // $ == int 
  $2536 == 0 // $ == int 
  $2537 == 0 // $ == int 
jf @COL_4_15048 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_15048 
$2527 = 0 // $ = int 

:COL_4_15048
$2526 = 0 // $ = int 

:COL_4_15055
if 
  $2526 == 3 // $ == int 
jf @COL_4_15498 
if or
01FF:   player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
  $2532 == 1 // $ == int 
jf @COL_4_15420 
if 
001C:   $4811 > $6896 // $ > $ int 
jf @COL_4_15413 
if 
  $2579 == 0 // $ == int 
jf @COL_4_15176 
$2579 = 1 // $ = int 
0084: $2601 = $4811 // $ = $ int 
$2601 += 6000 // $ += int 

:COL_4_15176
if 
  $2654 == -100.0 // $ == float 
jf @COL_4_15251 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_15236 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2483 destroy_car $4790 
jump @COL_4_15244 

:COL_4_15236
01CA: actor $2483 kill_player $PLAYER_CHAR 

:COL_4_15244
jump @COL_4_15298 

:COL_4_15251
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_4_15290 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $2476 destroy_car $4790 
jump @COL_4_15298 

:COL_4_15290
01CA: actor $2476 kill_player $PLAYER_CHAR 

:COL_4_15298
if 
01FF:   player $PLAYER_CHAR near_car $2470 radius 2.0 2.0 1.0 unknown 0 
jf @COL_4_15406 
if 
  $2573 == 0 // $ == int 
jf @COL_4_15375 
$2573 = 1 // $ = int 
0084: $2596 = $4811 // $ = $ int 
$2596 += 6000 // $ += int 

:COL_4_15375
if 
  not Actor.Dead($2504)
jf @COL_4_15399 
01CA: actor $2504 kill_player $PLAYER_CHAR 

:COL_4_15399
$2544 = 2 // $ = int 

:COL_4_15406
$2526 = 4 // $ = int 

:COL_4_15413
jump @COL_4_15498 

:COL_4_15420
if and
  $2533 == 0 // $ == int 
  $2534 == 0 // $ == int 
  $2536 == 0 // $ == int 
  $2537 == 0 // $ == int 
jf @COL_4_15491 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_15491 
$2527 = 0 // $ = int 

:COL_4_15491
$2526 = 0 // $ = int 

:COL_4_15498
if 
  $2526 == 4 // $ == int 
jf @COL_4_15680 
if and
81FF:   not player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 
  $2532 == 0 // $ == int 
jf @COL_4_15680 
if 
  not Actor.Dead($2504)
jf @COL_4_15602 
if 
  not Actor.InCar($2504, $2470)
jf @COL_4_15602 
01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger 

:COL_4_15602
if and
  $2533 == 0 // $ == int 
  $2534 == 0 // $ == int 
  $2536 == 0 // $ == int 
  $2537 == 0 // $ == int 
jf @COL_4_15673 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_15673 
$2527 = 0 // $ = int 

:COL_4_15673
$2526 = 0 // $ = int 

:COL_4_15680
jump @COL_4_15719 

:COL_4_15687
if 
   not $2526 == -1 // $ == int 
jf @COL_4_15719 
00AE: set_vehicle $2470 traffic_behavior_to 3 
$2526 = -1 // $ = int 

:COL_4_15719
if 
81AD:   not car $2470 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_15771 
$2535 = 1 // $ = int 
jump @COL_4_15778 

:COL_4_15771
$2535 = 0 // $ = int 

:COL_4_15778
if 
   not $2522 == 1 // $ == int 
jf @COL_4_15939 
0088: $4862 = 3@ // $ = @ float 
0067: $4862 -= 6@ // $ -= @ float 
0088: $4863 = 4@ // $ = @ float 
0067: $4863 -= 7@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
if 
0024:   $2665 > $2664 // $ > $ float 
jf @COL_4_15932 
if 
  $2535 == 1 // $ == int 
jf @COL_4_15922 
$4864 = 5.0 // $ = float 
jump @COL_4_15932 

:COL_4_15922
$4864 = 10.0 // $ = float 

:COL_4_15932
jump @COL_4_16110 

:COL_4_15939
if 
   not $2521 == 1 // $ == int 
jf @COL_4_16100 
0088: $4862 = 3@ // $ = @ float 
0067: $4862 -= 0@ // $ -= @ float 
0088: $4863 = 4@ // $ = @ float 
0067: $4863 -= 1@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
if 
0024:   $2663 > $2664 // $ > $ float 
jf @COL_4_16093 
if 
  $2535 == 1 // $ == int 
jf @COL_4_16083 
$4864 = 5.0 // $ = float 
jump @COL_4_16093 

:COL_4_16083
$4864 = 10.0 // $ = float 

:COL_4_16093
jump @COL_4_16110 

:COL_4_16100
$4864 = 12.0 // $ = float 

:COL_4_16110
0086: $2656 = $4864 // $ = $ float 
$2656 -= 5.0 // $ -= float 
if 
  $2656 > 100.0 // $ > float 
jf @COL_4_16159 
$2656 = 100.0 // $ = float 

:COL_4_16159
if 
  0.0 > $2656 // float > $ 
jf @COL_4_16190 
$2656 = 0.0 // $ = float 

:COL_4_16190
if 
  $2535 == 1 // $ == int 
jf @COL_4_16255 
0086: $2669 = $2666 // $ = $ float 
0061: $2669 -= $2664 // $ -= $ float 
if 
  $2669 > 20.0 // $ > float 
jf @COL_4_16255 
$2656 = 0.0 // $ = float 

:COL_4_16255
if 
  $2527 == 0 // $ == int 
jf @COL_4_16362 
if 
   not $10052 == 1 // $ == int 
jf @COL_4_16329 
if 
  $2656 == 0.0 // $ == float 
jf @COL_4_16329 
0477: set_car $2470 action 1 time 500 
jump @COL_4_16355 

:COL_4_16329
if 
   not $10052 == 1 // $ == int 
jf @COL_4_16355 
Car.SetMaxSpeed($2470, $2656)

:COL_4_16355
jump @COL_4_16400 

:COL_4_16362
if 
   not $10052 == 1 // $ == int 
jf @COL_4_16400 
$2656 = 0.0 // $ = float 
0477: set_car $2470 action 1 time 500 

:COL_4_16400
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_16474 
if 
   not $2628 == 3 // $ == int 
jf @COL_4_16474 
0084: $2506 = $2470 // $ = $ int 
0084: $2507 = $2504 // $ = $ int 
0087: 10@ = 5@ // @ = @ float 
gosub @COL_4_30153 

:COL_4_16474
jump @COL_4_17393 
if 
  not Actor.Dead($2493)
jf @COL_4_16540 
Actor.StorePos($2493, $445, $446, $447)
0465: remove_actor $2493 from_turret_mode 
$447 += 0.5 // $ += float 
Actor.PutAt($2493, $445, $446, $447)

:COL_4_16540
if 
  $2519 == 0 // $ == int 
jf @COL_4_17393 
if 
  $2563 == 0 // $ == int 
jf @COL_4_16599 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 6000 // $ += int 

:COL_4_16599
0084: $2619 = $4811 // $ = $ int 
$2619 += 6000 // $ += int 
00BC: text_highpriority 'COL4_B3' time 5000 1  // ~g~Drop the tank off in the Colonels lockup before it self destructs.
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Marker.Disable($2516)
018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
0084: $2505 = $2470 // $ = $ int 
021B: set_garage $688 to_accept_car $2505 
0493: set_tank $2470 contact_explosion 1 
$2470 = -1 // $ = int 
$2517 = 1 // $ = int 
$2525 = 1 // $ = int 
$2519 = 1 // $ = int 
if 
  not Actor.Dead($2483)
jf @COL_4_16982 
011A: set_actor $2483 search_threat 1 
01CA: actor $2483 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2483)

:COL_4_16982
if 
  not Actor.Dead($2484)
jf @COL_4_17018 
011A: set_actor $2484 search_threat 1 
01CA: actor $2484 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2484)

:COL_4_17018
if 
  not Actor.Dead($2475)
jf @COL_4_17054 
011A: set_actor $2475 search_threat 1 
01CA: actor $2475 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2475)

:COL_4_17054
if 
  not Actor.Dead($2476)
jf @COL_4_17090 
011A: set_actor $2476 search_threat 1 
01CA: actor $2476 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2476)

:COL_4_17090
if 
  not Actor.Dead($2479)
jf @COL_4_17126 
011A: set_actor $2479 search_threat 1 
01CA: actor $2479 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2479)

:COL_4_17126
if 
  not Actor.Dead($2480)
jf @COL_4_17162 
011A: set_actor $2480 search_threat 1 
01CA: actor $2480 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2480)

:COL_4_17162
if 
  not Actor.Dead($2503)
jf @COL_4_17198 
011A: set_actor $2503 search_threat 1 
01CA: actor $2503 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2503)

:COL_4_17198
if 
  not Actor.Dead($2504)
jf @COL_4_17234 
011A: set_actor $2504 search_threat 1 
01CA: actor $2504 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2504)

:COL_4_17234
if 
  not Actor.Dead($2473)
jf @COL_4_17270 
011A: set_actor $2473 search_threat 1 
01CA: actor $2473 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2473)

:COL_4_17270
if 
  not Actor.Dead($2474)
jf @COL_4_17306 
011A: set_actor $2474 search_threat 1 
01CA: actor $2474 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2474)

:COL_4_17306
if 
  not Actor.Dead($2478)
jf @COL_4_17342 
011A: set_actor $2478 search_threat 1 
01CA: actor $2478 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2478)

:COL_4_17342
if 
  not Actor.Dead($2482)
jf @COL_4_17378 
011A: set_actor $2482 search_threat 1 
01CA: actor $2482 kill_player $PLAYER_CHAR 
Actor.RemoveReferences($2482)

:COL_4_17378
Car.RemoveReferences($2467)
Car.RemoveReferences($2468)
Car.RemoveReferences($2469)

:COL_4_17393
jump @COL_4_17440 

:COL_4_17400
if 
  $2519 == 0 // $ == int 
jf @COL_4_17440 
00BC: text_highpriority 'COL4_B5' time 5000 1  // ~r~The tank has been destroyed!
jump @COL_4_29777 

:COL_4_17440
if 
  $2519 == 1 // $ == int 
jf @COL_4_18164 
if 
021C:   car_inside_garage $688 
jf @COL_4_17481 
jump @COL_4_29794 

:COL_4_17481
if 
  Car.Wrecked($2505)
jf @COL_4_17519 
00BC: text_highpriority 'COL4_B5' time 5000 1  // ~r~The tank has been destroyed!
jump @COL_4_29777 

:COL_4_17519
if 
81AD:   not car $2505 sphere 0 near_point -1058.095 -478.054 radius 30.0 30.0 
jf @COL_4_17564 
jump @COL_4_17564 

:COL_4_17564
if 
00DC:   player $PLAYER_CHAR in_car $2505 
jf @COL_4_17848 
if 
  $2614 == 0 // $ == int 
jf @COL_4_17687 
if 
00F7:   player $PLAYER_CHAR sphere 1 near_point_in_car -1058.095 -478.054 10.0896 radius 4.0 4.0 3.0 
jf @COL_4_17687 
00BC: text_highpriority 'COL4_B7' time 5000 1  // ~g~Drive the tank into the garage.
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$2614 = 1 // $ = int 

:COL_4_17687
if 
  $2614 == 1 // $ == int 
jf @COL_4_17791 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1043.661 -476.886 12.038 radius 7.0 8.0 2.0 
jf @COL_4_17791 
00BC: text_highpriority 'COL4_B8' time 5000 1  // ~g~Get out of the tank and walk out of the garage.
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$2614 = 2 // $ = int 

:COL_4_17791
if 
  $2517 == 0 // $ == int 
jf @COL_4_17841 
Marker.Disable($2516)
018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 
$2517 = 1 // $ = int 

:COL_4_17841
jump @COL_4_17904 

:COL_4_17848
if 
  $2517 == 1 // $ == int 
jf @COL_4_17904 
if 
   not $2614 == 2 // $ == int 
jf @COL_4_17904 
Marker.Disable($2516)
Marker.CreateAboveCar($2516, $2505)
$2517 = 0 // $ = int 

:COL_4_17904
if 
001C:   $4811 > $2619 // $ > $ int 
jf @COL_4_18004 
if 
  $2620 == 0 // $ == int 
jf @COL_4_18004 
if 
  $2560 == 0 // $ == int 
jf @COL_4_17982 
$2560 = 1 // $ = int 
0084: $2585 = $4811 // $ = $ int 
$2585 += 6000 // $ += int 

:COL_4_17982
03C4: set_status_text_to $2520 1 'DETON'  // DETONATION:
$2620 = 1 // $ = int 

:COL_4_18004
if 
  $2620 > 0 // $ > int 
jf @COL_4_18164 
if 
  $2647 > 100.0 // $ > float 
jf @COL_4_18062 
$2520 = 100 // $ = int 
020B: explode_car $2505 
jump @COL_4_18080 

:COL_4_18062
0078: $2647 += frame_delta_time * 0.017 // float 
008C: $2520 = float_to_integer $2647 

:COL_4_18080
if 
  $2520 > 95 // $ > int 
jf @COL_4_18164 
if 
  $2620 == 1 // $ == int 
jf @COL_4_18164 
if 
  $2561 == 0 // $ == int 
jf @COL_4_18157 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 6000 // $ += int 

:COL_4_18157
$2620 = 2 // $ = int 

:COL_4_18164
if 
  $2608 > 0 // $ > int 
jf @COL_4_19515 
if 
02B3:   player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 
jf @COL_4_18859 
if 
00F5:   player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 
jf @COL_4_18773 
if 
  not Actor.Dead($2508)
jf @COL_4_18516 
if 
  $2545 == 0 // $ == int 
jf @COL_4_18353 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -838.6741 -1498.07 
0411: set_actor $2508 use_pednode_seek 0 
$2545 = 1 // $ = int 

:COL_4_18353
if 
  $2545 == 1 // $ == int 
jf @COL_4_18438 
if 
00ED:   actor $2508 0 -838.6741 -1498.07 radius 1.0 1.0 
jf @COL_4_18438 
0239: actor $2508 run_to -845.7342 -1501.918 
0411: set_actor $2508 use_pednode_seek 0 
$2545 = 2 // $ = int 

:COL_4_18438
if 
  $2545 == 2 // $ == int 
jf @COL_4_18509 
if 
00ED:   actor $2508 0 -845.7342 -1501.918 radius 1.0 1.0 
jf @COL_4_18509 
01CA: actor $2508 kill_player $PLAYER_CHAR 
$2545 = 3 // $ = int 

:COL_4_18509
jump @COL_4_18766 

:COL_4_18516
Actor.RemoveReferences($2508)
if 
  not Actor.Dead($2509)
jf @COL_4_18754 
if 
  $2546 == 0 // $ == int 
jf @COL_4_18591 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -838.6741 -1498.07 
0411: set_actor $2509 use_pednode_seek 0 
$2546 = 1 // $ = int 

:COL_4_18591
if 
  $2546 == 1 // $ == int 
jf @COL_4_18676 
if 
00ED:   actor $2509 0 -838.6741 -1498.07 radius 1.0 1.0 
jf @COL_4_18676 
0239: actor $2509 run_to -845.7342 -1501.918 
0411: set_actor $2509 use_pednode_seek 0 
$2546 = 2 // $ = int 

:COL_4_18676
if 
  $2546 == 2 // $ == int 
jf @COL_4_18747 
if 
00ED:   actor $2509 0 -845.7342 -1501.918 radius 1.0 1.0 
jf @COL_4_18747 
01CA: actor $2509 kill_player $PLAYER_CHAR 
$2546 = 3 // $ = int 

:COL_4_18747
jump @COL_4_18766 

:COL_4_18754
Actor.RemoveReferences($2509)
$2609 = 1 // $ = int 

:COL_4_18766
jump @COL_4_18852 

:COL_4_18773
if 
  not Actor.Dead($2508)
jf @COL_4_18804 
01CA: actor $2508 kill_player $PLAYER_CHAR 
jump @COL_4_18809 

:COL_4_18804
Actor.RemoveReferences($2508)

:COL_4_18809
if 
  not Actor.Dead($2509)
jf @COL_4_18840 
01CA: actor $2509 kill_player $PLAYER_CHAR 
jump @COL_4_18845 

:COL_4_18840
Actor.RemoveReferences($2509)

:COL_4_18845
$2609 = 0 // $ = int 

:COL_4_18852
jump @COL_4_19515 

:COL_4_18859
if 
  not Actor.Dead($2508)
jf @COL_4_19182 
if 
  $2545 == 0 // $ == int 
jf @COL_4_18946 
if 
00ED:   actor $2508 0 -830.7947 -1500.054 radius 1.0 1.0 
jf @COL_4_18946 
011C: actor $2508 clear_objective 
Actor.Angle($2508) = 2.1778

:COL_4_18946
if 
  $2545 == 1 // $ == int 
jf @COL_4_19000 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -830.7947 -1500.054 
0411: set_actor $2508 use_pednode_seek 0 
$2545 = 0 // $ = int 

:COL_4_19000
if 
  $2545 == 3 // $ == int 
jf @COL_4_19054 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -839.5587 -1496.724 
0411: set_actor $2508 use_pednode_seek 0 
$2545 = 2 // $ = int 

:COL_4_19054
if 
  $2545 == 2 // $ == int 
jf @COL_4_19175 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -839.5587 -1496.724 
0411: set_actor $2508 use_pednode_seek 0 
if 
00ED:   actor $2508 0 -839.5587 -1496.724 radius 1.0 1.0 
jf @COL_4_19175 
0411: set_actor $2508 use_pednode_seek 0 
0239: actor $2508 run_to -830.7947 -1500.054 
0411: set_actor $2508 use_pednode_seek 0 
$2545 = 0 // $ = int 

:COL_4_19175
jump @COL_4_19187 

:COL_4_19182
Actor.RemoveReferences($2508)

:COL_4_19187
if 
  not Actor.Dead($2509)
jf @COL_4_19510 
if 
  $2546 == 0 // $ == int 
jf @COL_4_19274 
if 
00ED:   actor $2509 0 -824.3466 -1488.274 radius 1.0 1.0 
jf @COL_4_19274 
011C: actor $2509 clear_objective 
Actor.Angle($2509) = 117.421

:COL_4_19274
if 
  $2546 == 1 // $ == int 
jf @COL_4_19328 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -824.3466 -1488.274 
0411: set_actor $2509 use_pednode_seek 0 
$2546 = 0 // $ = int 

:COL_4_19328
if 
  $2546 == 3 // $ == int 
jf @COL_4_19382 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -839.5587 -1496.724 
0411: set_actor $2509 use_pednode_seek 0 
$2546 = 2 // $ = int 

:COL_4_19382
if 
  $2546 == 2 // $ == int 
jf @COL_4_19503 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -839.5587 -1496.724 
0411: set_actor $2509 use_pednode_seek 0 
if 
00ED:   actor $2509 0 -839.5587 -1496.724 radius 1.0 1.0 
jf @COL_4_19503 
0411: set_actor $2509 use_pednode_seek 0 
0239: actor $2509 run_to -824.3466 -1488.274 
0411: set_actor $2509 use_pednode_seek 0 
$2546 = 0 // $ = int 

:COL_4_19503
jump @COL_4_19515 

:COL_4_19510
Actor.RemoveReferences($2509)

:COL_4_19515
if 
  $2611 == 1 // $ == int 
jf @COL_4_20745 
if 
  $2562 == 0 // $ == int 
jf @COL_4_19574 
$2562 = 1 // $ = int 
0084: $2587 = $4811 // $ = $ int 
$2587 += 6000 // $ += int 

:COL_4_19574
if 
  not Actor.Dead($2483)
jf @COL_4_19628 
0084: $2512 = $2483 // $ = $ int 
0084: $2644 = $2621 // $ = $ int 
gosub @COL_4_32413 
0084: $2621 = $2644 // $ = $ int 
jump @COL_4_19653 

:COL_4_19628
if 
   not $2621 == 3 // $ == int 
jf @COL_4_19653 
$2525 = 1 // $ = int 

:COL_4_19653
if 
  not Actor.Dead($2484)
jf @COL_4_19707 
0084: $2512 = $2484 // $ = $ int 
0084: $2644 = $2622 // $ = $ int 
gosub @COL_4_32413 
0084: $2622 = $2644 // $ = $ int 
jump @COL_4_19732 

:COL_4_19707
if 
   not $2622 == 3 // $ == int 
jf @COL_4_19732 
$2525 = 1 // $ = int 

:COL_4_19732
if 
  not Actor.Dead($2475)
jf @COL_4_19786 
0084: $2512 = $2475 // $ = $ int 
0084: $2644 = $2623 // $ = $ int 
gosub @COL_4_32413 
0084: $2623 = $2644 // $ = $ int 
jump @COL_4_19811 

:COL_4_19786
if 
   not $2623 == 3 // $ == int 
jf @COL_4_19811 
$2525 = 1 // $ = int 

:COL_4_19811
if 
  not Actor.Dead($2476)
jf @COL_4_19865 
0084: $2512 = $2476 // $ = $ int 
0084: $2644 = $2624 // $ = $ int 
gosub @COL_4_32413 
0084: $2624 = $2644 // $ = $ int 
jump @COL_4_19890 

:COL_4_19865
if 
   not $2624 == 3 // $ == int 
jf @COL_4_19890 
$2525 = 1 // $ = int 

:COL_4_19890
if 
  not Actor.Dead($2479)
jf @COL_4_19944 
0084: $2512 = $2479 // $ = $ int 
0084: $2644 = $2625 // $ = $ int 
gosub @COL_4_32413 
0084: $2625 = $2644 // $ = $ int 
jump @COL_4_19969 

:COL_4_19944
if 
   not $2625 == 3 // $ == int 
jf @COL_4_19969 
$2525 = 1 // $ = int 

:COL_4_19969
if 
  not Actor.Dead($2480)
jf @COL_4_20023 
0084: $2512 = $2480 // $ = $ int 
0084: $2644 = $2626 // $ = $ int 
gosub @COL_4_32413 
0084: $2626 = $2644 // $ = $ int 
jump @COL_4_20048 

:COL_4_20023
if 
   not $2626 == 3 // $ == int 
jf @COL_4_20048 
$2525 = 1 // $ = int 

:COL_4_20048
if 
  not Actor.Dead($2473)
jf @COL_4_20102 
0084: $2512 = $2473 // $ = $ int 
0084: $2644 = $2629 // $ = $ int 
gosub @COL_4_32413 
0084: $2629 = $2644 // $ = $ int 
jump @COL_4_20127 

:COL_4_20102
if 
   not $2629 == 3 // $ == int 
jf @COL_4_20127 
$2525 = 1 // $ = int 

:COL_4_20127
if 
  not Actor.Dead($2474)
jf @COL_4_20181 
0084: $2512 = $2474 // $ = $ int 
0084: $2644 = $2630 // $ = $ int 
gosub @COL_4_32413 
0084: $2630 = $2644 // $ = $ int 
jump @COL_4_20206 

:COL_4_20181
if 
   not $2630 == 3 // $ == int 
jf @COL_4_20206 
$2525 = 1 // $ = int 

:COL_4_20206
if 
  not Actor.Dead($2503)
jf @COL_4_20260 
0084: $2512 = $2503 // $ = $ int 
0084: $2644 = $2627 // $ = $ int 
gosub @COL_4_32413 
0084: $2627 = $2644 // $ = $ int 
jump @COL_4_20285 

:COL_4_20260
if 
   not $2627 == 3 // $ == int 
jf @COL_4_20285 
$2525 = 1 // $ = int 

:COL_4_20285
if 
  not Actor.Dead($2504)
jf @COL_4_20339 
0084: $2512 = $2504 // $ = $ int 
0084: $2644 = $2628 // $ = $ int 
gosub @COL_4_32413 
0084: $2628 = $2644 // $ = $ int 
jump @COL_4_20364 

:COL_4_20339
if 
   not $2628 == 3 // $ == int 
jf @COL_4_20364 
$2525 = 1 // $ = int 

:COL_4_20364
if 
  not Actor.Dead($2493)
jf @COL_4_20720 
if 
  $2538 == 0 // $ == int 
jf @COL_4_20484 
0465: remove_actor $2493 from_turret_mode 
Actor.StorePos($2493, $445, $446, $447)
$447 += 1.0 // $ += float 
Actor.PutAt($2493, $445, $446, $447)
0291: set_actor $2493 heed_threats 1 
011A: set_actor $2493 search_threat 1 
0239: actor $2493 run_to -829.7494 -1491.996 
0411: set_actor $2493 use_pednode_seek 0 
$2538 = 1 // $ = int 

:COL_4_20484
if 
  $2538 == 1 // $ == int 
jf @COL_4_20607 
if 
04FF:   actor $2493 no_objective 
jf @COL_4_20540 
0239: actor $2493 run_to -829.7494 -1491.996 
0411: set_actor $2493 use_pednode_seek 0 

:COL_4_20540
if 
00ED:   actor $2493 0 -829.7494 -1491.996 radius 1.0 1.0 
jf @COL_4_20607 
0239: actor $2493 run_to -826.0425 -1493.517 
0411: set_actor $2493 use_pednode_seek 0 
$2538 = 2 // $ = int 

:COL_4_20607
if 
  $2538 == 2 // $ == int 
jf @COL_4_20713 
if 
04FF:   actor $2493 no_objective 
jf @COL_4_20663 
0239: actor $2493 run_to -826.0425 -1493.517 
0411: set_actor $2493 use_pednode_seek 0 

:COL_4_20663
if 
00ED:   actor $2493 0 -826.0425 -1493.517 radius 1.0 1.0 
jf @COL_4_20713 
Actor.DestroyInstantly($2493)
$2538 = 3 // $ = int 

:COL_4_20713
jump @COL_4_20745 

:COL_4_20720
if 
   not $2538 == 3 // $ == int 
jf @COL_4_20745 
$2525 = 1 // $ = int 

:COL_4_20745
if 
  $2565 == 3 // $ == int 
jf @COL_4_22381 
if 
  not Car.Wrecked($2469)
jf @COL_4_22168 
if 
80DC:   not player $PLAYER_CHAR in_car $2469 
jf @COL_4_22081 
if 
  not Actor.Dead($2481)
jf @COL_4_22049 
if 
  Actor.InCar($2481, $2469)
jf @COL_4_22017 
Car.StorePos($2469, 11@, 12@, 13@)
0088: $4862 = 11@ // $ = @ float 
$4862 -= -837.0244 // $ -= float 
0088: $4863 = 12@ // $ = @ float 
$4863 -= -1509.279 // $ -= float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $2666 = square_root $4864 
if 
  $2525 == 0 // $ == int 
jf @COL_4_21635 
if 
  not Actor.Dead($2482)
jf @COL_4_21094 
if 
  $2537 == 5 // $ == int 
jf @COL_4_21087 
if 
  Actor.InCar($2482, $2469)
jf @COL_4_21040 
$2537 = 0 // $ = int 
if or
  $2616 == 0 // $ == int 
  $2616 == 7 // $ == int 
jf @COL_4_21033 
$2527 = 0 // $ = int 

:COL_4_21033
jump @COL_4_21087 

:COL_4_21040
if 
  Actor.Driving($2482)
jf @COL_4_21079 
$2502 = Actor.CurrentCar($2482)
01D3: actor $2482 leave_car $2502 
jump @COL_4_21087 

:COL_4_21079
01D4: actor $2482 go_to_car $2469 and_enter_it_as_a_passenger 

:COL_4_21087
jump @COL_4_21119 

:COL_4_21094
if 
  $2525 == 0 // $ == int 
jf @COL_4_21119 
$2525 = 1 // $ = int 

:COL_4_21119
if 
  Actor.Dead($2481)
jf @COL_4_21160 
if 
  $2525 == 0 // $ == int 
jf @COL_4_21160 
$2525 = 1 // $ = int 

:COL_4_21160
if 
031E:   vehicle $2469 hit_by_weapon 39 
jf @COL_4_21216 
if 
01FC:   player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 
jf @COL_4_21216 
$2638 = 1 // $ = int 

:COL_4_21216
if 
031E:   vehicle $2469 hit_by_weapon 47 
jf @COL_4_21268 
$2641 = Car.Health($2469)
if 
  800 > $2641 // int > $ 
jf @COL_4_21268 
$2525 = 1 // $ = int 

:COL_4_21268
0468: set_vehicle $2469 clear_last_weapon_damage 
0088: $4862 = 11@ // $ = @ float 
0067: $4862 -= 3@ // $ -= @ float 
0088: $4863 = 12@ // $ = @ float 
0067: $4863 -= 4@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
0089: 14@ = $4864 // @ = $ float 
14@ -= 4.0 // @ -= float 
if 
  14@ > 100.0 // @ > float 
jf @COL_4_21394 
14@ = 100.0 // @ = float 

:COL_4_21394
if 
  0.0 > 14@ // float > @ 
jf @COL_4_21425 
14@ = 0.0 // @ = float 

:COL_4_21425
if 
81AD:   not car $2469 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 
jf @COL_4_21499 
if 
0024:   $2664 > $2666 // $ > $ float 
jf @COL_4_21492 
14@ = 0.0 // @ = float 

:COL_4_21492
jump @COL_4_21506 

:COL_4_21499
04E0: car $2469 abandon_path_radius 40 

:COL_4_21506
0084: $2506 = $2469 // $ = $ int 
0084: $2507 = $2482 // $ = $ int 
0087: 10@ = 13@ // @ = @ float 
gosub @COL_4_30153 
if 
  $2527 == 0 // $ == int 
jf @COL_4_21608 
if 
  14@ == 0.0 // @ == float 
jf @COL_4_21593 
0477: set_car $2469 action 1 time 500 
jump @COL_4_21601 

:COL_4_21593
Car.SetMaxSpeed($2469, 14@)

:COL_4_21601
jump @COL_4_21628 

:COL_4_21608
14@ = 0.0 // @ = float 
0477: set_car $2469 action 1 time 500 

:COL_4_21628
jump @COL_4_22010 

:COL_4_21635
if 
  $2595 == 1 // $ == int 
jf @COL_4_21853 
if or
  $2524 == 2 // $ == int 
  $2524 == 3 // $ == int 
jf @COL_4_21685 
$2524 = 0 // $ = int 

:COL_4_21685
if 
  $2524 == 0 // $ == int 
jf @COL_4_21734 
Car.SetMaxSpeed($2469, 100.0)
00AE: set_vehicle $2469 traffic_behavior_to 2 
00AF: set_car $2469 driver_behaviour_to 2 
$2524 = 1 // $ = int 

:COL_4_21734
if 
  $2524 == 1 // $ == int 
jf @COL_4_21846 
if 
  $2557 == 10 // $ == int 
jf @COL_4_21839 
if 
01FC:   player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 
jf @COL_4_21825 
if 
  not Actor.Dead($2482)
jf @COL_4_21825 
01CA: actor $2482 kill_player $PLAYER_CHAR 

:COL_4_21825
$2557 = 0 // $ = int 
jump @COL_4_21846 

:COL_4_21839
$2557 += 1 // $ += int 

:COL_4_21846
jump @COL_4_22010 

:COL_4_21853
if or
  $2524 == 0 // $ == int 
  $2524 == 1 // $ == int 
jf @COL_4_21885 
$2524 = 2 // $ = int 

:COL_4_21885
if 
  $2524 == 2 // $ == int 
jf @COL_4_21941 
Car.SetMaxSpeed($2469, 100.0)
00AE: set_vehicle $2469 traffic_behavior_to 2 
Car.DriveTo($2469, 3@, 4@, 5@)
$2524 = 3 // $ = int 

:COL_4_21941
if 
  $2524 == 3 // $ == int 
jf @COL_4_22010 
if 
01AD:   car $2469 sphere 0 near_point 3@ 4@ radius 20.0 20.0 
jf @COL_4_22010 
00AF: set_car $2469 driver_behaviour_to 11 
0477: set_car $2469 action 1 time 500 

:COL_4_22010
jump @COL_4_22042 

:COL_4_22017
if 
  $2525 == 0 // $ == int 
jf @COL_4_22042 
$2525 = 1 // $ = int 

:COL_4_22042
jump @COL_4_22074 

:COL_4_22049
if 
  $2525 == 0 // $ == int 
jf @COL_4_22074 
$2525 = 1 // $ = int 

:COL_4_22074
jump @COL_4_22161 

:COL_4_22081
Car.ImmuneToNonPlayer($2469, False)
if 
  not Actor.Dead($2481)
jf @COL_4_22112 
01CA: actor $2481 kill_player $PLAYER_CHAR 

:COL_4_22112
if 
  not Actor.Dead($2482)
jf @COL_4_22136 
01CA: actor $2482 kill_player $PLAYER_CHAR 

:COL_4_22136
if 
  $2525 == 0 // $ == int 
jf @COL_4_22161 
$2525 = 1 // $ = int 

:COL_4_22161
jump @COL_4_22193 

:COL_4_22168
if 
  $2525 == 0 // $ == int 
jf @COL_4_22193 
$2525 = 1 // $ = int 

:COL_4_22193
0084: $2513 = $2489 // $ = $ int 
0084: $2514 = $2469 // $ = $ int 
0084: $2515 = $2481 // $ = $ int 
0084: $2566 = $2552 // $ = $ int 
gosub @COL_4_32742 
0084: $2552 = $2566 // $ = $ int 
0084: $2513 = $2490 // $ = $ int 
0084: $2514 = $2469 // $ = $ int 
0084: $2515 = $2481 // $ = $ int 
0084: $2566 = $2553 // $ = $ int 
gosub @COL_4_32742 
0084: $2553 = $2566 // $ = $ int 
0084: $2513 = $2491 // $ = $ int 
0084: $2514 = $2469 // $ = $ int 
0084: $2515 = $2481 // $ = $ int 
0084: $2566 = $2554 // $ = $ int 
gosub @COL_4_32742 
0084: $2554 = $2566 // $ = $ int 
0084: $2513 = $2492 // $ = $ int 
0084: $2514 = $2469 // $ = $ int 
0084: $2515 = $2481 // $ = $ int 
0084: $2566 = $2555 // $ = $ int 
gosub @COL_4_32742 
0084: $2555 = $2566 // $ = $ int 

:COL_4_22381
if 
803A:   not  $2527 == $2618 // $ == $ int 
jf @COL_4_22515 
0084: $2618 = $2527 // $ = $ int 
if 
  $2527 == 1 // $ == int 
jf @COL_4_22474 
if 
  $2576 == 0 // $ == int 
jf @COL_4_22467 
$2576 = 1 // $ = int 
0084: $2599 = $4811 // $ = $ int 
$2599 += 6000 // $ += int 

:COL_4_22467
jump @COL_4_22515 

:COL_4_22474
if 
  $2577 == 0 // $ == int 
jf @COL_4_22515 
$2577 = 1 // $ = int 
0084: $2600 = $4811 // $ = $ int 
$2600 += 6000 // $ += int 

:COL_4_22515
if 
  $2560 > 0 // $ > int 
jf @COL_4_22777 
if 
  $2560 == 3 // $ == int 
jf @COL_4_22597 
if 
03D2:   wav 1 ended 
jf @COL_4_22597 
03D5: remove_text 'COL4_24'  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!
$2560 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_22597
if 
  $2560 == 2 // $ == int 
jf @COL_4_22675 
if 
03D0:   wav 1 loaded 
jf @COL_4_22675 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_22668 
00BC: text_highpriority 'COL4_24' time 10000 1  // Security protocol Delta India Echo triggered! Vehicle self destruct initiated!

:COL_4_22668
$2560 = 3 // $ = int 

:COL_4_22675
if 
  $2560 == 1 // $ == int 
jf @COL_4_22770 
if 
  $2607 == 0 // $ == int 
jf @COL_4_22744 
03CF: load_wav 'COL4_24' as 1 
$2560 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_22770 

:COL_4_22744
if 
001C:   $4811 > $2585 // $ > $ int 
jf @COL_4_22770 
$2560 = 0 // $ = int 

:COL_4_22770
jump @COL_4_22848 

:COL_4_22777
if 
  $2560 > 0 // $ > int 
jf @COL_4_22848 
if 
  $2560 > 1 // $ > int 
jf @COL_4_22841 
$2560 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_22848 

:COL_4_22841
$2560 = 0 // $ = int 

:COL_4_22848
if 
  $2561 > 0 // $ > int 
jf @COL_4_23110 
if 
  $2561 == 3 // $ == int 
jf @COL_4_22930 
if 
03D2:   wav 1 ended 
jf @COL_4_22930 
03D5: remove_text 'COL4_26'  // Prepare to die Communist scum!
$2561 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_22930
if 
  $2561 == 2 // $ == int 
jf @COL_4_23008 
if 
03D0:   wav 1 loaded 
jf @COL_4_23008 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_23001 
00BC: text_highpriority 'COL4_26' time 10000 1  // Prepare to die Communist scum!

:COL_4_23001
$2561 = 3 // $ = int 

:COL_4_23008
if 
  $2561 == 1 // $ == int 
jf @COL_4_23103 
if 
  $2607 == 0 // $ == int 
jf @COL_4_23077 
03CF: load_wav 'COL4_26' as 1 
$2561 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_23103 

:COL_4_23077
if 
001C:   $4811 > $2586 // $ > $ int 
jf @COL_4_23103 
$2561 = 0 // $ = int 

:COL_4_23103
jump @COL_4_23181 

:COL_4_23110
if 
  $2561 > 0 // $ > int 
jf @COL_4_23181 
if 
  $2561 > 1 // $ > int 
jf @COL_4_23174 
$2561 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_23181 

:COL_4_23174
$2561 = 0 // $ = int 

:COL_4_23181
if and
  $2562 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_23450 
if 
  $2562 == 3 // $ == int 
jf @COL_4_23270 
if 
03D2:   wav 1 ended 
jf @COL_4_23270 
03D5: remove_text 'COL4_23'  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.
$2562 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_23270
if 
  $2562 == 2 // $ == int 
jf @COL_4_23348 
if 
03D0:   wav 1 loaded 
jf @COL_4_23348 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_23341 
00BC: text_highpriority 'COL4_23' time 10000 1  // Objective completed! Platoon dismissed! - Lets go eat some doughnuts.

:COL_4_23341
$2562 = 3 // $ = int 

:COL_4_23348
if 
  $2562 == 1 // $ == int 
jf @COL_4_23443 
if 
  $2607 == 0 // $ == int 
jf @COL_4_23417 
03CF: load_wav 'COL4_23' as 1 
$2562 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_23443 

:COL_4_23417
if 
001C:   $4811 > $2587 // $ > $ int 
jf @COL_4_23443 
$2562 = 0 // $ = int 

:COL_4_23443
jump @COL_4_23521 

:COL_4_23450
if 
  $2562 > 0 // $ > int 
jf @COL_4_23521 
if 
  $2562 > 1 // $ > int 
jf @COL_4_23514 
$2562 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_23521 

:COL_4_23514
$2562 = 0 // $ = int 

:COL_4_23521
if and
  $2563 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_23790 
if 
  $2563 == 3 // $ == int 
jf @COL_4_23610 
if 
03D2:   wav 1 ended 
jf @COL_4_23610 
03D5: remove_text 'COL4_12'  // Civilian in the TANK! STOP HIM!
$2563 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_23610
if 
  $2563 == 2 // $ == int 
jf @COL_4_23688 
if 
03D0:   wav 1 loaded 
jf @COL_4_23688 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_23681 
00BC: text_highpriority 'COL4_12' time 10000 1  // Civilian in the TANK! STOP HIM!

:COL_4_23681
$2563 = 3 // $ = int 

:COL_4_23688
if 
  $2563 == 1 // $ == int 
jf @COL_4_23783 
if 
  $2607 == 0 // $ == int 
jf @COL_4_23757 
03CF: load_wav 'COL4_12' as 1 
$2563 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_23783 

:COL_4_23757
if 
001C:   $4811 > $2588 // $ > $ int 
jf @COL_4_23783 
$2563 = 0 // $ = int 

:COL_4_23783
jump @COL_4_23861 

:COL_4_23790
if 
  $2563 > 0 // $ > int 
jf @COL_4_23861 
if 
  $2563 > 1 // $ > int 
jf @COL_4_23854 
$2563 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_23861 

:COL_4_23854
$2563 = 0 // $ = int 

:COL_4_23861
if and
  $2567 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_24130 
if 
  $2567 == 3 // $ == int 
jf @COL_4_23950 
if 
03D2:   wav 1 ended 
jf @COL_4_23950 
03D5: remove_text 'COL4_21'  // SNIPER!
$2567 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_23950
if 
  $2567 == 2 // $ == int 
jf @COL_4_24028 
if 
03D0:   wav 1 loaded 
jf @COL_4_24028 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_24021 
00BC: text_highpriority 'COL4_21' time 10000 1  // SNIPER!

:COL_4_24021
$2567 = 3 // $ = int 

:COL_4_24028
if 
  $2567 == 1 // $ == int 
jf @COL_4_24123 
if 
  $2607 == 0 // $ == int 
jf @COL_4_24097 
03CF: load_wav 'COL4_21' as 1 
$2567 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_24123 

:COL_4_24097
if 
001C:   $4811 > $2590 // $ > $ int 
jf @COL_4_24123 
$2567 = 0 // $ = int 

:COL_4_24123
jump @COL_4_24201 

:COL_4_24130
if 
  $2567 > 0 // $ > int 
jf @COL_4_24201 
if 
  $2567 > 1 // $ > int 
jf @COL_4_24194 
$2567 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_24201 

:COL_4_24194
$2567 = 0 // $ = int 

:COL_4_24201
if and
  $2568 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_24470 
if 
  $2568 == 3 // $ == int 
jf @COL_4_24290 
if 
03D2:   wav 1 ended 
jf @COL_4_24290 
03D5: remove_text 'COL4_22'  // I'm getting out of here.
$2568 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_24290
if 
  $2568 == 2 // $ == int 
jf @COL_4_24368 
if 
03D0:   wav 1 loaded 
jf @COL_4_24368 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_24361 
00BC: text_highpriority 'COL4_22' time 10000 1  // I'm getting out of here.

:COL_4_24361
$2568 = 3 // $ = int 

:COL_4_24368
if 
  $2568 == 1 // $ == int 
jf @COL_4_24463 
if 
  $2607 == 0 // $ == int 
jf @COL_4_24437 
03CF: load_wav 'COL4_22' as 1 
$2568 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_24463 

:COL_4_24437
if 
001C:   $4811 > $2591 // $ > $ int 
jf @COL_4_24463 
$2568 = 0 // $ = int 

:COL_4_24463
jump @COL_4_24541 

:COL_4_24470
if 
  $2568 > 0 // $ > int 
jf @COL_4_24541 
if 
  $2568 > 1 // $ > int 
jf @COL_4_24534 
$2568 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_24541 

:COL_4_24534
$2568 = 0 // $ = int 

:COL_4_24541
if and
  $2525 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_24851 
if 
  $2564 == 3 // $ == int 
jf @COL_4_24630 
if 
03D2:   wav 1 ended 
jf @COL_4_24630 
03D5: remove_text 'COL4_9'  // DEFENSIVE POSITIONS!
$2564 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_24630
if 
  $2564 == 2 // $ == int 
jf @COL_4_24708 
if 
03D0:   wav 1 loaded 
jf @COL_4_24708 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_24701 
00BC: text_highpriority 'COL4_9' time 10000 1  // DEFENSIVE POSITIONS!

:COL_4_24701
$2564 = 3 // $ = int 

:COL_4_24708
if 
  $2564 == 1 // $ == int 
jf @COL_4_24803 
if 
  $2607 == 0 // $ == int 
jf @COL_4_24777 
03CF: load_wav 'COL4_9' as 1 
$2564 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_24803 

:COL_4_24777
if 
001C:   $4811 > $2589 // $ > $ int 
jf @COL_4_24803 
$2564 = 0 // $ = int 

:COL_4_24803
if 
  $2564 == 0 // $ == int 
jf @COL_4_24844 
0084: $2589 = $4811 // $ = $ int 
$2589 += 6000 // $ += int 
$2564 = 1 // $ = int 

:COL_4_24844
jump @COL_4_24940 

:COL_4_24851
if 
  $2564 > 0 // $ > int 
jf @COL_4_24940 
if 
  $2564 > 1 // $ > int 
jf @COL_4_24933 
if 
   not $2564 == 4 // $ == int 
jf @COL_4_24912 
$2564 = 0 // $ = int 

:COL_4_24912
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_24940 

:COL_4_24933
$2564 = 0 // $ = int 

:COL_4_24940
if and
  $2569 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_25209 
if 
  $2569 == 3 // $ == int 
jf @COL_4_25029 
if 
03D2:   wav 1 ended 
jf @COL_4_25029 
03D5: remove_text 'COL4_6'  // WE'RE TAKING ENEMY FIRE!
$2569 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_25029
if 
  $2569 == 2 // $ == int 
jf @COL_4_25107 
if 
03D0:   wav 1 loaded 
jf @COL_4_25107 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_25100 
00BC: text_highpriority 'COL4_6' time 10000 1  // WE'RE TAKING ENEMY FIRE!

:COL_4_25100
$2569 = 3 // $ = int 

:COL_4_25107
if 
  $2569 == 1 // $ == int 
jf @COL_4_25202 
if 
  $2607 == 0 // $ == int 
jf @COL_4_25176 
03CF: load_wav 'COL4_6' as 1 
$2569 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_25202 

:COL_4_25176
if 
001C:   $4811 > $2592 // $ > $ int 
jf @COL_4_25202 
$2569 = 0 // $ = int 

:COL_4_25202
jump @COL_4_25280 

:COL_4_25209
if 
  $2569 > 0 // $ > int 
jf @COL_4_25280 
if 
  $2569 > 1 // $ > int 
jf @COL_4_25273 
$2569 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_25280 

:COL_4_25273
$2569 = 0 // $ = int 

:COL_4_25280
if and
  $2570 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_25549 
if 
  $2570 == 3 // $ == int 
jf @COL_4_25369 
if 
03D2:   wav 1 ended 
jf @COL_4_25369 
03D5: remove_text 'COL4_19'  // Go get some doughnuts, soldier! - Sir, Yes Sir!
$2570 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_25369
if 
  $2570 == 2 // $ == int 
jf @COL_4_25447 
if 
03D0:   wav 1 loaded 
jf @COL_4_25447 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_25440 
00BC: text_highpriority 'COL4_19' time 10000 1  // Go get some doughnuts, soldier! - Sir, Yes Sir!

:COL_4_25440
$2570 = 3 // $ = int 

:COL_4_25447
if 
  $2570 == 1 // $ == int 
jf @COL_4_25542 
if 
  $2607 == 0 // $ == int 
jf @COL_4_25516 
03CF: load_wav 'COL4_19' as 1 
$2570 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_25542 

:COL_4_25516
if 
001C:   $4811 > $2593 // $ > $ int 
jf @COL_4_25542 
$2570 = 0 // $ = int 

:COL_4_25542
jump @COL_4_25620 

:COL_4_25549
if 
  $2570 > 0 // $ > int 
jf @COL_4_25620 
if 
  $2570 > 1 // $ > int 
jf @COL_4_25613 
$2570 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_25620 

:COL_4_25613
$2570 = 0 // $ = int 

:COL_4_25620
if and
  $2571 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_25889 
if 
  $2571 == 3 // $ == int 
jf @COL_4_25709 
if 
03D2:   wav 1 ended 
jf @COL_4_25709 
03D5: remove_text 'COL4_20'  // Target acquired, Sir
$2571 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_25709
if 
  $2571 == 2 // $ == int 
jf @COL_4_25787 
if 
03D0:   wav 1 loaded 
jf @COL_4_25787 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_25780 
00BC: text_highpriority 'COL4_20' time 10000 1  // Target acquired, Sir

:COL_4_25780
$2571 = 3 // $ = int 

:COL_4_25787
if 
  $2571 == 1 // $ == int 
jf @COL_4_25882 
if 
  $2607 == 0 // $ == int 
jf @COL_4_25856 
03CF: load_wav 'COL4_20' as 1 
$2571 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_25882 

:COL_4_25856
if 
001C:   $4811 > $2594 // $ > $ int 
jf @COL_4_25882 
$2571 = 0 // $ = int 

:COL_4_25882
jump @COL_4_25960 

:COL_4_25889
if 
  $2571 > 0 // $ > int 
jf @COL_4_25960 
if 
  $2571 > 1 // $ > int 
jf @COL_4_25953 
$2571 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_25960 

:COL_4_25953
$2571 = 0 // $ = int 

:COL_4_25960
if and
  $2573 > 0 // $ > int 
  $2610 == 1 // $ == int 
jf @COL_4_26229 
if 
  $2573 == 3 // $ == int 
jf @COL_4_26049 
if 
03D2:   wav 1 ended 
jf @COL_4_26049 
03D5: remove_text 'COL4_18'  // Someone's on the tank Sir!
$2573 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_26049
if 
  $2573 == 2 // $ == int 
jf @COL_4_26127 
if 
03D0:   wav 1 loaded 
jf @COL_4_26127 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_26120 
00BC: text_highpriority 'COL4_18' time 10000 1  // Someone's on the tank Sir!

:COL_4_26120
$2573 = 3 // $ = int 

:COL_4_26127
if 
  $2573 == 1 // $ == int 
jf @COL_4_26222 
if 
  $2607 == 0 // $ == int 
jf @COL_4_26196 
03CF: load_wav 'COL4_18' as 1 
$2573 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_26222 

:COL_4_26196
if 
001C:   $4811 > $2596 // $ > $ int 
jf @COL_4_26222 
$2573 = 0 // $ = int 

:COL_4_26222
jump @COL_4_26300 

:COL_4_26229
if 
  $2573 > 0 // $ > int 
jf @COL_4_26300 
if 
  $2573 > 1 // $ > int 
jf @COL_4_26293 
$2573 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_26300 

:COL_4_26293
$2573 = 0 // $ = int 

:COL_4_26300
if and
  $2574 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_26576 
if 
  $2574 == 3 // $ == int 
jf @COL_4_26396 
if 
03D2:   wav 1 ended 
jf @COL_4_26396 
03D5: remove_text 'COL4_1'  // What's up with the Gunner? - Don't know Sir!
$2574 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_26396
if 
  $2574 == 2 // $ == int 
jf @COL_4_26474 
if 
03D0:   wav 1 loaded 
jf @COL_4_26474 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_26467 
00BC: text_highpriority 'COL4_1' time 10000 1  // What's up with the Gunner? - Don't know Sir!

:COL_4_26467
$2574 = 3 // $ = int 

:COL_4_26474
if 
  $2574 == 1 // $ == int 
jf @COL_4_26569 
if 
  $2607 == 0 // $ == int 
jf @COL_4_26543 
03CF: load_wav 'COL4_1' as 1 
$2574 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_26569 

:COL_4_26543
if 
001C:   $4811 > $2597 // $ > $ int 
jf @COL_4_26569 
$2574 = 0 // $ = int 

:COL_4_26569
jump @COL_4_26647 

:COL_4_26576
if 
  $2574 > 0 // $ > int 
jf @COL_4_26647 
if 
  $2574 > 1 // $ > int 
jf @COL_4_26640 
$2574 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_26647 

:COL_4_26640
$2574 = 0 // $ = int 

:COL_4_26647
if and
  $2584 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_26923 
if 
  $2584 == 3 // $ == int 
jf @COL_4_26743 
if 
03D2:   wav 1 ended 
jf @COL_4_26743 
03D5: remove_text 'COL4_4'  // Get topside soldier. - Sir, Yes Sir!
$2584 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_26743
if 
  $2584 == 2 // $ == int 
jf @COL_4_26821 
if 
03D0:   wav 1 loaded 
jf @COL_4_26821 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_26814 
00BC: text_highpriority 'COL4_4' time 10000 1  // Get topside soldier. - Sir, Yes Sir!

:COL_4_26814
$2584 = 3 // $ = int 

:COL_4_26821
if 
  $2584 == 1 // $ == int 
jf @COL_4_26916 
if 
  $2607 == 0 // $ == int 
jf @COL_4_26890 
03CF: load_wav 'COL4_4' as 1 
$2584 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_26916 

:COL_4_26890
if 
001C:   $4811 > $2606 // $ > $ int 
jf @COL_4_26916 
$2584 = 0 // $ = int 

:COL_4_26916
jump @COL_4_26994 

:COL_4_26923
if 
  $2584 > 0 // $ > int 
jf @COL_4_26994 
if 
  $2584 > 1 // $ > int 
jf @COL_4_26987 
$2584 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_26994 

:COL_4_26987
$2584 = 0 // $ = int 

:COL_4_26994
if and
  $2576 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_27270 
if 
  $2576 == 3 // $ == int 
jf @COL_4_27090 
if 
03D2:   wav 1 ended 
jf @COL_4_27090 
03D5: remove_text 'COL4_3'  // CONVOY HALT!
$2576 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_27090
if 
  $2576 == 2 // $ == int 
jf @COL_4_27168 
if 
03D0:   wav 1 loaded 
jf @COL_4_27168 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_27161 
00BC: text_highpriority 'COL4_3' time 10000 1  // CONVOY HALT!

:COL_4_27161
$2576 = 3 // $ = int 

:COL_4_27168
if 
  $2576 == 1 // $ == int 
jf @COL_4_27263 
if 
  $2607 == 0 // $ == int 
jf @COL_4_27237 
03CF: load_wav 'COL4_3' as 1 
$2576 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_27263 

:COL_4_27237
if 
001C:   $4811 > $2599 // $ > $ int 
jf @COL_4_27263 
$2576 = 0 // $ = int 

:COL_4_27263
jump @COL_4_27341 

:COL_4_27270
if 
  $2576 > 0 // $ > int 
jf @COL_4_27341 
if 
  $2576 > 1 // $ > int 
jf @COL_4_27334 
$2576 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_27341 

:COL_4_27334
$2576 = 0 // $ = int 

:COL_4_27341
if and
  $2577 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_27617 
if 
  $2577 == 3 // $ == int 
jf @COL_4_27437 
if 
03D2:   wav 1 ended 
jf @COL_4_27437 
03D5: remove_text 'COL4_17'  // Ok, PLATOON MOVE IT OUT!
$2577 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_27437
if 
  $2577 == 2 // $ == int 
jf @COL_4_27515 
if 
03D0:   wav 1 loaded 
jf @COL_4_27515 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_27508 
00BC: text_highpriority 'COL4_17' time 10000 1  // Ok, PLATOON MOVE IT OUT!

:COL_4_27508
$2577 = 3 // $ = int 

:COL_4_27515
if 
  $2577 == 1 // $ == int 
jf @COL_4_27610 
if 
  $2607 == 0 // $ == int 
jf @COL_4_27584 
03CF: load_wav 'COL4_17' as 1 
$2577 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_27610 

:COL_4_27584
if 
001C:   $4811 > $2600 // $ > $ int 
jf @COL_4_27610 
$2577 = 0 // $ = int 

:COL_4_27610
jump @COL_4_27688 

:COL_4_27617
if 
  $2577 > 0 // $ > int 
jf @COL_4_27688 
if 
  $2577 > 1 // $ > int 
jf @COL_4_27681 
$2577 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_27688 

:COL_4_27681
$2577 = 0 // $ = int 

:COL_4_27688
if and
  $2575 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_27964 
if 
  $2575 == 3 // $ == int 
jf @COL_4_27784 
if 
03D2:   wav 1 ended 
jf @COL_4_27784 
03D5: remove_text 'COL4_7'  // Civilian, move away from the tank!
$2575 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_27784
if 
  $2575 == 2 // $ == int 
jf @COL_4_27862 
if 
03D0:   wav 1 loaded 
jf @COL_4_27862 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_27855 
00BC: text_highpriority 'COL4_7' time 10000 1  // Civilian, move away from the tank!

:COL_4_27855
$2575 = 3 // $ = int 

:COL_4_27862
if 
  $2575 == 1 // $ == int 
jf @COL_4_27957 
if 
  $2607 == 0 // $ == int 
jf @COL_4_27931 
03CF: load_wav 'COL4_7' as 1 
$2575 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_27957 

:COL_4_27931
if 
001C:   $4811 > $2598 // $ > $ int 
jf @COL_4_27957 
$2575 = 0 // $ = int 

:COL_4_27957
jump @COL_4_28035 

:COL_4_27964
if 
  $2575 > 0 // $ > int 
jf @COL_4_28035 
if 
  $2575 > 1 // $ > int 
jf @COL_4_28028 
$2575 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_28035 

:COL_4_28028
$2575 = 0 // $ = int 

:COL_4_28035
if and
  $2579 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_28311 
if 
  $2579 == 3 // $ == int 
jf @COL_4_28131 
if 
03D2:   wav 1 ended 
jf @COL_4_28131 
03D5: remove_text 'COL4_14'  // Drop him soldier.
$2579 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_28131
if 
  $2579 == 2 // $ == int 
jf @COL_4_28209 
if 
03D0:   wav 1 loaded 
jf @COL_4_28209 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_28202 
00BC: text_highpriority 'COL4_14' time 10000 1  // Drop him soldier.

:COL_4_28202
$2579 = 3 // $ = int 

:COL_4_28209
if 
  $2579 == 1 // $ == int 
jf @COL_4_28304 
if 
  $2607 == 0 // $ == int 
jf @COL_4_28278 
03CF: load_wav 'COL4_14' as 1 
$2579 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_28304 

:COL_4_28278
if 
001C:   $4811 > $2601 // $ > $ int 
jf @COL_4_28304 
$2579 = 0 // $ = int 

:COL_4_28304
jump @COL_4_28382 

:COL_4_28311
if 
  $2579 > 0 // $ > int 
jf @COL_4_28382 
if 
  $2579 > 1 // $ > int 
jf @COL_4_28375 
$2579 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_28382 

:COL_4_28375
$2579 = 0 // $ = int 

:COL_4_28382
if and
  $2580 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_28658 
if 
  $2580 == 3 // $ == int 
jf @COL_4_28478 
if 
03D2:   wav 1 ended 
jf @COL_4_28478 
03D5: remove_text 'COL4_8'  // I SAID, move away, IMMEDIATELY!
$2580 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_28478
if 
  $2580 == 2 // $ == int 
jf @COL_4_28556 
if 
03D0:   wav 1 loaded 
jf @COL_4_28556 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_28549 
00BC: text_highpriority 'COL4_8' time 10000 1  // I SAID, move away, IMMEDIATELY!

:COL_4_28549
$2580 = 3 // $ = int 

:COL_4_28556
if 
  $2580 == 1 // $ == int 
jf @COL_4_28651 
if 
  $2607 == 0 // $ == int 
jf @COL_4_28625 
03CF: load_wav 'COL4_8' as 1 
$2580 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_28651 

:COL_4_28625
if 
001C:   $4811 > $2602 // $ > $ int 
jf @COL_4_28651 
$2580 = 0 // $ = int 

:COL_4_28651
jump @COL_4_28729 

:COL_4_28658
if 
  $2580 > 0 // $ > int 
jf @COL_4_28729 
if 
  $2580 > 1 // $ > int 
jf @COL_4_28722 
$2580 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_28729 

:COL_4_28722
$2580 = 0 // $ = int 

:COL_4_28729
if and
  $2581 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_29005 
if 
  $2581 == 3 // $ == int 
jf @COL_4_28825 
if 
03D2:   wav 1 ended 
jf @COL_4_28825 
03D5: remove_text 'COL4_11'  // Get that civilian out of our way soldier! - Sir, Yes Sir!
$2581 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_28825
if 
  $2581 == 2 // $ == int 
jf @COL_4_28903 
if 
03D0:   wav 1 loaded 
jf @COL_4_28903 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_28896 
00BC: text_highpriority 'COL4_11' time 10000 1  // Get that civilian out of our way soldier! - Sir, Yes Sir!

:COL_4_28896
$2581 = 3 // $ = int 

:COL_4_28903
if 
  $2581 == 1 // $ == int 
jf @COL_4_28998 
if 
  $2607 == 0 // $ == int 
jf @COL_4_28972 
03CF: load_wav 'COL4_11' as 1 
$2581 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_28998 

:COL_4_28972
if 
001C:   $4811 > $2603 // $ > $ int 
jf @COL_4_28998 
$2581 = 0 // $ = int 

:COL_4_28998
jump @COL_4_29076 

:COL_4_29005
if 
  $2581 > 0 // $ > int 
jf @COL_4_29076 
if 
  $2581 > 1 // $ > int 
jf @COL_4_29069 
$2581 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_29076 

:COL_4_29069
$2581 = 0 // $ = int 

:COL_4_29076
if and
  $2582 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_29352 
if 
  $2582 == 3 // $ == int 
jf @COL_4_29172 
if 
03D2:   wav 1 ended 
jf @COL_4_29172 
03D5: remove_text 'COL4_13'  // This is a military convoy, do not obstruct our route.
$2582 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_29172
if 
  $2582 == 2 // $ == int 
jf @COL_4_29250 
if 
03D0:   wav 1 loaded 
jf @COL_4_29250 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_29243 
00BC: text_highpriority 'COL4_13' time 10000 1  // This is a military convoy, do not obstruct our route.

:COL_4_29243
$2582 = 3 // $ = int 

:COL_4_29250
if 
  $2582 == 1 // $ == int 
jf @COL_4_29345 
if 
  $2607 == 0 // $ == int 
jf @COL_4_29319 
03CF: load_wav 'COL4_13' as 1 
$2582 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_29345 

:COL_4_29319
if 
001C:   $4811 > $2604 // $ > $ int 
jf @COL_4_29345 
$2582 = 0 // $ = int 

:COL_4_29345
jump @COL_4_29423 

:COL_4_29352
if 
  $2582 > 0 // $ > int 
jf @COL_4_29423 
if 
  $2582 > 1 // $ > int 
jf @COL_4_29416 
$2582 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_29423 

:COL_4_29416
$2582 = 0 // $ = int 

:COL_4_29423
if and
  $2583 > 0 // $ > int 
  $2610 == 1 // $ == int 
  $2525 == 0 // $ == int 
jf @COL_4_29699 
if 
  $2583 == 3 // $ == int 
jf @COL_4_29519 
if 
03D2:   wav 1 ended 
jf @COL_4_29519 
03D5: remove_text 'COL4_15'  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!
$2583 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 

:COL_4_29519
if 
  $2583 == 2 // $ == int 
jf @COL_4_29597 
if 
03D0:   wav 1 loaded 
jf @COL_4_29597 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @COL_4_29590 
00BC: text_highpriority 'COL4_15' time 10000 1  // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!

:COL_4_29590
$2583 = 3 // $ = int 

:COL_4_29597
if 
  $2583 == 1 // $ == int 
jf @COL_4_29692 
if 
  $2607 == 0 // $ == int 
jf @COL_4_29666 
03CF: load_wav 'COL4_15' as 1 
$2583 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_4_29692 

:COL_4_29666
if 
001C:   $4811 > $2605 // $ > $ int 
jf @COL_4_29692 
$2583 = 0 // $ = int 

:COL_4_29692
jump @COL_4_29770 

:COL_4_29699
if 
  $2583 > 0 // $ > int 
jf @COL_4_29770 
if 
  $2583 > 1 // $ > int 
jf @COL_4_29763 
$2583 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_4_4163 
jump @COL_4_29770 

:COL_4_29763
$2583 = 0 // $ = int 

:COL_4_29770
jump @COL_4_4163 

:COL_4_29777
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:COL_4_29794
$PASSED_COL4_SIR_YES_SIR = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'COL_4'  // Sir, Yes Sir!
030C: progress_made += 1 
0394: play_music 1 
Marker.Disable($228)
return 

:COL_4_29857
$ONMISSION = 0 // $ = int 
Marker.Disable($2516)
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#RHINO)
Model.Destroy(#BARRACKS)
Model.Destroy(#ARMY)
Model.Destroy(#PATRIOT)
Model.Destroy(#M4)
Model.Destroy(#MOLOTOV)
0151: remove_status_text $2520 
Pickup.Destroy($2510)
Pickup.Destroy($2511)
$1603 = 0 // $ = int 
mission_cleanup 
return 

:COL_4_30153
if 
003A:   $2507 == $2474 // $ == $ int 
jf @COL_4_30220 
0084: $2530 = $2533 // $ = $ int 
0084: $2531 = $2539 // $ = $ int 
0086: $2661 = $2652 // $ = $ float 
0086: $2662 = $2653 // $ = $ float 
0084: $2471 = $2495 // $ = $ int 
0084: $2631 = $2632 // $ = $ int 

:COL_4_30220
if 
003A:   $2507 == $2478 // $ == $ int 
jf @COL_4_30287 
0084: $2530 = $2534 // $ = $ int 
0084: $2531 = $2540 // $ = $ int 
0086: $2661 = $2648 // $ = $ float 
0086: $2662 = $2649 // $ = $ float 
0084: $2471 = $2496 // $ = $ int 
0084: $2631 = $2633 // $ = $ int 

:COL_4_30287
if 
003A:   $2507 == $2504 // $ == $ int 
jf @COL_4_30354 
0084: $2530 = $2536 // $ = $ int 
0084: $2531 = $2541 // $ = $ int 
0086: $2661 = $2650 // $ = $ float 
0086: $2662 = $2651 // $ = $ float 
0084: $2471 = $2497 // $ = $ int 
0084: $2631 = $2634 // $ = $ int 

:COL_4_30354
if 
003A:   $2507 == $2482 // $ == $ int 
jf @COL_4_30421 
0084: $2530 = $2537 // $ = $ int 
0084: $2531 = $2542 // $ = $ int 
0086: $2661 = $2645 // $ = $ float 
0086: $2662 = $2646 // $ = $ float 
0084: $2471 = $2498 // $ = $ int 
0084: $2631 = $2635 // $ = $ int 

:COL_4_30421
if 
01C1:   car $2506 stopped 
jf @COL_4_32060 
0407: create_coordinate $2659 $2660 $447 from_car $2506 offset 0.0 7.0 0.0 
if 
  not Actor.Dead($2507)
jf @COL_4_32053 
if 
00F6:   player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 
jf @COL_4_30974 
if 
  $2530 == 5 // $ == int 
jf @COL_4_30549 
$2530 = 0 // $ = int 

:COL_4_30549
if 
  $2530 == 0 // $ == int 
jf @COL_4_30752 
if 
044B:   actor $2507 on_foot 
jf @COL_4_30651 
011C: actor $2507 clear_objective 
01D2: actor $2507 follow_player $PLAYER_CHAR 
if 
  $2581 == 0 // $ == int 
jf @COL_4_30637 
$2581 = 1 // $ = int 
0084: $2603 = $4811 // $ = $ int 
$2603 += 6000 // $ += int 

:COL_4_30637
$2530 = 1 // $ = int 
jump @COL_4_30727 

:COL_4_30651
if 
803A:   not  $2507 == $2504 // $ == $ int 
jf @COL_4_30727 
if 
  Actor.Driving($2507)
jf @COL_4_30727 
$2494 = Actor.CurrentCar($2507)
020A: set_car $2494 door_status_to 1 
if 
003A:   $2494 == $2470 // $ == $ int 
jf @COL_4_30727 
$2544 = 2 // $ = int 

:COL_4_30727
if 
  $2527 == 0 // $ == int 
jf @COL_4_30752 
$2527 = 1 // $ = int 

:COL_4_30752
if 
  $2530 == 1 // $ == int 
jf @COL_4_30881 
if 
  not Actor.Driving($2507)
jf @COL_4_30881 
if 
00E9:   player $PLAYER_CHAR 0 $2507 radius 2.5 2.5 
jf @COL_4_30881 
if 
  $2582 == 0 // $ == int 
jf @COL_4_30858 
$2582 = 1 // $ = int 
0084: $2604 = $4811 // $ = $ int 
$2604 += 6000 // $ += int 

:COL_4_30858
0084: $2531 = $4811 // $ = $ int 
$2531 += 7000 // $ += int 
$2530 = 2 // $ = int 

:COL_4_30881
if 
  $2530 == 2 // $ == int 
jf @COL_4_30974 
if 
001C:   $4811 > $2531 // $ > $ int 
jf @COL_4_30974 
if 
  $2579 == 0 // $ == int 
jf @COL_4_30959 
$2579 = 1 // $ = int 
0084: $2601 = $4811 // $ = $ int 
$2601 += 6000 // $ += int 

:COL_4_30959
01CA: actor $2507 kill_player $PLAYER_CHAR 
$2530 = 3 // $ = int 

:COL_4_30974
if 
  $2530 == 0 // $ == int 
jf @COL_4_31015 
if 
  not Actor.Driving($2507)
jf @COL_4_31015 
$2530 = 5 // $ = int 

:COL_4_31015
if 
80F6:   not player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 
jf @COL_4_31688 
if or
  $2530 == 1 // $ == int 
  $2530 == 2 // $ == int 
  $2530 == 3 // $ == int 
jf @COL_4_31233 
0086: $2657 = $2659 // $ = $ float 
$2657 += 4.0 // $ += float 
0086: $2658 = $2660 // $ = $ float 
$2658 += 4.0 // $ += float 
0086: $445 = $2657 // $ = $ float 
$445 -= 8.0 // $ -= float 
0086: $446 = $2658 // $ = $ float 
$446 -= 8.0 // $ -= float 
053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 
if 
  $2471 == -1 // $ == int 
jf @COL_4_31219 
$2530 = 5 // $ = int 
$2518 = 0 // $ = int 
jump @COL_4_31233 

:COL_4_31219
$2530 = 0 // $ = int 
$2518 = 1 // $ = int 

:COL_4_31233
if 
  $2530 == 8 // $ == int 
jf @COL_4_31363 
if 
  not Actor.Driving($2507)
jf @COL_4_31363 
if 
  not Car.Wrecked($2471)
jf @COL_4_31298 
01D5: actor $2507 go_to_and_drive_car $2471 
jump @COL_4_31310 

:COL_4_31298
011C: actor $2507 clear_objective 
$2530 = 5 // $ = int 

:COL_4_31310
Car.RemoveReferences($2471)
if 
  $2583 == 0 // $ == int 
jf @COL_4_31356 
$2583 = 1 // $ = int 
0084: $2605 = $4811 // $ = $ int 
$2605 += 4000 // $ += int 

:COL_4_31356
$2530 = 4 // $ = int 

:COL_4_31363
if 
  $2530 == 0 // $ == int 
jf @COL_4_31681 
if 
   not $2518 == 1 // $ == int 
jf @COL_4_31490 
0086: $2657 = $2659 // $ = $ float 
$2657 += 4.0 // $ += float 
0086: $2658 = $2660 // $ = $ float 
$2658 += 4.0 // $ += float 
0086: $445 = $2657 // $ = $ float 
$445 -= 8.0 // $ -= float 
0086: $446 = $2658 // $ = $ float 
$446 -= 8.0 // $ -= float 
053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 

:COL_4_31490
if 
   not $2471 == -1 // $ == int 
jf @COL_4_31681 
if 
  Car.Wrecked($2471)
jf @COL_4_31557 
00AE: set_vehicle $2506 traffic_behavior_to 3 
Car.RemoveReferences($2471)
$2530 = 5 // $ = int 
$2471 = -1 // $ = int 
jump @COL_4_31681 

:COL_4_31557
if 
  not Actor.Driving($2507)
jf @COL_4_31600 
01D5: actor $2507 go_to_and_drive_car $2471 
Car.RemoveReferences($2471)
$2530 = 4 // $ = int 
jump @COL_4_31656 

:COL_4_31600
$2494 = Actor.CurrentCar($2507)
020A: set_car $2494 door_status_to 1 
if 
003A:   $2494 == $2470 // $ == $ int 
jf @COL_4_31641 
$2544 = 2 // $ = int 

:COL_4_31641
01D3: actor $2507 leave_car $2494 
$2530 = 8 // $ = int 

:COL_4_31656
if 
  $2527 == 0 // $ == int 
jf @COL_4_31681 
$2527 = 1 // $ = int 

:COL_4_31681
$2518 = 0 // $ = int 

:COL_4_31688
if 
  $2530 == 4 // $ == int 
jf @COL_4_31938 
if 
  Actor.Driving($2507)
jf @COL_4_31857 
Car.RemoveReferences($2471)
$2471 = -1 // $ = int 
$2471 = Actor.CurrentCar($2507)
Car.StorePos($2471, $445, $446, $447)
$445 -= 10.0 // $ -= float 
$446 -= 25.0 // $ -= float 
02C0: set $2661 $2662 $447 to_ped_path_coords_closest_to $445 $446 $447 
Car.SetMaxSpeed($2471, 20.0)
00AE: set_vehicle $2471 traffic_behavior_to 2 
02C2: car $2471 drive_to_point $2661 $2662 $447 
0084: $2531 = $4811 // $ = $ int 
$2531 += 10000 // $ += int 
$2530 = 6 // $ = int 
jump @COL_4_31938 

:COL_4_31857
if 
  Car.Wrecked($2471)
jf @COL_4_31892 
011C: actor $2507 clear_objective 
$2530 = 5 // $ = int 
jump @COL_4_31938 

:COL_4_31892
if 
81AD:   not car $2471 sphere 0 near_point $2659 $2660 radius 4.0 4.0 
jf @COL_4_31938 
011C: actor $2507 clear_objective 
$2530 = 5 // $ = int 

:COL_4_31938
if 
  $2530 == 6 // $ == int 
jf @COL_4_32053 
if 
00EE:   actor $2507 0 $2661 $2662 radius 3.0 3.0 
jf @COL_4_32004 
$2530 = 5 // $ = int 
jump @COL_4_32053 

:COL_4_32004
if 
001C:   $4811 > $2531 // $ > $ int 
jf @COL_4_32030 
$2530 = 5 // $ = int 

:COL_4_32030
if 
  not Actor.Driving($2507)
jf @COL_4_32053 
$2530 = 5 // $ = int 

:COL_4_32053
jump @COL_4_32092 

:COL_4_32060
if and
   not $2530 == 0 // $ == int 
   not $2530 == 5 // $ == int 
jf @COL_4_32092 
$2530 = 5 // $ = int 

:COL_4_32092
if 
003A:   $2507 == $2474 // $ == $ int 
jf @COL_4_32159 
0084: $2533 = $2530 // $ = $ int 
0084: $2539 = $2531 // $ = $ int 
0086: $2652 = $2661 // $ = $ float 
0086: $2653 = $2662 // $ = $ float 
0084: $2495 = $2471 // $ = $ int 
0084: $2632 = $2631 // $ = $ int 

:COL_4_32159
if 
003A:   $2507 == $2478 // $ == $ int 
jf @COL_4_32226 
0084: $2534 = $2530 // $ = $ int 
0084: $2540 = $2531 // $ = $ int 
0086: $2648 = $2661 // $ = $ float 
0086: $2649 = $2662 // $ = $ float 
0084: $2496 = $2471 // $ = $ int 
0084: $2633 = $2631 // $ = $ int 

:COL_4_32226
if 
003A:   $2507 == $2504 // $ == $ int 
jf @COL_4_32293 
0084: $2536 = $2530 // $ = $ int 
0084: $2541 = $2531 // $ = $ int 
0086: $2650 = $2661 // $ = $ float 
0086: $2651 = $2662 // $ = $ float 
0084: $2497 = $2471 // $ = $ int 
0084: $2634 = $2631 // $ = $ int 

:COL_4_32293
if 
003A:   $2507 == $2482 // $ == $ int 
jf @COL_4_32360 
0084: $2537 = $2530 // $ = $ int 
0084: $2542 = $2531 // $ = $ int 
0086: $2645 = $2661 // $ = $ float 
0086: $2646 = $2662 // $ = $ float 
0084: $2498 = $2471 // $ = $ int 
0084: $2635 = $2631 // $ = $ int 

:COL_4_32360
return 

:COL_4_32362
01B2: give_actor $2472 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Health($2472) = 350
01ED: clear_actor $2472 threat_search 
0243: set_actor $2472 ped_stats_to 16 
0319: set_actor $2472 running 1 
return 
01B2: give_actor $10060 weapon 15 ammo 9999 // Load the weapon model before using this 
return 

:COL_4_32413
if 
  $2644 == 0 // $ == int 
jf @COL_4_32474 
0291: set_actor $2512 heed_threats 1 
011A: set_actor $2512 search_threat 1 
0239: actor $2512 run_to -829.7494 -1491.996 
0411: set_actor $2512 use_pednode_seek 0 
$2644 = 1 // $ = int 

:COL_4_32474
if 
  $2644 == 1 // $ == int 
jf @COL_4_32597 
if 
04FF:   actor $2512 no_objective 
jf @COL_4_32530 
0239: actor $2512 run_to -829.7494 -1491.996 
0411: set_actor $2512 use_pednode_seek 0 

:COL_4_32530
if 
00ED:   actor $2512 0 -829.7494 -1491.996 radius 1.0 1.0 
jf @COL_4_32597 
0239: actor $2512 run_to -826.0425 -1493.517 
0411: set_actor $2512 use_pednode_seek 0 
$2644 = 2 // $ = int 

:COL_4_32597
if 
  $2644 == 2 // $ == int 
jf @COL_4_32703 
if 
04FF:   actor $2512 no_objective 
jf @COL_4_32653 
0239: actor $2512 run_to -826.0425 -1493.517 
0411: set_actor $2512 use_pednode_seek 0 

:COL_4_32653
if 
00ED:   actor $2512 0 -826.0425 -1493.517 radius 1.0 1.0 
jf @COL_4_32703 
Actor.DestroyInstantly($2512)
$2644 = 3 // $ = int 

:COL_4_32703
return 

:COL_4_32705
if 
001C:   $2781 > $CUT_SCENE_TIME // $ > $ int 
jf @COL_4_32740 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL_4_32705 

:COL_4_32740
return 

:COL_4_32742
if 
  not Car.Wrecked($2514)
jf @COL_4_33282 
if 
80DC:   not player $PLAYER_CHAR in_car $2514 
jf @COL_4_33239 
if 
  not Actor.Dead($2515)
jf @COL_4_33079 
if 
  Actor.InCar($2515, $2514)
jf @COL_4_32944 
if 
   not $2525 == 0 // $ == int 
jf @COL_4_32873 
if 
  not Actor.Dead($2513)
jf @COL_4_32861 
01CA: actor $2513 kill_player $PLAYER_CHAR 
jump @COL_4_32866 

:COL_4_32861
0465: remove_actor $2513 from_turret_mode 

:COL_4_32866
jump @COL_4_32937 

:COL_4_32873
if 
  Actor.Dead($2513)
jf @COL_4_32921 
if 
  $2525 == 0 // $ == int 
jf @COL_4_32914 
$2525 = 1 // $ = int 

:COL_4_32914
jump @COL_4_32937 

:COL_4_32921
020F: actor $2513 look_at_player $PLAYER_CHAR 
04C6: actor $2513 aim_gun_at_actor $PLAYER_ACTOR 

:COL_4_32937
jump @COL_4_33072 

:COL_4_32944
if 
  $2566 == 0 // $ == int 
jf @COL_4_33072 
if 
  not Actor.Dead($2513)
jf @COL_4_33072 
0465: remove_actor $2513 from_turret_mode 
0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 
0239: actor $2513 run_to $445 $446 
if 
00ED:   actor $2513 0 $445 $446 radius 2.0 2.0 
jf @COL_4_33072 
01CA: actor $2513 kill_player $PLAYER_CHAR 
$2566 = 1 // $ = int 

:COL_4_33072
jump @COL_4_33232 

:COL_4_33079
if 
  $2525 == 0 // $ == int 
jf @COL_4_33104 
$2525 = 1 // $ = int 

:COL_4_33104
if 
  $2566 == 0 // $ == int 
jf @COL_4_33232 
if 
  not Actor.Dead($2513)
jf @COL_4_33232 
0465: remove_actor $2513 from_turret_mode 
0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 
0239: actor $2513 run_to $445 $446 
if 
00ED:   actor $2513 0 $445 $446 radius 2.0 2.0 
jf @COL_4_33232 
01CA: actor $2513 kill_player $PLAYER_CHAR 
$2566 = 1 // $ = int 

:COL_4_33232
jump @COL_4_33275 

:COL_4_33239
Car.ImmuneToNonPlayer($2514, False)
0465: remove_actor $2513 from_turret_mode 
if 
  not Actor.Dead($2513)
jf @COL_4_33275 
01CA: actor $2513 kill_player $PLAYER_CHAR 

:COL_4_33275
jump @COL_4_33311 

:COL_4_33282
0465: remove_actor $2513 from_turret_mode 
if 
  not Actor.Dead($2513)
jf @COL_4_33311 
01CA: actor $2513 kill_player $PLAYER_CHAR 

:COL_4_33311
return 

//-------------Mission 11---------------
// Originally: All Hands On Deck!

:COL_5
gosub @COL_5_81 
if 
  wasted_or_busted 
jf @COL_5_72 
if 
   not $10060 >= 1 // $ >= int 
jf @COL_5_45 
gosub @COL_5_32766 

:COL_5_45
gosub @COL_5_81 
if 
  wasted_or_busted 
jf @COL_5_72 
gosub @COL_5_32387 

:COL_5_72
gosub @COL_5_33267 
terminate_this_script 

:COL_5_81
$ONMISSION = 1 // $ = int 
script_name 'COL_5' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'GENERA5' 
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 
$2810 = 0.0 // $ = float 
$2749 = 0 // $ = int 
$2750 = 0 // $ = int 
$2741 = 0 // $ = int 
$2742 = 0 // $ = int 
$2746 = 0 // $ = int 
$2747 = 0 // $ = int 
$2748 = 0 // $ = int 
$2751 = 0 // $ = int 
$2753 = 0 // $ = int 
$2754 = 0 // $ = int 
$2755 = 0 // $ = int 
$2756 = 0 // $ = int 
$2757 = 0 // $ = int 
$2759 = 0 // $ = int 
$2760 = 0 // $ = int 
$2761 = 0 // $ = int 
$2762 = 0 // $ = int 
$2763 = -2 // $ = int 
$2607 = 0 // $ = int 
$2560 = 0 // $ = int 
$2561 = 0 // $ = int 
$2562 = 0 // $ = int 
$2563 = 0 // $ = int 
$2568 = 0 // $ = int 
$2570 = 0 // $ = int 
$2571 = 0 // $ = int 
$2573 = 0 // $ = int 
$2574 = 0 // $ = int 
$2575 = 0 // $ = int 
$2576 = 0 // $ = int 
$2577 = 0 // $ = int 
$2579 = 0 // $ = int 
$2585 = 0 // $ = int 
$2586 = 0 // $ = int 
$2587 = 0 // $ = int 
$2588 = 0 // $ = int 
$2591 = 0 // $ = int 
$2593 = 0 // $ = int 
$2594 = 0 // $ = int 
$2596 = 0 // $ = int 
$2597 = 0 // $ = int 
$2598 = 0 // $ = int 
$2599 = 0 // $ = int 
$2600 = 0 // $ = int 
$2601 = 0 // $ = int 
$2768 = 0 // $ = int 
$2769 = 0 // $ = int 
$2770 = 0 // $ = int 
$2771 = 0 // $ = int 
$2772 = 0 // $ = int 
$2766 = 0 // $ = int 
$2784 = -1 // $ = int 
$2785 = -1 // $ = int 
$2799 = -1 // $ = int 
$2786 = -1 // $ = int 
$2767 = -1 // $ = int 
$2775 = 0 // $ = int 
$2776 = 0 // $ = int 
$2779 = 0 // $ = int 
$2780 = 0 // $ = int 
$2788 = 0 // $ = int 
$2789 = 0 // $ = int 
$2790 = 0 // $ = int 
$2791 = 0 // $ = int 
$2792 = 0 // $ = int 
$2793 = 0 // $ = int 
$2794 = 0 // $ = int 
$2795 = 0 // $ = int 
$2796 = 0 // $ = int 
$2797 = 0 // $ = int 
$2798 = 0 // $ = int 
$2787 = 0 // $ = int 
$2800 = 0 // $ = int 
$2801 = 0 // $ = int 
$2773 = 0 // $ = int 
$2774 = 0 // $ = int 
$2805 = 10.0 // $ = float 
$2739 = 0 // $ = int 
$2778 = 0 // $ = int 
$2783 = 0 // $ = int 
$2740 = 0 // $ = int 
$2764 = -1 // $ = int 
$10060 = 100 // $ = int 
$10061 = 0 // $ = int 
$10062 = 0 // $ = int 
$10063 = 0 // $ = int 
$10064 = 0 // $ = int 
$10065 = 0 // $ = int 
$10066 = 0 // $ = int 
$10067 = 0 // $ = int 
$10068 = 0 // $ = int 
$10069 = 0 // $ = int 
$10070 = 0 // $ = int 
Object.StorePos($714, $448, $449, $450)
0086: $2812 = $448 // $ = $ float 
0086: $2813 = $449 // $ = $ float 
0086: $2814 = $450 // $ = $ float 
0482: set_threat_reaction_range_multiplier 6.0 
00C0: set_current_time 6 0 
set_weather 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
023C: load_special_actor 3 'CGONA' 
023C: load_special_actor 4 'CGONB' 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
Model.Load(#YT_DOORS14)
Model.Load(#YT_TMP_BOAT)
Model.Load(#LODMAIN_BODY)
Model.Load(#BIG_POLY_TINGS)
Model.Load(#YT_GANGPLNK_TMP)
038B: load_requested_models 

:COL_5_933
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 
jf @COL_5_971 
wait 0 
jump @COL_5_933 

:COL_5_971
if or
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
  not Model.Available(#YT_DOORS14)
  not Model.Available(#YT_TMP_BOAT)
  not Model.Available(#LODMAIN_BODY)
  not Model.Available(#BIG_POLY_TINGS)
jf @COL_5_1017 
wait 0 
jump @COL_5_971 

:COL_5_1017
if 
  not Model.Available(#YT_GANGPLNK_TMP)
jf @COL_5_1043 
wait 0 
jump @COL_5_1017 

:COL_5_1043
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'COL_5A' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
02E5: $2270 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $2270 'CGONA' 
02E5: $2271 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $2271 'CGONB' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$2781 = 791 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_1' time 10000 1  // Circumstances force a hasty departure, amigo.
$2781 = 3435 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_2' time 10000 1  // What's the problem?
$2781 = 4140 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_3' time 10000 1  // Ehh, the French want their missile technology back and after that last incident,
$2781 = 7919 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_4' time 10000 1  // I feel it is time to find safer harbors.
$2781 = 9945 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_5' time 10000 1  // Wouldn't it be safer to fly?
$2781 = 11371 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_6' time 10000 1  // I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country.
$2781 = 16000 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_7' time 10000 1  // Need another gun?
$2781 = 17365 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5A_8' time 10000 1  // You, my friend, are worth ten guns...
$2781 = 21837 // $ = int 
gosub @COL_5_32002 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_5_1497
if 
  fading 
jf @COL_5_1521 
wait 0 
jump @COL_5_1497 

:COL_5_1521
if 
82E9:   not cutscene_reached_end 
jf @COL_5_1545 
wait 0 
jump @COL_5_1521 

:COL_5_1545
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Model.Destroy(#YT_DOORS14)
Model.Destroy(#YT_TMP_BOAT)
Model.Destroy(#LODMAIN_BODY)
Model.Destroy(#BIG_POLY_TINGS)
Model.Destroy(#YT_GANGPLNK_TMP)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#HUNTER)
Model.Load(#DINGHY)
Model.Load(#SPEEDER)
Model.Load(#RIO)
Model.Load(#WASHING)
Model.Load(#MAVERICK)
Model.Load(#MARQUIS)
Model.Load(#TROPIC)
Model.Load(#RUGER)
Model.Load(#KATANA)
Model.Load(#HMOST)
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#RCBARON)
Model.Load(#RCBOMB)
Model.Load(#SHOTGSPA)
023C: load_special_actor 1 'IGCOLON' 
023C: load_special_actor 2 'CGONA' 
038B: load_requested_models 

:COL_5_1714
if or
  not Model.Available(#HUNTER)
  not Model.Available(#DINGHY)
  not Model.Available(#SPEEDER)
  not Model.Available(#RIO)
  not Model.Available(#WASHING)
jf @COL_5_1761 
wait 0 
jump @COL_5_1714 

:COL_5_1761
if or
  not Model.Available(#MAVERICK)
  not Model.Available(#MARQUIS)
  not Model.Available(#TROPIC)
  not Model.Available(#KATANA)
  not Model.Available(#RUGER)
jf @COL_5_1808 
wait 0 
jump @COL_5_1761 

:COL_5_1808
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#HMOST)
  not Model.Available(#UZI)
  not Model.Available(#COLT45)
  not Model.Available(#RCBARON)
  not Model.Available(#RCBOMB)
jf @COL_5_1862 
wait 0 
jump @COL_5_1808 

:COL_5_1862
if 
  not Model.Available(#SHOTGSPA)
jf @COL_5_1889 
wait 0 
jump @COL_5_1862 

:COL_5_1889
01B1: give_player $PLAYER_CHAR weapon 10 ammo 1 // Load the weapon model before using this 
035E: set_player $PLAYER_CHAR armour_to 200 
0225: $7451 = player $PLAYER_CHAR health 
if 
  100 > $7451 // int > $ 
jf @COL_5_1939 
0222: set_player $PLAYER_CHAR health_to 100 

:COL_5_1939
Object.Destroy($1784)
0169: set_fade_color 0 0 1 
fade 1 1500 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Object.Destroy($716)
Object.Destroy($720)
Object.Destroy($721)
0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 
0055: put_player $PLAYER_CHAR at $448 $449 $450 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Actor.Create($2684, 4, #SPECIAL01, $448, $449, $450)
0084: $2735 = $2684 // $ = $ int 
gosub @COL_5_32313 
0446: set_actor $2684 dismemberment_possible 0 
02AB: set_actor $2684 immunities BP 0 FP 0 EP 1 CP 1 MP 0 
02E2: set_actor $2684 weapon_accuracy_to 40 
Actor.Health($2684) = 200
04F4: put_actor $2684 into_turret_on_object $714 at_object_offset -2.5 -1.996 4.179 position 0 shooting_angle 360.0 with_weapon 27 
049E: set_scripted_file $722 speed_to 0.0 
if 
  $ONMISSION == 0 // $ == int 
jf @COL_5_3024 
Car.Create($2691, #HUNTER, 36.0195, -447.5407, 15.017)
Car.Create($2689, #HUNTER, 36.0195, -447.5407, 15.017)
Actor.Create($2690, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2690) = 500
0446: set_actor $2690 dismemberment_possible 0 
Actor.Create($2670, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2670) = 500
0446: set_actor $2670 dismemberment_possible 0 
Actor.Create($2671, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2671) = 500
0446: set_actor $2671 dismemberment_possible 0 
Actor.Create($2672, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2672) = 500
0446: set_actor $2672 dismemberment_possible 0 
Actor.Create($2673, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2673) = 500
0446: set_actor $2673 dismemberment_possible 0 
Actor.Create($2678, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2678) = 500
0446: set_actor $2678 dismemberment_possible 0 
Actor.Create($2679, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2679) = 500
0446: set_actor $2679 dismemberment_possible 0 
Actor.Create($2680, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2680) = 500
0446: set_actor $2680 dismemberment_possible 0 
Actor.Create($2681, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2681) = 500
0446: set_actor $2681 dismemberment_possible 0 
Actor.Create($2703, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2703) = 500
0446: set_actor $2703 dismemberment_possible 0 
Actor.Create($2704, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2704) = 500
0446: set_actor $2704 dismemberment_possible 0 
Actor.Create($2705, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2705) = 500
0446: set_actor $2705 dismemberment_possible 0 
Actor.Create($2706, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2706) = 500
0446: set_actor $2706 dismemberment_possible 0 
Actor.Create($2708, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2708) = 500
0446: set_actor $2708 dismemberment_possible 0 
Actor.Create($2709, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2709) = 500
0446: set_actor $2709 dismemberment_possible 0 
Actor.Create($2710, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2710) = 500
0446: set_actor $2710 dismemberment_possible 0 
Actor.Create($2725, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2725) = 500
0446: set_actor $2725 dismemberment_possible 0 
Actor.Create($2726, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2726) = 500
0446: set_actor $2726 dismemberment_possible 0 
Actor.Create($2727, 9, #HMOST, 36.0195, -447.5407, 15.017)
Actor.Health($2727) = 500
0446: set_actor $2727 dismemberment_possible 0 
Car.Create($2682, #WASHING, -238.2693, -1361.33, 7.0786)
Car.Create($2677, #WASHING, -238.2693, -1361.33, 7.0786)
TIMERA = 0 // @ = int 
0209: $10067 = random_int_in_ranges 750 2200 

:COL_5_3024
Car.Create($2674, #MARQUIS, -327.2818, -1207.3, 6.0)
Car.Angle($2674) = 90.0
Car.Health($2674) = 3000
Car.ImmuneToNonPlayer($2674, True)
Car.Create($2675, #SPEEDER, -332.1327, -1221.623, 6.0)
Car.Angle($2675) = 90.0
Car.Health($2675) = 3000
Car.ImmuneToNonPlayer($2675, True)
Car.Create($2676, #RIO, -332.6164, -1233.008, 6.0)
Car.Angle($2676) = 90.0
Car.Health($2676) = 3000
Car.ImmuneToNonPlayer($2676, True)
01BD: $4811 = current_time_in_ms 
0084: $2752 = $4811 // $ = $ int 
$2752 += 12000 // $ += int 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(-410.4125, -1320.864, 12.1604, 0.0, 0.0, 0.0)
Camera.PointAt(-409.6047, -1320.275, 12.1915, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 6100 // $ += int 

:COL_5_3282
wait 0 
01BD: $4811 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COL_5_3564 
if 
84A8:   not player $PLAYER_CHAR in_any_boat 
jf @COL_5_3564 
if 
  not Actor.Dead($2684)
jf @COL_5_3500 
0321: kill_actor $2684 
if 
   not $10060 >= 1 // $ >= int 
jf @COL_5_3500 
00BC: text_highpriority 'SNBOB44' time 4000 1 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
0322: kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SNBOB44' time 4000 1 
wait 3900 
jump @COL_5_32766 

:COL_5_3500
00BC: text_highpriority 'COL5_B3' time 5000 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
fade 0 1000 

:COL_5_3533
if 
  fading 
jf @COL_5_3557 
wait 0 
jump @COL_5_3533 

:COL_5_3557
jump @COL_5_32387 

:COL_5_3564
if 
  $2787 == 0 // $ == int 
jf @COL_5_3626 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 
if 
  1 > $2744 // int > $ 
jf @COL_5_3626 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 180 // Load the weapon model before using this 

:COL_5_3626
if 
  $2740 == 0 // $ == int 
jf @COL_5_3694 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $2743 ammo $2744 model $2745 
if 
  1 > $2744 // int > $ 
jf @COL_5_3694 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 80 // Load the weapon model before using this 
$2740 = 1 // $ = int 

:COL_5_3694
if 
  $2766 == 2 // $ == int 
jf @COL_5_3802 
if 
  $2773 == 0 // $ == int 
jf @COL_5_3802 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 
if 
  1 > $2744 // int > $ 
jf @COL_5_3802 
00BC: text_highpriority 'COL5_B6' time 5000 1  // ~g~You have run out of ammo, get more from the stairs on the top deck.
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
$2773 = 1 // $ = int 

:COL_5_3802
if 
   not $10060 >= 1 // $ >= int 
jf @COL_5_3937 
00BC: text_highpriority 'SNBOB44' time 4000 1 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
0322: kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SNBOB44' time 4000 1 
wait 3900 
jump @COL_5_32766 

:COL_5_3937
if 
  $2774 == 0 // $ == int 
jf @COL_5_3996 
if 
8183:   not player $PLAYER_CHAR health > 40 
jf @COL_5_3996 
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
$2774 = 1 // $ = int 

:COL_5_3996
if 
  $2798 == 0 // $ == int 
jf @COL_5_4091 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_4091 
Camera.SetPosition(-381.3522, -1363.918, 18.9859, 0.0, 0.0, 0.0)
Camera.PointAt(-381.1456, -1362.953, 18.8254, 2)
$2798 = 1 // $ = int 

:COL_5_4091
if 
  $2798 == 1 // $ == int 
jf @COL_5_4224 
if 
  $2751 > 0 // $ > int 
jf @COL_5_4224 
Camera.SetAtPos(-264.5628, -1231.901, 10.8113)
Camera.SetPosition(-264.5628, -1231.901, 10.8113, 0.0, 0.0, 0.0)
if 
  not Car.Wrecked($2677)
jf @COL_5_4201 
Camera.OnVehicle($2677, 15, 2)

:COL_5_4201
0084: $2797 = $4811 // $ = $ int 
$2797 += 5500 // $ += int 
$2798 = 2 // $ = int 

:COL_5_4224
if 
  $2798 == 2 // $ == int 
jf @COL_5_4335 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_4335 
Camera.SetPosition(-233.0363, -1221.283, 9.3205, 0.0, 0.0, 0.0)
Camera.PointAt(-233.9623, -1220.907, 9.3547, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 3 // $ = int 

:COL_5_4335
if 
  $2798 == 3 // $ == int 
jf @COL_5_4446 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_4446 
Camera.SetPosition(-267.5756, -1219.911, 10.2994, 0.0, 0.0, 0.0)
Camera.PointAt(-268.5739, -1219.966, 10.2809, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 4 // $ = int 

:COL_5_4446
if 
  $2798 == 4 // $ == int 
jf @COL_5_4557 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_4557 
Camera.SetPosition(-351.4564, -1232.334, 10.4296, 0.0, 0.0, 0.0)
Camera.PointAt(-350.6927, -1231.689, 10.4065, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 5 // $ = int 

:COL_5_4557
if 
  $2798 == 5 // $ == int 
jf @COL_5_4997 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_4997 
$2811 = Object.Angle($714)
0171: set_player $PLAYER_CHAR z_angle_to $2811 
Player.CanMove($PLAYER_CHAR, True)
03C4: set_status_text_to $10060 1 'SNBOB43' 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
  $2800 == 1 // $ == int 
jf @COL_5_4707 
00BC: text_highpriority 'COL5_B2' time 5000 1  // ~g~Get up front and clear the route for the Colonel's yacht.
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
$2800 += 1 // $ += int 

:COL_5_4707
if 
  $2800 == 0 // $ == int 
jf @COL_5_4990 
Car.Create($10062, #DINGHY, -721.5541, -1166.227, 8.2041)
Car.Angle($10062) = 298.6778
0129: $10061 = create_actor 4 #HMOST in_car $10062 driverseat 
Car.Create($10064, #DINGHY, -328.9775, -1259.425, 8.5349)
Car.Angle($10064) = 64.783
0129: $10065 = create_actor 4 #HMOST in_car $10064 driverseat 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
Car.Create($10066, #RCBARON, -581.9006, -1020.15, 37.0053)
Car.Angle($10066) = 242.2457
Car.Health($10066) = 700
04BA: set_car $10066 speed_instantly 40.0 
04D2: set_plane $10066 fly_autopilot_around_point $899 $900 23.0031 40 
Object.Create($10068, #RCBOMB, $3499, $3500, $3501)
Car.StorePos($10066, $3332, $3333, $3334)
035C: place_object $10068 relative_to_car $10066 offset 0.0 0.0 -0.4 
00BC: text_highpriority 'SNBOB42' time 5000 1 
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
$2800 += 1 // $ += int 

:COL_5_4990
$2798 = 6 // $ = int 

:COL_5_4997
if 
  $2798 == 10 // $ == int 
jf @COL_5_5125 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_5125 
Camera.SetPosition(223.1382, 976.4195, 11.1547, 0.0, 0.0, 0.0)
Camera.PointAt(222.8153, 975.4747, 11.2115, 2)
Camera.SetAtPos(222.8153, 975.4747, 11.2115)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 5 // $ = int 

:COL_5_5125
if 
  $2798 == 15 // $ == int 
jf @COL_5_5236 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_5236 
Camera.SetPosition(203.4923, 871.4227, 23.2555, 0.0, 0.0, 0.0)
Camera.PointAt(203.3397, 872.3857, 23.0336, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 16 // $ = int 

:COL_5_5236
if 
  $2742 == 2 // $ == int 
jf @COL_5_5393 
if 
  not fading 
jf @COL_5_5393 
Camera.SetPosition(75.9, 748.5027, 10.4895, 0.0, 0.0, 0.0)
if 
  not Car.Wrecked($2689)
jf @COL_5_5324 
Camera.OnVehicle($2689, 15, 2)

:COL_5_5324
0169: set_fade_color 0 0 1 
fade 1 500 
0395: clear_area 1 at 189.6395 888.1066 12.6813 range 60.0 
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 5 // $ = int 
$2742 = 3 // $ = int 

:COL_5_5393
if 
  $2798 == 16 // $ == int 
jf @COL_5_5513 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_5513 
0169: set_fade_color 0 0 1 
fade 0 1500 

:COL_5_5445
if 
  fading 
jf @COL_5_5469 
wait 0 
jump @COL_5_5445 

:COL_5_5469
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
049F: set_scripted_file $722 distance_along_path_to 3250.0 
049E: set_scripted_file $722 speed_to 0.0 
Camera.Restore_WithJumpCut
wait 0 
wait 0 
jump @COL_5_28399 

:COL_5_5513
Object.StorePos($714, $448, $449, $450)
$2811 = Object.Angle($714)
if 
  $2741 == 0 // $ == int 
jf @COL_5_5616 
if 
  5.0 > $2810 // float > $ 
jf @COL_5_5591 
0078: $2810 += frame_delta_time * 0.01 // float 
jump @COL_5_5608 

:COL_5_5591
$2810 = 5.0 // $ = float 
$2741 = 1 // $ = int 

:COL_5_5608
049E: set_scripted_file $722 speed_to $2810 

:COL_5_5616
if 
  $2768 == 0 // $ == int 
jf @COL_5_5766 
if 
04E5:   object $714 near_point -277.999 614.19 radius 25.0 25.0 sphere 0 
jf @COL_5_5711 
if 
  $2787 == 0 // $ == int 
jf @COL_5_5697 
$2787 = 1 // $ = int 

:COL_5_5697
$2768 = 3 // $ = int 
jump @COL_5_5766 

:COL_5_5711
if and
  $2769 == 1 // $ == int 
  $2770 == 1 // $ == int 
  $2771 == 1 // $ == int 
jf @COL_5_5766 
0084: $2772 = $4811 // $ = $ int 
$2772 += 8000 // $ += int 
$2768 = 1 // $ = int 

:COL_5_5766
if 
  $2787 == 1 // $ == int 
jf @COL_5_6710 
Car.RemoveReferences($2677)
Car.RemoveReferences($2682)
Car.RemoveReferences($2674)
Car.RemoveReferences($2675)
Car.RemoveReferences($2676)
Actor.RemoveReferences($2670)
Actor.RemoveReferences($2671)
Actor.RemoveReferences($2672)
Actor.RemoveReferences($2673)
Actor.RemoveReferences($2678)
Actor.RemoveReferences($2679)
Actor.RemoveReferences($2680)
Actor.RemoveReferences($2681)
Car.Create($2694, #DINGHY, 246.161, 934.99, 6.0)
Car.Angle($2694) = 165.0
0129: $2711 = create_actor 9 #HMOST in_car $2694 driverseat 
Actor.Create($2712, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2712 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2712 into_turret_on_car $2694 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($2695, #DINGHY, 252.074, 929.9, 6.0)
Car.Angle($2695) = 165.0
0129: $2713 = create_actor 9 #HMOST in_car $2695 driverseat 
Actor.Create($2714, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2714 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2714 into_turret_on_car $2695 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($2696, #RIO, 229.653, 929.049, 6.0)
Car.Angle($2696) = 124.5
0129: $2721 = create_actor 9 #HMOST in_car $2696 driverseat 
Actor.Create($2715, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2715 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2715 into_turret_on_car $2696 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
Car.Create($2697, #TROPIC, 217.382, 940.656, 6.0)
Car.Angle($2697) = -136.5
Car.Create($2698, #DINGHY, 210.127, 932.185, 6.0)
Car.Angle($2698) = 166.5
0129: $2716 = create_actor 9 #HMOST in_car $2698 driverseat 
Actor.Create($2717, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2717 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2717 into_turret_on_car $2698 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 
Car.Create($2699, #MARQUIS, 201.639, 942.166, 6.0)
Car.Angle($2699) = 72.0
Actor.Create($2718, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2718 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2718 into_turret_on_car $2699 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
Actor.Create($2719, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2719 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2719 into_turret_on_car $2699 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
Actor.Create($2720, 9, #HMOST, 274.1312, 969.9899, 23.4139)
0084: $2734 = $2720 // $ = $ int 
gosub @COL_5_32176 
0464: put_actor $2720 into_turret_on_car $2699 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
Car.Create($2700, #TROPIC, 187.631, 953.41, 6.0)
Car.Angle($2700) = -126.0
Car.Create($2701, #MARQUIS, 168.216, 955.625, 6.0)
Car.Angle($2701) = -106.5
Car.Create($2702, #TROPIC, 195.398, 767.808, 6.0)
Car.Angle($2702) = -7.5
0129: $2722 = create_actor 9 #HMOST in_car $2702 driverseat 
$2787 = 2 // $ = int 

:COL_5_6710
if 
  $2768 == 1 // $ == int 
jf @COL_5_6769 
if 
001C:   $4811 > $2772 // $ > $ int 
jf @COL_5_6769 
0169: set_fade_color 0 0 1 
fade 0 1500 
$2768 = 2 // $ = int 

:COL_5_6769
if 
  $2768 == 3 // $ == int 
jf @COL_5_7043 
if 
  $2787 == 0 // $ == int 
jf @COL_5_6812 
$2787 = 1 // $ = int 

:COL_5_6812
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_6885 
0055: put_player $PLAYER_CHAR at $448 $449 $450 
jump @COL_5_6899 

:COL_5_6885
012A: put_player $PLAYER_CHAR at $448 $449 $450 and_remove_from_car 

:COL_5_6899
0171: set_player $PLAYER_CHAR z_angle_to $2811 
Camera.SetBehindPlayer
Camera.SetAtPos($448, $449, $450)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(160.3909, 797.2673, 7.6438, 0.0, 0.0, 0.0)
Camera.PointAt(159.4485, 797.5592, 7.8072, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 8500 // $ += int 
$2798 = 10 // $ = int 
wait 500 
0169: set_fade_color 0 0 1 
fade 1 1500 
$2768 = 4 // $ = int 

:COL_5_7043
if 
  $2768 == 2 // $ == int 
jf @COL_5_7098 
if 
  not fading 
jf @COL_5_7098 
049F: set_scripted_file $722 distance_along_path_to 2700.0 
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
$2768 = 3 // $ = int 

:COL_5_7098
if 
  $2766 == 0 // $ == int 
jf @COL_5_7161 
if 
04E5:   object $714 near_point 194.999 891.496 radius 25.0 25.0 sphere 0 
jf @COL_5_7161 
$2766 = 1 // $ = int 

:COL_5_7161
if 
  $2766 == 1 // $ == int 
jf @COL_5_7363 
if 
  $2788 == 0 // $ == int 
jf @COL_5_7245 
if 
  $2562 == 0 // $ == int 
jf @COL_5_7238 
$2562 = 1 // $ = int 
0084: $2587 = $4811 // $ = $ int 
$2587 += 5000 // $ += int 

:COL_5_7238
$2788 = 1 // $ = int 

:COL_5_7245
if 
   not $2810 == 0.0 // $ == float 
jf @COL_5_7329 
if 
  0.0 > $2810 // float > $ 
jf @COL_5_7304 
$2810 = 0.0 // $ = float 
jump @COL_5_7314 

:COL_5_7304
007E: $2810 -= frame_delta_time * 0.01 // float 

:COL_5_7314
049E: set_scripted_file $722 speed_to $2810 
jump @COL_5_7363 

:COL_5_7329
$2766 = 2 // $ = int 
032B: $2729 = create_weapon_pickup #RUGER 2 ammo 120 at 190.5261 885.2347 13.7132 

:COL_5_7363
if 
  $2766 == 2 // $ == int 
jf @COL_5_7547 
if 
  $2767 == -1 // $ == int 
jf @COL_5_7406 
$2767 = 1 // $ = int 

:COL_5_7406
if 
  $2763 == -2 // $ == int 
jf @COL_5_7447 
0084: $2782 = $4811 // $ = $ int 
$2782 += 5000 // $ += int 
$2763 = -1 // $ = int 

:COL_5_7447
if 
  $2784 == -1 // $ == int 
jf @COL_5_7472 
$2784 = 0 // $ = int 

:COL_5_7472
if 
  $2785 == -1 // $ == int 
jf @COL_5_7497 
$2785 = 0 // $ = int 

:COL_5_7497
if 
  $2799 == -1 // $ == int 
jf @COL_5_7522 
$2799 = 0 // $ = int 

:COL_5_7522
if 
  $2786 == -1 // $ == int 
jf @COL_5_7547 
$2786 = 0 // $ = int 

:COL_5_7547
if 
  $2792 == 0 // $ == int 
jf @COL_5_7660 
if 
  $2742 > 0 // $ > int 
jf @COL_5_7660 
if 
  Car.Wrecked($2689)
jf @COL_5_7660 
if 
  not Car.Wrecked($2699)
jf @COL_5_7637 
00BC: text_highpriority 'COL5_B2' time 200 1  // ~g~Get up front and clear the route for the Colonel's yacht.
jump @COL_5_7660 

:COL_5_7637
0084: $2797 = $4811 // $ = $ int 
$2797 += 6000 // $ += int 
$2792 = 1 // $ = int 

:COL_5_7660
if 
  $2792 == 1 // $ == int 
jf @COL_5_7893 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_7893 
Actor.RemoveReferences($2703)
Actor.RemoveReferences($2704)
Actor.RemoveReferences($2705)
Actor.RemoveReferences($2706)
Actor.RemoveReferences($2708)
Actor.RemoveReferences($2709)
Actor.RemoveReferences($2710)
Actor.RemoveReferences($2725)
Actor.RemoveReferences($2726)
Actor.RemoveReferences($2727)
Car.Destroy($2699)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(218.3319, 1001.141, 10.0492, 0.0, 0.0, 0.0)
Camera.PointAt(218.0191, 1000.191, 10.0691, 2)
049E: set_scripted_file $722 speed_to 5.0 
0395: clear_area 1 at $448 $449 $450 range 100.0 
Pickup.Destroy($2728)
Pickup.Destroy($2729)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
$2798 = 15 // $ = int 
$2792 = 2 // $ = int 

:COL_5_7893
if 
  $2792 == 2 // $ == int 
jf @COL_5_8128 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @COL_5_8128 
if 
  5.0 > $2810 // float > $ 
jf @COL_5_7968 
0078: $2810 += frame_delta_time * 0.01 // float 
jump @COL_5_7985 

:COL_5_7968
$2810 = 5.0 // $ = float 
$2792 = 2 // $ = int 

:COL_5_7985
049E: set_scripted_file $722 speed_to $2810 
if 
   not $10060 >= 1 // $ >= int 
jf @COL_5_8128 
00BC: text_highpriority 'SNBOB44' time 4000 1 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
00BC: text_highpriority 'SNBOB44' time 4000 1 
020C: create_explosion 6 at $899 $900 $901 
0322: kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SNBOB44' time 4000 1 
wait 3900 
jump @COL_5_32766 

:COL_5_8128
if 
  not Actor.Dead($2684)
jf @COL_5_8404 
if 
  $2795 == 0 // $ == int 
jf @COL_5_8228 
if 
8183:   not player $PLAYER_CHAR health > 50 
jf @COL_5_8228 
if 
  $2577 == 0 // $ == int 
jf @COL_5_8221 
$2577 = 1 // $ = int 
0084: $2600 = $4811 // $ = $ int 
$2600 += 5000 // $ += int 

:COL_5_8221
$2795 = 1 // $ = int 

:COL_5_8228
if 
  $2793 == 0 // $ == int 
jf @COL_5_8313 
if 
8184:   not actor $2684 health > 180 
jf @COL_5_8313 
if 
  $2568 == 0 // $ == int 
jf @COL_5_8306 
$2568 = 1 // $ = int 
0084: $2591 = $4811 // $ = $ int 
$2591 += 5000 // $ += int 

:COL_5_8306
$2793 = 1 // $ = int 

:COL_5_8313
if 
  $2794 == 0 // $ == int 
jf @COL_5_8397 
if 
8184:   not actor $2684 health > 100 
jf @COL_5_8397 
if 
  $2570 == 0 // $ == int 
jf @COL_5_8390 
$2570 = 1 // $ = int 
0084: $2593 = $4811 // $ = $ int 
$2593 += 5000 // $ += int 

:COL_5_8390
$2794 = 1 // $ = int 

:COL_5_8397
jump @COL_5_8468 

:COL_5_8404
00BC: text_highpriority 'COL5_B3' time 5000 1  // ~r~The Colonel is dead!
0169: set_fade_color 225 225 225 
fade 0 1000 

:COL_5_8437
if 
  fading 
jf @COL_5_8461 
wait 0 
jump @COL_5_8437 

:COL_5_8461
jump @COL_5_32387 

:COL_5_8468
if 
  Actor.Dead($2685)
jf @COL_5_8489 
Actor.DestroyWithFade($2685)

:COL_5_8489
if 
  Actor.Dead($2686)
jf @COL_5_8510 
Actor.DestroyWithFade($2686)

:COL_5_8510
if 
  Actor.Dead($2687)
jf @COL_5_8531 
Actor.DestroyWithFade($2687)

:COL_5_8531
if 
  Actor.Dead($2730)
jf @COL_5_8552 
Actor.DestroyWithFade($2730)

:COL_5_8552
0084: $2731 = $2694 // $ = $ int 
0084: $2732 = $2711 // $ = $ int 
0084: $2733 = $2712 // $ = $ int 
0084: $2777 = $2784 // $ = $ int 
gosub @COL_5_29579 
0084: $2694 = $2731 // $ = $ int 
0084: $2784 = $2777 // $ = $ int 
0084: $2731 = $2695 // $ = $ int 
0084: $2732 = $2713 // $ = $ int 
0084: $2733 = $2714 // $ = $ int 
0084: $2777 = $2785 // $ = $ int 
gosub @COL_5_29579 
0084: $2695 = $2731 // $ = $ int 
0084: $2785 = $2777 // $ = $ int 
0084: $2731 = $2698 // $ = $ int 
0084: $2732 = $2716 // $ = $ int 
0084: $2733 = $2717 // $ = $ int 
0084: $2777 = $2786 // $ = $ int 
gosub @COL_5_29579 
0084: $2698 = $2731 // $ = $ int 
0084: $2786 = $2777 // $ = $ int 
if 
  not Car.Wrecked($2696)
jf @COL_5_9508 
if 
  not Actor.Dead($2721)
jf @COL_5_9484 
if 
  $2799 == 0 // $ == int 
jf @COL_5_8804 
02DB: set_boat $2696 speed_to 10.0 
02D3: boat $2696 drive_to 171.0578 942.3843 6.0 
$2799 = 1 // $ = int 

:COL_5_8804
if 
  $2799 == 1 // $ == int 
jf @COL_5_8887 
if 
01AD:   car $2696 sphere 0 near_point 171.0578 942.3843 radius 8.0 8.0 
jf @COL_5_8887 
02D3: boat $2696 drive_to 148.7975 947.8748 6.0 
$2799 = 2 // $ = int 

:COL_5_8887
if 
  $2799 == 2 // $ == int 
jf @COL_5_8970 
if 
01AD:   car $2696 sphere 0 near_point 148.7975 947.8748 radius 8.0 8.0 
jf @COL_5_8970 
02D3: boat $2696 drive_to 129.6003 936.7351 6.0 
$2799 = 3 // $ = int 

:COL_5_8970
if 
  $2799 == 3 // $ == int 
jf @COL_5_9053 
if 
01AD:   car $2696 sphere 0 near_point 129.6003 936.7351 radius 8.0 8.0 
jf @COL_5_9053 
02D3: boat $2696 drive_to 122.3512 920.2498 6.0 
$2799 = 4 // $ = int 

:COL_5_9053
if 
  $2799 == 4 // $ == int 
jf @COL_5_9136 
if 
01AD:   car $2696 sphere 0 near_point 122.3512 920.2498 radius 8.0 8.0 
jf @COL_5_9136 
02D3: boat $2696 drive_to 124.624 909.1359 6.0 
$2799 = 5 // $ = int 

:COL_5_9136
if 
  $2799 == 5 // $ == int 
jf @COL_5_9219 
if 
01AD:   car $2696 sphere 0 near_point 124.624 909.1359 radius 8.0 8.0 
jf @COL_5_9219 
02D3: boat $2696 drive_to 138.0438 900.7563 6.0 
$2799 = 6 // $ = int 

:COL_5_9219
if 
  $2799 == 6 // $ == int 
jf @COL_5_9302 
if 
01AD:   car $2696 sphere 0 near_point 138.0438 900.7563 radius 8.0 8.0 
jf @COL_5_9302 
02D3: boat $2696 drive_to 161.4032 891.2236 6.0 
$2799 = 7 // $ = int 

:COL_5_9302
if 
  $2799 == 7 // $ == int 
jf @COL_5_9385 
if 
01AD:   car $2696 sphere 0 near_point 161.4032 891.2236 radius 8.0 8.0 
jf @COL_5_9385 
02D3: boat $2696 drive_to 176.3047 887.8659 6.0 
$2799 = 8 // $ = int 

:COL_5_9385
if 
  $2799 == 8 // $ == int 
jf @COL_5_9477 
if 
01AD:   car $2696 sphere 0 near_point 176.3047 887.8659 radius 8.0 8.0 
jf @COL_5_9477 
02DB: set_boat $2696 speed_to 0.0 
02D4: car $2696 turn_off_engine 
0323: enable_boat $2696 anchor 1 
00AF: set_car $2696 driver_behaviour_to 11 
$2799 = 9 // $ = int 

:COL_5_9477
jump @COL_5_9501 

:COL_5_9484
Actor.RemoveReferences($2721)
Car.RemoveReferences($2696)
$2698 = -1 // $ = int 

:COL_5_9501
jump @COL_5_9532 

:COL_5_9508
Actor.RemoveReferences($2721)
Car.RemoveReferences($2696)
$2698 = -1 // $ = int 
$2799 = -1 // $ = int 

:COL_5_9532
if 
  not Car.Wrecked($2702)
jf @COL_5_9778 
if 
  not Actor.Dead($2722)
jf @COL_5_9718 
if 
  $2767 == 1 // $ == int 
jf @COL_5_9619 
02D3: boat $2702 drive_to 200.4224 885.9669 6.0 
02DB: set_boat $2702 speed_to 8.0 
$2767 = 2 // $ = int 

:COL_5_9619
if 
  $2767 == 2 // $ == int 
jf @COL_5_9711 
if 
01AD:   car $2702 sphere 0 near_point 200.4224 885.9669 radius 8.0 8.0 
jf @COL_5_9711 
02DB: set_boat $2702 speed_to 0.0 
00AF: set_car $2702 driver_behaviour_to 11 
02D4: car $2702 turn_off_engine 
0323: enable_boat $2702 anchor 1 
$2767 = 3 // $ = int 

:COL_5_9711
jump @COL_5_9771 

:COL_5_9718
00AF: set_car $2702 driver_behaviour_to 11 
02DB: set_boat $2702 speed_to 0.0 
02D4: car $2702 turn_off_engine 
0323: enable_boat $2702 anchor 1 
03A2: set_vehicle $2702 action 4 
Car.RemoveReferences($2702)
Actor.RemoveReferences($2722)
$2702 = -1 // $ = int 

:COL_5_9771
jump @COL_5_9802 

:COL_5_9778
Car.RemoveReferences($2702)
Actor.RemoveReferences($2722)
$2702 = -1 // $ = int 
$2767 = -1 // $ = int 

:COL_5_9802
if 
  $2767 == 3 // $ == int 
jf @COL_5_9919 
if 
  $2775 == 0 // $ == int 
jf @COL_5_9919 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
if 
  $447 > 11.2 // $ > float 
jf @COL_5_9919 
Actor.Create($2703, 9, #HMOST, 195.7159, 886.0515, 8.0)
0084: $2693 = $2703 // $ = $ int 
gosub @COL_5_32084 
$2775 = 1 // $ = int 

:COL_5_9919
if 
  not Actor.Dead($2703)
jf @COL_5_10726 
if 
  $2775 == 1 // $ == int 
jf @COL_5_10058 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_9991 
0239: actor $2703 run_to 196.3903 888.9396 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_9991
if 
00ED:   actor $2703 0 196.3903 888.9396 radius 1.0 1.0 
jf @COL_5_10058 
0239: actor $2703 run_to 194.5447 914.6995 
0411: set_actor $2703 use_pednode_seek 0 
$2775 = 2 // $ = int 

:COL_5_10058
if 
  $2775 == 2 // $ == int 
jf @COL_5_10181 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_10114 
0239: actor $2703 run_to 194.5447 914.6995 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_10114
if 
00ED:   actor $2703 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_10181 
0239: actor $2703 run_to 192.41 901.3952 
0411: set_actor $2703 use_pednode_seek 0 
$2775 = 3 // $ = int 

:COL_5_10181
if 
  $2775 == 3 // $ == int 
jf @COL_5_10304 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_10237 
0239: actor $2703 run_to 192.41 901.3952 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_10237
if 
00ED:   actor $2703 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_10304 
0239: actor $2703 run_to 196.3216 899.4728 
0411: set_actor $2703 use_pednode_seek 0 
$2775 = 4 // $ = int 

:COL_5_10304
if 
  $2775 == 4 // $ == int 
jf @COL_5_10427 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_10360 
0239: actor $2703 run_to 196.3216 899.4728 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_10360
if 
00ED:   actor $2703 0 196.3216 899.4728 radius 1.0 1.0 
jf @COL_5_10427 
0239: actor $2703 run_to 192.9792 875.6545 
0411: set_actor $2703 use_pednode_seek 0 
$2775 = 5 // $ = int 

:COL_5_10427
if 
  $2775 == 5 // $ == int 
jf @COL_5_10543 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_10476 
0239: actor $2703 run_to 192.9792 875.6545 

:COL_5_10476
if 
00ED:   actor $2703 0 192.9792 875.6545 radius 1.0 1.0 
jf @COL_5_10543 
0239: actor $2703 run_to 191.2296 869.7584 
0411: set_actor $2703 use_pednode_seek 0 
$2775 = 6 // $ = int 

:COL_5_10543
if 
  $2775 == 6 // $ == int 
jf @COL_5_10693 
if 
04FF:   actor $2703 no_objective 
jf @COL_5_10599 
0239: actor $2703 run_to 191.2296 869.7584 
0411: set_actor $2703 use_pednode_seek 0 

:COL_5_10599
if 
00ED:   actor $2703 0 191.2296 869.7584 radius 2.0 2.0 
jf @COL_5_10693 
01CA: actor $2703 kill_player $PLAYER_CHAR 
if 
  $2575 == 0 // $ == int 
jf @COL_5_10686 
$2575 = 1 // $ = int 
0084: $2598 = $4811 // $ = $ int 
$2598 += 5000 // $ += int 

:COL_5_10686
$2775 = 7 // $ = int 

:COL_5_10693
if 
  $2775 == 7 // $ == int 
jf @COL_5_10719 
01CA: actor $2703 kill_player $PLAYER_CHAR 

:COL_5_10719
jump @COL_5_10738 

:COL_5_10726
Actor.DestroyWithFade($2703)
$2775 = 0 // $ = int 

:COL_5_10738
if 
  $2775 > 1 // $ > int 
jf @COL_5_10855 
if 
  $2776 == 0 // $ == int 
jf @COL_5_10855 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
if 
  $447 > 11.2 // $ > float 
jf @COL_5_10855 
Actor.Create($2704, 9, #HMOST, 195.7159, 886.0515, 8.0)
0084: $2693 = $2704 // $ = $ int 
gosub @COL_5_32084 
$2776 = 1 // $ = int 

:COL_5_10855
if 
  not Actor.Dead($2704)
jf @COL_5_11628 
if 
  $2776 == 1 // $ == int 
jf @COL_5_10994 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_10927 
0239: actor $2704 run_to 196.3903 888.9396 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_10927
if 
00ED:   actor $2704 0 196.3903 888.9396 radius 1.0 1.0 
jf @COL_5_10994 
0239: actor $2704 run_to 194.5447 914.6995 
0411: set_actor $2704 use_pednode_seek 0 
$2776 = 2 // $ = int 

:COL_5_10994
if 
  $2776 == 2 // $ == int 
jf @COL_5_11117 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_11050 
0239: actor $2704 run_to 194.5447 914.6995 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_11050
if 
00ED:   actor $2704 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_11117 
0239: actor $2704 run_to 192.41 901.3952 
0411: set_actor $2704 use_pednode_seek 0 
$2776 = 3 // $ = int 

:COL_5_11117
if 
  $2776 == 3 // $ == int 
jf @COL_5_11240 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_11173 
0239: actor $2704 run_to 192.41 901.3952 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_11173
if 
00ED:   actor $2704 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_11240 
0239: actor $2704 run_to 187.9892 900.3357 
0411: set_actor $2704 use_pednode_seek 0 
$2776 = 4 // $ = int 

:COL_5_11240
if 
  $2776 == 4 // $ == int 
jf @COL_5_11363 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_11296 
0239: actor $2704 run_to 187.9892 900.3357 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_11296
if 
00ED:   actor $2704 0 187.9892 900.3357 radius 1.0 1.0 
jf @COL_5_11363 
0239: actor $2704 run_to 184.6517 876.7971 
0411: set_actor $2704 use_pednode_seek 0 
$2776 = 5 // $ = int 

:COL_5_11363
if 
  $2776 == 5 // $ == int 
jf @COL_5_11486 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_11419 
0239: actor $2704 run_to 184.6517 876.7971 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_11419
if 
00ED:   actor $2704 0 184.6517 876.7971 radius 1.0 1.0 
jf @COL_5_11486 
0239: actor $2704 run_to 184.4611 870.8157 
0411: set_actor $2704 use_pednode_seek 0 
$2776 = 6 // $ = int 

:COL_5_11486
if 
  $2776 == 6 // $ == int 
jf @COL_5_11595 
if 
04FF:   actor $2704 no_objective 
jf @COL_5_11542 
0239: actor $2704 run_to 184.4611 870.8157 
0411: set_actor $2704 use_pednode_seek 0 

:COL_5_11542
if 
00ED:   actor $2704 0 184.4611 870.8157 radius 2.0 2.0 
jf @COL_5_11595 
01CA: actor $2704 kill_player $PLAYER_CHAR 
$2776 = 7 // $ = int 

:COL_5_11595
if 
  $2776 == 7 // $ == int 
jf @COL_5_11621 
01CA: actor $2704 kill_player $PLAYER_CHAR 

:COL_5_11621
jump @COL_5_11640 

:COL_5_11628
Actor.DestroyWithFade($2704)
$2776 = 0 // $ = int 

:COL_5_11640
if 
  $2799 == 9 // $ == int 
jf @COL_5_11757 
if 
  $2779 == 0 // $ == int 
jf @COL_5_11757 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
if 
  $447 > 11.2 // $ > float 
jf @COL_5_11757 
Actor.Create($2705, 9, #HMOST, 184.5751, 887.7821, 8.0)
0084: $2693 = $2705 // $ = $ int 
gosub @COL_5_32084 
$2779 = 1 // $ = int 

:COL_5_11757
if 
  not Actor.Dead($2705)
jf @COL_5_12571 
if 
  $2779 == 1 // $ == int 
jf @COL_5_11896 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_11829 
0239: actor $2705 run_to 184.8738 891.4559 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11829
if 
00ED:   actor $2705 0 184.8738 891.4559 radius 1.0 1.0 
jf @COL_5_11896 
0239: actor $2705 run_to 194.5447 914.6995 
0411: set_actor $2705 use_pednode_seek 0 
$2779 = 2 // $ = int 

:COL_5_11896
if 
  $2779 == 2 // $ == int 
jf @COL_5_12019 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_11952 
0239: actor $2705 run_to 194.5447 914.6995 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_11952
if 
00ED:   actor $2705 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_12019 
0239: actor $2705 run_to 192.41 901.3952 
0411: set_actor $2705 use_pednode_seek 0 
$2779 = 3 // $ = int 

:COL_5_12019
if 
  $2779 == 3 // $ == int 
jf @COL_5_12142 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_12075 
0239: actor $2705 run_to 192.41 901.3952 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_12075
if 
00ED:   actor $2705 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_12142 
0239: actor $2705 run_to 196.3216 899.4728 
0411: set_actor $2705 use_pednode_seek 0 
$2779 = 4 // $ = int 

:COL_5_12142
if 
  $2779 == 4 // $ == int 
jf @COL_5_12265 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_12198 
0239: actor $2705 run_to 196.3216 899.4728 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_12198
if 
00ED:   actor $2705 0 196.3216 899.4728 radius 1.0 1.0 
jf @COL_5_12265 
0239: actor $2705 run_to 192.9792 875.6545 
0411: set_actor $2705 use_pednode_seek 0 
$2779 = 5 // $ = int 

:COL_5_12265
if 
  $2779 == 5 // $ == int 
jf @COL_5_12388 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_12321 
0239: actor $2705 run_to 192.9792 875.6545 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_12321
if 
00ED:   actor $2705 0 192.9792 875.6545 radius 1.0 1.0 
jf @COL_5_12388 
0239: actor $2705 run_to 191.2296 869.7584 
0411: set_actor $2705 use_pednode_seek 0 
$2779 = 6 // $ = int 

:COL_5_12388
if 
  $2779 == 6 // $ == int 
jf @COL_5_12538 
if 
04FF:   actor $2705 no_objective 
jf @COL_5_12444 
0239: actor $2705 run_to 191.2296 869.7584 
0411: set_actor $2705 use_pednode_seek 0 

:COL_5_12444
if 
00ED:   actor $2705 0 191.2296 869.7584 radius 2.0 2.0 
jf @COL_5_12538 
01CA: actor $2705 kill_player $PLAYER_CHAR 
if 
  $2575 == 0 // $ == int 
jf @COL_5_12531 
$2575 = 1 // $ = int 
0084: $2598 = $4811 // $ = $ int 
$2598 += 5000 // $ += int 

:COL_5_12531
$2779 = 7 // $ = int 

:COL_5_12538
if 
  $2779 == 7 // $ == int 
jf @COL_5_12564 
01CA: actor $2705 kill_player $PLAYER_CHAR 

:COL_5_12564
jump @COL_5_12583 

:COL_5_12571
Actor.DestroyWithFade($2705)
$2779 = 0 // $ = int 

:COL_5_12583
if 
  $2779 > 0 // $ > int 
jf @COL_5_12700 
if 
  $2780 == 0 // $ == int 
jf @COL_5_12700 
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
if 
  $447 > 11.2 // $ > float 
jf @COL_5_12700 
Actor.Create($2706, 9, #HMOST, 184.5751, 887.7821, 8.0)
0084: $2693 = $2706 // $ = $ int 
gosub @COL_5_32084 
$2780 = 1 // $ = int 

:COL_5_12700
if 
  not Actor.Dead($2706)
jf @COL_5_13473 
if 
  $2780 == 1 // $ == int 
jf @COL_5_12839 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_12772 
0239: actor $2706 run_to 184.8738 891.4559 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12772
if 
00ED:   actor $2706 0 184.8738 891.4559 radius 1.0 1.0 
jf @COL_5_12839 
0239: actor $2706 run_to 194.5447 914.6995 
0411: set_actor $2706 use_pednode_seek 0 
$2780 = 2 // $ = int 

:COL_5_12839
if 
  $2780 == 2 // $ == int 
jf @COL_5_12962 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_12895 
0239: actor $2706 run_to 194.5447 914.6995 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_12895
if 
00ED:   actor $2706 0 194.5447 914.6995 radius 1.0 1.0 
jf @COL_5_12962 
0239: actor $2706 run_to 192.41 901.3952 
0411: set_actor $2706 use_pednode_seek 0 
$2780 = 3 // $ = int 

:COL_5_12962
if 
  $2780 == 3 // $ == int 
jf @COL_5_13085 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_13018 
0239: actor $2706 run_to 192.41 901.3952 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_13018
if 
00ED:   actor $2706 0 192.41 901.3952 radius 1.0 1.0 
jf @COL_5_13085 
0239: actor $2706 run_to 187.9892 900.3357 
0411: set_actor $2706 use_pednode_seek 0 
$2780 = 4 // $ = int 

:COL_5_13085
if 
  $2780 == 4 // $ == int 
jf @COL_5_13208 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_13141 
0239: actor $2706 run_to 187.9892 900.3357 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_13141
if 
00ED:   actor $2706 0 187.9892 900.3357 radius 1.0 1.0 
jf @COL_5_13208 
0239: actor $2706 run_to 184.6517 876.7971 
0411: set_actor $2706 use_pednode_seek 0 
$2780 = 5 // $ = int 

:COL_5_13208
if 
  $2780 == 5 // $ == int 
jf @COL_5_13331 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_13264 
0239: actor $2706 run_to 184.6517 876.7971 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_13264
if 
00ED:   actor $2706 0 184.6517 876.7971 radius 1.0 1.0 
jf @COL_5_13331 
0239: actor $2706 run_to 184.4611 870.8157 
0411: set_actor $2706 use_pednode_seek 0 
$2780 = 6 // $ = int 

:COL_5_13331
if 
  $2780 == 6 // $ == int 
jf @COL_5_13440 
if 
04FF:   actor $2706 no_objective 
jf @COL_5_13387 
0239: actor $2706 run_to 184.4611 870.8157 
0411: set_actor $2706 use_pednode_seek 0 

:COL_5_13387
if 
00ED:   actor $2706 0 184.4611 870.8157 radius 2.0 2.0 
jf @COL_5_13440 
01CA: actor $2706 kill_player $PLAYER_CHAR 
$2780 = 7 // $ = int 

:COL_5_13440
if 
  $2780 == 7 // $ == int 
jf @COL_5_13466 
01CA: actor $2706 kill_player $PLAYER_CHAR 

:COL_5_13466
jump @COL_5_13485 

:COL_5_13473
Actor.DestroyWithFade($2706)
$2780 = 0 // $ = int 

:COL_5_13485
if 
  $2763 == -1 // $ == int 
jf @COL_5_13529 
if 
001C:   $4811 > $2782 // $ > $ int 
jf @COL_5_13529 
$2763 = 0 // $ = int 

:COL_5_13529
if 
  $2763 == 0 // $ == int 
jf @COL_5_13730 
Car.Create($2691, #MAVERICK, 314.2827, 993.9822, 13.2063)
Car.Health($2691) = 2000
0129: $2707 = create_actor 9 #HMOST in_car $2691 driverseat 
054A: set_actor $2707 can_be_shot_in_a_car 0 
020A: set_car $2691 door_status_to 2 
01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 
0084: $2736 = $2708 // $ = $ int 
gosub @COL_5_32236 
01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 
0084: $2736 = $2709 // $ = $ int 
gosub @COL_5_32236 
01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 
0084: $2736 = $2710 // $ = $ int 
gosub @COL_5_32236 
04BA: set_car $2691 speed_instantly 0.1 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 30 
$2763 = 1 // $ = int 

:COL_5_13730
if 
  $2763 > 0 // $ > int 
jf @COL_5_15139 
if 
  not Car.Wrecked($2691)
jf @COL_5_15071 
if 
  not Actor.Dead($2707)
jf @COL_5_14926 
if 
  $2763 == 1 // $ == int 
jf @COL_5_13853 
if 
01AF:   car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
jf @COL_5_13853 
$2763 = 2 // $ = int 

:COL_5_13853
if 
  $2763 == 2 // $ == int 
jf @COL_5_14045 
04A2: heli $2691 fly_to 188.1993 877.1445 30.0 speed 20 
if 
  $2800 == 2 // $ == int 
jf @COL_5_13990 
00BC: text_highpriority 'COL5_B5' time 5000 1  // ~g~Shoot down the helicopters, do not endanger the yacht.
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
if 
  $2563 == 0 // $ == int 
jf @COL_5_13983 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 5000 // $ += int 

:COL_5_13983
$2800 += 1 // $ += int 

:COL_5_13990
if 
01AF:   car $2691 0 188.1993 877.1445 30.0 radius 10.0 10.0 5.0 
jf @COL_5_14045 
$2763 = 3 // $ = int 

:COL_5_14045
if 
  $2763 == 3 // $ == int 
jf @COL_5_14145 
04A2: heli $2691 fly_to 188.1993 877.1445 16.0 speed 10 
if 
01AD:   car $2691 sphere 0 near_point 188.1993 877.1445 radius 5.0 5.0 
jf @COL_5_14145 
0084: $2738 = $4811 // $ = $ int 
$2738 += 100 // $ += int 
$2763 = 4 // $ = int 

:COL_5_14145
if 
  $2763 == 4 // $ == int 
jf @COL_5_14228 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_14228 
if 
  not Actor.Dead($2708)
jf @COL_5_14206 
01CA: actor $2708 kill_player $PLAYER_CHAR 

:COL_5_14206
0084: $2738 = $4811 // $ = $ int 
$2738 += 100 // $ += int 
$2763 = 5 // $ = int 

:COL_5_14228
if 
  $2763 == 5 // $ == int 
jf @COL_5_14311 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_14311 
if 
  not Actor.Dead($2709)
jf @COL_5_14289 
01CA: actor $2709 kill_player $PLAYER_CHAR 

:COL_5_14289
0084: $2738 = $4811 // $ = $ int 
$2738 += 80 // $ += int 
$2763 = 6 // $ = int 

:COL_5_14311
if 
  $2763 == 6 // $ == int 
jf @COL_5_14491 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_14491 
if 
  not Actor.Dead($2710)
jf @COL_5_14372 
01CA: actor $2710 kill_player $PLAYER_CHAR 

:COL_5_14372
0084: $2738 = $4811 // $ = $ int 
$2738 += 1500 // $ += int 
if 
  $2574 == 0 // $ == int 
jf @COL_5_14436 
$2574 = 1 // $ = int 
0084: $2597 = $4811 // $ = $ int 
$2597 += 5000 // $ += int 
jump @COL_5_14484 

:COL_5_14436
$2574 = 0 // $ = int 
if 
  $2575 == 0 // $ == int 
jf @COL_5_14484 
$2575 = 1 // $ = int 
0084: $2598 = $4811 // $ = $ int 
$2598 += 5000 // $ += int 

:COL_5_14484
$2763 = 7 // $ = int 

:COL_5_14491
if 
  $2763 == 7 // $ == int 
jf @COL_5_14605 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_14605 
04A2: heli $2691 fly_to 189.1993 879.1445 30.0 speed 20 
if 
01AF:   car $2691 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
jf @COL_5_14605 
$2763 = 8 // $ = int 

:COL_5_14605
if 
  $2763 == 8 // $ == int 
jf @COL_5_14700 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 
if 
01AF:   car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 
jf @COL_5_14700 
$2763 = 9 // $ = int 

:COL_5_14700
if 
  $2763 == 9 // $ == int 
jf @COL_5_14919 
04A2: heli $2691 fly_to 314.2827 993.9822 15.0 speed 20 
if 
01AF:   car $2691 0 314.2827 993.9822 15.0 radius 5.0 5.0 4.0 
jf @COL_5_14919 
Actor.RemoveReferences($2708)
Actor.RemoveReferences($2709)
Actor.RemoveReferences($2710)
01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 
0084: $2736 = $2708 // $ = $ int 
gosub @COL_5_32236 
01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 
0084: $2736 = $2709 // $ = $ int 
gosub @COL_5_32236 
01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 
0084: $2736 = $2710 // $ = $ int 
gosub @COL_5_32236 
04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 
$2763 = 1 // $ = int 

:COL_5_14919
jump @COL_5_15064 

:COL_5_14926
if 
  not Actor.Dead($2708)
jf @COL_5_14963 
if 
  Actor.Driving($2708)
jf @COL_5_14963 
03E2: actor $2708 leave_any_car 

:COL_5_14963
if 
  not Actor.Dead($2709)
jf @COL_5_15000 
if 
  Actor.Driving($2709)
jf @COL_5_15000 
03E2: actor $2709 leave_any_car 

:COL_5_15000
if 
  not Actor.Dead($2710)
jf @COL_5_15037 
if 
  Actor.Driving($2710)
jf @COL_5_15037 
03E2: actor $2710 leave_any_car 

:COL_5_15037
0564: set_vehicle $2691 helicopter_simulate_crash_landing 
0508: vehicle $2691 close_all_doors 
Car.RemoveReferences($2691)
Actor.DestroyWithFade($2707)
$2691 = -1 // $ = int 

:COL_5_15064
jump @COL_5_15076 

:COL_5_15071
Car.RemoveReferences($2691)

:COL_5_15076
if 
  Actor.Dead($2708)
jf @COL_5_15097 
Actor.DestroyWithFade($2708)

:COL_5_15097
if 
  Actor.Dead($2709)
jf @COL_5_15118 
Actor.DestroyWithFade($2709)

:COL_5_15118
if 
  Actor.Dead($2710)
jf @COL_5_15139 
Actor.DestroyWithFade($2710)

:COL_5_15139
if and
  Car.Wrecked($2691)
  $2763 > 0 // $ > int 
jf @COL_5_15187 
if 
  $2764 == -1 // $ == int 
jf @COL_5_15187 
$2764 = 0 // $ = int 

:COL_5_15187
if 
  $2763 > 4 // $ > int 
jf @COL_5_15230 
if 
  $2764 == -1 // $ == int 
jf @COL_5_15230 
$2764 = 0 // $ = int 

:COL_5_15230
if 
  $2764 == 0 // $ == int 
jf @COL_5_15431 
Car.Create($2723, #MAVERICK, 302.9623, 909.7476, 11.6869)
Car.Health($2723) = 2000
0129: $2724 = create_actor 9 #HMOST in_car $2723 driverseat 
054A: set_actor $2724 can_be_shot_in_a_car 0 
020A: set_car $2723 door_status_to 2 
01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 
0084: $2736 = $2725 // $ = $ int 
gosub @COL_5_32236 
01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 
0084: $2736 = $2726 // $ = $ int 
gosub @COL_5_32236 
01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 
0084: $2736 = $2727 // $ = $ int 
gosub @COL_5_32236 
04BA: set_car $2723 speed_instantly 0.1 
04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 30 
$2764 = 1 // $ = int 

:COL_5_15431
if 
  $2764 > 0 // $ > int 
jf @COL_5_16784 
if 
  not Car.Wrecked($2723)
jf @COL_5_16716 
if 
  not Actor.Dead($2724)
jf @COL_5_16571 
if 
  $2764 == 1 // $ == int 
jf @COL_5_15554 
if 
01AF:   car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
jf @COL_5_15554 
$2764 = 2 // $ = int 

:COL_5_15554
if 
  $2764 == 2 // $ == int 
jf @COL_5_15690 
04A2: heli $2723 fly_to 188.1993 879.1445 25.0 speed 20 
if 
01AF:   car $2723 0 188.1993 879.1445 25.0 radius 10.0 10.0 5.0 
jf @COL_5_15690 
if 
  $2563 == 0 // $ == int 
jf @COL_5_15683 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 2500 // $ += int 

:COL_5_15683
$2764 = 3 // $ = int 

:COL_5_15690
if 
  $2764 == 3 // $ == int 
jf @COL_5_15790 
04A2: heli $2723 fly_to 188.1993 879.1445 16.0 speed 10 
if 
01AD:   car $2723 sphere 0 near_point 188.1993 879.1445 radius 5.0 5.0 
jf @COL_5_15790 
0084: $2738 = $4811 // $ = $ int 
$2738 += 100 // $ += int 
$2764 = 4 // $ = int 

:COL_5_15790
if 
  $2764 == 4 // $ == int 
jf @COL_5_15873 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_15873 
if 
  not Actor.Dead($2725)
jf @COL_5_15851 
01CA: actor $2725 kill_player $PLAYER_CHAR 

:COL_5_15851
0084: $2738 = $4811 // $ = $ int 
$2738 += 100 // $ += int 
$2764 = 5 // $ = int 

:COL_5_15873
if 
  $2764 == 5 // $ == int 
jf @COL_5_15956 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_15956 
if 
  not Actor.Dead($2726)
jf @COL_5_15934 
01CA: actor $2726 kill_player $PLAYER_CHAR 

:COL_5_15934
0084: $2738 = $4811 // $ = $ int 
$2738 += 80 // $ += int 
$2764 = 6 // $ = int 

:COL_5_15956
if 
  $2764 == 6 // $ == int 
jf @COL_5_16136 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_16136 
if 
  not Actor.Dead($2727)
jf @COL_5_16017 
01CA: actor $2727 kill_player $PLAYER_CHAR 

:COL_5_16017
0084: $2738 = $4811 // $ = $ int 
$2738 += 1500 // $ += int 
if 
  $2576 == 0 // $ == int 
jf @COL_5_16081 
$2576 = 1 // $ = int 
0084: $2599 = $4811 // $ = $ int 
$2599 += 5000 // $ += int 
jump @COL_5_16129 

:COL_5_16081
$2576 = 0 // $ = int 
if 
  $2579 == 0 // $ == int 
jf @COL_5_16129 
$2579 = 1 // $ = int 
0084: $2601 = $4811 // $ = $ int 
$2601 += 5000 // $ += int 

:COL_5_16129
$2764 = 7 // $ = int 

:COL_5_16136
if 
  $2764 == 7 // $ == int 
jf @COL_5_16250 
if 
001C:   $4811 > $2738 // $ > $ int 
jf @COL_5_16250 
04A2: heli $2723 fly_to 189.1993 879.1445 30.0 speed 20 
if 
01AF:   car $2723 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 
jf @COL_5_16250 
$2764 = 8 // $ = int 

:COL_5_16250
if 
  $2764 == 8 // $ == int 
jf @COL_5_16345 
04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 20 
if 
01AF:   car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 
jf @COL_5_16345 
$2764 = 9 // $ = int 

:COL_5_16345
if 
  $2764 == 9 // $ == int 
jf @COL_5_16564 
04A2: heli $2723 fly_to 302.9623 909.7476 13.0 speed 20 
if 
01AF:   car $2723 0 302.9623 909.7476 13.0 radius 5.0 5.0 4.0 
jf @COL_5_16564 
Actor.RemoveReferences($2725)
Actor.RemoveReferences($2726)
Actor.RemoveReferences($2727)
01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 
0084: $2736 = $2725 // $ = $ int 
gosub @COL_5_32236 
01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 
0084: $2736 = $2726 // $ = $ int 
gosub @COL_5_32236 
01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 
0084: $2736 = $2727 // $ = $ int 
gosub @COL_5_32236 
04A2: heli $2723 fly_to 302.9623 909.7476 40.0 speed 20 
$2764 = 1 // $ = int 

:COL_5_16564
jump @COL_5_16709 

:COL_5_16571
if 
  not Actor.Dead($2725)
jf @COL_5_16608 
if 
  Actor.Driving($2725)
jf @COL_5_16608 
03E2: actor $2725 leave_any_car 

:COL_5_16608
if 
  not Actor.Dead($2726)
jf @COL_5_16645 
if 
  Actor.Driving($2726)
jf @COL_5_16645 
03E2: actor $2726 leave_any_car 

:COL_5_16645
if 
  not Actor.Dead($2727)
jf @COL_5_16682 
if 
  Actor.Driving($2727)
jf @COL_5_16682 
03E2: actor $2727 leave_any_car 

:COL_5_16682
0564: set_vehicle $2723 helicopter_simulate_crash_landing 
0508: vehicle $2723 close_all_doors 
Car.RemoveReferences($2723)
Actor.DestroyWithFade($2724)
$2723 = -1 // $ = int 

:COL_5_16709
jump @COL_5_16721 

:COL_5_16716
Car.RemoveReferences($2723)

:COL_5_16721
if 
  Actor.Dead($2725)
jf @COL_5_16742 
Actor.DestroyWithFade($2725)

:COL_5_16742
if 
  Actor.Dead($2726)
jf @COL_5_16763 
Actor.DestroyWithFade($2726)

:COL_5_16763
if 
  Actor.Dead($2727)
jf @COL_5_16784 
Actor.DestroyWithFade($2727)

:COL_5_16784
if 
  not Car.Wrecked($2689)
jf @COL_5_17001 
if 
  not Actor.Dead($2690)
jf @COL_5_16967 
0084: $2688 = $2689 // $ = $ int 
gosub @COL_5_30365 
if 
01AD:   car $2689 sphere 0 near_point $448 $449 radius 40.0 40.0 
jf @COL_5_16960 
if 
  $2796 == 0 // $ == int 
jf @COL_5_16921 
00BC: text_highpriority 'COL5_B4' time 5000 1  // ~g~Shoot the attacking helicopter out of the sky.
0084: $2801 = $4811 // $ = $ int 
$2801 += 4000 // $ += int 
$2796 = 1 // $ = int 

:COL_5_16921
0209: $10067 = random_int_in_ranges 0 12 
0541: fire_guns_on_vehicle $2689 
if 
  $10067 == 1 // $ == int 
jf @COL_5_16960 
$10060 -= 2 // $ -= int 

:COL_5_16960
jump @COL_5_16994 

:COL_5_16967
0564: set_vehicle $2689 helicopter_simulate_crash_landing 
0508: vehicle $2689 close_all_doors 
Car.RemoveReferences($2689)
Actor.RemoveReferences($2690)
$2689 = -1 // $ = int 

:COL_5_16994
jump @COL_5_17293 

:COL_5_17001
Car.RemoveReferences($2689)
Actor.RemoveReferences($2690)
if 
  $2742 == 0 // $ == int 
jf @COL_5_17293 
if and
  Car.Wrecked($2691)
  $2763 > 0 // $ > int 
jf @COL_5_17168 
if and
  Car.Wrecked($2723)
  $2764 > 0 // $ > int 
jf @COL_5_17145 
if 
001C:   $4811 > $2739 // $ > $ int 
jf @COL_5_17138 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
fade 0 500 
$2742 = 1 // $ = int 

:COL_5_17138
jump @COL_5_17161 

:COL_5_17145
0084: $2739 = $4811 // $ = $ int 
$2739 += 8000 // $ += int 

:COL_5_17161
jump @COL_5_17184 

:COL_5_17168
0084: $2739 = $4811 // $ = $ int 
$2739 += 8000 // $ += int 

:COL_5_17184
if 
  $2742 == 1 // $ == int 
jf @COL_5_17293 
Car.Create($2689, #HUNTER, 21.2864, 720.1946, 13.0)
Car.Angle($2689) = 312.7112
0129: $2690 = create_actor 9 #HMOST in_car $2689 driverseat 
Car.Health($2689) = 3000
020A: set_car $2689 door_status_to 2 
04BA: set_car $2689 speed_instantly 30.0 
0446: set_actor $2690 dismemberment_possible 0 
054A: set_actor $2690 can_be_shot_in_a_car 0 
$2742 = 2 // $ = int 

:COL_5_17293
if 
   not $2751 == 4 // $ == int 
jf @COL_5_17814 
if 
  not Car.Wrecked($2677)
jf @COL_5_17528 
if 
  $2751 == 1 // $ == int 
jf @COL_5_17416 
if 
01AD:   car $2677 sphere 0 near_point -247.1728 -1215.75 radius 26.0 26.0 
jf @COL_5_17416 
0477: set_car $2677 action 6 time 200 
0084: $2752 = $4811 // $ = $ int 
$2752 += 199 // $ += int 
$2751 = 2 // $ = int 

:COL_5_17416
if 
  $2751 == 2 // $ == int 
jf @COL_5_17470 
if 
001C:   $4811 > $2752 // $ > $ int 
jf @COL_5_17470 
0477: set_car $2677 action 3 time 5000 
$2751 = 3 // $ = int 

:COL_5_17470
if 
  $2751 == 3 // $ == int 
jf @COL_5_17521 
if 
01C1:   car $2677 stopped 
jf @COL_5_17521 
0477: set_car $2677 action 1 time 5000 
$2751 = 4 // $ = int 

:COL_5_17521
jump @COL_5_17807 

:COL_5_17528
if 
  $2751 == 0 // $ == int 
jf @COL_5_17807 
if 
001C:   $4811 > $2752 // $ > $ int 
jf @COL_5_17807 
0395: clear_area 1 at -238.2693 -1361.33 7.0786 range 500.0 
Car.Create($2677, #WASHING, -238.2693, -1361.33, 7.0786)
0229: set_car $2677 color_to 0 0 
Car.Angle($2677) = 10.7405
0129: $2670 = create_actor 9 #HMOST in_car $2677 driverseat 
0084: $2693 = $2670 // $ = $ int 
gosub @COL_5_32039 
01C8: $2671 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 0 
0084: $2693 = $2671 // $ = $ int 
gosub @COL_5_32039 
01C8: $2672 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 1 
0084: $2693 = $2672 // $ = $ int 
gosub @COL_5_32039 
01C8: $2673 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 2 
0084: $2693 = $2673 // $ = $ int 
gosub @COL_5_32039 
Car.SetMaxSpeed($2677, 100.0)
04BA: set_car $2677 speed_instantly 30.0 
00AE: set_vehicle $2677 traffic_behavior_to 2 
02C2: car $2677 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $2677 abandon_path_radius 255 
$2751 = 1 // $ = int 

:COL_5_17807
jump @COL_5_21326 

:COL_5_17814
if 
  not Actor.Dead($2670)
jf @COL_5_18284 
if 
  $2753 == 0 // $ == int 
jf @COL_5_17877 
0239: actor $2670 run_to -257.2504 -1214.484 
0411: set_actor $2670 use_pednode_seek 0 
$2753 = 1 // $ = int 

:COL_5_17877
if 
  $2753 == 1 // $ == int 
jf @COL_5_17962 
if 
00ED:   actor $2670 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_17962 
0239: actor $2670 run_to -266.0016 -1214.565 
0411: set_actor $2670 use_pednode_seek 0 
$2753 = 2 // $ = int 

:COL_5_17962
if 
  $2753 == 2 // $ == int 
jf @COL_5_18047 
if 
00ED:   actor $2670 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_18047 
0239: actor $2670 run_to -321.7568 -1214.596 
0411: set_actor $2670 use_pednode_seek 0 
$2753 = 3 // $ = int 

:COL_5_18047
if 
  $2753 == 3 // $ == int 
jf @COL_5_18132 
if 
00ED:   actor $2670 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_18132 
0239: actor $2670 run_to -323.5134 -1232.98 
0411: set_actor $2670 use_pednode_seek 0 
$2753 = 4 // $ = int 

:COL_5_18132
if 
  $2753 == 4 // $ == int 
jf @COL_5_18258 
if 
00ED:   actor $2670 0 -323.5134 -1232.98 radius 1.5 1.5 
jf @COL_5_18258 
if 
  not Car.Wrecked($2676)
jf @COL_5_18250 
0464: put_actor $2670 into_turret_on_car $2676 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 
$2753 = 5 // $ = int 
jump @COL_5_18258 

:COL_5_18250
01CA: actor $2670 kill_player $PLAYER_CHAR 

:COL_5_18258
if 
  $2753 == 5 // $ == int 
jf @COL_5_18284 
01CA: actor $2670 kill_player $PLAYER_CHAR 

:COL_5_18284
if 
  not Actor.Dead($2671)
jf @COL_5_18713 
if 
  $2754 == 0 // $ == int 
jf @COL_5_18347 
0239: actor $2671 run_to -257.2504 -1214.484 
0411: set_actor $2671 use_pednode_seek 0 
$2754 = 1 // $ = int 

:COL_5_18347
if 
  $2754 == 1 // $ == int 
jf @COL_5_18432 
if 
00ED:   actor $2671 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_18432 
0239: actor $2671 run_to -266.0016 -1214.565 
0411: set_actor $2671 use_pednode_seek 0 
$2754 = 2 // $ = int 

:COL_5_18432
if 
  $2754 == 2 // $ == int 
jf @COL_5_18517 
if 
00ED:   actor $2671 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_18517 
0239: actor $2671 run_to -321.7568 -1214.596 
0411: set_actor $2671 use_pednode_seek 0 
$2754 = 3 // $ = int 

:COL_5_18517
if 
  $2754 == 3 // $ == int 
jf @COL_5_18602 
if 
00ED:   actor $2671 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_18602 
0239: actor $2671 run_to -323.5134 -1232.98 
0411: set_actor $2671 use_pednode_seek 0 
$2754 = 4 // $ = int 

:COL_5_18602
if 
  $2754 == 4 // $ == int 
jf @COL_5_18713 
if 
00ED:   actor $2671 0 -323.5134 -1232.98 radius 1.5 1.5 
jf @COL_5_18713 
if 
  not Car.Wrecked($2676)
jf @COL_5_18705 
Actor.DestroyInstantly($2671)
0129: $2671 = create_actor 9 #HMOST in_car $2676 driverseat 
$2754 = 5 // $ = int 
jump @COL_5_18713 

:COL_5_18705
01CA: actor $2671 kill_player $PLAYER_CHAR 

:COL_5_18713
if 
  not Car.Wrecked($2676)
jf @COL_5_19438 
if 
  not Actor.Dead($2671)
jf @COL_5_19397 
if and
  $2753 == 5 // $ == int 
  $2754 == 5 // $ == int 
jf @COL_5_19390 
0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 -20.0 0.0 
if 
01AF:   car $2676 0 $445 $446 6.0 radius 5.0 5.0 5.0 
jf @COL_5_19041 
02DB: set_boat $2676 speed_to 2.0 
$4886 = Object.Angle($714)
$2808 = Car.Angle($2676)
0086: $5922 = $4886 // $ = $ float 
0061: $5922 -= $2808 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @COL_5_18916 
$5922 += 360.0 // $ += float 

:COL_5_18916
if 
  $5922 > 180.0 // $ > float 
jf @COL_5_18947 
$5922 -= 360.0 // $ -= float 

:COL_5_18947
if 
  0.0 > $5922 // float > $ 
jf @COL_5_18985 
0078: $2808 += frame_delta_time * 1.0 // float 
jump @COL_5_18995 

:COL_5_18985
007E: $2808 -= frame_delta_time * 1.0 // float 

:COL_5_18995
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @COL_5_19034 
Car.Angle($2676) = $2808

:COL_5_19034
jump @COL_5_19283 

:COL_5_19041
if 
01AD:   car $2676 sphere 0 near_point $445 $446 radius 10.0 10.0 
jf @COL_5_19273 
02DB: set_boat $2676 speed_to 6.0 
$4886 = Object.Angle($714)
$2808 = Car.Angle($2676)
0086: $5922 = $4886 // $ = $ float 
0061: $5922 -= $2808 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @COL_5_19148 
$5922 += 360.0 // $ += float 

:COL_5_19148
if 
  $5922 > 180.0 // $ > float 
jf @COL_5_19179 
$5922 -= 360.0 // $ -= float 

:COL_5_19179
if 
  0.0 > $5922 // float > $ 
jf @COL_5_19217 
0078: $2808 += frame_delta_time * 1.0 // float 
jump @COL_5_19227 

:COL_5_19217
007E: $2808 -= frame_delta_time * 1.0 // float 

:COL_5_19227
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @COL_5_19266 
Car.Angle($2676) = $2808

:COL_5_19266
jump @COL_5_19283 

:COL_5_19273
02DB: set_boat $2676 speed_to 12.0 

:COL_5_19283
02D3: boat $2676 drive_to $445 $446 6.0 
if 
81AD:   not car $2676 sphere 0 near_point $448 $449 radius 300.0 300.0 
jf @COL_5_19340 
$2670 = -1 // $ = int 

:COL_5_19340
if 
  Actor.Dead($2670)
jf @COL_5_19390 
Car.RemoveReferences($2682)
Car.RemoveReferences($2676)
$2676 = -1 // $ = int 
Actor.RemoveReferences($2671)
Actor.RemoveReferences($2670)
$2771 = 1 // $ = int 

:COL_5_19390
jump @COL_5_19431 

:COL_5_19397
Car.RemoveReferences($2682)
Car.RemoveReferences($2676)
$2676 = -1 // $ = int 
Actor.RemoveReferences($2671)
Actor.RemoveReferences($2670)
$2771 = 1 // $ = int 

:COL_5_19431
jump @COL_5_19570 

:COL_5_19438
if 
  $2789 == 0 // $ == int 
jf @COL_5_19536 
if 
  not Car.Wrecked($2674)
jf @COL_5_19536 
if 
  Car.Wrecked($2675)
jf @COL_5_19536 
if 
  $2561 == 0 // $ == int 
jf @COL_5_19529 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 5000 // $ += int 

:COL_5_19529
$2789 = 1 // $ = int 

:COL_5_19536
Car.RemoveReferences($2682)
Car.RemoveReferences($2676)
$2676 = -1 // $ = int 
Actor.RemoveReferences($2671)
Actor.RemoveReferences($2670)
$2771 = 1 // $ = int 

:COL_5_19570
if 
  not Actor.Dead($2672)
jf @COL_5_20040 
if 
  $2755 == 0 // $ == int 
jf @COL_5_19633 
0239: actor $2672 run_to -257.2504 -1214.484 
0411: set_actor $2672 use_pednode_seek 0 
$2755 = 1 // $ = int 

:COL_5_19633
if 
  $2755 == 1 // $ == int 
jf @COL_5_19718 
if 
00ED:   actor $2672 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_19718 
0239: actor $2672 run_to -266.0016 -1214.565 
0411: set_actor $2672 use_pednode_seek 0 
$2755 = 2 // $ = int 

:COL_5_19718
if 
  $2755 == 2 // $ == int 
jf @COL_5_19803 
if 
00ED:   actor $2672 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_19803 
0239: actor $2672 run_to -321.7568 -1214.596 
0411: set_actor $2672 use_pednode_seek 0 
$2755 = 3 // $ = int 

:COL_5_19803
if 
  $2755 == 3 // $ == int 
jf @COL_5_19888 
if 
00ED:   actor $2672 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_19888 
0239: actor $2672 run_to -332.7804 -1217.117 
0411: set_actor $2672 use_pednode_seek 0 
$2755 = 4 // $ = int 

:COL_5_19888
if 
  $2755 == 4 // $ == int 
jf @COL_5_20014 
if 
00ED:   actor $2672 0 -332.7804 -1217.117 radius 2.0 2.0 
jf @COL_5_20014 
if 
  not Car.Wrecked($2675)
jf @COL_5_20006 
0464: put_actor $2672 into_turret_on_car $2675 at_car_offset 0.6462 1.4897 1.3333 position 0 angle 360.0 with_weapon 23 
$2755 = 5 // $ = int 
jump @COL_5_20014 

:COL_5_20006
01CA: actor $2672 kill_player $PLAYER_CHAR 

:COL_5_20014
if 
  $2753 == 5 // $ == int 
jf @COL_5_20040 
01CA: actor $2672 kill_player $PLAYER_CHAR 

:COL_5_20040
if 
  not Actor.Dead($2673)
jf @COL_5_20469 
if 
  $2756 == 0 // $ == int 
jf @COL_5_20103 
0239: actor $2673 run_to -257.2504 -1214.484 
0411: set_actor $2673 use_pednode_seek 0 
$2756 = 1 // $ = int 

:COL_5_20103
if 
  $2756 == 1 // $ == int 
jf @COL_5_20188 
if 
00ED:   actor $2673 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_20188 
0239: actor $2673 run_to -266.0016 -1214.565 
0411: set_actor $2673 use_pednode_seek 0 
$2756 = 2 // $ = int 

:COL_5_20188
if 
  $2756 == 2 // $ == int 
jf @COL_5_20273 
if 
00ED:   actor $2673 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_20273 
0239: actor $2673 run_to -321.7568 -1214.596 
0411: set_actor $2673 use_pednode_seek 0 
$2756 = 3 // $ = int 

:COL_5_20273
if 
  $2756 == 3 // $ == int 
jf @COL_5_20358 
if 
00ED:   actor $2673 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_20358 
0239: actor $2673 run_to -332.7804 -1217.117 
0411: set_actor $2673 use_pednode_seek 0 
$2756 = 4 // $ = int 

:COL_5_20358
if 
  $2756 == 4 // $ == int 
jf @COL_5_20469 
if 
00ED:   actor $2673 0 -332.7804 -1217.117 radius 2.0 2.0 
jf @COL_5_20469 
if 
  not Car.Wrecked($2675)
jf @COL_5_20461 
Actor.DestroyInstantly($2673)
0129: $2673 = create_actor 9 #HMOST in_car $2675 driverseat 
$2756 = 5 // $ = int 
jump @COL_5_20469 

:COL_5_20461
01CA: actor $2673 kill_player $PLAYER_CHAR 

:COL_5_20469
if 
  not Car.Wrecked($2675)
jf @COL_5_21194 
if 
  not Actor.Dead($2673)
jf @COL_5_21153 
if and
  $2755 == 5 // $ == int 
  $2756 == 5 // $ == int 
jf @COL_5_21055 
0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 0.0 0.0 
if 
01AF:   car $2675 0 $445 $446 6.0 radius 5.0 5.0 5.0 
jf @COL_5_20797 
02DB: set_boat $2675 speed_to 2.0 
$4886 = Object.Angle($714)
$2807 = Car.Angle($2675)
0086: $5922 = $4886 // $ = $ float 
0061: $5922 -= $2807 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @COL_5_20672 
$5922 += 360.0 // $ += float 

:COL_5_20672
if 
  $5922 > 180.0 // $ > float 
jf @COL_5_20703 
$5922 -= 360.0 // $ -= float 

:COL_5_20703
if 
  0.0 > $5922 // float > $ 
jf @COL_5_20741 
0078: $2807 += frame_delta_time * 1.0 // float 
jump @COL_5_20751 

:COL_5_20741
007E: $2807 -= frame_delta_time * 1.0 // float 

:COL_5_20751
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @COL_5_20790 
Car.Angle($2675) = $2807

:COL_5_20790
jump @COL_5_21039 

:COL_5_20797
if 
01AD:   car $2675 sphere 0 near_point $445 $446 radius 10.0 10.0 
jf @COL_5_21029 
02DB: set_boat $2675 speed_to 6.0 
$4886 = Object.Angle($714)
$2807 = Car.Angle($2675)
0086: $5922 = $4886 // $ = $ float 
0061: $5922 -= $2807 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @COL_5_20904 
$5922 += 360.0 // $ += float 

:COL_5_20904
if 
  $5922 > 180.0 // $ > float 
jf @COL_5_20935 
$5922 -= 360.0 // $ -= float 

:COL_5_20935
if 
  0.0 > $5922 // float > $ 
jf @COL_5_20973 
0078: $2807 += frame_delta_time * 1.0 // float 
jump @COL_5_20983 

:COL_5_20973
007E: $2807 -= frame_delta_time * 1.0 // float 

:COL_5_20983
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @COL_5_21022 
Car.Angle($2675) = $2807

:COL_5_21022
jump @COL_5_21039 

:COL_5_21029
02DB: set_boat $2675 speed_to 12.0 

:COL_5_21039
02D3: boat $2675 drive_to $445 $446 6.0 

:COL_5_21055
if 
81AD:   not car $2675 sphere 0 near_point $448 $449 radius 300.0 300.0 
jf @COL_5_21096 
$2672 = -1 // $ = int 

:COL_5_21096
if 
  Actor.Dead($2672)
jf @COL_5_21146 
Car.RemoveReferences($2682)
Car.RemoveReferences($2675)
$2675 = -1 // $ = int 
Actor.RemoveReferences($2673)
Actor.RemoveReferences($2672)
$2770 = 1 // $ = int 

:COL_5_21146
jump @COL_5_21187 

:COL_5_21153
Car.RemoveReferences($2682)
Car.RemoveReferences($2675)
$2675 = -1 // $ = int 
Actor.RemoveReferences($2673)
Actor.RemoveReferences($2672)
$2770 = 1 // $ = int 

:COL_5_21187
jump @COL_5_21326 

:COL_5_21194
if 
  $2789 == 0 // $ == int 
jf @COL_5_21292 
if 
  not Car.Wrecked($2674)
jf @COL_5_21292 
if 
  Car.Wrecked($2676)
jf @COL_5_21292 
if 
  $2561 == 0 // $ == int 
jf @COL_5_21285 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 5000 // $ += int 

:COL_5_21285
$2789 = 1 // $ = int 

:COL_5_21292
Car.RemoveReferences($2682)
Car.RemoveReferences($2675)
$2675 = -1 // $ = int 
Actor.RemoveReferences($2673)
Actor.RemoveReferences($2672)
$2770 = 1 // $ = int 

:COL_5_21326
if 
   not $2757 == 4 // $ == int 
jf @COL_5_21859 
if 
  not Car.Wrecked($2682)
jf @COL_5_21561 
if 
  $2757 == 1 // $ == int 
jf @COL_5_21449 
if 
01AD:   car $2682 sphere 0 near_point -247.1728 -1215.75 radius 33.0 33.0 
jf @COL_5_21449 
0477: set_car $2682 action 7 time 200 
0084: $2758 = $4811 // $ = $ int 
$2758 += 199 // $ += int 
$2757 = 2 // $ = int 

:COL_5_21449
if 
  $2757 == 2 // $ == int 
jf @COL_5_21503 
if 
001C:   $4811 > $2758 // $ > $ int 
jf @COL_5_21503 
0477: set_car $2682 action 4 time 5000 
$2757 = 3 // $ = int 

:COL_5_21503
if 
  $2757 == 3 // $ == int 
jf @COL_5_21554 
if 
01C1:   car $2682 stopped 
jf @COL_5_21554 
0477: set_car $2682 action 1 time 5000 
$2757 = 4 // $ = int 

:COL_5_21554
jump @COL_5_21852 

:COL_5_21561
if and
  $2757 == 0 // $ == int 
  $2751 > 0 // $ > int 
jf @COL_5_21852 
if 
838A:   not car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0 
jf @COL_5_21852 
Car.Create($2682, #WASHING, -238.2693, -1361.33, 7.0786)
0229: set_car $2682 color_to 0 0 
Car.Angle($2682) = 10.7405
Model.Destroy(#WASHING)
0129: $2678 = create_actor 9 #HMOST in_car $2682 driverseat 
0084: $2693 = $2678 // $ = $ int 
gosub @COL_5_32039 
01C8: $2679 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 0 
0084: $2693 = $2679 // $ = $ int 
gosub @COL_5_32039 
01C8: $2680 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 1 
0084: $2693 = $2680 // $ = $ int 
gosub @COL_5_32039 
01C8: $2681 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 2 
0084: $2693 = $2681 // $ = $ int 
gosub @COL_5_32039 
Car.SetMaxSpeed($2682, 100.0)
04BA: set_car $2682 speed_instantly 30.0 
00AE: set_vehicle $2682 traffic_behavior_to 2 
02C2: car $2682 drive_to_point -247.1728 -1215.75 7.0856 
04E0: car $2682 abandon_path_radius 255 
$2757 = 1 // $ = int 

:COL_5_21852
jump @COL_5_24644 

:COL_5_21859
if 
  not Actor.Dead($2678)
jf @COL_5_22058 
0084: $2737 = $2678 // $ = $ int 
0084: $2778 = $2759 // $ = $ int 
gosub @COL_5_33580 
0084: $2759 = $2778 // $ = $ int 
if 
  $2759 == 4 // $ == int 
jf @COL_5_22032 
if 
00ED:   actor $2678 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_22032 
if 
  not Car.Wrecked($2674)
jf @COL_5_22024 
0464: put_actor $2678 into_turret_on_car $2674 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 
$2759 = 5 // $ = int 
jump @COL_5_22032 

:COL_5_22024
01CA: actor $2678 kill_player $PLAYER_CHAR 

:COL_5_22032
if 
  $2759 == 5 // $ == int 
jf @COL_5_22058 
01CA: actor $2678 kill_player $PLAYER_CHAR 

:COL_5_22058
if 
  not Actor.Dead($2679)
jf @COL_5_22257 
0084: $2737 = $2679 // $ = $ int 
0084: $2778 = $2760 // $ = $ int 
gosub @COL_5_33580 
0084: $2760 = $2778 // $ = $ int 
if 
  $2760 == 4 // $ == int 
jf @COL_5_22231 
if 
00ED:   actor $2679 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_22231 
if 
  not Car.Wrecked($2674)
jf @COL_5_22223 
0464: put_actor $2679 into_turret_on_car $2674 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 
$2760 = 5 // $ = int 
jump @COL_5_22231 

:COL_5_22223
01CA: actor $2679 kill_player $PLAYER_CHAR 

:COL_5_22231
if 
  $2760 == 5 // $ == int 
jf @COL_5_22257 
01CA: actor $2679 kill_player $PLAYER_CHAR 

:COL_5_22257
if 
  not Actor.Dead($2680)
jf @COL_5_22456 
0084: $2737 = $2680 // $ = $ int 
0084: $2778 = $2761 // $ = $ int 
gosub @COL_5_33580 
0084: $2761 = $2778 // $ = $ int 
if 
  $2761 == 4 // $ == int 
jf @COL_5_22430 
if 
00ED:   actor $2680 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_22430 
if 
  not Car.Wrecked($2674)
jf @COL_5_22422 
0464: put_actor $2680 into_turret_on_car $2674 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 
$2761 = 5 // $ = int 
jump @COL_5_22430 

:COL_5_22422
01CA: actor $2680 kill_player $PLAYER_CHAR 

:COL_5_22430
if 
  $2761 == 5 // $ == int 
jf @COL_5_22456 
01CA: actor $2680 kill_player $PLAYER_CHAR 

:COL_5_22456
if 
  not Actor.Dead($2681)
jf @COL_5_22630 
0084: $2737 = $2681 // $ = $ int 
0084: $2778 = $2762 // $ = $ int 
gosub @COL_5_33580 
0084: $2762 = $2778 // $ = $ int 
if 
  $2762 == 4 // $ == int 
jf @COL_5_22630 
if 
00ED:   actor $2681 0 -328.9344 -1212.065 radius 1.5 1.5 
jf @COL_5_22630 
if 
  not Car.Wrecked($2674)
jf @COL_5_22622 
Actor.DestroyInstantly($2681)
0129: $2681 = create_actor 9 #HMOST in_car $2674 driverseat 
0084: $2765 = $4811 // $ = $ int 
$2765 += 5000 // $ += int 
$2762 = 5 // $ = int 
jump @COL_5_22630 

:COL_5_22622
01CA: actor $2681 kill_player $PLAYER_CHAR 

:COL_5_22630
if 
  not Car.Wrecked($2674)
jf @COL_5_24513 
if 
  not Actor.Dead($2681)
jf @COL_5_24462 
if and
  $2759 == 5 // $ == int 
  $2760 == 5 // $ == int 
  $2761 == 5 // $ == int 
  $2762 == 5 // $ == int 
001C:   $4811 > $2765 // $ > $ int 
jf @COL_5_24308 
if 
  $2790 == 0 // $ == int 
jf @COL_5_22935 
if 
  $2560 == 0 // $ == int 
jf @COL_5_22768 
$2560 = 1 // $ = int 
0084: $2585 = $4811 // $ = $ int 
$2585 += 5000 // $ += int 

:COL_5_22768
if 
  not Car.Wrecked($2674)
jf @COL_5_22808 
if 
  not Actor.Dead($2685)
jf @COL_5_22808 
01D9: actor $2685 destroy_car $2674 

:COL_5_22808
if 
  not Car.Wrecked($2675)
jf @COL_5_22848 
if 
  not Actor.Dead($2686)
jf @COL_5_22848 
01D9: actor $2686 destroy_car $2675 

:COL_5_22848
if 
  not Car.Wrecked($2676)
jf @COL_5_22888 
if 
  not Actor.Dead($2687)
jf @COL_5_22888 
01D9: actor $2687 destroy_car $2674 

:COL_5_22888
if 
  not Car.Wrecked($2676)
jf @COL_5_22928 
if 
  not Actor.Dead($2730)
jf @COL_5_22928 
01D9: actor $2730 destroy_car $2676 

:COL_5_22928
$2790 = 1 // $ = int 

:COL_5_22935
0400: create_coordinate $445 $446 $447 from_object $714 offset 20.0 20.0 0.0 
$4886 = Object.Angle($714)
$2806 = Car.Angle($2674)
0086: $5922 = $4886 // $ = $ float 
0061: $5922 -= $2806 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @COL_5_23027 
$5922 += 360.0 // $ += float 

:COL_5_23027
if 
  $5922 > 180.0 // $ > float 
jf @COL_5_23058 
$5922 -= 360.0 // $ -= float 

:COL_5_23058
if 
  0.0 > $5922 // float > $ 
jf @COL_5_23096 
007E: $2806 -= frame_delta_time * 2.0 // float 
jump @COL_5_23106 

:COL_5_23096
0078: $2806 += frame_delta_time * 2.0 // float 

:COL_5_23106
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @COL_5_23145 
Car.Angle($2674) = $2806

:COL_5_23145
if 
01AF:   car $2674 0 $445 $446 6.0 radius 10.0 10.0 5.0 
jf @COL_5_23206 
02DB: set_boat $2674 speed_to 2.0 
jump @COL_5_23267 

:COL_5_23206
if 
01AD:   car $2674 sphere 0 near_point $445 $446 radius 30.0 30.0 
jf @COL_5_23257 
02DB: set_boat $2674 speed_to 6.0 
jump @COL_5_23267 

:COL_5_23257
02DB: set_boat $2674 speed_to 12.0 

:COL_5_23267
02D3: boat $2674 drive_to $445 $446 6.0 
jump @COL_5_23290 

:COL_5_23290
if 
  Actor.Dead($10061)
jf @COL_5_23361 
Car.RemoveReferences($10062)
Actor.RemoveReferences($10061)
Car.Create($10062, #DINGHY, -721.5541, -1166.227, 8.2041)
Car.Angle($10062) = 298.6778
0129: $10061 = create_actor 4 #HMOST in_car $10062 driverseat 

:COL_5_23361
if 
  Car.Wrecked($10066)
jf @COL_5_23531 
Object.RemoveReferences($10068)
Car.RemoveReferences($10066)
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
Car.Create($10066, #RCBARON, -581.9006, -1020.15, 37.0053)
Car.Angle($10066) = 242.2457
Car.Health($10066) = 700
$10069 = 0 // $ = int 
04BA: set_car $10066 speed_instantly 40.0 
04D2: set_plane $10066 fly_autopilot_around_point $899 $900 23.0031 40 
Object.Create($10068, #RCBOMB, $3499, $3500, $3501)
Car.StorePos($10066, $3332, $3333, $3334)
035C: place_object $10068 relative_to_car $10066 offset 0.0 0.0 -0.4 

:COL_5_23531
if 
  Actor.Dead($10065)
jf @COL_5_23602 
Car.RemoveReferences($10064)
Actor.RemoveReferences($10065)
Car.Create($10064, #DINGHY, -328.9775, -1259.425, 8.5349)
Car.Angle($10064) = 64.783
0129: $10065 = create_actor 4 #HMOST in_car $10064 driverseat 

:COL_5_23602
if and
  Actor.InCar($10061, $10062)
  not Actor.Dead($10061)
  not Car.Wrecked($10062)
jf @COL_5_23678 
Object.StorePos($714, $448, $449, $450)
02DB: set_boat $10062 speed_to 50.0 
02D3: boat $10062 drive_to $448 $449 6.0 
jump @COL_5_23678 

:COL_5_23678
if and
  Actor.InCar($10065, $10064)
  not Actor.Dead($10065)
  not Car.Wrecked($10064)
jf @COL_5_23740 
02DB: set_boat $10064 speed_to 50.0 
02D3: boat $10064 drive_to $448 $449 6.0 
jump @COL_5_23740 

:COL_5_23740
if 
  not Car.Wrecked($10066)
jf @COL_5_23833 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
04D2: set_plane $10066 fly_autopilot_around_point $899 $900 23.0031 40 
Car.StorePos($10066, $3332, $3333, $3334)
if 
8185:   not car $10066 health > 675 
jf @COL_5_23833 
020B: explode_car $10066 
jump @COL_5_23833 

:COL_5_23833
if 
002F:   TIMERA >= $10067 // @ >= $ int 
jf @COL_5_23884 
$10060 -= 1 // $ -= int 
TIMERA = 0 // @ = int 
0209: $10067 = random_int_in_ranges 750 2200 
jump @COL_5_23884 

:COL_5_23884
if and
  TIMERB > 2500 // @ > int 
  $10069 == 1 // $ == int 
jf @COL_5_23978 
TIMERB = 0 // @ = int 
$10069 = 0 // $ = int 
Object.Create($10068, #RCBOMB, $3499, $3500, $3501)
Car.StorePos($10066, $3332, $3333, $3334)
035C: place_object $10068 relative_to_car $10066 offset 0.0 0.0 -0.4 

:COL_5_23978
if and
01FC:   player $PLAYER_CHAR near_car $10066 radius 2.0 2.0 0 
  $10069 == 0 // $ == int 
jf @COL_5_24079 
TIMERB = 0 // @ = int 
$10069 = 1 // $ = int 
Object.ToggleInMovingList($10068, True)
Object.CollisionDetection($10068, True)
04D9: object $10068 set_scripted_collision_check 1 
050E: sort_out_object $10068 collision_with_car $10066 
Object.Throw($10068, 0.0, 0.0, -6.0)

:COL_5_24079
if 
   not $10069 == 1 // $ == int 
jf @COL_5_24120 
035C: place_object $10068 relative_to_car $10066 offset 0.0 0.0 -0.4 

:COL_5_24120
if 
04DA:   has_object $10068 collided 
jf @COL_5_24182 
04D9: object $10068 set_scripted_collision_check 0 
Object.StorePos($10068, $3332, $3333, $3334)
020C: create_explosion 2 at $3332 $3333 $3334 
$10060 -= 15 // $ -= int 
Object.RemoveReferences($10068)

:COL_5_24182
if and
  not Actor.Dead($10061)
00EC:   actor $10061 0 $448 $449 radius 11.0 11.0 
  not Car.Wrecked($10062)
jf @COL_5_24245 
020B: explode_car $10062 
$10060 -= 30 // $ -= int 
jump @COL_5_24245 

:COL_5_24245
if and
  not Actor.Dead($10065)
00EC:   actor $10065 0 $448 $449 radius 25.0 25.0 
  not Car.Wrecked($10064)
jf @COL_5_24308 
020B: explode_car $10064 
$10060 -= 30 // $ -= int 
jump @COL_5_24308 

:COL_5_24308
if 
81AD:   not car $2674 sphere 0 near_point $448 $449 radius 300.0 300.0 
jf @COL_5_24363 
$2678 = -1 // $ = int 
$2679 = -1 // $ = int 
$2680 = -1 // $ = int 

:COL_5_24363
if 
  Actor.Dead($2678)
jf @COL_5_24455 
if 
  Actor.Dead($2679)
jf @COL_5_24455 
if 
  Actor.Dead($2680)
jf @COL_5_24455 
Car.RemoveReferences($2674)
$2674 = -1 // $ = int 
Car.RemoveReferences($2677)
Actor.RemoveReferences($2678)
Actor.RemoveReferences($2679)
Actor.RemoveReferences($2680)
Actor.RemoveReferences($2681)
$2769 = 1 // $ = int 

:COL_5_24455
jump @COL_5_24506 

:COL_5_24462
Car.RemoveReferences($2674)
$2674 = -1 // $ = int 
Car.RemoveReferences($2677)
Actor.RemoveReferences($2678)
Actor.RemoveReferences($2679)
Actor.RemoveReferences($2680)
Actor.RemoveReferences($2681)
$2769 = 1 // $ = int 

:COL_5_24506
jump @COL_5_24644 

:COL_5_24513
if 
  $2791 == 0 // $ == int 
jf @COL_5_24600 
if or
  not Car.Wrecked($2675)
  not Car.Wrecked($2676)
jf @COL_5_24600 
if 
  $2560 == 0 // $ == int 
jf @COL_5_24593 
$2560 = 1 // $ = int 
0084: $2585 = $4811 // $ = $ int 
$2585 += 5000 // $ += int 

:COL_5_24593
$2791 = 1 // $ = int 

:COL_5_24600
Car.RemoveReferences($2674)
$2674 = -1 // $ = int 
Car.RemoveReferences($2677)
Actor.RemoveReferences($2678)
Actor.RemoveReferences($2679)
Actor.RemoveReferences($2680)
Actor.RemoveReferences($2681)
$2769 = 1 // $ = int 

:COL_5_24644
if 
  $2560 > 0 // $ > int 
jf @COL_5_24899 
if 
  $2560 == 3 // $ == int 
jf @COL_5_24726 
if 
03D2:   wav 1 ended 
jf @COL_5_24726 
03D5: remove_text 'COL5_1'  // Port side! Port side!
$2560 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_24726
if 
  $2560 == 2 // $ == int 
jf @COL_5_24804 
if 
03D0:   wav 1 loaded 
jf @COL_5_24804 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_24797 
00BC: text_highpriority 'COL5_1' time 10000 1  // Port side! Port side!

:COL_5_24797
$2560 = 3 // $ = int 

:COL_5_24804
if 
  $2560 == 1 // $ == int 
jf @COL_5_24899 
if 
  $2607 == 0 // $ == int 
jf @COL_5_24873 
03CF: load_wav 'COL5_1' as 1 
$2560 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_24899 

:COL_5_24873
if 
001C:   $4811 > $2585 // $ > $ int 
jf @COL_5_24899 
$2560 = 0 // $ = int 

:COL_5_24899
if 
  $2561 > 0 // $ > int 
jf @COL_5_25154 
if 
  $2561 == 3 // $ == int 
jf @COL_5_24981 
if 
03D2:   wav 1 ended 
jf @COL_5_24981 
03D5: remove_text 'COL5_2'  // They're attacking from starboard!
$2561 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_24981
if 
  $2561 == 2 // $ == int 
jf @COL_5_25059 
if 
03D0:   wav 1 loaded 
jf @COL_5_25059 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_25052 
00BC: text_highpriority 'COL5_2' time 10000 1  // They're attacking from starboard!

:COL_5_25052
$2561 = 3 // $ = int 

:COL_5_25059
if 
  $2561 == 1 // $ == int 
jf @COL_5_25154 
if 
  $2607 == 0 // $ == int 
jf @COL_5_25128 
03CF: load_wav 'COL5_2' as 1 
$2561 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_25154 

:COL_5_25128
if 
001C:   $4811 > $2586 // $ > $ int 
jf @COL_5_25154 
$2561 = 0 // $ = int 

:COL_5_25154
if 
  $2562 > 0 // $ > int 
jf @COL_5_25409 
if 
  $2562 == 3 // $ == int 
jf @COL_5_25236 
if 
03D2:   wav 1 ended 
jf @COL_5_25236 
03D5: remove_text 'COL5_3'  // The bridge up ahead!
$2562 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_25236
if 
  $2562 == 2 // $ == int 
jf @COL_5_25314 
if 
03D0:   wav 1 loaded 
jf @COL_5_25314 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_25307 
00BC: text_highpriority 'COL5_3' time 10000 1  // The bridge up ahead!

:COL_5_25307
$2562 = 3 // $ = int 

:COL_5_25314
if 
  $2562 == 1 // $ == int 
jf @COL_5_25409 
if 
  $2607 == 0 // $ == int 
jf @COL_5_25383 
03CF: load_wav 'COL5_3' as 1 
$2562 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_25409 

:COL_5_25383
if 
001C:   $4811 > $2587 // $ > $ int 
jf @COL_5_25409 
$2562 = 0 // $ = int 

:COL_5_25409
if 
  $2563 > 0 // $ > int 
jf @COL_5_26097 
if 
  $2563 == 3 // $ == int 
jf @COL_5_25541 
if 
03D2:   wav 1 ended 
jf @COL_5_25541 
03D5: remove_text 'COL5_17'  // Oh my god they've got a helicopter!
03D5: remove_text 'COL5_18'  // Shoot the helicopter!
03D5: remove_text 'COL5_19'  // Tommy, take that chopper out!
03D5: remove_text 'COL5_20'  // He's coming again! Blow that chopper!
03D5: remove_text 'COL5_21'  // Look at the size of that chopper!
03D5: remove_text 'COL5_22'  // Here he comes again!
$2563 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_25541
if 
  $2563 == 2 // $ == int 
jf @COL_5_25834 
if 
03D0:   wav 1 loaded 
jf @COL_5_25834 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_25795 
if 
  $2783 == 0 // $ == int 
jf @COL_5_25630 
00BC: text_highpriority 'COL5_17' time 10000 1  // Oh my god they've got a helicopter!

:COL_5_25630
if 
  $2783 == 1 // $ == int 
jf @COL_5_25663 
00BC: text_highpriority 'COL5_18' time 10000 1  // Shoot the helicopter!

:COL_5_25663
if 
  $2783 == 2 // $ == int 
jf @COL_5_25696 
00BC: text_highpriority 'COL5_19' time 10000 1  // Tommy, take that chopper out!

:COL_5_25696
if 
  $2783 == 3 // $ == int 
jf @COL_5_25729 
00BC: text_highpriority 'COL5_20' time 10000 1  // He's coming again! Blow that chopper!

:COL_5_25729
if 
  $2783 == 4 // $ == int 
jf @COL_5_25762 
00BC: text_highpriority 'COL5_21' time 10000 1  // Look at the size of that chopper!

:COL_5_25762
if 
  $2783 == 5 // $ == int 
jf @COL_5_25795 
00BC: text_highpriority 'COL5_22' time 10000 1  // Here he comes again!

:COL_5_25795
$2783 += 1 // $ += int 
if 
  $2783 == 6 // $ == int 
jf @COL_5_25827 
$2783 = 0 // $ = int 

:COL_5_25827
$2563 = 3 // $ = int 

:COL_5_25834
if 
  $2563 == 1 // $ == int 
jf @COL_5_26097 
if 
  $2607 == 0 // $ == int 
jf @COL_5_26071 
if 
  $2783 == 0 // $ == int 
jf @COL_5_25900 
03CF: load_wav 'COL5_17' as 1 

:COL_5_25900
if 
  $2783 == 1 // $ == int 
jf @COL_5_25930 
03CF: load_wav 'COL5_18' as 1 

:COL_5_25930
if 
  $2783 == 2 // $ == int 
jf @COL_5_25960 
03CF: load_wav 'COL5_19' as 1 

:COL_5_25960
if 
  $2783 == 3 // $ == int 
jf @COL_5_25990 
03CF: load_wav 'COL5_20' as 1 

:COL_5_25990
if 
  $2783 == 4 // $ == int 
jf @COL_5_26020 
03CF: load_wav 'COL5_21' as 1 

:COL_5_26020
if 
  $2783 == 5 // $ == int 
jf @COL_5_26050 
03CF: load_wav 'COL5_22' as 1 

:COL_5_26050
$2563 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_26097 

:COL_5_26071
if 
001C:   $4811 > $2588 // $ > $ int 
jf @COL_5_26097 
$2563 = 0 // $ = int 

:COL_5_26097
if 
  $2568 > 0 // $ > int 
jf @COL_5_26352 
if 
  $2568 == 3 // $ == int 
jf @COL_5_26179 
if 
03D2:   wav 1 ended 
jf @COL_5_26179 
03D5: remove_text 'COL5_7'  // Stop shooting at me!
$2568 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_26179
if 
  $2568 == 2 // $ == int 
jf @COL_5_26257 
if 
03D0:   wav 1 loaded 
jf @COL_5_26257 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_26250 
00BC: text_highpriority 'COL5_7' time 10000 1  // Stop shooting at me!

:COL_5_26250
$2568 = 3 // $ = int 

:COL_5_26257
if 
  $2568 == 1 // $ == int 
jf @COL_5_26352 
if 
  $2607 == 0 // $ == int 
jf @COL_5_26326 
03CF: load_wav 'COL5_7' as 1 
$2568 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_26352 

:COL_5_26326
if 
001C:   $4811 > $2591 // $ > $ int 
jf @COL_5_26352 
$2568 = 0 // $ = int 

:COL_5_26352
if 
  $2570 > 0 // $ > int 
jf @COL_5_26607 
if 
  $2570 == 3 // $ == int 
jf @COL_5_26434 
if 
03D2:   wav 1 ended 
jf @COL_5_26434 
03D5: remove_text 'COL5_9'  // Tommy, stop them shooting at me!
$2570 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_26434
if 
  $2570 == 2 // $ == int 
jf @COL_5_26512 
if 
03D0:   wav 1 loaded 
jf @COL_5_26512 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_26505 
00BC: text_highpriority 'COL5_9' time 10000 1  // Tommy, stop them shooting at me!

:COL_5_26505
$2570 = 3 // $ = int 

:COL_5_26512
if 
  $2570 == 1 // $ == int 
jf @COL_5_26607 
if 
  $2607 == 0 // $ == int 
jf @COL_5_26581 
03CF: load_wav 'COL5_9' as 1 
$2570 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_26607 

:COL_5_26581
if 
001C:   $4811 > $2593 // $ > $ int 
jf @COL_5_26607 
$2570 = 0 // $ = int 

:COL_5_26607
if 
  $2571 > 0 // $ > int 
jf @COL_5_26862 
if 
  $2571 == 3 // $ == int 
jf @COL_5_26689 
if 
03D2:   wav 1 ended 
jf @COL_5_26689 
03D5: remove_text 'COL5_10'  // I have diplomatic immunity!
$2571 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_26689
if 
  $2571 == 2 // $ == int 
jf @COL_5_26767 
if 
03D0:   wav 1 loaded 
jf @COL_5_26767 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_26760 
00BC: text_highpriority 'COL5_10' time 10000 1  // I have diplomatic immunity!

:COL_5_26760
$2571 = 3 // $ = int 

:COL_5_26767
if 
  $2571 == 1 // $ == int 
jf @COL_5_26862 
if 
  $2607 == 0 // $ == int 
jf @COL_5_26836 
03CF: load_wav 'COL5_10' as 1 
$2571 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_26862 

:COL_5_26836
if 
001C:   $4811 > $2594 // $ > $ int 
jf @COL_5_26862 
$2571 = 0 // $ = int 

:COL_5_26862
if 
  $2573 > 0 // $ > int 
jf @COL_5_27117 
if 
  $2573 == 3 // $ == int 
jf @COL_5_26944 
if 
03D2:   wav 1 ended 
jf @COL_5_26944 
03D5: remove_text 'COL5_11'  // Don't shoot, I am a Colonel!
$2573 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_26944
if 
  $2573 == 2 // $ == int 
jf @COL_5_27022 
if 
03D0:   wav 1 loaded 
jf @COL_5_27022 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_27015 
00BC: text_highpriority 'COL5_11' time 10000 1  // Don't shoot, I am a Colonel!

:COL_5_27015
$2573 = 3 // $ = int 

:COL_5_27022
if 
  $2573 == 1 // $ == int 
jf @COL_5_27117 
if 
  $2607 == 0 // $ == int 
jf @COL_5_27091 
03CF: load_wav 'COL5_11' as 1 
$2573 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_27117 

:COL_5_27091
if 
001C:   $4811 > $2596 // $ > $ int 
jf @COL_5_27117 
$2573 = 0 // $ = int 

:COL_5_27117
if 
  $2574 > 0 // $ > int 
jf @COL_5_27372 
if 
  $2574 == 3 // $ == int 
jf @COL_5_27199 
if 
03D2:   wav 1 ended 
jf @COL_5_27199 
03D5: remove_text 'COL5_12'  // Thomas, kill them, my country will love you.
$2574 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_27199
if 
  $2574 == 2 // $ == int 
jf @COL_5_27277 
if 
03D0:   wav 1 loaded 
jf @COL_5_27277 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_27270 
00BC: text_highpriority 'COL5_12' time 10000 1  // Thomas, kill them, my country will love you.

:COL_5_27270
$2574 = 3 // $ = int 

:COL_5_27277
if 
  $2574 == 1 // $ == int 
jf @COL_5_27372 
if 
  $2607 == 0 // $ == int 
jf @COL_5_27346 
03CF: load_wav 'COL5_12' as 1 
$2574 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_27372 

:COL_5_27346
if 
001C:   $4811 > $2597 // $ > $ int 
jf @COL_5_27372 
$2574 = 0 // $ = int 

:COL_5_27372
if 
  $2575 > 0 // $ > int 
jf @COL_5_27627 
if 
  $2575 == 3 // $ == int 
jf @COL_5_27454 
if 
03D2:   wav 1 ended 
jf @COL_5_27454 
03D5: remove_text 'COL5_13'  // Tommy, we are being overrun by the French!
$2575 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_27454
if 
  $2575 == 2 // $ == int 
jf @COL_5_27532 
if 
03D0:   wav 1 loaded 
jf @COL_5_27532 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_27525 
00BC: text_highpriority 'COL5_13' time 10000 1  // Tommy, we are being overrun by the French!

:COL_5_27525
$2575 = 3 // $ = int 

:COL_5_27532
if 
  $2575 == 1 // $ == int 
jf @COL_5_27627 
if 
  $2607 == 0 // $ == int 
jf @COL_5_27601 
03CF: load_wav 'COL5_13' as 1 
$2575 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_27627 

:COL_5_27601
if 
001C:   $4811 > $2598 // $ > $ int 
jf @COL_5_27627 
$2575 = 0 // $ = int 

:COL_5_27627
if 
  $2576 > 0 // $ > int 
jf @COL_5_27882 
if 
  $2576 == 3 // $ == int 
jf @COL_5_27709 
if 
03D2:   wav 1 ended 
jf @COL_5_27709 
03D5: remove_text 'COL5_14'  // Tommy, everywhere I look, there are French men, I hate it!
$2576 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_27709
if 
  $2576 == 2 // $ == int 
jf @COL_5_27787 
if 
03D0:   wav 1 loaded 
jf @COL_5_27787 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_27780 
00BC: text_highpriority 'COL5_14' time 10000 1  // Tommy, everywhere I look, there are French men, I hate it!

:COL_5_27780
$2576 = 3 // $ = int 

:COL_5_27787
if 
  $2576 == 1 // $ == int 
jf @COL_5_27882 
if 
  $2607 == 0 // $ == int 
jf @COL_5_27856 
03CF: load_wav 'COL5_14' as 1 
$2576 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_27882 

:COL_5_27856
if 
001C:   $4811 > $2599 // $ > $ int 
jf @COL_5_27882 
$2576 = 0 // $ = int 

:COL_5_27882
if 
  $2577 > 0 // $ > int 
jf @COL_5_28137 
if 
  $2577 == 3 // $ == int 
jf @COL_5_27964 
if 
03D2:   wav 1 ended 
jf @COL_5_27964 
03D5: remove_text 'COL5_15'  // Tommy, how are you?
$2577 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_27964
if 
  $2577 == 2 // $ == int 
jf @COL_5_28042 
if 
03D0:   wav 1 loaded 
jf @COL_5_28042 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_28035 
00BC: text_highpriority 'COL5_15' time 10000 1  // Tommy, how are you?

:COL_5_28035
$2577 = 3 // $ = int 

:COL_5_28042
if 
  $2577 == 1 // $ == int 
jf @COL_5_28137 
if 
  $2607 == 0 // $ == int 
jf @COL_5_28111 
03CF: load_wav 'COL5_15' as 1 
$2577 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_28137 

:COL_5_28111
if 
001C:   $4811 > $2600 // $ > $ int 
jf @COL_5_28137 
$2577 = 0 // $ = int 

:COL_5_28137
if 
  $2579 > 0 // $ > int 
jf @COL_5_28392 
if 
  $2579 == 3 // $ == int 
jf @COL_5_28219 
if 
03D2:   wav 1 ended 
jf @COL_5_28219 
03D5: remove_text 'COL5_16'  // This is for Piaf and Gainesbourg and your stupid french bread!
$2579 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COL_5_3282 

:COL_5_28219
if 
  $2579 == 2 // $ == int 
jf @COL_5_28297 
if 
03D0:   wav 1 loaded 
jf @COL_5_28297 
03D1: play_wav 1 
if 
001C:   $4811 > $2801 // $ > $ int 
jf @COL_5_28290 
00BC: text_highpriority 'COL5_16' time 10000 1  // This is for Piaf and Gainesbourg and your stupid french bread!

:COL_5_28290
$2579 = 3 // $ = int 

:COL_5_28297
if 
  $2579 == 1 // $ == int 
jf @COL_5_28392 
if 
  $2607 == 0 // $ == int 
jf @COL_5_28366 
03CF: load_wav 'COL5_16' as 1 
$2579 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COL_5_28392 

:COL_5_28366
if 
001C:   $4811 > $2601 // $ > $ int 
jf @COL_5_28392 
$2579 = 0 // $ = int 

:COL_5_28392
jump @COL_5_3282 

:COL_5_28399
01BD: $4811 = current_time_in_ms 
0084: $28 = $4811 // $ = $ int 
$28 += 5000 // $ += int 

:COL_5_28420
if and
  not Player.Controllable($PLAYER_CHAR)
001C:   $28 > $4811 // $ > $ int 
jf @COL_5_28460 
wait 0 
01BD: $4811 = current_time_in_ms 
jump @COL_5_28420 

:COL_5_28460
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
Car.Destroy($2674)
Car.Destroy($2675)
Car.Destroy($2676)
Car.Destroy($2677)
Car.Destroy($2682)
Car.Destroy($2688)
Car.Destroy($2689)
Car.Destroy($2691)
Car.Destroy($2694)
Car.Destroy($2695)
Car.Destroy($2696)
Car.Destroy($2697)
Car.Destroy($2698)
Car.Destroy($2699)
Car.Destroy($2700)
Car.Destroy($2701)
Car.Destroy($2702)
Car.Destroy($2723)
Car.Destroy($2731)
Actor.DestroyInstantly($2670)
Actor.DestroyInstantly($2671)
Actor.DestroyInstantly($2672)
Actor.DestroyInstantly($2673)
Actor.DestroyInstantly($2678)
Actor.DestroyInstantly($2679)
Actor.DestroyInstantly($2680)
Actor.DestroyInstantly($2681)
Actor.DestroyInstantly($2684)
Actor.DestroyInstantly($2685)
Actor.DestroyInstantly($2686)
Actor.DestroyInstantly($2687)
Actor.DestroyInstantly($2730)
Actor.DestroyInstantly($2690)
Actor.DestroyInstantly($2707)
Actor.DestroyInstantly($2708)
Actor.DestroyInstantly($2709)
Actor.DestroyInstantly($2710)
Actor.DestroyInstantly($2724)
Actor.DestroyInstantly($2725)
Actor.DestroyInstantly($2726)
Actor.DestroyInstantly($2727)
Actor.DestroyInstantly($2703)
Actor.DestroyInstantly($2704)
Actor.DestroyInstantly($2705)
Actor.DestroyInstantly($2706)
Actor.DestroyInstantly($2711)
Actor.DestroyInstantly($2712)
Actor.DestroyInstantly($2713)
Actor.DestroyInstantly($2714)
Actor.DestroyInstantly($2715)
Actor.DestroyInstantly($2716)
Actor.DestroyInstantly($2717)
Actor.DestroyInstantly($2718)
Actor.DestroyInstantly($2719)
Actor.DestroyInstantly($2720)
Actor.DestroyInstantly($2721)
Actor.DestroyInstantly($2722)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSCOLO' 
Object.StorePos($714, $448, $449, $450)
$448 += 0.003 // $ += float 
$449 -= 1.381 // $ -= float 
$450 += 3.149 // $ += float 
Camera.SetAtPos($448, $449, $450)
038B: load_requested_models 

:COL_5_28855
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COL_5_28885 
wait 0 
jump @COL_5_28855 

:COL_5_28885
02E4: load_cutscene_data 'COL_5B' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos $448 $449 $450 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSCOLO' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
$2781 = 5880 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_1' time 10000 1  // Thomas, you have protected and served me well.
$2781 = 8941 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_2' time 10000 1  // But now you must leave us before we reach the open seas.
$2781 = 12276 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_3' time 10000 1  // I will lower my personal launch. Keep it, my friend, a token of my gratitude.
$2781 = 17735 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_4' time 10000 1  // Thank you, Colonel.
$2781 = 18884 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_5' time 10000 1  // One more request. While I'm away, could you keep an eye on Mercedes for me?
$2781 = 24046 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_6' time 10000 1  // I think she could look after herself, but sure, I'll keep an eye out.
$2781 = 27722 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_7' time 10000 1  // Gracias, amigo. Hasta luego.
$2781 = 30400 // $ = int 
gosub @COL_5_32002 
00BC: text_highpriority 'COL5B_8' time 10000 1  // Adios, amigo.
$2781 = 32127 // $ = int 
gosub @COL_5_32002 
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COL_5_29255
if 
  fading 
jf @COL_5_29279 
wait 0 
jump @COL_5_29255 

:COL_5_29279
if 
82E9:   not cutscene_reached_end 
jf @COL_5_29303 
wait 0 
jump @COL_5_29279 

:COL_5_29303
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0169: set_fade_color 0 0 1 
fade 1 1500 
Object.Destroy($718)
0400: create_coordinate $448 $449 $450 from_object $714 offset 0.0 -50.0 0.0 
Car.Create($2683, #SPEEDER, $448, $449, 6.0)
Car.Angle($2683) = 270.0
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_29426 
0369: put_player $PLAYER_CHAR in_car $2683 
jump @COL_5_29492 

:COL_5_29426
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
$447 += 1.0 // $ += float 
012A: put_player $PLAYER_CHAR at $445 $446 $447 and_remove_from_car 
wait 0 
if 
  not Car.Wrecked($2683)
jf @COL_5_29492 
0369: put_player $PLAYER_CHAR in_car $2683 

:COL_5_29492
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Object.Destroy($714)
Object.Destroy($715)
Object.Destroy($716)
Object.Destroy($717)
Object.Destroy($718)
Object.Destroy($719)
Object.Destroy($720)
Object.Destroy($721)
04A1: release_scripted_file $722 

:COL_5_29548
if 
  fading 
jf @COL_5_29572 
wait 0 
jump @COL_5_29548 

:COL_5_29572
jump @COL_5_33199 

:COL_5_29579
if 
  not Car.Wrecked($2731)
jf @COL_5_30346 
if 
  not Actor.Dead($2732)
jf @COL_5_30269 
if 
  $2777 == 0 // $ == int 
jf @COL_5_29704 
02D3: boat $2731 drive_to 210.4842 914.7 6.0 
if 
01AF:   car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
jf @COL_5_29704 
$2777 = 1 // $ = int 

:COL_5_29704
if 
  $2777 == 1 // $ == int 
jf @COL_5_29797 
02D3: boat $2731 drive_to 209.1303 871.395 6.0 
if 
01AF:   car $2731 0 209.1303 871.395 6.0 radius 8.0 8.0 8.0 
jf @COL_5_29797 
$2777 = 2 // $ = int 

:COL_5_29797
if 
  $2777 == 2 // $ == int 
jf @COL_5_29890 
02D3: boat $2731 drive_to 190.7315 844.9837 6.0 
if 
01AF:   car $2731 0 190.7315 844.9837 6.0 radius 8.0 8.0 8.0 
jf @COL_5_29890 
$2777 = 3 // $ = int 

:COL_5_29890
if 
  $2777 == 3 // $ == int 
jf @COL_5_29983 
02D3: boat $2731 drive_to 166.0 862.7161 6.0 
if 
01AF:   car $2731 0 166.0 862.7161 6.0 radius 8.0 8.0 8.0 
jf @COL_5_29983 
$2777 = 4 // $ = int 

:COL_5_29983
if 
  $2777 == 4 // $ == int 
jf @COL_5_30076 
02D3: boat $2731 drive_to 173.0 907.8094 6.0 
if 
01AF:   car $2731 0 173.0 907.8094 6.0 radius 8.0 8.0 8.0 
jf @COL_5_30076 
$2777 = 5 // $ = int 

:COL_5_30076
if 
  $2777 == 5 // $ == int 
jf @COL_5_30169 
02D3: boat $2731 drive_to 196.3743 924.7827 6.0 
if 
01AF:   car $2731 0 196.3743 924.7827 6.0 radius 8.0 8.0 8.0 
jf @COL_5_30169 
$2777 = 0 // $ = int 

:COL_5_30169
if 
  $2777 == 6 // $ == int 
jf @COL_5_30262 
02D3: boat $2731 drive_to 210.4842 914.7 6.0 
if 
01AF:   car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 
jf @COL_5_30262 
$2777 = 0 // $ = int 

:COL_5_30262
jump @COL_5_30286 

:COL_5_30269
Actor.RemoveReferences($2732)
Car.RemoveReferences($2731)
$2731 = -1 // $ = int 

:COL_5_30286
if 
  not Actor.Dead($2733)
jf @COL_5_30317 
01CA: actor $2733 kill_player $PLAYER_CHAR 
jump @COL_5_30339 

:COL_5_30317
Actor.RemoveReferences($2732)
Actor.RemoveReferences($2733)
Car.RemoveReferences($2731)
$2731 = -1 // $ = int 

:COL_5_30339
jump @COL_5_30363 

:COL_5_30346
Actor.RemoveReferences($2732)
Car.RemoveReferences($2731)
$2731 = -1 // $ = int 

:COL_5_30363
return 

:COL_5_30365
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $2804 = $2805 // $ = $ float 
if 
003A:   $2688 == $2689 // $ == $ int 
jf @COL_5_30422 
0084: $2746 = $2749 // $ = $ int 
0084: $2747 = $2750 // $ = $ int 

:COL_5_30422
if 
  $2746 == 0 // $ == int 
jf @COL_5_30481 
0086: $2802 = $95 // $ = $ float 
0086: $2803 = $96 // $ = $ float 
0086: $2804 = $97 // $ = $ float 
$2804 += 7.0 // $ += float 
jump @COL_5_31073 

:COL_5_30481
if 
  $2746 == 1 // $ == int 
jf @COL_5_30560 
0086: $2802 = $95 // $ = $ float 
$2802 += 70.0 // $ += float 
0086: $2803 = $96 // $ = $ float 
$2803 += 70.0 // $ += float 
0086: $2804 = $97 // $ = $ float 
$2804 += 22.0 // $ += float 
$2747 = 1 // $ = int 

:COL_5_30560
if 
  $2746 == 2 // $ == int 
jf @COL_5_30629 
0086: $2802 = $95 // $ = $ float 
$2802 += 70.0 // $ += float 
0086: $2803 = $96 // $ = $ float 
0086: $2804 = $97 // $ = $ float 
$2804 += 14.0 // $ += float 
$2747 = 2 // $ = int 

:COL_5_30629
if 
  $2746 == 3 // $ == int 
jf @COL_5_30708 
0086: $2802 = $95 // $ = $ float 
$2802 += 70.0 // $ += float 
0086: $2803 = $96 // $ = $ float 
$2803 -= 70.0 // $ -= float 
0086: $2804 = $97 // $ = $ float 
$2804 += 14.0 // $ += float 
$2747 = 3 // $ = int 

:COL_5_30708
if 
  $2746 == 4 // $ == int 
jf @COL_5_30777 
0086: $2802 = $95 // $ = $ float 
0086: $2803 = $96 // $ = $ float 
$2803 -= 70.0 // $ -= float 
0086: $2804 = $97 // $ = $ float 
$2804 += 14.0 // $ += float 
$2747 = 4 // $ = int 

:COL_5_30777
if 
  $2746 == 5 // $ == int 
jf @COL_5_30856 
0086: $2802 = $95 // $ = $ float 
$2802 -= 70.0 // $ -= float 
0086: $2803 = $96 // $ = $ float 
$2803 -= 70.0 // $ -= float 
0086: $2804 = $97 // $ = $ float 
$2804 += 14.0 // $ += float 
$2747 = 5 // $ = int 

:COL_5_30856
if 
  $2746 == 6 // $ == int 
jf @COL_5_30925 
0086: $2802 = $95 // $ = $ float 
$2802 -= 70.0 // $ -= float 
0086: $2803 = $96 // $ = $ float 
0086: $2804 = $97 // $ = $ float 
$2804 += 14.0 // $ += float 
$2747 = 6 // $ = int 

:COL_5_30925
if 
  $2746 == 7 // $ == int 
jf @COL_5_31004 
0086: $2802 = $95 // $ = $ float 
$2802 -= 70.0 // $ -= float 
0086: $2803 = $96 // $ = $ float 
$2803 += 70.0 // $ += float 
0086: $2804 = $97 // $ = $ float 
$2804 += 22.0 // $ += float 
$2747 = 7 // $ = int 

:COL_5_31004
if 
  $2746 == 8 // $ == int 
jf @COL_5_31073 
0086: $2802 = $95 // $ = $ float 
0086: $2803 = $96 // $ = $ float 
$2803 += 70.0 // $ += float 
0086: $2804 = $97 // $ = $ float 
$2804 += 22.0 // $ += float 
$2747 = 8 // $ = int 

:COL_5_31073
Car.StorePos($2688, $445, $446, $447)
02CE: $98 = ground_z $445 $446 $447 
$98 += 10.0 // $ += float 
if 
0024:   $98 > $2804 // $ > $ float 
jf @COL_5_31146 
0086: $2805 = $2804 // $ = $ float 
0086: $2804 = $98 // $ = $ float 

:COL_5_31146
04A2: heli $2688 fly_to $2802 $2803 $2804 speed 40 
if 
  $2746 == 0 // $ == int 
jf @COL_5_31197 
$2809 = 10.0 // $ = float 
jump @COL_5_31207 

:COL_5_31197
$2809 = 15.0 // $ = float 

:COL_5_31207
if 
01AF:   car $2688 0 $2802 $2803 $2804 radius $2809 $2809 10.0 
jf @COL_5_31965 
0209: $2748 = random_int_in_ranges 0 3 
if 
  $2746 == 0 // $ == int 
jf @COL_5_31958 
if 
  $2747 == 0 // $ == int 
jf @COL_5_31297 
$2747 = 1 // $ = int 

:COL_5_31297
if 
  $2747 == 1 // $ == int 
jf @COL_5_31372 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31340 
$2746 = 5 // $ = int 

:COL_5_31340
if or
  $2748 == 1 // $ == int 
  $2748 == 2 // $ == int 
jf @COL_5_31372 
$2746 = 6 // $ = int 

:COL_5_31372
if 
  $2747 == 2 // $ == int 
jf @COL_5_31447 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31415 
$2746 = 6 // $ = int 

:COL_5_31415
if or
  $2748 == 1 // $ == int 
  $2748 == 2 // $ == int 
jf @COL_5_31447 
$2746 = 7 // $ = int 

:COL_5_31447
if 
  $2747 == 3 // $ == int 
jf @COL_5_31522 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31490 
$2746 = 7 // $ = int 

:COL_5_31490
if or
  $2748 == 1 // $ == int 
  $2748 == 2 // $ == int 
jf @COL_5_31522 
$2746 = 8 // $ = int 

:COL_5_31522
if 
  $2747 == 4 // $ == int 
jf @COL_5_31615 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31565 
$2746 = 7 // $ = int 

:COL_5_31565
if 
  $2748 == 1 // $ == int 
jf @COL_5_31590 
$2746 = 8 // $ = int 

:COL_5_31590
if 
  $2748 == 2 // $ == int 
jf @COL_5_31615 
$2746 = 1 // $ = int 

:COL_5_31615
if 
  $2747 == 5 // $ == int 
jf @COL_5_31690 
if or
  $2748 == 0 // $ == int 
  $2748 == 1 // $ == int 
jf @COL_5_31665 
$2746 = 8 // $ = int 

:COL_5_31665
if 
  $2748 == 2 // $ == int 
jf @COL_5_31690 
$2746 = 1 // $ = int 

:COL_5_31690
if 
  $2747 == 6 // $ == int 
jf @COL_5_31765 
if or
  $2748 == 0 // $ == int 
  $2748 == 1 // $ == int 
jf @COL_5_31740 
$2746 = 1 // $ = int 

:COL_5_31740
if 
  $2748 == 2 // $ == int 
jf @COL_5_31765 
$2746 = 2 // $ = int 

:COL_5_31765
if 
  $2747 == 7 // $ == int 
jf @COL_5_31858 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31808 
$2746 = 2 // $ = int 

:COL_5_31808
if 
  $2748 == 1 // $ == int 
jf @COL_5_31833 
$2746 = 3 // $ = int 

:COL_5_31833
if 
  $2748 == 2 // $ == int 
jf @COL_5_31858 
$2746 = 4 // $ = int 

:COL_5_31858
if 
  $2747 == 8 // $ == int 
jf @COL_5_31951 
if 
  $2748 == 0 // $ == int 
jf @COL_5_31901 
$2746 = 3 // $ = int 

:COL_5_31901
if 
  $2748 == 1 // $ == int 
jf @COL_5_31926 
$2746 = 4 // $ = int 

:COL_5_31926
if 
  $2748 == 2 // $ == int 
jf @COL_5_31951 
$2746 = 5 // $ = int 

:COL_5_31951
jump @COL_5_31965 

:COL_5_31958
$2746 = 0 // $ = int 

:COL_5_31965
if 
003A:   $2688 == $2689 // $ == $ int 
jf @COL_5_32000 
0084: $2749 = $2746 // $ = $ int 
0084: $2750 = $2747 // $ = $ int 

:COL_5_32000
return 

:COL_5_32002
if 
001C:   $2781 > $CUT_SCENE_TIME // $ > $ int 
jf @COL_5_32037 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COL_5_32002 

:COL_5_32037
return 

:COL_5_32039
01ED: clear_actor $2693 threat_search 
01B2: give_actor $2693 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $2693 ped_stats_to 16 
0319: set_actor $2693 running 1 
0411: set_actor $2693 use_pednode_seek 0 
0350: set_actor $2693 maintain_position_when_attacked 1 
return 

:COL_5_32084
0350: set_actor $2693 maintain_position_when_attacked 1 
01B2: give_actor $2693 weapon 20 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2693 threat_search 
011A: set_actor $2693 search_threat 1 
011A: set_actor $2693 search_threat 1048576 
0291: set_actor $2693 heed_threats 1 
0239: actor $2693 run_to 196.3903 888.9396 
0411: set_actor $2693 use_pednode_seek 0 
0243: set_actor $2693 ped_stats_to 16 
0562: set_actor $2693 ignore_threats_behind_objects 1 
0483: set_actor $2693 cease_attack_timer 1500 
return 

:COL_5_32176
0350: set_actor $2734 maintain_position_when_attacked 1 
01B2: give_actor $2734 weapon 17 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2734 threat_search 
011A: set_actor $2734 search_threat 1 
0291: set_actor $2734 heed_threats 1 
0411: set_actor $2734 use_pednode_seek 0 
01CA: actor $2734 kill_player $PLAYER_CHAR 
0243: set_actor $2734 ped_stats_to 16 
return 

:COL_5_32236
0350: set_actor $2736 maintain_position_when_attacked 1 
Actor.Health($2736) = 200
01B2: give_actor $2736 weapon 27 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $2736 threat_search 
011A: set_actor $2736 search_threat 1 
011A: set_actor $2736 search_threat 1048576 
0291: set_actor $2736 heed_threats 1 
0243: set_actor $2736 ped_stats_to 16 
02E2: set_actor $2736 weapon_accuracy_to 100 
0446: set_actor $2736 dismemberment_possible 0 
return 

:COL_5_32313
04F5: set_actor $2735 as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $2735 threat_search 
011A: set_actor $2735 search_threat 512 
0291: set_actor $2735 heed_threats 1 
0243: set_actor $2735 ped_stats_to 16 
0350: set_actor $2735 maintain_position_when_attacked 1 
0411: set_actor $2735 use_pednode_seek 0 
02E2: set_actor $2735 weapon_accuracy_to 15 
0568: set_actor $2735 untargetable 1 
0562: set_actor $2735 ignore_threats_behind_objects 1 
return 

:COL_5_32387
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
Object.StorePos($714, $448, $449, $450)
$4886 = Object.Angle($714)
0151: remove_status_text $10060 
Object.Init($2692, #YT_MAIN_BODY, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_MAIN_BODY2, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_DOORS14, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_TMP_BOAT, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #LODMAIN_BODY, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
$2692 = -1 // $ = int 
049F: set_scripted_file $722 distance_along_path_to 0.0 
049E: set_scripted_file $722 speed_to 0.0 
Object.StorePos($714, $448, $449, $450)
Object.Init($720, #YT_GANGPLNK_TMP, $2812, $2813, $2814)
Object.RemoveFromMissionCleanupList($720)
Object.Init($721, #YACHT_CHUNK_KB, $2812, $2813, $2814)
Object.RemoveFromMissionCleanupList($721)
if 
  not wasted_or_busted 
jf @COL_5_33197 
04E4: request_collision_at -244.2799 -1360.67 
Camera.SetAtPos(-244.2799, -1360.67, 7.0786)
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_33145 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
jump @COL_5_33165 

:COL_5_32766
00BA: text_styled 'SNBOB45' 5000 ms 1 
Object.StorePos($714, $448, $449, $450)
$4886 = Object.Angle($714)
0151: remove_status_text $10060 
Object.Init($2692, #YT_MAIN_BODY, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_MAIN_BODY2, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_DOORS14, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #YT_TMP_BOAT, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
Object.Init($2692, #LODMAIN_BODY, $448, $449, $450)
Object.Angle($2692) = $4886
Object.RemoveReferences($2692)
$2692 = -1 // $ = int 
049F: set_scripted_file $722 distance_along_path_to 0.0 
049E: set_scripted_file $722 speed_to 0.0 
Object.StorePos($714, $448, $449, $450)
Object.Init($720, #YT_GANGPLNK_TMP, $2812, $2813, $2814)
Object.RemoveFromMissionCleanupList($720)
Object.Init($721, #YACHT_CHUNK_KB, $2812, $2813, $2814)
Object.RemoveFromMissionCleanupList($721)
if 
  not wasted_or_busted 
jf @COL_5_33197 
04E4: request_collision_at -244.2799 -1360.67 
Camera.SetAtPos(-244.2799, -1360.67, 7.0786)
0395: clear_area 1 at -244.2799 -1360.67 7.0786 range 1.0 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COL_5_33145 
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 
jump @COL_5_33165 

:COL_5_33145
012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car 

:COL_5_33165
0171: set_player $PLAYER_CHAR z_angle_to 279.1362 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 225 225 225 
fade 1 1000 

:COL_5_33197
return 

:COL_5_33199
$PASSED_COL5_ALL_HANDS_ON_DECK = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
0151: remove_status_text $10060 
Player.Money($PLAYER_CHAR) += 5000
Marker.Disable($228)
0318: set_latest_mission_passed 'COL_5'  // All Hands On Deck!
0394: play_music 1 
030C: progress_made += 1 
return 

:COL_5_33267
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Actor.DestroyWithFade($2670)
Actor.DestroyWithFade($2671)
Actor.DestroyWithFade($2672)
Actor.DestroyWithFade($2673)
Actor.DestroyWithFade($2678)
Actor.DestroyWithFade($2679)
Actor.DestroyWithFade($2680)
Actor.DestroyWithFade($2681)
Actor.DestroyWithFade($2684)
Actor.DestroyWithFade($2685)
Actor.DestroyWithFade($2686)
Actor.DestroyWithFade($2687)
Actor.DestroyWithFade($2730)
Actor.DestroyWithFade($2690)
Actor.DestroyWithFade($2707)
Actor.DestroyWithFade($2708)
Actor.DestroyWithFade($2709)
Actor.DestroyWithFade($2710)
Actor.DestroyWithFade($2724)
Actor.DestroyWithFade($2725)
Actor.DestroyWithFade($2726)
Actor.DestroyWithFade($2727)
Actor.DestroyWithFade($2703)
Actor.DestroyWithFade($2704)
Actor.DestroyWithFade($2705)
Actor.DestroyWithFade($2706)
Actor.DestroyWithFade($2711)
Actor.DestroyWithFade($2712)
Actor.DestroyWithFade($2713)
Actor.DestroyWithFade($2714)
Actor.DestroyWithFade($2715)
Actor.DestroyWithFade($2716)
Actor.DestroyWithFade($2717)
Actor.DestroyWithFade($2718)
Actor.DestroyWithFade($2719)
Actor.DestroyWithFade($2720)
Actor.DestroyWithFade($2721)
Actor.DestroyWithFade($2722)
Pickup.Destroy($2728)
Pickup.Destroy($2729)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01B7: release_weather 
Model.Destroy(#UZI)
Model.Destroy(#COLT45)
Model.Destroy(#HUNTER)
Model.Destroy(#DINGHY)
Model.Destroy(#SPEEDER)
Model.Destroy(#RIO)
Model.Destroy(#WASHING)
Model.Destroy(#RUGER)
Model.Destroy(#MAVERICK)
Model.Destroy(#MARQUIS)
Model.Destroy(#TROPIC)
Model.Destroy(#KATANA)
Model.Destroy(#HMOST)
Model.Destroy(#RCBARON)
Model.Destroy(#RCBOMB)
Model.Destroy(#SHOTGSPA)
mission_cleanup 
return 

:COL_5_33580
if 
  $2778 == 0 // $ == int 
jf @COL_5_33627 
0239: actor $2737 run_to -257.2504 -1214.484 
0411: set_actor $2737 use_pednode_seek 0 
$2778 = 1 // $ = int 

:COL_5_33627
if 
  $2778 == 1 // $ == int 
jf @COL_5_33712 
if 
00ED:   actor $2737 0 -257.2504 -1214.484 radius 1.5 1.5 
jf @COL_5_33712 
0239: actor $2737 run_to -266.0016 -1214.565 
0411: set_actor $2737 use_pednode_seek 0 
$2778 = 2 // $ = int 

:COL_5_33712
if 
  $2778 == 2 // $ == int 
jf @COL_5_33797 
if 
00ED:   actor $2737 0 -266.0016 -1214.565 radius 1.5 1.5 
jf @COL_5_33797 
0239: actor $2737 run_to -321.7568 -1214.596 
0411: set_actor $2737 use_pednode_seek 0 
$2778 = 3 // $ = int 

:COL_5_33797
if 
  $2778 == 3 // $ == int 
jf @COL_5_33882 
if 
00ED:   actor $2737 0 -321.7568 -1214.596 radius 1.5 1.5 
jf @COL_5_33882 
0239: actor $2737 run_to -328.9344 -1212.065 
0411: set_actor $2737 use_pednode_seek 0 
$2778 = 4 // $ = int 

:COL_5_33882
return 

//-------------Mission 12---------------
// Originally: The Chase

:BARON1
gosub @BARON1_36 
if 
  wasted_or_busted 
jf @BARON1_27 
gosub @BARON1_8786 

:BARON1_27
gosub @BARON1_8883 
terminate_this_script 

:BARON1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'BARON1' 
wait 0 
054C: use_GXT_table 'BARON1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
wait 500 
fade 1 1500 
1@ = 0 // @ = int 
$2818 = 391.6 // $ = float 
$2819 = 251.2 // $ = float 
$2820 = 14.0 // $ = float 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
5@ = 0 // @ = int 
7@ = 0 // @ = int 
$2817 = 0 // $ = int 
$10070 = 1 // $ = int 
04F9: set_extra_colors 8 fade 0 
03CF: load_wav 'MONO10' as 1 
select_interior 2 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'TELLY' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON1_297
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 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BARON1_345 
wait 0 
jump @BARON1_297 

:BARON1_345
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
0569: load_uncompressed_animation 'DGOONC' 
0569: load_uncompressed_animation 'DCFAN' 
0569: load_uncompressed_animation 'TELLY' 
0569: load_uncompressed_animation 'DGOONA' 
02E4: load_cutscene_data 'COK_1' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
02E5: $194 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $194 'DGOONC' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: 10@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 10@ 'TELLY' 
0395: clear_area 1 at -379.2 -536.4 16.2 range 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON1_702
if 
  13 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_736 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_702 

:BARON1_736
00BC: text_highpriority 'COK1_A' time 10000 1  // Come on, baby, go! Yeah! Yeah! Arrrrr!

:BARON1_751
if 
  5570 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_751 

:BARON1_786
00BC: text_highpriority 'COK1_B' time 10000 1  // Stupid horse! I'll chop your head off! Grrrrr...

:BARON1_801
if 
  10037 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_836 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_801 

:BARON1_836
00BC: text_highpriority 'COK1_C' time 10000 1  // Who is this dickhead?

:BARON1_851
if 
  11525 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_851 

:BARON1_886
00BC: text_highpriority 'COK1_D' time 10000 1  // Tommy Vercetti. You remember me.

:BARON1_901
if 
  13845 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_901 

:BARON1_936
00BC: text_highpriority 'COK1_E' time 10000 1  // Excuse me. I'm a little anxious. Never trust a goddamn horse!

:BARON1_951
if 
  19000 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_951 

:BARON1_986
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON1_1047 
039D: scatter_particles 17 0.2 0 0 0 30000 at -375.4 -595.8 25.75 0.05 0.05 0.05 

:BARON1_1047
if 
  24070 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1082 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1047 

:BARON1_1082
00BC: text_highpriority 'COK1_F' time 10000 1  // You do a good job - you work for me now.

:BARON1_1097
if 
  27858 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1132 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1097 

:BARON1_1132
00BC: text_highpriority 'COK1_G' time 10000 1  // I work for money.

:BARON1_1147
if 
  29027 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1182 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1147 

:BARON1_1182
00BC: text_highpriority 'COK1_H' time 10000 1  // As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me.

:BARON1_1197
if 
  34900 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1234 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1197 

:BARON1_1234
00BC: text_highpriority 'COK1_I' time 10000 1  // He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%.

:BARON1_1249
if 
  42260 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1286 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1249 

:BARON1_1286
00BC: text_highpriority 'COK1_J' time 10000 1  // No one does this to me. NO ONE!!

:BARON1_1301
if 
  45900 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1338 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1301 

:BARON1_1338
00BC: text_highpriority 'COK1_K' time 10000 1  // You follow him from his apartment and you see where he goes! Later, we will kill him.

:BARON1_1353
if 
  53576 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1390 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1353 

:BARON1_1390
00BE: text_clear_all 

:BARON1_1392
if 
  54076 > $CUT_SCENE_TIME // int > $ 
jf @BARON1_1429 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON1_1392 

:BARON1_1429
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON1_1501 
if 
03D0:   wav 1 loaded 
jf @BARON1_1501 
03D1: play_wav 1 

:BARON1_1475
if 
83D2:   not wav 1 ended 
jf @BARON1_1501 
wait 0 
jump @BARON1_1475 

:BARON1_1501
if 
  fading 
jf @BARON1_1525 
wait 0 
jump @BARON1_1501 

:BARON1_1525
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
04FA: clear_extra_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
wait 500 
fade 1 1500 
00BC: text_highpriority 'COK1_10' time 10000 1  // ~g~Go to the thief's house and find out where he's stashing the money.
018A: $63 = create_checkpoint_at 26.7 -1331.2 12.8 
023C: load_special_actor 5 'SGC' 
Model.Load(#BFINJECT)
Model.Load(#RUGER)
Model.Load(#BARREL4)
Model.Load(#FAGGIO)
Model.Load(#FAKETARGET)
Model.Load(#SGA)
Model.Load(#M4)
Model.Load(#WATERJUMPX2)

:BARON1_1685
if or
823D:   not special_actor 5 loaded 
  not Model.Available(#BFINJECT)
  not Model.Available(#RUGER)
  not Model.Available(#BARREL4)
  not Model.Available(#FAGGIO)
  not Model.Available(#FAKETARGET)
jf @BARON1_1734 
wait 0 
jump @BARON1_1685 

:BARON1_1734
if and
  not Model.Available(#SGA)
  not Model.Available(#M4)
  not Model.Available(#WATERJUMPX2)
jf @BARON1_1770 
wait 0 
jump @BARON1_1734 

:BARON1_1770
if and
80FA:   not player $PLAYER_CHAR stopped 1 26.7 -1331.2 12.8 radius 2.0 2.0 2.0 
80F6:   not player $PLAYER_CHAR 0 26.7 -1331.2 12.8 radius 2.0 2.0 2.0 
jf @BARON1_1866 
wait 0 
jump @BARON1_1770 

:BARON1_1866
Marker.Disable($63)
00BC: text_highpriority 'SNBOB46' time 5000 1 
018A: $63 = create_checkpoint_at 30.4 -1328.8 13.0 

:BARON1_1906
if 
80F6:   not player $PLAYER_CHAR 1 30.4 -1328.8 13.0 radius 1.0 1.0 2.0 
jf @BARON1_1965 
wait 0 
jump @BARON1_1906 

:BARON1_1965
Marker.Disable($63)
0395: clear_area 1 at 370.99 256.28 18.4 range 3.0 
Actor.Create(0@, 4, #SPECIAL05, 26.7734, -1327.438, 13.0008)
0489: set_actor 0@ muted 1 
Actor.Health(0@) = 600
01ED: clear_actor 0@ threat_search 
Actor.Angle(0@) = 258.6326
Marker.CreateAboveActor($63, 0@)
0192: set_actor 0@ objective_to_stand_still 
0243: set_actor 0@ ped_stats_to 16 
0319: set_actor 0@ running 1 
014C: set_parked_car_generator $1884 cars_to_generate_to 0 
Car.Create(9@, #FAGGIO, 17.766, -1334.465, 10.4633)
0171: set_player $PLAYER_CHAR z_angle_to 191.8108 
Car.Angle(9@) = 179.283
03CF: load_wav 'COK1_1' as 1 
03CF: load_wav 'COK1_4' as 2 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
Camera.SetPosition(30.4209, -1329.229, 13.0008, 0.0, 0.0, 0.0)
Camera.PointAt(30.1927, -1331.743, 13.0008, 2)
TIMERB = 0 // @ = int 

:BARON1_2225
if 
   not TIMERB > 500 // @ > int 
jf @BARON1_2255 
wait 0 
jump @BARON1_2225 

:BARON1_2255
0460: set_camera_pointing_time 5.0 1000 

:BARON1_2265
if 
   not TIMERB > 500 // @ > int 
jf @BARON1_2319 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2312 
jump @BARON1_2606 

:BARON1_2312
jump @BARON1_2265 

:BARON1_2319
0460: set_camera_pointing_time 5.0 1000 

:BARON1_2329
if 
   not TIMERB > 2500 // @ > int 
jf @BARON1_2383 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2376 
jump @BARON1_2606 

:BARON1_2376
jump @BARON1_2329 

:BARON1_2383
if 
  not Actor.Dead(0@)
jf @BARON1_2441 
Camera.SetPosition(26.5278, -1324.376, 13.0008, 0, 0, 0)
Camera.PointAt(27.0358, -1327.209, 13.0008, 2)

:BARON1_2441
if 
   not TIMERB > 4300 // @ > int 
jf @BARON1_2495 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2488 
jump @BARON1_2606 

:BARON1_2488
jump @BARON1_2441 

:BARON1_2495
if 
  not Actor.Dead(0@)
jf @BARON1_2552 
0239: actor 0@ run_to 26.6147 -1332.046 
0411: set_actor 0@ use_pednode_seek 0 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_1' time 2000 1  // Ooh shit!

:BARON1_2552
if 
   not TIMERB > 5600 // @ > int 
jf @BARON1_2606 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON1_2599 
jump @BARON1_2606 

:BARON1_2599
jump @BARON1_2552 

:BARON1_2606
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
Object.Create(12@, #BARREL4, 347.5, 417.4, 20.6)
Object.Create(13@, #BARREL4, 352.9, 416.5, 20.6)
Object.Create(14@, #WATERJUMPX2, 409.7874, 969.8991, 10.0)
Object.Angle(14@) = 252.5421
Actor.Create(15@, 4, #SGA, 350.5254, 871.3979, 11.6442)
Actor.Health(15@) = 600
Actor.Angle(15@) = 85.5574
01B2: give_actor 15@ weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 100 
01CC: actor 15@ kill_player $PLAYER_CHAR 
Actor.Create(TIMERA, 4, #SGA, 379.4254, 843.2388, 11.8231)
Actor.Health(TIMERA) = 600
Actor.Angle(TIMERA) = 52.6805
01B2: give_actor TIMERA weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor TIMERA weapon_accuracy_to 100 
01CC: actor TIMERA kill_player $PLAYER_CHAR 
Actor.Create(TIMERB, 4, #SGA, 385.7159, 856.2068, 11.7801)
Actor.Health(TIMERB) = 600
Actor.Angle(TIMERB) = 94.0408
01B2: give_actor TIMERB weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor TIMERB weapon_accuracy_to 100 
01CC: actor TIMERB kill_player $PLAYER_CHAR 
Car.Create($2816, #BFINJECT, 7.8288, -1352.877, 10.4633)
Car.Angle($2816) = 266.0305
Car.SetMaxSpeed($2816, 0.0)
Car.SetImmunities($2816, 1, 1, 1, 1, 1)
01EC: make_car $2816 very_heavy 1 
0129: 8@ = create_actor 9 #SGA in_car $2816 driverseat 
01B2: give_actor 8@ weapon 27 ammo 30000 // Load the weapon model before using this 
if 
  not Actor.Dead(0@)
jf @BARON1_3078 
0395: clear_area 1 at 358.7 277.0 22.5 range 3.0 
Actor.PutAt(0@, 10.5568, -1348.54, 10.3137)
Actor.Angle(0@) = 326.5044
01B2: give_actor 0@ weapon 27 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 27 

:BARON1_3078
00BC: text_highpriority 'SNBOB47' time 5000 2 
TIMERB = 0 // @ = int 

:BARON1_3100
if 
80FE:   not actor $PLAYER_ACTOR 0 27.33 -1331.1 12.8464 radius 2.0 2.0 3.0 
jf @BARON1_3245 
wait 0 
if 
  Actor.Dead(0@)
jf @BARON1_3190 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_3190
if 
  TIMERB > 60000 // @ > int 
jf @BARON1_3238 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
Actor.DestroyInstantly(0@)
jump @BARON1_8786 

:BARON1_3238
jump @BARON1_3100 

:BARON1_3245
wait 525 
01B5: force_weather 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
04E3: set_player $PLAYER_CHAR mood 1 duration 300000 
if 
  not Actor.Dead(0@)
jf @BARON1_3441 
Camera.SetPosition(-4.6924, -1353.077, 14.9633, 0.0, 0.0, 0.0)
Camera.PointAt(26.3511, -1331.159, 12.8464, 2)
0350: set_actor 0@ maintain_position_when_attacked 1 
01ED: clear_actor 0@ threat_search 
011C: actor $PLAYER_ACTOR clear_objective 
0482: set_threat_reaction_range_multiplier 3.0 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_4' time 1000 1  // Loser.
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3441 
0395: clear_area 1 at 373.8 265.3 22.5 range 2.0 
0482: set_threat_reaction_range_multiplier 2.0 
jump @BARON1_3441 

:BARON1_3441
wait 500 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3498 
if 
  not Actor.Dead(11@)
jf @BARON1_3498 
0372: set_actor 11@ anim 14 wait_state_time 2000 ms 
0372: set_actor $PLAYER_ACTOR anim 14 wait_state_time 2000 ms 

:BARON1_3498
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @BARON1_3552 
if 
  not Car.Wrecked(6@)
jf @BARON1_3552 
04FE: set_vehicle 6@ deflate_tire 0 
04FE: set_vehicle 6@ deflate_tire 1 
Car.Health(6@) = 350

:BARON1_3552
wait 1500 
if 
  not Actor.Dead(0@)
jf @BARON1_3616 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0482: set_threat_reaction_range_multiplier 1.0 
0395: clear_area 1 at 350.5 317.5 18.5 range 2.0 

:BARON1_3616
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3632 

:BARON1_3632
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03CF: load_wav 'COK1_2' as 1 
03CF: load_wav 'COK1_5' as 2 
TIMERB = 0 // @ = int 
wait 400 
Player.CanMove($PLAYER_CHAR, True)
01D4: actor 0@ go_to_car $2816 and_enter_it_as_a_passenger 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @BARON1_3719 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
053D: clear_actor $PLAYER_ACTOR wait_state 

:BARON1_3719
0395: clear_area 1 at 417.1 464.3 27.4 range 2.0 
if 
  not Actor.Dead(0@)
jf @BARON1_3759 

:BARON1_3759
03BA: clear_cars_from_cube 361.9 269.1 26.0 336.5 380.8 15.0 
03BA: clear_cars_from_cube 334.4 381.4 26.0 383.9 478.7 15.0 

:BARON1_3823
if 
  not Actor.InCar(0@, $2816)
jf @BARON1_6083 
wait 0 
if 
  Car.Wrecked($2816)
jf @BARON1_3884 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_3884
if 
  Actor.Dead(0@)
jf @BARON1_3922 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_3922
if 
  not Actor.Dead(0@)
jf @BARON1_5593 
if 
  1@ == 0 // @ == int 
jf @BARON1_5593 
if 
00FE:   actor 0@ 0 351.6 341.3 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4026 
0239: actor 0@ run_to 351.6 347.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4026
if 
00FE:   actor 0@ 0 351.6 347.0 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4096 
0239: actor 0@ run_to 350.8 358.0 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4096
if 
00FE:   actor 0@ 0 350.8 358.0 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4166 
0502: set_actor 0@ sprint_to 350.4 375.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4166
if 
00FE:   actor 0@ 0 350.4 375.6 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4236 
0239: actor 0@ run_to 350.4 380.5 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4236
if 
00FE:   actor 0@ 0 350.4 380.5 19.5 radius 1.0 1.0 5.0 
jf @BARON1_4306 
0239: actor 0@ run_to 349.8 389.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4306
if 
00FE:   actor 0@ 0 349.8 389.3 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4376 
0502: set_actor 0@ sprint_to 346.0 405.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4376
if 
00FE:   actor 0@ 0 346.0 405.6 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4446 
0502: set_actor 0@ sprint_to 349.9 415.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4446
if 
00FE:   actor 0@ 0 349.9 415.8 18.0 radius 1.0 1.0 5.0 
jf @BARON1_4516 
0239: actor 0@ run_to 355.1 423.7 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_4516
if 
  3@ == 0 // @ == int 
jf @BARON1_4582 
if 
  TIMERB > 60000 // @ > int 
jf @BARON1_4582 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
Actor.DestroyInstantly(0@)
jump @BARON1_8786 

:BARON1_4582
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5195 
if 
00F5:   player $PLAYER_CHAR 0 355.1 423.7 20.6 radius 10.0 11.0 7.0 
jf @BARON1_4726 
if 
03D0:   wav 2 loaded 
jf @BARON1_4712 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' time 2000 1  // You better keep on running, asshole!

:BARON1_4712
7@ = 1 // @ = int 
3@ = 1 // @ = int 

:BARON1_4726
if 
  3@ == 0 // @ == int 
jf @BARON1_5157 
0192: set_actor 0@ objective_to_stand_still 
if 
00F5:   player $PLAYER_CHAR 0 352.4 415.3 25.0 radius 10.0 20.0 7.0 
jf @BARON1_5150 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(357.699, 429.507, 19.518, 0.0, 0.0, 0.0)
Camera.PointAt(357.237, 428.62, 19.533, 2)
Actor.PutAt(0@, 356.6, 428.2, 18.1)
Actor.Angle(0@) = 158.0
if 
03D0:   wav 1 loaded 
jf @BARON1_4923 
03D1: play_wav 1 
00BC: text_highpriority 'COK1_2' time 2000 1  // Too slow grandad!

:BARON1_4923
wait 600 
if 
  not Actor.Dead(0@)
jf @BARON1_4959 
02E2: set_actor 0@ weapon_accuracy_to 100 
01D8: actor 0@ destroy_object 13@ 

:BARON1_4959
wait 500 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
wait 900 
if 
  not Actor.Dead(0@)
jf @BARON1_5084 
011C: actor 0@ clear_objective 
0350: set_actor 0@ maintain_position_when_attacked 0 
01ED: clear_actor 0@ threat_search 
0502: set_actor 0@ sprint_to 366.0 444.6 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5084
Actor.Angle($PLAYER_ACTOR) = 344.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
03D0:   wav 2 loaded 
jf @BARON1_5143 
03D1: play_wav 2 
00BC: text_highpriority 'COK1_5' time 2000 1  // You better keep on running, asshole!

:BARON1_5143
3@ = 1 // @ = int 

:BARON1_5150
jump @BARON1_5195 

:BARON1_5157
if 
  not Actor.Dead(0@)
jf @BARON1_5195 
0502: set_actor 0@ sprint_to 360.4 432.9 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5195
if 
  not Actor.Dead(0@)
jf @BARON1_5593 
if 
00FE:   actor 0@ 0 366.0 444.6 19.7 radius 1.0 1.0 5.0 
jf @BARON1_5281 
0502: set_actor 0@ sprint_to 374.0 456.3 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5281
if 
00FE:   actor 0@ 0 374.0 456.3 19.7 radius 1.0 1.0 5.0 
jf @BARON1_5351 
0239: actor 0@ run_to 374.2 465.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_5351
if 
00FE:   actor 0@ 0 374.2 465.8 19.4 radius 1.0 1.0 5.0 
jf @BARON1_5593 
if 
  5@ == 0 // @ == int 
jf @BARON1_5593 
if 
  not Car.Wrecked($2816)
jf @BARON1_5593 
03AB: set_car $2816 strong 1 
Car.PutAt($2816, 368.4, 478.6, 10.4)
0129: 8@ = create_actor 9 #SGA in_car $2816 driverseat 
01B2: give_actor 8@ weapon 27 ammo 30000 // Load the weapon model before using this 
Car.Angle($2816) = 311.0
Car.SetMaxSpeed($2816, 0.0)
0239: actor 0@ run_to 375.5 471.4 
0411: set_actor 0@ use_pednode_seek 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(382.421, 481.019, 12.024, 0.0, 0.0, 0.0)
Camera.PointAt(381.675, 480.371, 12.177, 2)
5@ = 1 // @ = int 

:BARON1_5593
if and
  2@ == 1 // @ == int 
  3@ == 1 // @ == int 
jf @BARON1_5697 
if 
  not Actor.Dead(0@)
jf @BARON1_5697 
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5697 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5697
if 
  7@ == 1 // @ == int 
jf @BARON1_5794 
if 
  not Actor.Dead(0@)
jf @BARON1_5794 
if 
00FE:   actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 
jf @BARON1_5794 
0239: actor 0@ run_to 366.0 444.6 

:BARON1_5794
if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
jf @BARON1_5925 
if 
  2@ == 0 // @ == int 
jf @BARON1_5925 
if 
  3@ == 0 // @ == int 
jf @BARON1_5925 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
2@ = 1 // @ = int 
3@ = 1 // @ = int 

:BARON1_5925
if 
  not Actor.Dead(0@)
jf @BARON1_6038 
if 
  1@ == 0 // @ == int 
jf @BARON1_6038 
if 
00FE:   actor 0@ 0 375.5 471.4 14.1 radius 3.0 3.0 5.0 
jf @BARON1_6038 
if 
  not Car.Wrecked($2816)
jf @BARON1_6038 
01D4: actor 0@ go_to_car $2816 and_enter_it_as_a_passenger 
1@ = 1 // @ = int 

:BARON1_6038
if 
  Car.Wrecked($2816)
jf @BARON1_6076 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_6076
jump @BARON1_3823 

:BARON1_6083
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK1_8' time 15000 2  // ~g~Quick! Grab some wheels and follow him!
wait 2000 
if and
  $10070 == 1 // $ == int 
  not Actor.Dead(0@)
jf @BARON1_6310 
if 
  not Car.Wrecked($2816)
jf @BARON1_6310 
0489: set_actor 0@ muted 0 
011C: actor 0@ clear_objective 
0362: put_actor 0@ at 349.4 278.0 18.6 and_remove_from_car 
0464: put_actor 0@ into_turret_on_car $2816 at_car_offset 0.4 0.0 1.0 position 2 angle 180.0 with_weapon 26 
011A: set_actor 0@ search_threat 1 
02E2: set_actor 0@ weapon_accuracy_to 100 
01CA: actor 0@ kill_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
if and
  $10070 == 1 // $ == int 
  not Car.Wrecked($2816)
jf @BARON1_6310 
Car.DriveTo($2816, 541.1, 482.6, 10.8)
Car.SetMaxSpeed($2816, 45.0)
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_6310
if and
  $10070 == 0 // $ == int 
  Actor.InCar(0@, $2816)
jf @BARON1_6343 
$10070 = 1 // $ = int 

:BARON1_6343
TIMERA = 0 // @ = int 
if 
  not Actor.Dead(0@)
jf @BARON1_6366 

:BARON1_6366
if or
80F5:   not player $PLAYER_CHAR 0 34.9 1086.8 14.5 radius 60.0 60.0 60.0 
80FE:   not actor 0@ 0 34.9 1086.8 14.5 radius 15.0 15.0 10.0 
jf @BARON1_8571 
wait 0 
if 
  Actor.Dead(0@)
jf @BARON1_6493 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_6493
if 
  Actor.Dead(8@)
jf @BARON1_6531 
00BC: text_highpriority 'SNBOB48' time 5000 2 
jump @BARON1_8786 

:BARON1_6531
if 
80E9:   not player $PLAYER_CHAR 0 0@ radius 190.0 190.0 
jf @BARON1_6584 
00BC: text_highpriority 'TEX1_5' time 5000 2  // ~r~He got away!
jump @BARON1_8786 

:BARON1_6584
if 
00E3:   player $PLAYER_CHAR 0 328.4964 867.1937 radius 15.0 15.0 
jf @BARON1_6637 
00BC: text_highpriority 'SNBOB49' time 5000 2 

:BARON1_6637
if 
  not Actor.Dead(0@)
jf @BARON1_7635 
if 
  not Actor.Dead(8@)
jf @BARON1_6738 
if 
  not Car.Wrecked($2816)
jf @BARON1_6738 
if 
  not Actor.InCar(8@, $2816)
jf @BARON1_6717 
0465: remove_actor 0@ from_turret_mode 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON1_6717
if 
02BF:   car $2816 sunk 
jf @BARON1_6738 
0465: remove_actor 0@ from_turret_mode 

:BARON1_6738
if 
  not Actor.Dead(0@)
jf @BARON1_6851 
if 
  not Car.Wrecked($2816)
jf @BARON1_6851 
if 
  not Actor.InCar(0@, $2816)
jf @BARON1_6851 
if 
  not Actor.Dead(8@)
jf @BARON1_6841 
if 
  not Actor.InCar(8@, $2816)
jf @BARON1_6834 
Car.SetMaxSpeed($2816, 0.0)

:BARON1_6834
jump @BARON1_6851 

:BARON1_6841
Car.SetMaxSpeed($2816, 0.0)

:BARON1_6851
if 
  not Car.Wrecked($2816)
jf @BARON1_6964 
if 
00DC:   player $PLAYER_CHAR in_car $2816 
jf @BARON1_6964 
if 
  not Actor.Dead(0@)
jf @BARON1_6964 
0465: remove_actor 0@ from_turret_mode 
if 
  not Car.Wrecked($2816)
jf @BARON1_6964 
if 
  TIMERA > 1000 // @ > int 
jf @BARON1_6964 
0319: set_actor 0@ running 1 
01D5: actor 0@ go_to_and_drive_car $2816 
TIMERA = 0 // @ = int 

:BARON1_6964
if 
  Actor.Dead(8@)
jf @BARON1_7083 
if 
  not Car.Wrecked($2816)
jf @BARON1_7083 
0465: remove_actor 0@ from_turret_mode 
if 
0185:   car $2816 health > 269 
jf @BARON1_7045 
01D5: actor 0@ go_to_and_drive_car $2816 
Car.SetMaxSpeed($2816, 0.0)
jump @BARON1_7083 

:BARON1_7045
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7083 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7083
if 
  $2817 == 0 // $ == int 
jf @BARON1_7184 
if 
  not Car.Wrecked($2816)
jf @BARON1_7184 
if 
01F4:   car $2816 flipped 
jf @BARON1_7184 
if 
  not Actor.InCar(0@, $2816)
jf @BARON1_7169 
0465: remove_actor 0@ from_turret_mode 
0377: set_actor 0@ steal_any_car 
jump @BARON1_7177 

:BARON1_7169
01D3: actor 0@ leave_car $2816 

:BARON1_7177
$2817 = 1 // $ = int 

:BARON1_7184
if and
  $10070 == 1 // $ == int 
  not Car.Wrecked($2816)
jf @BARON1_7516 
if 
8185:   not car $2816 health > 270 
jf @BARON1_7509 
Car.SetMaxSpeed($2816, 45.0)
0465: remove_actor 0@ from_turret_mode 
if 
  Actor.InCar(0@, $2816)
jf @BARON1_7390 
01D3: actor 0@ leave_car $2816 

:BARON1_7268
if 
  Actor.InCar(0@, $2816)
jf @BARON1_7390 
wait 0 
if 
  Actor.Dead(0@)
jf @BARON1_7329 
00BC: text_highpriority 'COK1_9' time 5000 2  // ~r~You're supposed to follow him, not kill him!
jump @BARON1_8786 

:BARON1_7329
if 
  Actor.Dead(8@)
jf @BARON1_7367 
00BC: text_highpriority 'SNBOB48' time 5000 2 
jump @BARON1_8786 

:BARON1_7367
if 
  Car.Wrecked($2816)
jf @BARON1_7383 

:BARON1_7383
jump @BARON1_7268 

:BARON1_7390
if and
  $10070 == 1 // $ == int 
  Actor.Driving(0@)
jf @BARON1_7471 
00D9: $2816 = actor 0@ car // add to mission cleanup 
if 
  not Car.Wrecked($2816)
jf @BARON1_7464 
Car.DriveTo($2816, 34.9, 1086.8, 14.5)
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_7464
jump @BARON1_7509 

:BARON1_7471
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7509 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7509
jump @BARON1_7635 

:BARON1_7516
if and
  $10070 == 1 // $ == int 
  Actor.Driving(0@)
jf @BARON1_7597 
00D9: $2816 = actor 0@ car // add to mission cleanup 
if 
  not Car.Wrecked($2816)
jf @BARON1_7590 
Car.DriveTo($2816, 34.9, 1086.8, 14.5)
00AE: set_vehicle $2816 traffic_behavior_to 2 

:BARON1_7590
jump @BARON1_7635 

:BARON1_7597
if 
  TIMERA > 1500 // @ > int 
jf @BARON1_7635 
0319: set_actor 0@ running 1 
0377: set_actor 0@ steal_any_car 
TIMERA = 0 // @ = int 

:BARON1_7635
if and
  $10070 == 1 // $ == int 
  not Actor.Dead(8@)
jf @BARON1_8008 
if 
  not Car.Wrecked($2816)
jf @BARON1_8008 
if 
  Actor.InCar(8@, $2816)
jf @BARON1_8008 
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
jf @BARON1_7748 
Car.SetMaxSpeed($2816, 45.0)
02E2: set_actor 0@ weapon_accuracy_to 100 
jump @BARON1_7783 

:BARON1_7748
if 
  $10070 == 1 // $ == int 
jf @BARON1_7783 
Car.SetMaxSpeed($2816, 45.0)
02E2: set_actor 0@ weapon_accuracy_to 100 

:BARON1_7783
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
jf @BARON1_7858 
Car.DriveTo($2816, 527.9, 974.9, 17.6)

:BARON1_7858
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
jf @BARON1_7933 
Car.DriveTo($2816, 455.1, 1285.5, 17.3)

:BARON1_7933
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
jf @BARON1_8008 
Car.DriveTo($2816, 266.2, 1139.9, 21.1)

:BARON1_8008
if and
  $10070 == 1 // $ == int 
  not Actor.Dead(0@)
jf @BARON1_8367 
if 
  not Car.Wrecked($2816)
jf @BARON1_8367 
if 
  Actor.InCar(0@, $2816)
jf @BARON1_8367 
if 
00E9:   player $PLAYER_CHAR 0 0@ radius 50.0 50.0 
jf @BARON1_8114 
Car.SetMaxSpeed($2816, 45.0)
jump @BARON1_8142 

:BARON1_8114
if 
  $10070 == 1 // $ == int 
jf @BARON1_8142 
Car.SetMaxSpeed($2816, 45.0)

:BARON1_8142
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 
jf @BARON1_8217 
Car.DriveTo($2816, 527.9, 974.9, 17.6)

:BARON1_8217
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 
jf @BARON1_8292 
Car.DriveTo($2816, 455.1, 1285.5, 17.3)

:BARON1_8292
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 
jf @BARON1_8367 
Car.DriveTo($2816, 266.2, 1139.9, 21.1)

:BARON1_8367
if and
  $10070 == 1 // $ == int 
00FE:   actor 0@ 0 266.2 1139.9 21.1 radius 8.0 8.0 6.0 
jf @BARON1_8458 
if 
  not Car.Wrecked($2816)
jf @BARON1_8458 
Car.DriveTo($2816, 34.9, 1086.8, 14.5)

:BARON1_8458
if or
0366:   object 12@ damaged 
0366:   object 13@ damaged 
jf @BARON1_8564 
if 
  2@ == 0 // @ == int 
jf @BARON1_8564 
02CF: 14@ = create_fire_at 347.5 417.4 20.6 
02CF: 15@ = create_fire_at 350.9 412.6 20.6 
02CF: $2815 = create_fire_at 349.5 416.6 20.6 
2@ = 1 // @ = int 

:BARON1_8564
jump @BARON1_6366 

:BARON1_8571
Player.CanMove($PLAYER_CHAR, False)
wait 0 
02A3: enable_widescreen 1 
if 
  not Actor.Dead(0@)
jf @BARON1_8705 
if 
  Actor.Driving(0@)
jf @BARON1_8638 
0362: put_actor 0@ at 56.4 1081.1 15.0 and_remove_from_car 

:BARON1_8638
0465: remove_actor 0@ from_turret_mode 
01ED: clear_actor 0@ threat_search 
011C: actor 0@ clear_objective 
Actor.PutAt(0@, 56.4, 1081.1, 15.0)
Actor.Angle(0@) = 275.0
0239: actor 0@ run_to 72.4 1082.8 
0411: set_actor 0@ use_pednode_seek 0 

:BARON1_8705
Camera.SetPosition(79.834, 1069.695, 14.212, 0.0, 0.0, 0.0)
Camera.PointAt(79.273, 1070.427, 14.597, 2)
wait 3000 
Actor.DestroyInstantly(0@)
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
jump @BARON1_8803 

:BARON1_8786
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BARON1_8803
$PASSED_COK1_THE_CHASE = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'COK_1'  // The Chase
030C: progress_made += 1 
$868 = 1 // $ = int 
$874 = 1 // $ = int 
start_new_script @BAR2 
return 

:BARON1_8883
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($63)
Model.Destroy(#BFINJECT)
Model.Destroy(#RUGER)
Model.Destroy(#BARREL4)
Model.Destroy(#FAGGIO)
Model.Destroy(#FAKETARGET)
Model.Destroy(#SGA)
Model.Destroy(#M4)
Model.Destroy(#WATERJUMPX2)
Car.RemoveReferences($2816)
Actor.RemoveReferences(0@)
Actor.RemoveReferences(8@)
0296: unload_special_actor 5 
0482: set_threat_reaction_range_multiplier 0.0 
014C: set_parked_car_generator $1884 cars_to_generate_to 101 
if 
  not Car.Wrecked($2816)
jf @BARON1_8986 
03AB: set_car $2816 strong 0 

:BARON1_8986
$ONMISSION = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
01B7: release_weather 
Actor.DestroyInstantly(11@)
Object.RemoveReferences(12@)
Object.RemoveReferences(13@)
031A: remove_all_fires 
mission_cleanup 
return 

//-------------Mission 13---------------
// Originally: Phnom Penh '86

:BARON2
gosub @BARON2_36 
if 
  wasted_or_busted 
jf @BARON2_27 
gosub @BARON2_17180 

:BARON2_27
gosub @BARON2_17862 
terminate_this_script 

:BARON2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON2' 
wait 0 
054C: use_GXT_table 'BARON2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
$41 = 0 // $ = int 
$42 = 0 // $ = int 
$43 = 0 // $ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$2863 = 0 // $ = int 
$2846 = 0 // $ = int 
5@ = 0 // @ = int 
$2826 = 0 // $ = int 
$10070 = 0 // $ = int 
$10071 = 60 // $ = int 
$10072 = 0 // $ = int 
$10073 = 0 // $ = int 
$10074 = 0 // $ = int 
$10075 = 0 // $ = int 
$10076 = 0 // $ = int 
$10077 = 0 // $ = int 
$10078 = 0 // $ = int 
$10079 = 0 // $ = int 
$10080 = 0 // $ = int 
$10081 = 0 // $ = int 
$10082 = 0 // $ = int 
$10083 = 0 // $ = int 
$10084 = 0 // $ = int 
$10085 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
select_interior 2 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'IGBUDDY' 
023C: load_special_actor 7 'IGDIAZ' 
Model.Load(#MAVERICK)
02F3: load_object #CUTOBJ01 'DZPLANT' 
02F3: load_object #CUTOBJ02 'COLPHON' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON2_491
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 
  not Model.Available(#MAVERICK)
jf @BARON2_534 
wait 0 
jump @BARON2_491 

:BARON2_534
if or
823D:   not special_actor 7 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BARON2_570 
wait 0 
jump @BARON2_534 

:BARON2_570
02E4: load_cutscene_data 'COK_2A' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2844 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2844 'DZPLANT' 
02E5: $140 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $140 'COLPHON' 
0395: clear_area 1 at -379.2 -536.4 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_830
if 
  4424 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_865 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_830 

:BARON2_865
00BC: text_highpriority 'COK2_A' time 10000 1  // What kind of incompetent fool are you?

:BARON2_880
if 
  6836 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_880 

:BARON2_915
00BC: text_highpriority 'COK2_B' time 10000 1  // FOOL! FOOL! FOOL! FOOL!

:BARON2_930
if 
  12564 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_930 

:BARON2_965
00BC: text_highpriority 'COK2_C' time 10000 1  // Tommy!

:BARON2_980
if 
  13816 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1015 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_980 

:BARON2_1015
00BC: text_highpriority 'COK2_D' time 10000 1  // What, Ricardo?

:BARON2_1030
if 
  15862 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1065 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1030 

:BARON2_1065
00BC: text_highpriority 'COK2_E' time 10000 1  // These idiots - they always trying to screw you.

:BARON2_1080
if 
  17918 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1115 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1080 

:BARON2_1115
00BC: text_highpriority 'COK2_F' time 10000 1  // That's the problem with this business.

:BARON2_1130
if 
  20021 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1130 

:BARON2_1165
00BC: text_highpriority 'COK2_G' time 10000 1  // What do you think you're doing?

:BARON2_1180
if 
  24585 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1215 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1180 

:BARON2_1215
00BC: text_highpriority 'COK2_H' time 10000 1  // These pricks have failed me miserably,

:BARON2_1230
if 
  27367 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1265 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1230 

:BARON2_1265
00BC: text_highpriority 'COK2_I' time 10000 1  // Soon any mom and pop will think they can sell gallo in Vice City.

:BARON2_1280
if 
  32111 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1280 

:BARON2_1315
00BC: text_highpriority 'COK2_J' time 10000 1  // What next, huh? The stinking Mafia?!

:BARON2_1330
if 
  35328 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1367 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1330 

:BARON2_1367
00BC: text_highpriority 'COK2_K' time 10000 1  // That gang place is a fortress at ground level,

:BARON2_1382
if 
  39729 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1419 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1382 

:BARON2_1419
00BC: text_highpriority 'COK2_L' time 10000 1  // so Quentin here - Quentin! QUENTIN!

:BARON2_1434
if 
  41796 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1471 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1434 

:BARON2_1471
00BC: text_highpriority 'COK2_M' time 10000 1  // He'll fly you over the area!

:BARON2_1486
if 
  44036 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1523 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1486 

:BARON2_1523
00BC: text_highpriority 'COK2_N' time 10000 1  // Eradicate them!

:BARON2_1538
if 
  45599 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1575 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1538 

:BARON2_1575
00BC: text_highpriority 'COK2_O' time 10000 1  // What do you think you're doing?

:BARON2_1590
if 
  48599 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1590 

:BARON2_1627
00BE: text_clear_all 

:BARON2_1629
if 
  49960 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1666 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1629 

:BARON2_1666
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
fade 0 1500 
00BA: text_styled 'COK_2' 15000 ms 2  // Phnom Penh '86

:BARON2_1714
if 
  fading 
jf @BARON2_1738 
wait 0 
jump @BARON2_1714 

:BARON2_1738
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CSCHOPB' 
038B: load_requested_models 

:BARON2_1786
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
jf @BARON2_1821 
wait 0 
jump @BARON2_1786 

:BARON2_1821
select_interior 0 
Camera.SetAtPos(-380.9, -565.7, 40.0)
02E4: load_cutscene_data 'COK_2B' 
0244: set_cutscene_pos -390.8 -573.877 40.1 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $148 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $148 'CSCHOPB' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON2_1959
if 
  130 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_1994 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_1959 

:BARON2_1994
00BC: text_highpriority 'COK2_P' time 10000 1  // What are you doing here?

:BARON2_2009
if 
  1110 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2044 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2009 

:BARON2_2044
00BC: text_highpriority 'COK2_Q' time 10000 1  // Hey, I've been asking around and it's obvious

:BARON2_2059
if 
  3040 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2094 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2059 

:BARON2_2094
00BC: text_highpriority 'COK2_R' time 10000 1  // that Diaz jumped the deal and iced my brother.

:BARON2_2109
if 
  5010 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2144 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2109 

:BARON2_2144
00BC: text_highpriority 'COK2_S' time 10000 1  // And he'll kill you, too!

:BARON2_2159
if 
  6070 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2194 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2159 

:BARON2_2194
00BC: text_highpriority 'COK2_T' time 10000 1  // I can take Diaz!

:BARON2_2209
if 
  7050 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2244 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2209 

:BARON2_2244
00BC: text_highpriority 'COK2_U' time 10000 1  // No - listen to me! I'll handle Diaz -

:BARON2_2259
if 
  10040 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2294 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2259 

:BARON2_2294
00BC: text_highpriority 'COK2_V' time 10000 1  // - he's beginning to trust me.

:BARON2_2309
if 
  11500 > $CUT_SCENE_TIME // int > $ 
jf @BARON2_2344 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON2_2309 

:BARON2_2344
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:BARON2_2355
if 
  fading 
jf @BARON2_2379 
wait 0 
jump @BARON2_2355 

:BARON2_2379
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#M60)
Model.Load(#TEC9)
Model.Load(#BOBCAT)
Model.Load(#BARREL4)
Model.Load(#RUGER)
Model.Load(#GANGBUR)
Model.Load(#SPARROW)
Model.Load(#RCBARON)
Model.Load(#PYTHON)
Model.Load(#CELLPHONE)
Model.Load(#INFERNUS)
023C: load_special_actor 5 'SGC' 
038B: load_requested_models 

:BARON2_2474
if or
  not Model.Available(#SGA)
  not Model.Available(#SGB)
  not Model.Available(#M60)
  not Model.Available(#TEC9)
  not Model.Available(#BOBCAT)
823D:   not special_actor 5 loaded 
jf @BARON2_2523 
wait 0 
jump @BARON2_2474 

:BARON2_2523
if or
  not Model.Available(#BARREL4)
  not Model.Available(#RUGER)
  not Model.Available(#SPARROW)
  not Model.Available(#GANGBUR)
  not Model.Available(#RCBARON)
jf @BARON2_2569 
wait 0 
jump @BARON2_2523 

:BARON2_2569
if and
  not Model.Available(#PYTHON)
  not Model.Available(#CELLPHONE)
  not Model.Available(#INFERNUS)
jf @BARON2_2606 
wait 0 
jump @BARON2_2569 

:BARON2_2606
Car.Create($2821, #MAVERICK, -391.0, -573.0, -100.0)
0229: set_car $2821 color_to 3 1 
Car.Health($2821) = 3000
Car.Create($10070, #RCBARON, -378.0075, -655.03, 7.9625)
Car.Angle($10070) = 88.7701
Car.Health($10070) = 2500
023C: load_special_actor 6 'SPANDXA' 
Model.Load(#MARQUIS)
Model.Load(#RIO)
Model.Load(#SEASPAR)
Model.Load(#WMYGO)
Model.Load(#CADDY)
0482: set_threat_reaction_range_multiplier 2.0 
if 
  not Car.Wrecked($10070)
jf @BARON2_2891 
$2823 = Car.Health($2821)
$10072 = Car.Health($10070)
03C4: set_status_text_to $2823 1 'COK2_24'  // Heli Health:
$2823 /= 30 // $ /= int 
gosub @BARON2_18166 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $2821 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
Camera.SetPosition(-386.772, -581.461, 40.134, 0.0, 0.0, 0.0)
Camera.PointAt(-387.379, -580.692, 40.335, 2)
04DF: set_heli $2821 lean_and_thrust_limiter 1 
041E: set_radio_station 3 -1 

:BARON2_2891
wait 500 
fade 1 1000 
wait 2000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color 1 1 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2200 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\HELICOPTERBREAKINSPECTORJ.WAV" loop 0 volume 0.5 
Actor.DestroyInstantly($LANCE_VANCE)
wait 2700 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\LANCE_SHIT.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB50' time 1600 2 
wait 2600 
00BC: text_highpriority 'SNBOB35' time 1200 2 
wait 2900 
00BC: text_highpriority 'SNIBOB3' time 900 2 
wait 1700 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMY_ANGRY.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB51' time 2900 2 
wait 2000 
fade 0 500 
wait 500 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BARON2_3216 
012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car 

:BARON2_3216
if 
  not Car.Wrecked($10070)
jf @BARON2_3291 
Actor.Create($LANCE_VANCE, 4, #SPECIAL04, -374.5014, -650.4648, 10.4131)
Actor.Angle($LANCE_VANCE) = 271.085
0055: put_player $PLAYER_CHAR at -377.7576 -651.9247 10.4131 
wait 500 

:BARON2_3291
Camera.Restore_WithJumpCut
fade 1 500 
if 
  Model.Available(#MARQUIS)
jf @BARON2_3608 
Camera.SetPosition(-357.5145, -661.2421, 14.9625, 0, 0, 0)
Camera.PointAt(-376.5566, -657.5571, 8.4625, 2)
0211: actor $LANCE_VANCE walk_to -365.0184 -650.2849 
0319: set_actor $LANCE_VANCE running 0 
0211: actor $PLAYER_ACTOR walk_to -365.0184 -650.2849 
00BC: text_highpriority 'SNBOB52' time 5000 2 
0151: remove_status_text $2823 
wait 4250 
Car.Create($2840, #MARQUIS, -363.6, -226.7, 5.5)
fade 0 800 
wait 1200 
Actor.DestroyInstantly($LANCE_VANCE)
Camera.Restore_WithJumpCut
0464: put_actor $PLAYER_ACTOR into_turret_on_car $10070 at_car_offset -1.4 1.0 -0.1 position 1 angle 90.0 with_weapon 18 
Car.PutAt($10070, -397.7184, -704.2587, 67.452)
Car.StorePos($10070, $750, $751, $752)
Car.PutAt($10070, $750, $750, 67.452)
$40 = 1 // $ = int 
03C4: set_status_text_to $10072 1 'SNBOB62' 
gosub @BARON2_18166 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 
wait 500 
fade 1 800 

:BARON2_3608
if 
80F5:   not player $PLAYER_CHAR 0 89.1 1084.0 39.0 radius 6.0 6.0 6.0 
jf @BARON2_6407 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_3693 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_3693
if 
00F5:   player $PLAYER_CHAR 0 -366.0 -346.0 50.0 radius 6.0 6.0 6.0 
jf @BARON2_3865 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 
0169: set_fade_color 0 0 0 
if 
  10@ == 0 // @ == int 
jf @BARON2_3840 
Car.Create(6@, #SEASPAR, -110.0, 692.4, 70.0)
Car.Health(6@) = 500
0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat 
10@ = 1 // @ = int 

:BARON2_3840
if 
  11@ == 0 // @ == int 
jf @BARON2_3865 
11@ = 1 // @ = int 

:BARON2_3865
if 
00F5:   player $PLAYER_CHAR 0 -264.0 46.2 15.0 radius 6.0 6.0 6.0 
jf @BARON2_4275 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 
if 
  $2826 == 0 // $ == int 
jf @BARON2_4275 
Car.Destroy($2840)
if 
023D:   special_actor 6 loaded 
jf @BARON2_3998 
Actor.Create($2828, 4, #SPECIAL06, -261.6, 62.4, 26.2)

:BARON2_3998
Car.Create($2840, #MARQUIS, -211.6, 394.1, 5.5)
Car.Health($2840) = 500
Car.Angle($2840) = 238.0
Car.Create($2841, #RIO, -193.1, 384.0, 5.5)
Car.Health($2841) = 500
Car.Angle($2841) = 119.0
Car.Create($2842, #MARQUIS, -222.9, 363.8, 5.5)
Car.Health($2842) = 500
Actor.Create($2829, 4, #WMYGO, -151.4, 493.2, 15.3)
0243: set_actor $2829 ped_stats_to 39 
Actor.Create($2830, 4, #WMYGO, -150.5, 496.3, 15.4)
0243: set_actor $2830 ped_stats_to 39 
03F9: make_actors $2829 $2830 converse_in 999999 ms 
Car.Create($2852, #CADDY, -145.6, 496.0, 14.8)
Car.Health($2852) = 500
Car.Angle($2852) = 58.0
Car.Create($2827, #CADDY, -148.8, 490.1, 14.8)
Car.Health($2827) = 500
Car.Angle($2827) = 90.0
$2826 = 1 // $ = int 

:BARON2_4275
if 
  $10073 == 0 // $ == int 
jf @BARON2_5022 
if 
00F5:   player $PLAYER_CHAR 0 56.7404 1075.994 36.952 radius 35.0 35.0 35.0 
jf @BARON2_5022 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 
if 
  $2838 == 0 // $ == int 
jf @BARON2_5022 
Car.Destroy(6@)
Car.Destroy(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Car.Destroy($2840)
Car.Destroy($2841)
Car.Destroy($2842)
Car.Destroy($2852)
Car.Destroy($2827)
Model.Destroy(#SPARROW)
Model.Destroy(#MARQUIS)
Model.Destroy(#RIO)
Model.Destroy(#SEASPAR)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
$10071 = 18 // $ = int 
$10073 = 1 // $ = int 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 
if 
  not Car.Wrecked($10070)
jf @BARON2_4949 
Actor.Create($2828, 4, #SGA, 70.9, 1106.4, -100.0)
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $2821 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGB, 75.0, 1106.9, -100.0)
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $2821 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
Actor.Create($2830, 4, #SGA, 71.5, 1099.0, -100.0)
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $2821 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGB, 78.4, 1101.6, -100.0)
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $2821 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGA, 76.0, 1095.6, -100.0)
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $2821 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
01D9: actor $2832 destroy_car $10070 
01D9: actor $2831 destroy_car $10070 
01D9: actor $2830 destroy_car $10070 
01D9: actor $2829 destroy_car $10070 
01D9: actor $2828 destroy_car $10070 
02E2: set_actor $2832 weapon_accuracy_to 90 
02E2: set_actor $2831 weapon_accuracy_to 90 
02E2: set_actor $2830 weapon_accuracy_to 90 
02E2: set_actor $2829 weapon_accuracy_to 90 
02E2: set_actor $2828 weapon_accuracy_to 90 
Actor.Health($2832) = 50

:BARON2_4949
Object.Create($2858, #BARREL4, 65.6, 1104.6, 31.5)
Object.Create($2859, #BARREL4, 65.7, 1107.5, 31.5)
Object.Create($2860, #BARREL4, 86.7, 1114.3, 31.5)
$2838 = 1 // $ = int 

:BARON2_5022
gosub @BARON2_18166 
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 58.0239 1082.335 38.3133 radius 8.0 8.0 8.0 
jf @BARON2_5107 
04D2: set_plane $10070 fly_autopilot_around_point 96.7737 1098.364 38.3133 $10071 

:BARON2_5107
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 96.7737 1098.364 38.3133 radius 8.0 8.0 8.0 
jf @BARON2_5185 
04D2: set_plane $10070 fly_autopilot_around_point 69.292 1117.459 38.3133 $10071 

:BARON2_5185
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 69.292 1117.459 38.3133 radius 8.0 8.0 8.0 
jf @BARON2_5263 
04D2: set_plane $10070 fly_autopilot_around_point 58.0239 1082.335 38.3133 $10071 

:BARON2_5263
if or
  Car.Wrecked($10070)
   not $10072 > 0 // $ > int 
jf @BARON2_5303 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_5303
if and
  Actor.Dead($2832)
  Actor.Dead($2831)
  Actor.Dead($2830)
  Actor.Dead($2829)
  Actor.Dead($2828)
jf @BARON2_5442 
if 
  $2838 == 1 // $ == int 
jf @BARON2_5442 
04D2: set_plane $10070 fly_autopilot_around_point 121.6703 1102.012 38.2874 40 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZLANCE1.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB63' time 2000 2 
jump @BARON2_6753 

:BARON2_5442
wait 0 
if and
  $40 == 1 // $ == int 
  TIMERB >= 0 // @ >= int 
jf @BARON2_5537 
$40 = 2 // $ = int 
TIMERB = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK2_1.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'COK2_1' time 5000 2  // One thing puzzling me, What's with 'Quentin!?

:BARON2_5537
if and
  $40 == 2 // $ == int 
  TIMERB >= 2650 // @ >= int 
jf @BARON2_5622 
$40 = 3 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK2_2.WAV" loop 0 volume 0.4 
00BC: text_highpriority 'COK2_2' time 5000 2  // I dunno, I always kinda liked it...Quentin Vance...

:BARON2_5622
if and
  $40 == 3 // $ == int 
  TIMERB >= 6400 // @ >= int 
jf @BARON2_5707 
$40 = 4 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK2_3.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'COK2_3' time 5000 2  // Vance? Your name's Lance Vance?

:BARON2_5707
if and
  $40 == 4 // $ == int 
  TIMERB >= 9100 // @ >= int 
jf @BARON2_5792 
$40 = 5 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK2_4.WAV" loop 0 volume 0.4 
00BC: text_highpriority 'COK2_4' time 5000 2  // Hey! I got enough of that at school!

:BARON2_5792
if and
  $40 == 5 // $ == int 
  TIMERB >= 11200 // @ >= int 
jf @BARON2_5878 
$40 = 6 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK2_8D.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'COK2_13' time 4000 2  // Lance Vance. Poor bastard.

:BARON2_5878
if and
  $40 == 6 // $ == int 
  TIMERB >= 13900 // @ >= int 
jf @BARON2_5964 
$40 = 7 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COK210A.WAV" loop 0 volume 0.3 
00BC: text_highpriority 'SNBOB53' time 4000 2 

:BARON2_5964
if and
  $40 == 7 // $ == int 
  TIMERB >= 15500 // @ >= int 
jf @BARON2_6012 
$40 = 8 // $ = int 
00BC: text_highpriority 'SNBOB35' time 4000 2 

:BARON2_6012
if and
  $40 == 8 // $ == int 
  TIMERB >= 16000 // @ >= int 
jf @BARON2_6060 
$40 = 9 // $ = int 
00BC: text_highpriority 'SNBOB54' time 4000 2 

:BARON2_6060
if and
  $40 == 9 // $ == int 
  TIMERB >= 18100 // @ >= int 
jf @BARON2_6108 
$40 = 10 // $ = int 
00BC: text_highpriority 'SNBOB55' time 4000 2 

:BARON2_6108
if and
  $40 == 10 // $ == int 
  TIMERB >= 20500 // @ >= int 
jf @BARON2_6156 
$40 = 11 // $ = int 
00BC: text_highpriority 'SNBOB56' time 2400 2 

:BARON2_6156
if and
  $40 == 11 // $ == int 
  TIMERB >= 24200 // @ >= int 
jf @BARON2_6204 
$40 = 12 // $ = int 
00BC: text_highpriority 'SNBOB57' time 2800 2 

:BARON2_6204
if and
  $40 == 12 // $ == int 
  TIMERB >= 30500 // @ >= int 
jf @BARON2_6252 
$40 = 13 // $ = int 
00BC: text_highpriority 'SNBOB58' time 1300 2 

:BARON2_6252
if and
  $40 == 13 // $ == int 
  TIMERB >= 31750 // @ >= int 
jf @BARON2_6300 
$40 = 14 // $ = int 
00BC: text_highpriority 'SNBOB59' time 1900 2 

:BARON2_6300
if and
  $40 == 14 // $ == int 
  TIMERB >= 33850 // @ >= int 
jf @BARON2_6350 
$40 = 15 // $ = int 
00BC: text_highpriority 'SNBOB60' time 750 2 

:BARON2_6350
if and
  $40 == 15 // $ == int 
  TIMERB >= 35000 // @ >= int 
jf @BARON2_4275 
$40 = 16 // $ = int 
00BC: text_highpriority 'SNBOB61' time 2700 2 
jump @BARON2_4275 

:BARON2_6407
if 
  not Car.Wrecked($10070)
jf @BARON2_6433 
04D0: force_heli $2821 looking_angle_to 270.0 

:BARON2_6433
gosub @BARON2_18203 

:BARON2_6440
if and
   not $2822 == 5 // $ == int 
  $10074 == 0 // $ == int 
jf @BARON2_6626 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_6502 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_6502
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  TIMERB > 50000 // @ > int 
jf @BARON2_6544 
jump @BARON2_6626 

:BARON2_6544
if 
  $38 == 0 // $ == int 
jf @BARON2_6619 
if 
  $33 == 0 // $ == int 
jf @BARON2_6594 
$33 = 1 // $ = int 
jump @BARON2_6601 

:BARON2_6594
$34 = 1 // $ = int 

:BARON2_6601
if 
  $34 == 1 // $ == int 
jf @BARON2_6619 

:BARON2_6619
jump @BARON2_6440 

:BARON2_6626
if 
  not Car.Wrecked($10070)
jf @BARON2_6647 
04D1: reset_heli $2821 looking_angle 

:BARON2_6647
if and
80F5:   not player $PLAYER_CHAR 0 121.6703 1102.012 38.2874 radius 6.0 6.0 6.0 
  $10074 == 0 // $ == int 
jf @BARON2_6753 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_6739 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_6739
gosub @BARON2_18166 
jump @BARON2_6647 

:BARON2_6753
if 
  not Car.Wrecked($10070)
jf @BARON2_6779 
04D0: force_heli $2821 looking_angle_to 1.0 

:BARON2_6779
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
if 
  not Car.Wrecked($10070)
jf @BARON2_7135 
Actor.Create($2828, 4, #SGA, 59.0, 1117.7, 17.7)
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGB, 64.7, 1089.8, 17.7)
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
Actor.Create($2830, 4, #SGA, 61.0, 1091.1, 24.4)
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGB, 58.2, 1118.7, 24.4)
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGA, 64.9, 1119.0, 24.4)
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2832) = 50
02E2: set_actor $2828 weapon_accuracy_to 90 
02E2: set_actor $2829 weapon_accuracy_to 90 
02E2: set_actor $2830 weapon_accuracy_to 90 
02E2: set_actor $2831 weapon_accuracy_to 90 
02E2: set_actor $2832 weapon_accuracy_to 90 

:BARON2_7135
gosub @BARON2_18203 

:BARON2_7142
if and
   not $2822 == 5 // $ == int 
  $10074 == 0 // $ == int 
jf @BARON2_8511 
wait 0 
if 
  Car.Wrecked($2821)
jf @BARON2_7204 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_7204
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  not Actor.Dead($2828)
jf @BARON2_7423 
if 
00FE:   actor $2828 0 59.0 1117.7 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7297 
0239: actor $2828 run_to 89.7 1118.1 

:BARON2_7297
if 
00FE:   actor $2828 0 89.7 1118.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7360 
0239: actor $2828 run_to 94.7 1107.1 

:BARON2_7360
if 
00FE:   actor $2828 0 94.7 1107.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7423 
01D9: actor $2828 destroy_car $10070 
0350: set_actor $2828 maintain_position_when_attacked 1 

:BARON2_7423
if 
  not Actor.Dead($2829)
jf @BARON2_7628 
if 
00FE:   actor $2829 0 64.7 1089.8 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7502 
0239: actor $2829 run_to 90.1 1090.1 

:BARON2_7502
if 
00FE:   actor $2829 0 90.1 1090.1 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7565 
0239: actor $2829 run_to 91.1 1097.8 

:BARON2_7565
if 
00FE:   actor $2829 0 91.1 1097.8 17.7 radius 1.0 1.0 5.0 
jf @BARON2_7628 
01D9: actor $2829 destroy_car $10070 
0350: set_actor $2829 maintain_position_when_attacked 1 

:BARON2_7628
if 
  not Actor.Dead($2830)
jf @BARON2_7770 
if 
00FE:   actor $2830 0 61.0 1091.1 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7707 
0239: actor $2830 run_to 89.4 1091.0 

:BARON2_7707
if 
00FE:   actor $2830 0 89.4 1091.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7770 
0239: actor $2830 run_to 94.5 1100.5 

:BARON2_7770
if 
00FE:   actor $2830 0 94.5 1100.5 24.4 radius 1.0 1.0 5.0 
jf @BARON2_7833 
01D9: actor $2830 destroy_car $10070 
0350: set_actor $2830 maintain_position_when_attacked 1 

:BARON2_7833
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 121.6703 1102.012 38.2874 radius 8.0 8.0 8.0 
jf @BARON2_7911 
04D2: set_plane $10070 fly_autopilot_around_point 112.1724 1118.441 28.2874 $10071 

:BARON2_7911
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 112.1724 1118.441 28.2874 radius 3.0 3.0 3.0 
jf @BARON2_7988 
04D2: set_plane $10070 fly_autopilot_around_point 106.5669 1100.298 28.2874 45 

:BARON2_7988
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 106.5669 1100.298 28.2874 radius 3.0 3.0 3.0 
jf @BARON2_8066 
04D2: set_plane $10070 fly_autopilot_around_point 112.1724 1118.441 28.2874 $10071 

:BARON2_8066
if 
  not Actor.Dead($2831)
jf @BARON2_8145 
if 
00FE:   actor $2831 0 58.2 1118.7 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8145 
0239: actor $2831 run_to 90.0 1118.8 

:BARON2_8145
if 
00FE:   actor $2831 0 90.0 1118.8 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8208 
0239: actor $2831 run_to 94.5 1099.9 

:BARON2_8208
if 
00FE:   actor $2831 0 94.5 1099.9 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8271 
01D9: actor $2831 destroy_car $10070 
0350: set_actor $2831 maintain_position_when_attacked 1 

:BARON2_8271
if 
  not Actor.Dead($2832)
jf @BARON2_8350 
if 
00FE:   actor $2832 0 64.9 1119.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8350 
0239: actor $2832 run_to 89.1 1117.9 

:BARON2_8350
if 
00FE:   actor $2832 0 89.1 1117.9 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8413 
0239: actor $2832 run_to 93.0 1110.0 

:BARON2_8413
if 
00FE:   actor $2832 0 93.0 1110.0 24.4 radius 1.0 1.0 5.0 
jf @BARON2_8476 
01D9: actor $2832 destroy_car $10070 
0350: set_actor $2832 maintain_position_when_attacked 1 

:BARON2_8476
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_8504 
jump @BARON2_8504 

:BARON2_8504
jump @BARON2_7142 

:BARON2_8511
if 
  not Car.Wrecked($10070)
jf @BARON2_8532 
04D1: reset_heli $2821 looking_angle 

:BARON2_8532
04D2: set_plane $10070 fly_autopilot_around_point 102.1507 1164.547 30.1104 40 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZLANCE2.WAV" loop 0 volume 0.3 
00BC: text_highpriority 'SNBOB63' time 2000 2 

:BARON2_8610
if and
80F5:   not player $PLAYER_CHAR 0 102.1507 1164.547 30.1104 radius 6.0 6.0 6.0 
  $10074 == 0 // $ == int 
jf @BARON2_8716 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_8702 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_8702
gosub @BARON2_18166 
jump @BARON2_8610 

:BARON2_8716
Car.Create($2840, #BOBCAT, 19.8, 1213.4, -100.0)
Car.Angle($2840) = 233.7
Car.Create($2841, #BOBCAT, -12.1, 1207.3, -100.0)
Car.Angle($2841) = 159.6
Car.Create($2842, #GANGBUR, -20.1, 1198.4, -100.0)
Car.Angle($2842) = 34.6
Object.Create(1@, #BARREL4, 14.6, 1177.9, 22.5)
Object.Create(2@, #BARREL4, 7.2, 1193.1, 17.8)
Object.Create(3@, #BARREL4, -13.2, 1217.7, 20.4)
Object.Create(4@, #BARREL4, -18.3, 1217.5, 20.4)
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
if 
  not Car.Wrecked($10070)
jf @BARON2_9777 
Actor.Create($2828, 4, #SGA, 17.8, 1212.0, 20.9)
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $10070 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Car.Create($2824, #GANGBUR, 43.8, 1129.6, 17.9)
Car.Angle($2824) = 0.0
0129: $2829 = create_actor 4 #SGB in_car $2824 driverseat 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
011A: set_actor $2829 search_threat 1 
Car.DriveTo($2824, 38.8, 1198.0, 20.8)
04E0: car $2824 abandon_path_radius 100 
04BA: set_car $2824 speed_instantly 10.0 
Car.SetMaxSpeed($2824, 25.0)
Actor.Create($2830, 4, #SGA, 19.3, 1196.2, 19.0)
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $10070 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGB, -11.8, 1208.5, 22.5)
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $10070 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGA, -22.9, 1198.6, 22.1)
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $10070 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2832) = 50
Actor.Create($2833, 4, #SGB, -34.7, 1202.3, 20.4)
0350: set_actor $2833 maintain_position_when_attacked 1 
01D9: actor $2833 destroy_car $10070 
011A: set_actor $2833 search_threat 1 
022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2833) = 50
Actor.Create($2834, 4, #SGB, -40.5, 1195.1, 20.4)
0350: set_actor $2834 maintain_position_when_attacked 1 
01D9: actor $2834 destroy_car $10070 
011A: set_actor $2834 search_threat 1 
022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2834) = 50
Actor.Create($2835, 4, #SGA, -22.3, 1218.0, 20.4)
0350: set_actor $2835 maintain_position_when_attacked 1 
01D9: actor $2835 destroy_car $10070 
011A: set_actor $2835 search_threat 1 
022D: set_actor $2835 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2835 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2835) = 50
Actor.Create($2836, 4, #SGA, 27.3, 1196.4, 19.6)
0350: set_actor $2836 maintain_position_when_attacked 1 
01D9: actor $2836 destroy_car $10070 
011A: set_actor $2836 search_threat 1 
022D: set_actor $2836 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2836 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2836) = 50
Actor.Create($2837, 4, #SGA, 0.8, 1212.9, 20.4)
0350: set_actor $2837 maintain_position_when_attacked 1 
01D9: actor $2837 destroy_car $10070 
011A: set_actor $2837 search_threat 1 
022D: set_actor $2837 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2837 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2832) = 50
02E2: set_actor $2828 weapon_accuracy_to 90 
02E2: set_actor $2829 weapon_accuracy_to 90 
02E2: set_actor $2830 weapon_accuracy_to 90 
02E2: set_actor $2831 weapon_accuracy_to 90 
02E2: set_actor $2832 weapon_accuracy_to 90 
02E2: set_actor $2833 weapon_accuracy_to 90 
02E2: set_actor $2834 weapon_accuracy_to 90 
02E2: set_actor $2835 weapon_accuracy_to 90 
02E2: set_actor $2836 weapon_accuracy_to 90 
02E2: set_actor $2837 weapon_accuracy_to 90 

:BARON2_9777
if 
  not Car.Wrecked($10070)
jf @BARON2_9798 
04D1: reset_heli $2821 looking_angle 

:BARON2_9798
if and
80F5:   not player $PLAYER_CHAR 0 28.1 1224.5 27.4 radius 6.0 6.0 6.0 
  $10074 == 0 // $ == int 
jf @BARON2_10828 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_9890 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_9890
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 102.1507 1164.547 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_9968 
04D2: set_plane $10070 fly_autopilot_around_point 48.9834 1191.781 30.1104 $10071 

:BARON2_9968
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 48.9834 1191.781 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10046 
04D2: set_plane $10070 fly_autopilot_around_point 34.9143 1215.109 30.1104 $10071 

:BARON2_10046
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 34.9143 1215.109 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10124 
04D2: set_plane $10070 fly_autopilot_around_point -24.4997 1229.156 30.1104 $10071 

:BARON2_10124
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -24.4997 1229.156 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10202 
04D2: set_plane $10070 fly_autopilot_around_point -41.9364 1194.442 30.1104 $10071 

:BARON2_10202
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -24.4997 1229.156 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10280 
04D2: set_plane $10070 fly_autopilot_around_point -41.9364 1194.442 30.1104 $10071 

:BARON2_10280
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -41.9364 1194.442 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10358 
04D2: set_plane $10070 fly_autopilot_around_point 38.3567 1186.868 30.1104 $10071 

:BARON2_10358
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 38.3567 1186.868 30.1104 radius 6.0 6.0 6.0 
jf @BARON2_10593 
04D2: set_plane $10070 fly_autopilot_around_point 48.9834 1191.781 30.1104 $10071 
if and
  Actor.Dead($2828)
  Actor.Dead($2829)
  Actor.Dead($2830)
  Actor.Dead($2831)
  Actor.Dead($2832)
jf @BARON2_10593 
if and
  Actor.Dead($2833)
  Actor.Dead($2834)
  Actor.Dead($2835)
  Actor.Dead($2836)
  Actor.Dead($2837)
jf @BARON2_10593 
04D2: set_plane $10070 fly_autopilot_around_point -30.1275 1211.277 41.6104 40 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZLANCE3.WAV" loop 0 volume 0.3 
00BC: text_highpriority 'SNBOB63' time 2000 2 
jump @BARON2_11366 

:BARON2_10593
if 
  $2863 == 0 // $ == int 
jf @BARON2_10723 
if 
  not Actor.Dead($2829)
jf @BARON2_10716 
if 
  not Car.Wrecked($2824)
jf @BARON2_10716 
if 
00FE:   actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
jf @BARON2_10716 
Car.SetMaxSpeed($2824, 0.0)
01D3: actor $2829 leave_car $2824 
$2863 = 1 // $ = int 

:BARON2_10716
jump @BARON2_10814 

:BARON2_10723
if 
  $2846 == 0 // $ == int 
jf @BARON2_10814 
if 
  not Actor.Dead($2829)
jf @BARON2_10814 
if 
  not Car.Wrecked($2824)
jf @BARON2_10814 
if 
  not Actor.InCar($2829, $2824)
jf @BARON2_10814 
01D9: actor $2829 destroy_car $10070 
0350: set_actor $2829 maintain_position_when_attacked 1 
$2846 = 1 // $ = int 

:BARON2_10814
gosub @BARON2_18166 
jump @BARON2_9798 

:BARON2_10828
if 
  not Car.Wrecked($10070)
jf @BARON2_10854 
04D0: force_heli $2821 looking_angle_to 90.0 

:BARON2_10854
gosub @BARON2_18203 
5@ = 1 // @ = int 

:BARON2_10868
if and
   not $2822 > 9 // $ > int 
  $10074 == 0 // $ == int 
jf @BARON2_11239 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_10930 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_10930
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  $2863 == 0 // $ == int 
jf @BARON2_11074 
if 
  not Actor.Dead($2829)
jf @BARON2_11067 
if 
  not Car.Wrecked($2824)
jf @BARON2_11067 
if 
00FE:   actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 
jf @BARON2_11067 
Car.SetMaxSpeed($2824, 0.0)
01D3: actor $2829 leave_car $2824 
$2863 = 1 // $ = int 

:BARON2_11067
jump @BARON2_11165 

:BARON2_11074
if 
  $2846 == 0 // $ == int 
jf @BARON2_11165 
if 
  not Actor.Dead($2829)
jf @BARON2_11165 
if 
  not Car.Wrecked($2824)
jf @BARON2_11165 
if 
  not Actor.InCar($2829, $2824)
jf @BARON2_11165 
01D9: actor $2829 destroy_car $2821 
0350: set_actor $2829 maintain_position_when_attacked 1 
$2846 = 1 // $ = int 

:BARON2_11165
if 
  TIMERB > 20000 // @ > int 
jf @BARON2_11191 
jump @BARON2_11191 

:BARON2_11191
if 
  not Car.Wrecked($10070)
jf @BARON2_11232 
if 
  12@ == 0 // @ == int 
jf @BARON2_11232 
12@ = 1 // @ = int 

:BARON2_11232
jump @BARON2_10868 

:BARON2_11239
if 
  not Car.Wrecked($10070)
jf @BARON2_11260 
04D1: reset_heli $2821 looking_angle 

:BARON2_11260
if and
80F5:   not player $PLAYER_CHAR 0 -30.1275 1211.277 41.6104 radius 12.0 12.0 12.0 
  $10074 == 0 // $ == int 
jf @BARON2_11366 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_11352 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_11352
gosub @BARON2_18166 
jump @BARON2_11366 

:BARON2_11366
if 
  not Car.Wrecked($10070)
jf @BARON2_11392 
04D0: force_heli $2821 looking_angle_to 140.0 

:BARON2_11392
TIMERB = 0 // @ = int 

:BARON2_11399
if and
   not $2822 > 9 // $ > int 
  $10074 == 0 // $ == int 
jf @BARON2_11549 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_11549 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  TIMERB > 20000 // @ > int 
jf @BARON2_11501 
jump @BARON2_11501 

:BARON2_11501
if 
  not Car.Wrecked($10070)
jf @BARON2_11542 
if 
  12@ == 0 // @ == int 
jf @BARON2_11542 
12@ = 1 // @ = int 

:BARON2_11542
jump @BARON2_11399 

:BARON2_11549
5@ = 0 // @ = int 
wait 500 
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
if 
  not Car.Wrecked($10070)
jf @BARON2_11992 
Actor.Create($2828, 4, #SGB, -41.4, 1114.4, -100.0)
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $10070 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGA, -59.3, 1113.0, -100.0)
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $10070 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
Actor.Create($2830, 4, #SGB, -57.8, 1121.4, -100.0)
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $10070 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGA, -44.4, 1119.6, -100.0)
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $10070 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGB, -45.0, 1123.6, -100.0)
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $10070 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $2828 weapon_accuracy_to 90 
02E2: set_actor $2829 weapon_accuracy_to 90 
02E2: set_actor $2830 weapon_accuracy_to 90 
02E2: set_actor $2831 weapon_accuracy_to 90 
02E2: set_actor $2832 weapon_accuracy_to 90 
Actor.Health($2832) = 50

:BARON2_11992
Object.Create($2861, #BARREL4, -45.8131, 1117.522, 29.9)
Object.Create($2862, #BARREL4, -40.4532, 1119.189, 29.9)
Object.Create(0@, #BARREL4, -57.3158, 1114.607, 29.9)
if 
  not Car.Wrecked($10070)
jf @BARON2_12079 
04D1: reset_heli $2821 looking_angle 

:BARON2_12079
if and
80F5:   not player $PLAYER_CHAR 0 -30.1275 1211.277 41.6104 radius 6.0 6.0 6.0 
  $10074 == 0 // $ == int 
jf @BARON2_12185 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_12171 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_12171
gosub @BARON2_18166 
jump @BARON2_12079 

:BARON2_12185
if 
  not Car.Wrecked($10070)
jf @BARON2_12211 
04D0: force_heli $2821 looking_angle_to 90.0 

:BARON2_12211
Actor.DestroyInstantly($2833)
Actor.DestroyInstantly($2834)
Actor.DestroyInstantly($2835)
Actor.DestroyInstantly($2836)
Actor.DestroyInstantly($2837)
gosub @BARON2_18203 

:BARON2_12243
if and
   not $2822 == 5 // $ == int 
  $10074 == 0 // $ == int 
jf @BARON2_12706 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_12305 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_12305
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -30.1275 1211.277 41.6104 radius 6.0 6.0 6.0 
jf @BARON2_12382 
04D2: set_plane $10070 fly_autopilot_around_point -39.5051 1127.423 41.1104 60 

:BARON2_12382
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -39.5051 1127.423 41.1104 radius 6.0 6.0 6.0 
jf @BARON2_12460 
04D2: set_plane $10070 fly_autopilot_around_point -62.6968 1123.929 41.1104 $10071 

:BARON2_12460
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -62.6968 1123.929 41.1104 radius 6.0 6.0 6.0 
jf @BARON2_12538 
04D2: set_plane $10070 fly_autopilot_around_point -44.8018 1103.446 41.1104 $10071 

:BARON2_12538
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 -44.8018 1103.446 41.1104 radius 6.0 6.0 6.0 
jf @BARON2_12616 
04D2: set_plane $10070 fly_autopilot_around_point -39.5051 1127.423 41.1104 $10071 

:BARON2_12616
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_12658 
jump @BARON2_12706 

:BARON2_12658
if 
  not Car.Wrecked($10070)
jf @BARON2_12699 
if 
  13@ == 0 // @ == int 
jf @BARON2_12699 
13@ = 1 // @ = int 

:BARON2_12699
jump @BARON2_12243 

:BARON2_12706
wait 1500 
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
if 
  not Car.Wrecked($10070)
jf @BARON2_13221 
Actor.Create($2828, 4, #SGB, 14.6, 1145.4, -100.0)
0350: set_actor $2828 maintain_position_when_attacked 1 
01D9: actor $2828 destroy_car $10070 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGA, 21.9, 1146.7, -100.0)
0350: set_actor $2829 maintain_position_when_attacked 1 
01D9: actor $2829 destroy_car $10070 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
Actor.Create($2830, 4, #SGA, 11.3, 1147.0, 22.5)
0350: set_actor $2830 maintain_position_when_attacked 1 
01D9: actor $2830 destroy_car $10070 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGA, 28.9, 1146.3, 20.5)
0350: set_actor $2831 maintain_position_when_attacked 1 
01D9: actor $2831 destroy_car $10070 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGB, 15.9, 1145.5, 22.5)
0350: set_actor $2832 maintain_position_when_attacked 1 
01D9: actor $2832 destroy_car $10070 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZLANCE4.WAV" loop 0 volume 0.3 
00BC: text_highpriority 'SNBOB63' time 2000 2 
04D2: set_plane $10070 fly_autopilot_around_point 2.2573 1132.302 35.1114 $10071 
02E2: set_actor $2828 weapon_accuracy_to 50 
02E2: set_actor $2829 weapon_accuracy_to 50 
02E2: set_actor $2830 weapon_accuracy_to 50 
02E2: set_actor $2831 weapon_accuracy_to 50 
02E2: set_actor $2832 weapon_accuracy_to 50 
Actor.Health($2832) = 50

:BARON2_13221
if 
  not Car.Wrecked($10070)
jf @BARON2_13237 

:BARON2_13237
if and
80F5:   not player $PLAYER_CHAR 0 20.0 1125.0 36.0 radius 6.0 6.0 6.0 
  $10074 == 0 // $ == int 
jf @BARON2_13329 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_13329 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_13329
if 
  not Car.Wrecked($10070)
jf @BARON2_13345 

:BARON2_13345
gosub @BARON2_18203 

:BARON2_13352
if and
   not $2822 == 5 // $ == int 
  $10074 == 0 // $ == int 
jf @BARON2_13618 
wait 0 
if 
  Car.Wrecked($10070)
jf @BARON2_13414 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON2_17180 

:BARON2_13414
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 2.2573 1132.302 35.1114 radius 6.0 6.0 6.0 
jf @BARON2_13492 
04D2: set_plane $10070 fly_autopilot_around_point 32.9796 1133.798 32.6104 $10071 

:BARON2_13492
if and
  $10073 == 1 // $ == int 
00F5:   player $PLAYER_CHAR 0 32.9796 1133.798 32.6104 radius 6.0 6.0 6.0 
jf @BARON2_13569 
04D2: set_plane $10070 fly_autopilot_around_point 2.2573 1132.302 35.1114 26 

:BARON2_13569
gosub @BARON2_18166 
gosub @BARON2_18377 
if 
  TIMERB > 40000 // @ > int 
jf @BARON2_13611 
jump @BARON2_13618 

:BARON2_13611
jump @BARON2_13352 

:BARON2_13618
if 
  not Car.Wrecked($10070)
jf @BARON2_14030 
0151: remove_status_text $10072 
00BC: text_highpriority 'COK2_27' time 2000 2  // You're on MY turf asshole!
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TURF_DUDE.WAV" loop 0 volume 0.5 
$10074 = 1 // $ = int 
wait 1600 
04D2: set_plane $10070 fly_autopilot_around_point 35.2231 1136.951 19.0105 30 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 2100 
Camera.Restore_WithJumpCut
0579: stop_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
020B: explode_car $10070 
wait 0 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 100 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
01F0: set_max_wanted_level_to 5 
0222: set_player $PLAYER_CHAR health_to 50 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
wait 800 
Actor.DestroyInstantly($10070)
0222: set_player $PLAYER_CHAR health_to 2 
00BC: text_highpriority 'SNBOB64' time 4000 2 
035E: set_player $PLAYER_CHAR armour_to -50 
wait 200 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
Actor.Create($2845, 4, #SPECIAL05, 95.2017, 1111.364, 25.4617)
0350: set_actor $2845 maintain_position_when_attacked 1 
022D: set_actor $2845 to_look_at_player $PLAYER_CHAR 
Actor.Health($2845) = 100
Actor.Angle($2845) = 90.0
Actor.Create($2828, 4, #SGB, 62.8, 1098.2, 31.7)
0350: set_actor $2828 maintain_position_when_attacked 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 27 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGB, 66.6, 1093.7, 31.7)
0350: set_actor $2829 maintain_position_when_attacked 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 27 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50

:BARON2_14030
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$33 = 1 // $ = int 
if 
  not Actor.Dead($2845)
jf @BARON2_14287 
wait 3500 
wait 500 
if 
  not Actor.Dead($2845)
jf @BARON2_14280 

:BARON2_14107
if 
  $38 == 0 // $ == int 
jf @BARON2_14280 
wait 0 
if 
  $33 == 1 // $ == int 
jf @BARON2_14154 
$34 = 1 // $ = int 

:BARON2_14154
if 
  not Actor.Dead($2845)
jf @BARON2_14184 
011A: set_actor $2845 search_threat 1 
02E2: set_actor $2845 weapon_accuracy_to 10 

:BARON2_14184
if 
  not Actor.Dead($2828)
jf @BARON2_14214 
011A: set_actor $2828 search_threat 1 
02E2: set_actor $2828 weapon_accuracy_to 20 

:BARON2_14214
if 
  not Actor.Dead($2829)
jf @BARON2_14244 
011A: set_actor $2829 search_threat 1 
02E2: set_actor $2829 weapon_accuracy_to 20 

:BARON2_14244
00BC: text_highpriority 'SNBOB65' time 4000 2 
$38 = 1 // $ = int 
jump @BARON2_14630 
jump @BARON2_14107 

:BARON2_14280
wait 1000 
Camera.Restore_WithJumpCut

:BARON2_14287
if 
80F5:   not player $PLAYER_CHAR 0 37.0 1075.0 43.0 radius 6.0 6.0 6.0 
jf @BARON2_14376 
wait 0 
if 
  Car.Wrecked($2821)
jf @BARON2_14362 
jump @BARON2_17180 

:BARON2_14362
gosub @BARON2_18166 
jump @BARON2_14287 

:BARON2_14376
if 
  not Car.Wrecked($2821)
jf @BARON2_14392 

:BARON2_14392
if 
  Actor.Dead($2828)
jf @BARON2_14408 

:BARON2_14408
gosub @BARON2_18203 

:BARON2_14415
if or
  not Actor.Dead($2845)
  not Actor.Dead($2828)
  not Actor.Dead($2829)
jf @BARON2_14459 
wait 0 
gosub @BARON2_18166 
jump @BARON2_14415 

:BARON2_14459
if 
  not Car.Wrecked($10070)
jf @BARON2_14475 

:BARON2_14475
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:BARON2_14489
if 
80F5:   not player $PLAYER_CHAR 0 33.7 1083.0 15.0 radius 6.0 6.0 4.0 
jf @BARON2_14630 
wait 0 
if 
  15@ == 0 // @ == int 
jf @BARON2_14623 
if 
  $33 == 0 // $ == int 
jf @BARON2_14591 
$33 = 1 // $ = int 
jump @BARON2_14598 

:BARON2_14591
$34 = 1 // $ = int 

:BARON2_14598
if 
  $34 == 1 // $ == int 
jf @BARON2_14623 
15@ = 0 // @ = int 

:BARON2_14623
jump @BARON2_14489 

:BARON2_14630
wait 1000 
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
01CA: actor $2845 kill_player $PLAYER_CHAR 
0562: set_actor $2845 ignore_threats_behind_objects 1 
Actor.Create($2828, 4, #SGB, 79.6, 1106.4, 17.7)
0350: set_actor $2828 maintain_position_when_attacked 1 
01CA: actor $2828 kill_player $PLAYER_CHAR 
011A: set_actor $2828 search_threat 1 
022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2828) = 50
Actor.Create($2829, 4, #SGA, 70.4, 1103.9, 17.7)
0350: set_actor $2829 maintain_position_when_attacked 1 
01CA: actor $2829 kill_player $PLAYER_CHAR 
011A: set_actor $2829 search_threat 1 
022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2829) = 50
Actor.Create($2830, 4, #SGB, 67.6, 1107.2, 24.4)
0350: set_actor $2830 maintain_position_when_attacked 1 
01CA: actor $2830 kill_player $PLAYER_CHAR 
011A: set_actor $2830 search_threat 1 
022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2830) = 50
Actor.Create($2831, 4, #SGA, 74.9, 1112.9, 22.2)
0350: set_actor $2831 maintain_position_when_attacked 1 
01CA: actor $2831 kill_player $PLAYER_CHAR 
011A: set_actor $2831 search_threat 1 
022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2831) = 50
Actor.Create($2832, 4, #SGB, 79.0, 1111.1, 20.0)
0350: set_actor $2832 maintain_position_when_attacked 1 
01CA: actor $2832 kill_player $PLAYER_CHAR 
011A: set_actor $2832 search_threat 1 
022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2832) = 50
Actor.Create($2833, 4, #SGA, 81.6, 1105.6, 24.6)
0350: set_actor $2833 maintain_position_when_attacked 1 
01CA: actor $2833 kill_player $PLAYER_CHAR 
011A: set_actor $2833 search_threat 1 
022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2833) = 50
Actor.Create($2834, 4, #SGB, 75.6063, 1098.252, 25.4886)
0350: set_actor $2834 maintain_position_when_attacked 1 
01CA: actor $2834 kill_player $PLAYER_CHAR 
011A: set_actor $2834 search_threat 1 
022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2834) = 50
Actor.Create($10076, 4, #SGA, 67.4376, 1101.269, 25.4914)
0350: set_actor $10076 maintain_position_when_attacked 1 
01CA: actor $10076 kill_player $PLAYER_CHAR 
011A: set_actor $10076 search_threat 1 
022D: set_actor $10076 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10076 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10076) = 50
Actor.Create($10077, 4, #SGB, 79.271, 1099.671, 25.4914)
0350: set_actor $10077 maintain_position_when_attacked 1 
01CA: actor $10077 kill_player $PLAYER_CHAR 
011A: set_actor $10077 search_threat 1 
022D: set_actor $10077 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10077 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10077) = 50
Actor.Create($10078, 4, #SGA, 84.0059, 1099.255, 18.7597)
0350: set_actor $10078 maintain_position_when_attacked 1 
01CA: actor $10078 kill_player $PLAYER_CHAR 
011A: set_actor $10078 search_threat 1 
022D: set_actor $10078 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10078 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10078) = 50
Actor.Create($10079, 4, #SGB, 63.7073, 1095.463, 18.7597)
0350: set_actor $10079 maintain_position_when_attacked 1 
01CA: actor $10079 kill_player $PLAYER_CHAR 
011A: set_actor $10079 search_threat 1 
022D: set_actor $10079 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10079 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10079) = 50
Actor.Create($10080, 4, #SGA, 69.3883, 1112.834, 20.9963)
0350: set_actor $10080 maintain_position_when_attacked 1 
01CA: actor $10080 kill_player $PLAYER_CHAR 
011A: set_actor $10080 search_threat 1 
022D: set_actor $10080 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10080 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10080) = 50
Actor.Create($10081, 4, #SGB, 79.9278, 1112.91, 20.9958)
0350: set_actor $10081 maintain_position_when_attacked 1 
01CA: actor $10081 kill_player $PLAYER_CHAR 
011A: set_actor $10081 search_threat 1 
022D: set_actor $10081 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10081 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10081) = 50
Actor.Create($10082, 4, #SGA, 67.0435, 1114.589, 25.4914)
0350: set_actor $10082 maintain_position_when_attacked 1 
01CA: actor $10082 kill_player $PLAYER_CHAR 
011A: set_actor $10082 search_threat 1 
022D: set_actor $10082 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10082 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10082) = 50
Actor.Create($10083, 4, #SGA, 93.8807, 1105.721, 25.4617)
0350: set_actor $10083 maintain_position_when_attacked 1 
01CA: actor $10083 kill_player $PLAYER_CHAR 
011A: set_actor $10083 search_threat 1 
022D: set_actor $10083 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $10083 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($10083) = 50
02E2: set_actor $2828 weapon_accuracy_to 80 
02E2: set_actor $2829 weapon_accuracy_to 80 
02E2: set_actor $2830 weapon_accuracy_to 80 
02E2: set_actor $2831 weapon_accuracy_to 80 
02E2: set_actor $2832 weapon_accuracy_to 80 
02E2: set_actor $2833 weapon_accuracy_to 80 
02E2: set_actor $2833 weapon_accuracy_to 80 
02E2: set_actor $2834 weapon_accuracy_to 80 
02E2: set_actor $10076 weapon_accuracy_to 80 
02E2: set_actor $10077 weapon_accuracy_to 80 
02E2: set_actor $10078 weapon_accuracy_to 80 
02E2: set_actor $10079 weapon_accuracy_to 80 
02E2: set_actor $10080 weapon_accuracy_to 80 
02E2: set_actor $10081 weapon_accuracy_to 80 
02E2: set_actor $10082 weapon_accuracy_to 80 
02E2: set_actor $10083 weapon_accuracy_to 80 

:BARON2_15852
wait 0 
if and
  $10075 == 0 // $ == int 
  Actor.Dead($2845)
jf @BARON2_15918 
Pickup.Create($2839, #BRIEFCASE, 3, 93.6, 1111.5, 25.4)
03DC: $63 = create_marker_above_pickup $2839 
$10075 = 1 // $ = int 

:BARON2_15918
if 
  $10075 == 1 // $ == int 
jf @BARON2_15975 
if 
  Actor.Dead($2845)
jf @BARON2_15975 
if 
  not Pickup.Picked_up($2839)
jf @BARON2_16068 
jump @BARON2_15975 

:BARON2_15975
if 
  not Actor.Dead($2845)
jf @BARON2_16061 
if 
80F5:   not player $PLAYER_CHAR 0 67.2658 1098.805 18.7597 radius 160.0 160.0 160.0 
jf @BARON2_16061 
00BC: text_highpriority 'SNBOB66' time 5000 2 
jump @BARON2_17180 

:BARON2_16061
jump @BARON2_15852 

:BARON2_16068
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
Actor.DestroyInstantly($2833)
Actor.DestroyInstantly($2834)
Actor.DestroyInstantly($10076)
Actor.DestroyInstantly($10077)
Actor.DestroyInstantly($10078)
Actor.DestroyInstantly($10079)
Actor.DestroyInstantly($10080)
Actor.DestroyInstantly($10081)
Actor.DestroyInstantly($10082)
Actor.DestroyInstantly($10083)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
wait 1000 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
Actor.Create($2828, 4, #SPECIAL04, -379.494, -626.7933, 10.4131)
0350: set_actor $2828 maintain_position_when_attacked 1 
Actor.Create($2829, 4, #SPECIAL07, -378.8686, -633.4905, 10.4131)
0350: set_actor $2829 maintain_position_when_attacked 1 
01B2: give_actor $2828 weapon 27 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2829 weapon 27 ammo 9999 // Load the weapon model before using this 
04C6: actor $2828 aim_gun_at_actor $2829 
04C6: actor $2829 aim_gun_at_actor $2828 
wait 1000 
Camera.SetPosition(-384.9523, -638.0691, 10.4131, 0, 0, 0)
Camera.PointAt(-373.9518, -628.1014, 10.4131, 2)
wait 900 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZTALK.WAV" loop 0 volume 0.5 
0395: clear_area 1 at 62.132 1093.546 33.835 range 1.0 
wait 2800 
011C: actor $2829 clear_objective 
wait 300 
052B: actor $2829 hold_cellphone 1 
wait 1100 
011C: actor $2828 clear_objective 
00BC: text_highpriority 'SNBOB67' time 1500 2 
wait 2000 
00BC: text_highpriority 'SNBOB68' time 700 2 
wait 2050 
00BC: text_highpriority 'SNBOB69' time 900 2 
wait 1900 
00BC: text_highpriority 'SNBOB70' time 1000 2 
wait 1200 
052B: actor $2829 hold_cellphone 0 
wait 1150 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\EXCUSEMEDIAZ.WAV" loop 0 volume 0.6 
00BC: text_highpriority 'SNBOB71' time 1500 2 
wait 1200 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\LANCESURE.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB72' time 1700 2 
wait 1300 
fade 0 600 

:BARON2_16645
if 
  fading 
jf @BARON2_16669 
wait 0 
jump @BARON2_16645 

:BARON2_16669
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.SetPosition(8.0881, 1028.767, 53.9617, 0, 0, 0)
Camera.PointAt(34.8174, 1034.242, 10.8522, 2)
wait 1200 
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
0055: put_player $PLAYER_CHAR at 50.1591 1084.817 15.3235 
0171: set_player $PLAYER_CHAR z_angle_to 93.6877 
fade 1 600 
Car.Create($2830, #INFERNUS, 133.3682, 998.3369, 16.1872)
0129: $2829 = create_actor 21 #SPECIAL04 in_car $2830 driverseat 
01C8: $2828 = create_actor_pedtype 21 model #SPECIAL07 in_car $2830 passenger_seat 0 
0482: set_threat_reaction_range_multiplier 6.0 
0229: set_car $2830 color_to 1 1 
Car.Angle($2830) = 68.9808
Car.DriveTo($2830, 34.4673, 1077.508, 13.3596)
Car.SetMaxSpeed($2830, 33.0)
wait 800 
Camera.OnVehicle($2830, 15, 1)
wait 6300 
03E2: actor $2828 leave_any_car 
wait 1900 
Camera.SetPosition(18.3154, 1076.789, 18.5079, 0, 0, 0)
Camera.PointAt(42.1167, 1084.834, 14.2672, 2)
Actor.Angle($2829) = 80.6233
01B2: give_actor $2829 weapon 27 ammo 9999 // Load the weapon model before using this 
0239: actor $2828 run_to 47.6581 1084.648 
0411: set_actor $2828 use_pednode_seek 0 
wait 1900 
03F9: make_actors $2828 $PLAYER_ACTOR converse_in 999999999 ms 
wait 2600 
01D4: actor $2828 go_to_car $2830 and_enter_it_as_a_passenger 
wait 3600 
Car.DriveTo($2830, 170.8466, 978.5118, 22.7311)
00AE: set_vehicle $2830 traffic_behavior_to 2 
Car.SetMaxSpeed($2830, 45.0)
wait 5300 
fade 0 1000 

:BARON2_17091
if 
  fading 
jf @BARON2_17115 
wait 0 
jump @BARON2_17091 

:BARON2_17115
if 
  not Car.Wrecked($10070)
jf @BARON2_17148 
Camera.SetAtPos(-375.7, -543.5, 16.6)

:BARON2_17148
wait 300 
fade 1 1000 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @BARON2_17197 

:BARON2_17180
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BARON2_17197
$PASSED_COK2_PHNOM_PENH_86 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'COK_2'  // Phnom Penh '86
030C: progress_made += 1 
$847 = 1 // $ = int 
057C: set_allow_hurricanes 0 
016C: restart_if_wasted_at -822.7 1157.9 10.1 angle 4.0 
016D: restart_if_busted_at -659.5 760.4 10.5 angle 133.0 
016C: restart_if_wasted_at -885.2 -470.4 12.1 angle 276.0 
016D: restart_if_busted_at -871.9 -682.3 10.2 angle 328.1 
022A: remove_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0 
022A: remove_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0 
01E7: remove_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 
01E7: remove_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 
01E7: remove_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0 
01E7: remove_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0 
01E7: remove_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0 
Object.Destroy($1782)
022A: remove_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 
01E7: remove_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 
Object.Destroy($1783)
022A: remove_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 
01E7: remove_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 
Object.Destroy($1779)
Object.Init($1779, #COMGATE1OPEN, -712.524, -489.428, 12.549)
Object.RemoveFromMissionCleanupList($1779)
Object.Destroy($1784)
022A: remove_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 
01E7: remove_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 
Object.Destroy($1781)
057D: play_bridge_status_mp3 1 
014C: set_parked_car_generator $1844 cars_to_generate_to 101 
014C: set_parked_car_generator $1867 cars_to_generate_to 101 
014C: set_parked_car_generator $1842 cars_to_generate_to 101 
014C: set_parked_car_generator $1843 cars_to_generate_to 101 
start_new_script @BAR3 
return 

:BARON2_17862
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#SPARROW)
Model.Destroy(#M60)
Model.Destroy(#TEC9)
Model.Destroy(#RUGER)
Model.Destroy(#BOBCAT)
Model.Destroy(#BARREL4)
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#MAVERICK)
Model.Destroy(#GANGBUR)
Model.Destroy(#MARQUIS)
Model.Destroy(#RIO)
Model.Destroy(#SEASPAR)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
Model.Destroy(#PYTHON)
Model.Destroy(#RCBARON)
Model.Destroy(#CELLPHONE)
Model.Destroy(#INFERNUS)
Object.RemoveReferences($2858)
Object.RemoveReferences($2859)
Object.RemoveReferences($2860)
Object.RemoveReferences($2861)
Object.RemoveReferences($2862)
Object.RemoveReferences(0@)
Object.RemoveReferences(1@)
Object.RemoveReferences(2@)
Object.RemoveReferences(3@)
Object.RemoveReferences(4@)
0482: set_threat_reaction_range_multiplier 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
043C: set_game_sounds_disable_on_fade 1 
Actor.DestroyInstantly($2828)
Actor.DestroyInstantly($2829)
Actor.DestroyInstantly($2830)
Actor.DestroyInstantly($2831)
Actor.DestroyInstantly($2832)
Actor.DestroyInstantly($2833)
Actor.DestroyInstantly($2834)
Actor.DestroyInstantly($2835)
Actor.DestroyInstantly($2836)
Actor.DestroyInstantly($2837)
Actor.DestroyInstantly($2825)
Car.Destroy($2852)
Car.Destroy($2827)
Car.Destroy(6@)
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Marker.Disable($63)
Pickup.Destroy($2839)
0151: remove_status_text $10072 
Actor.DestroyInstantly($LANCE_VANCE)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
mission_cleanup 
01F0: set_max_wanted_level_to 5 
return 

:BARON2_18166
if 
  not Car.Wrecked($10070)
jf @BARON2_18201 
$10072 = Car.Health($10070)
01F0: set_max_wanted_level_to 0 
$10072 /= 25 // $ /= int 

:BARON2_18201
return 

:BARON2_18203
TIMERB = 0 // @ = int 
$2822 = 0 // $ = int 
$2847 = 0 // $ = int 
$2848 = 0 // $ = int 
$2849 = 0 // $ = int 
$2850 = 0 // $ = int 
$2851 = 0 // $ = int 
$2853 = 0 // $ = int 
$2854 = 0 // $ = int 
$2855 = 0 // $ = int 
$2856 = 0 // $ = int 
$2857 = 0 // $ = int 
$2838 = 0 // $ = int 
$2843 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
$41 = 0 // $ = int 
return 
$34 = 1 // $ = int 
return 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 
return 

:BARON2_18377
if 
  $2847 == 0 // $ == int 
jf @BARON2_18425 
if 
  Actor.Dead($2828)
jf @BARON2_18425 
$2822 += 1 // $ += int 
$2847 = 1 // $ = int 

:BARON2_18425
if 
  $2848 == 0 // $ == int 
jf @BARON2_18473 
if 
  Actor.Dead($2829)
jf @BARON2_18473 
$2822 += 1 // $ += int 
$2848 = 1 // $ = int 

:BARON2_18473
if 
  $2849 == 0 // $ == int 
jf @BARON2_18521 
if 
  Actor.Dead($2830)
jf @BARON2_18521 
$2822 += 1 // $ += int 
$2849 = 1 // $ = int 

:BARON2_18521
if 
  $2850 == 0 // $ == int 
jf @BARON2_18569 
if 
  Actor.Dead($2831)
jf @BARON2_18569 
$2822 += 1 // $ += int 
$2850 = 1 // $ = int 

:BARON2_18569
if 
  $2851 == 0 // $ == int 
jf @BARON2_18617 
if 
  Actor.Dead($2832)
jf @BARON2_18617 
$2822 += 1 // $ += int 
$2851 = 1 // $ = int 

:BARON2_18617
if 
  5@ == 1 // @ == int 
jf @BARON2_18875 
if 
  $2853 == 0 // $ == int 
jf @BARON2_18683 
if 
  Actor.Dead($2833)
jf @BARON2_18683 
$2822 += 1 // $ += int 
$2853 = 1 // $ = int 

:BARON2_18683
if 
  $2854 == 0 // $ == int 
jf @BARON2_18731 
if 
  Actor.Dead($2834)
jf @BARON2_18731 
$2822 += 1 // $ += int 
$2854 = 1 // $ = int 

:BARON2_18731
if 
  $2855 == 0 // $ == int 
jf @BARON2_18779 
if 
  Actor.Dead($2835)
jf @BARON2_18779 
$2822 += 1 // $ += int 
$2855 = 1 // $ = int 

:BARON2_18779
if 
  $2856 == 0 // $ == int 
jf @BARON2_18827 
if 
  Actor.Dead($2836)
jf @BARON2_18827 
$2822 += 1 // $ += int 
$2856 = 1 // $ = int 

:BARON2_18827
if 
  $2857 == 0 // $ == int 
jf @BARON2_18875 
if 
  Actor.Dead($2837)
jf @BARON2_18875 
$2822 += 1 // $ += int 
$2857 = 1 // $ = int 

:BARON2_18875
return 

//-------------Mission 14---------------
// Originally: The Fastest Boat

:BARON3
gosub @BARON3_36 
if 
  wasted_or_busted 
jf @BARON3_27 
gosub @BARON3_13440 

:BARON3_27
gosub @BARON3_13528 
terminate_this_script 

:BARON3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON3' 
wait 0 
054C: use_GXT_table 'BARON3' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$2887 = 0 // $ = int 
$2888 = 0 // $ = int 
$2891 = 0 // $ = int 
$2892 = 0 // $ = int 
$2895 = 0 // $ = int 
$2896 = 0 // $ = int 
$2883 = 0 // $ = int 
$2884 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
$2881 = 0 // $ = int 
$2879 = 270.0 // $ = float 
$2880 = 270.0 // $ = float 
$2890 = 0 // $ = int 
3@ = 0 // @ = int 
12@ = 0 // @ = int 
select_interior 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DSHOTGN' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON3_472
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
jf @BARON3_507 
wait 0 
jump @BARON3_472 

:BARON3_507
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
02E4: load_cutscene_data 'COK_3' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $2894 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $2894 to_bone $161 24 
0395: clear_area 1 at -379.2 -536.4 16.2 range 0.5 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON3_750
if 
  2000 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_785 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_750 

:BARON3_785
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_830 
058A: create_gun_flash_from -386.581 -614.139 17.96 to -386.794 -614.627 18.155 

:BARON3_830
if 
  3599 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_865 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_830 

:BARON3_865
00BC: text_highpriority 'COK3_A' time 10000 1  // Not so pleased with your selves NOW, huh!

:BARON3_880
if 
  5985 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_880 

:BARON3_915
00BC: text_highpriority 'COK3_B' time 10000 1  // Ahahahahaa, Ahahahahaa.

:BARON3_930
if 
  8050 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_930 

:BARON3_965
00BC: text_highpriority 'COK3_C' time 10000 1  // Whoa! Watch where you're waving that thing!

:BARON3_980
if 
  9520 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1015 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_980 

:BARON3_1015
00BC: text_highpriority 'COK3_D' time 10000 1  // No more pigeon shit on MY car, eh Tommy!

:BARON3_1030
if 
  12144 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1065 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1030 

:BARON3_1065
00BC: text_highpriority 'COK3_E' time 10000 1  // Guess not.

:BARON3_1080
if 
  13827 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1115 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1080 

:BARON3_1115
00BC: text_highpriority 'COK3_F' time 10000 1  // You're damn right. Now listen,

:BARON3_1130
if 
  16253 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1130 

:BARON3_1165
00BC: text_highpriority 'COK3_G' time 10000 1  // you know who owns the fastest boat on the east coast?

:BARON3_1180
if 
  18599 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1215 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1180 

:BARON3_1215
00BC: text_highpriority 'COK3_H' time 10000 1  // Not off hand, no.

:BARON3_1230
if 
  19835 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1265 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1230 

:BARON3_1265
00BC: text_highpriority 'COK3_I' time 10000 1  // ME. And I want it to stay that way.

:BARON3_1280
if 
  23576 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1280 

:BARON3_1315
00BC: text_highpriority 'COK3_J' time 10000 1  // Every smuggler from here to Caracas has one dream, a faster boat.

:BARON3_1330
if 
  28644 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1365 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1330 

:BARON3_1365
00BC: text_highpriority 'COK3_K' time 10000 1  // Rumor has it the boatyard has just completed such a vessel.

:BARON3_1380
if 
  32972 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1417 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1380 

:BARON3_1417
00BC: text_highpriority 'COK3_L' time 10000 1  // for some Costa Rican dickhead.

:BARON3_1432
if 
  35549 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1469 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1432 

:BARON3_1469
00BC: text_highpriority 'COK3_M' time 10000 1  // And Tommy...I WANT THAT BOAT!!!

:BARON3_1484
if 
  40624 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1521 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1484 

:BARON3_1521
00BC: text_highpriority 'COK3_O' time 10000 1  // Ah! I thought I got you. Where'd you come from?

:BARON3_1536
if 
  43796 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1573 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1536 

:BARON3_1573
00BC: text_highpriority 'COK3_P' time 10000 1  // Pigeons! Boom! Aaaaah!

:BARON3_1588
if 
  43866 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1625 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1588 

:BARON3_1625
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_1670 
058A: create_gun_flash_from -386.404 -614.265 17.955 to -386.639 -614.744 18.148 

:BARON3_1670
if 
  44500 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1707 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1670 

:BARON3_1707
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON3_1752 
058A: create_gun_flash_from -386.466 -614.374 17.876 to -386.739 -614.85 18.024 

:BARON3_1752
if 
  46018 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1789 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1752 

:BARON3_1789
00BC: text_highpriority 'COK3_N' time 10000 1  // I think your pigeons are back.

:BARON3_1804
if 
  47040 > $CUT_SCENE_TIME // int > $ 
jf @BARON3_1841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON3_1804 

:BARON3_1841
fade 0 1500 
00BE: text_clear_all 

:BARON3_1850
if 
  fading 
jf @BARON3_1874 
wait 0 
jump @BARON3_1850 

:BARON3_1874
03AD: set_rubbish 1 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
Model.Destroy(#CUTOBJ01)
select_interior 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
wait 500 
fade 1 1500 
Model.Load(#HMYAP)
Model.Load(#SQUALO)
Model.Load(#HMYST)
Model.Load(#TEC9)
Model.Load(#HAMMER)
Model.Load(#SCREWDRIVER)
Model.Load(#SPEEDER)
Model.Load(#DINGHY)
Model.Load(#RUGER)
Model.Load(#M4)
Model.Load(#MINIGUN)
Model.Load(#GANGBUR)
Model.Load(#VOODOO)
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#ADMIRAL)
Model.Load(#JETMAX)
023C: load_special_actor 1 'IGBUDDY' 

:BARON3_2039
if or
  not Model.Available(#HMYAP)
  not Model.Available(#SQUALO)
  not Model.Available(#HMYST)
  not Model.Available(#TEC9)
  not Model.Available(#HAMMER)
jf @BARON3_2084 
wait 0 
jump @BARON3_2039 

:BARON3_2084
if or
  not Model.Available(#SCREWDRIVER)
  not Model.Available(#SPEEDER)
  not Model.Available(#DINGHY)
  not Model.Available(#RUGER)
  not Model.Available(#M4)
jf @BARON3_2131 
wait 0 
jump @BARON3_2084 

:BARON3_2131
if or
  not Model.Available(#ADMIRAL)
  not Model.Available(#GANGBUR)
  not Model.Available(#VOODOO)
  not Model.Available(#CUBAN)
  not Model.Available(#CBA)
jf @BARON3_2177 
wait 0 
jump @BARON3_2131 

:BARON3_2177
if or
  not Model.Available(#CBB)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#SGA)
  not Model.Available(#SGB)
jf @BARON3_2219 
wait 0 
jump @BARON3_2177 

:BARON3_2219
if or
823D:   not special_actor 1 loaded 
  not Model.Available(#JETMAX)
jf @BARON3_2250 
wait 0 
jump @BARON3_2219 

:BARON3_2250
Object.Destroy($1786)
03BC: $2898 = create_sphere -665.4 -1484.7 12.8 1.0 
00BC: text_highpriority 'SNBOB74' time 10000 1 
jump @BARON3_2613 

:BARON3_2302
wait 0 
Car.StorePos($10105, $10085, $10086, $10087)
Car.DriveTo($10104, $10085, $10086, $10087)
Car.DriveTo($10103, $10085, $10086, $10087)
if 
01FC:   player $PLAYER_CHAR near_car $10105 radius 150.0 150.0 0 
jf @BARON3_2426 
$10088 = Car.Angle($10105)
$10087 += 1.05 // $ += float 
Car.PutAt($64, $10085, $10086, $10087)
Car.Angle($64) = $10088
jump @BARON3_2446 

:BARON3_2426
Car.PutAt($64, -919.5349, -1368.573, 27.1526)

:BARON3_2446
if 
03CE:   car $10103 stuck 
jf @BARON3_2472 
0477: set_car $10103 action 2 time 3000 

:BARON3_2472
if 
03CE:   car $10104 stuck 
jf @BARON3_2498 
0477: set_car $10104 action 2 time 3000 

:BARON3_2498
if 
01F4:   car $10104 flipped 
jf @BARON3_2552 
Car.StorePos($10104, $10085, $10086, $10087)
$10087 += 1.05 // $ += float 
Car.PutAt($10104, $10085, $10086, $10087)

:BARON3_2552
if 
01F4:   car $10103 flipped 
jf @BARON3_2302 
Car.StorePos($10103, $10085, $10086, $10087)
$10087 += 1.05 // $ += float 
Car.PutAt($10103, $10085, $10086, $10087)
jump @BARON3_2302 

:BARON3_2613
TIMERB = 0 // @ = int 
Car.Create($65, #JETMAX, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837
Car.LockInCurrentPosition($65, True)
Marker.CreateAboveCar($10105, $65)
wait 9000 
00BC: text_highpriority 'SNBOB78' time 4500 1 
Car.Create($10085, #VOODOO, -707.8325, -1460.426, 11.0924)
Car.Angle($10085) = 225.3613
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #VOODOO, -704.8821, -1474.331, 11.1339)
Car.Angle($10085) = 181.4942
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #VOODOO, -698.7516, -1498.848, 11.4492)
Car.Angle($10085) = 298.3686
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #CUBAN, -712.8197, -1480.031, 11.4278)
Car.Angle($10085) = 180.063
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #CUBAN, -712.4731, -1489.867, 11.2577)
Car.Angle($10085) = 257.4572
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #CUBAN, -702.1978, -1488.844, 11.2577)
Car.Angle($10085) = 272.4973
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #CUBAN, -686.0892, -1452.989, 11.2677)
Car.Angle($10085) = 205.13
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #GANGBUR, -703.8388, -1452.845, 10.9124)
Car.Angle($10085) = 209.5482
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #GANGBUR, -696.0035, -1461.993, 10.9556)
Car.Angle($10085) = 152.2077
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #GANGBUR, -698.4117, -1471.552, 11.1224)
Car.Angle($10085) = 208.9216
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Car.Create($10085, #GANGBUR, -691.3131, -1483.765, 11.3156)
Car.Angle($10085) = 205.1615
020A: set_car $10085 door_status_to 3 
Car.SetImmunities($10085, 1, 1, 1, 1, 1)
Actor.Create($10086, 8, #HNA, -692.9933, -1450.292, 11.0737)
Actor.Angle($10086) = 179.4975
Actor.Health($10086) = 600
0446: set_actor $10086 dismemberment_possible 0 
011A: set_actor $10086 search_threat 1 
011A: set_actor $10086 search_threat 16 
011A: set_actor $10086 search_threat 32 
011A: set_actor $10086 search_threat 128 
011A: set_actor $10086 search_threat 512 
02E2: set_actor $10086 weapon_accuracy_to 80 
01B2: give_actor $10086 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10086 maintain_position_when_attacked 1 
Actor.Create($10088, 8, #HNB, -697.2113, -1451.042, 10.9073)
Actor.Angle($10088) = 86.75
Actor.Health($10088) = 600
0446: set_actor $10088 dismemberment_possible 0 
011A: set_actor $10088 search_threat 1 
011A: set_actor $10088 search_threat 16 
011A: set_actor $10088 search_threat 32 
011A: set_actor $10088 search_threat 128 
011A: set_actor $10088 search_threat 512 
02E2: set_actor $10088 weapon_accuracy_to 80 
01B2: give_actor $10088 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10088 maintain_position_when_attacked 1 
Actor.Create($10089, 8, #HNA, -709.4481, -1460.072, 12.2492)
Actor.Angle($10089) = 300.7586
Actor.Health($10089) = 600
0446: set_actor $10089 dismemberment_possible 0 
011A: set_actor $10089 search_threat 1 
011A: set_actor $10089 search_threat 16 
011A: set_actor $10089 search_threat 32 
011A: set_actor $10089 search_threat 128 
011A: set_actor $10089 search_threat 512 
02E2: set_actor $10089 weapon_accuracy_to 80 
01B2: give_actor $10089 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10089 maintain_position_when_attacked 1 
Actor.Create($10090, 8, #HNB, -708.2234, -1469.843, 11.1816)
Actor.Angle($10090) = 273.8116
Actor.Health($10090) = 600
0446: set_actor $10090 dismemberment_possible 0 
011A: set_actor $10090 search_threat 1 
011A: set_actor $10090 search_threat 16 
011A: set_actor $10090 search_threat 32 
011A: set_actor $10090 search_threat 128 
011A: set_actor $10090 search_threat 512 
02E2: set_actor $10090 weapon_accuracy_to 80 
01B2: give_actor $10090 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10090 maintain_position_when_attacked 1 
Actor.Create($10091, 8, #HNB, -694.5707, -1498.86, 11.9994)
Actor.Angle($10091) = 343.3723
Actor.Health($10091) = 600
0446: set_actor $10091 dismemberment_possible 0 
011A: set_actor $10091 search_threat 1 
011A: set_actor $10091 search_threat 16 
011A: set_actor $10091 search_threat 32 
011A: set_actor $10091 search_threat 128 
011A: set_actor $10091 search_threat 512 
02E2: set_actor $10091 weapon_accuracy_to 80 
01B2: give_actor $10091 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10091 maintain_position_when_attacked 1 
Actor.Create($10092, 8, #HNA, -707.3429, -1476.304, 11.288)
Actor.Angle($10092) = 163.854
Actor.Health($10092) = 600
0446: set_actor $10092 dismemberment_possible 0 
011A: set_actor $10092 search_threat 1 
011A: set_actor $10092 search_threat 16 
011A: set_actor $10092 search_threat 32 
011A: set_actor $10092 search_threat 128 
011A: set_actor $10092 search_threat 512 
02E2: set_actor $10092 weapon_accuracy_to 80 
01B2: give_actor $10092 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10092 maintain_position_when_attacked 1 
Actor.Create($10093, 7, #CBB, -685.3142, -1450.851, 11.1467)
Actor.Angle($10093) = 91.4723
Actor.Health($10093) = 600
0446: set_actor $10093 dismemberment_possible 0 
011A: set_actor $10093 search_threat 1 
011A: set_actor $10093 search_threat 16 
011A: set_actor $10093 search_threat 32 
011A: set_actor $10093 search_threat 256 
011A: set_actor $10093 search_threat 512 
02E2: set_actor $10093 weapon_accuracy_to 80 
01B2: give_actor $10093 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10093 maintain_position_when_attacked 1 
Actor.Create($10094, 7, #CBA, -691.9171, -1458.012, 11.0918)
Actor.Angle($10094) = 169.493
Actor.Health($10094) = 600
0446: set_actor $10094 dismemberment_possible 0 
011A: set_actor $10094 search_threat 1 
011A: set_actor $10094 search_threat 16 
011A: set_actor $10094 search_threat 32 
011A: set_actor $10094 search_threat 256 
011A: set_actor $10094 search_threat 512 
02E2: set_actor $10094 weapon_accuracy_to 80 
01B2: give_actor $10094 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10094 maintain_position_when_attacked 1 
Actor.Create($10095, 7, #CBB, -714.772, -1481.879, 11.4275)
Actor.Angle($10095) = 253.7805
Actor.Health($10095) = 600
0446: set_actor $10095 dismemberment_possible 0 
011A: set_actor $10095 search_threat 1 
011A: set_actor $10095 search_threat 16 
011A: set_actor $10095 search_threat 32 
011A: set_actor $10095 search_threat 256 
011A: set_actor $10095 search_threat 512 
02E2: set_actor $10095 weapon_accuracy_to 80 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10096, 7, #CBA, -716.0663, -1493.496, 11.4274)
Actor.Angle($10096) = 275.4007
Actor.Health($10096) = 600
0446: set_actor $10096 dismemberment_possible 0 
011A: set_actor $10096 search_threat 1 
011A: set_actor $10096 search_threat 16 
011A: set_actor $10096 search_threat 32 
011A: set_actor $10096 search_threat 256 
011A: set_actor $10096 search_threat 512 
02E2: set_actor $10096 weapon_accuracy_to 80 
01B2: give_actor $10096 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10096 maintain_position_when_attacked 1 
Actor.Create($10097, 7, #CBA, -704.3268, -1487.036, 11.2577)
Actor.Angle($10097) = 355.6148
Actor.Health($10097) = 900
0446: set_actor $10097 dismemberment_possible 0 
011A: set_actor $10097 search_threat 1 
011A: set_actor $10097 search_threat 16 
011A: set_actor $10097 search_threat 32 
011A: set_actor $10097 search_threat 256 
011A: set_actor $10097 search_threat 512 
02E2: set_actor $10097 weapon_accuracy_to 80 
01B2: give_actor $10097 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10097 maintain_position_when_attacked 1 
Actor.Create($10098, 7, #CBB, -701.5406, -1490.864, 11.2454)
Actor.Angle($10098) = 340.5513
Actor.Health($10098) = 600
0446: set_actor $10098 dismemberment_possible 0 
011A: set_actor $10098 search_threat 1 
011A: set_actor $10098 search_threat 16 
011A: set_actor $10098 search_threat 32 
011A: set_actor $10098 search_threat 256 
011A: set_actor $10098 search_threat 512 
02E2: set_actor $10098 weapon_accuracy_to 80 
01B2: give_actor $10098 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10098 maintain_position_when_attacked 1 
Actor.Create($10099, 9, #SGB, -704.4347, -1451.726, 13.086)
Actor.Angle($10099) = 163.6475
Actor.Health($10099) = 600
0446: set_actor $10099 dismemberment_possible 0 
011A: set_actor $10099 search_threat 1 
011A: set_actor $10099 search_threat 16 
011A: set_actor $10099 search_threat 32 
011A: set_actor $10099 search_threat 128 
011A: set_actor $10099 search_threat 256 
02E2: set_actor $10099 weapon_accuracy_to 80 
01B2: give_actor $10099 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10099 maintain_position_when_attacked 1 
Actor.Create($10100, 9, #SGA, -704.565, -1449.159, 10.9135)
Actor.Angle($10100) = 253.8883
Actor.Health($10100) = 600
0446: set_actor $10100 dismemberment_possible 0 
011A: set_actor $10100 search_threat 1 
011A: set_actor $10100 search_threat 16 
011A: set_actor $10100 search_threat 32 
011A: set_actor $10100 search_threat 128 
011A: set_actor $10100 search_threat 256 
02E2: set_actor $10100 weapon_accuracy_to 80 
01B2: give_actor $10100 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10100 maintain_position_when_attacked 1 
Actor.Create($10101, 9, #SGB, -693.9329, -1464.417, 11.1883)
Actor.Angle($10101) = 176.8077
Actor.Health($10101) = 600
0446: set_actor $10101 dismemberment_possible 0 
011A: set_actor $10101 search_threat 1 
011A: set_actor $10101 search_threat 16 
011A: set_actor $10101 search_threat 32 
011A: set_actor $10101 search_threat 128 
011A: set_actor $10101 search_threat 256 
02E2: set_actor $10101 weapon_accuracy_to 80 
01B2: give_actor $10101 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10101 maintain_position_when_attacked 1 
Actor.Create($10102, 9, #SGA, -698.3663, -1463.636, 10.9727)
Actor.Angle($10102) = 118.8405
Actor.Health($10102) = 600
0446: set_actor $10102 dismemberment_possible 0 
011A: set_actor $10102 search_threat 1 
011A: set_actor $10102 search_threat 16 
011A: set_actor $10102 search_threat 32 
011A: set_actor $10102 search_threat 128 
011A: set_actor $10102 search_threat 256 
02E2: set_actor $10102 weapon_accuracy_to 80 
01B2: give_actor $10102 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
Actor.Create($10103, 9, #SGA, -691.5515, -1482.337, 13.4079)
Actor.Angle($10103) = 100.3536
Actor.Health($10103) = 600
0446: set_actor $10103 dismemberment_possible 0 
011A: set_actor $10103 search_threat 1 
011A: set_actor $10103 search_threat 16 
011A: set_actor $10103 search_threat 32 
011A: set_actor $10103 search_threat 128 
011A: set_actor $10103 search_threat 256 
02E2: set_actor $10103 weapon_accuracy_to 80 
01B2: give_actor $10103 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10103 maintain_position_when_attacked 1 
Actor.Create($10104, 9, #SGB, -696.9943, -1474.4, 11.1396)
Actor.Angle($10104) = 190.2577
Actor.Health($10104) = 600
0446: set_actor $10104 dismemberment_possible 0 
011A: set_actor $10104 search_threat 1 
011A: set_actor $10104 search_threat 16 
011A: set_actor $10104 search_threat 32 
011A: set_actor $10104 search_threat 128 
011A: set_actor $10104 search_threat 256 
02E2: set_actor $10104 weapon_accuracy_to 80 
01B2: give_actor $10104 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10104 maintain_position_when_attacked 1 

:BARON3_5273
if 
81FC:   not player $PLAYER_CHAR near_car $65 radius 120.0 120.0 0 
jf @BARON3_5353 
wait 0 
if 
  Car.Wrecked($65)
jf @BARON3_5346 
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 

:BARON3_5346
jump @BARON3_5273 

:BARON3_5353
00BC: text_highpriority 'SNBOB75' time 6000 1 
Marker.Disable($10105)
015C: set_zone_gang_info 'DOCKS' 1 2 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 2 0 0 0 0 0 0 0 0 0 10 
TIMERA = 0 // @ = int 
if 
  not Actor.Dead($10086)
jf @BARON3_5497 
Marker.CreateAboveActor($10087, $10086)

:BARON3_5472
wait 0 
if 
  Actor.Dead($10086)
jf @BARON3_5472 
Marker.Disable($10087)

:BARON3_5497
if 
  not Actor.Dead($10088)
jf @BARON3_5546 
Marker.CreateAboveActor($10087, $10088)

:BARON3_5521
wait 0 
if 
  Actor.Dead($10088)
jf @BARON3_5521 
Marker.Disable($10087)

:BARON3_5546
if 
  not Actor.Dead($10089)
jf @BARON3_5595 
Marker.CreateAboveActor($10087, $10089)

:BARON3_5570
wait 0 
if 
  Actor.Dead($10089)
jf @BARON3_5570 
Marker.Disable($10087)

:BARON3_5595
00BC: text_highpriority 'SNBOB76' time 5000 1 
Player.WantedLevel($PLAYER_CHAR) = 3
if 
  not Actor.Dead($10090)
jf @BARON3_5666 
Marker.CreateAboveActor($10087, $10090)

:BARON3_5641
wait 0 
if 
  Actor.Dead($10090)
jf @BARON3_5641 
Marker.Disable($10087)

:BARON3_5666
if 
  not Actor.Dead($10091)
jf @BARON3_5715 
Marker.CreateAboveActor($10087, $10091)

:BARON3_5690
wait 0 
if 
  Actor.Dead($10091)
jf @BARON3_5690 
Marker.Disable($10087)

:BARON3_5715
if 
  not Actor.Dead($10092)
jf @BARON3_5764 
Marker.CreateAboveActor($10087, $10092)

:BARON3_5739
wait 0 
if 
  Actor.Dead($10092)
jf @BARON3_5739 
Marker.Disable($10087)

:BARON3_5764
if 
  not Actor.Dead($10093)
jf @BARON3_5813 
Marker.CreateAboveActor($10087, $10093)

:BARON3_5788
wait 0 
if 
  Actor.Dead($10093)
jf @BARON3_5788 
Marker.Disable($10087)

:BARON3_5813
if 
  not Actor.Dead($10094)
jf @BARON3_5862 
Marker.CreateAboveActor($10087, $10094)

:BARON3_5837
wait 0 
if 
  Actor.Dead($10094)
jf @BARON3_5837 
Marker.Disable($10087)

:BARON3_5862
if 
  not Actor.Dead($10095)
jf @BARON3_5911 
Marker.CreateAboveActor($10087, $10095)

:BARON3_5886
wait 0 
if 
  Actor.Dead($10095)
jf @BARON3_5886 
Marker.Disable($10087)

:BARON3_5911
if 
  not Actor.Dead($10096)
jf @BARON3_5960 
Marker.CreateAboveActor($10087, $10096)

:BARON3_5935
wait 0 
if 
  Actor.Dead($10096)
jf @BARON3_5935 
Marker.Disable($10087)

:BARON3_5960
if 
  not Actor.Dead($10097)
jf @BARON3_6009 
Marker.CreateAboveActor($10087, $10097)

:BARON3_5984
wait 0 
if 
  Actor.Dead($10097)
jf @BARON3_5984 
Marker.Disable($10087)

:BARON3_6009
if 
  not Actor.Dead($10098)
jf @BARON3_6058 
Marker.CreateAboveActor($10087, $10098)

:BARON3_6033
wait 0 
if 
  Actor.Dead($10098)
jf @BARON3_6033 
Marker.Disable($10087)

:BARON3_6058
if 
  not Actor.Dead($10099)
jf @BARON3_6107 
Marker.CreateAboveActor($10087, $10099)

:BARON3_6082
wait 0 
if 
  Actor.Dead($10099)
jf @BARON3_6082 
Marker.Disable($10087)

:BARON3_6107
if 
  not Actor.Dead($10100)
jf @BARON3_6156 
Marker.CreateAboveActor($10087, $10100)

:BARON3_6131
wait 0 
if 
  Actor.Dead($10100)
jf @BARON3_6131 
Marker.Disable($10087)

:BARON3_6156
if 
  not Actor.Dead($10101)
jf @BARON3_6205 
Marker.CreateAboveActor($10087, $10101)

:BARON3_6180
wait 0 
if 
  Actor.Dead($10101)
jf @BARON3_6180 
Marker.Disable($10087)

:BARON3_6205
if 
  not Actor.Dead($10102)
jf @BARON3_6254 
Marker.CreateAboveActor($10087, $10102)

:BARON3_6229
wait 0 
if 
  Actor.Dead($10102)
jf @BARON3_6229 
Marker.Disable($10087)

:BARON3_6254
if 
  not Actor.Dead($10103)
jf @BARON3_6303 
Marker.CreateAboveActor($10087, $10103)

:BARON3_6278
wait 0 
if 
  Actor.Dead($10103)
jf @BARON3_6278 
Marker.Disable($10087)

:BARON3_6303
if 
  not Actor.Dead($10104)
jf @BARON3_6352 
Marker.CreateAboveActor($10087, $10104)

:BARON3_6327
wait 0 
if 
  Actor.Dead($10104)
jf @BARON3_6327 
Marker.Disable($10087)

:BARON3_6352
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10087)
Actor.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
Actor.RemoveReferences($10092)
Actor.RemoveReferences($10093)
Actor.RemoveReferences($10094)
Actor.RemoveReferences($10095)
Actor.RemoveReferences($10096)
Actor.RemoveReferences($10097)
Actor.RemoveReferences($10098)
Actor.RemoveReferences($10099)
Actor.RemoveReferences($10100)
Actor.RemoveReferences($10101)
Actor.RemoveReferences($10102)
Actor.RemoveReferences($10103)
Actor.RemoveReferences($10104)
00BC: text_highpriority 'SNBOB77' time 8500 1 
Actor.Create($10086, 9, #SGA, -673.7159, -1487.428, 12.5906)
Actor.Angle($10086) = 234.0593
Actor.Health($10086) = 600
0446: set_actor $10086 dismemberment_possible 0 
011A: set_actor $10086 search_threat 1 
011A: set_actor $10086 search_threat 16 
011A: set_actor $10086 search_threat 32 
011A: set_actor $10086 search_threat 128 
011A: set_actor $10086 search_threat 256 
02E2: set_actor $10086 weapon_accuracy_to 80 
01B2: give_actor $10086 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10086 ped_stats_to 16 
Actor.Create($10087, 8, #HNA, -668.908, -1490.059, 12.5847)
Actor.Angle($10087) = 65.1945
Actor.Health($10087) = 600
0446: set_actor $10099 dismemberment_possible 0 
011A: set_actor $10099 search_threat 1 
011A: set_actor $10099 search_threat 16 
011A: set_actor $10099 search_threat 32 
011A: set_actor $10099 search_threat 128 
011A: set_actor $10099 search_threat 512 
02E2: set_actor $10099 weapon_accuracy_to 80 
01B2: give_actor $10087 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10087 ped_stats_to 16 
Actor.Create($10088, 7, #CBA, -651.2278, -1493.346, 13.7883)
Actor.Angle($10088) = 87.1281
Actor.Health($10088) = 600
0446: set_actor $10088 dismemberment_possible 0 
011A: set_actor $10088 search_threat 1 
011A: set_actor $10088 search_threat 16 
011A: set_actor $10088 search_threat 32 
011A: set_actor $10088 search_threat 256 
011A: set_actor $10088 search_threat 512 
02E2: set_actor $10088 weapon_accuracy_to 80 
01B2: give_actor $10088 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10088 ped_stats_to 16 
Actor.Create($10089, 8, #HNB, -637.2379, -1506.574, 14.0192)
Actor.Angle($10089) = 23.8576
Actor.Health($10089) = 600
0446: set_actor $10089 dismemberment_possible 0 
011A: set_actor $10089 search_threat 1 
011A: set_actor $10089 search_threat 16 
011A: set_actor $10089 search_threat 32 
011A: set_actor $10089 search_threat 128 
011A: set_actor $10089 search_threat 512 
02E2: set_actor $10089 weapon_accuracy_to 80 
01B2: give_actor $10089 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10089 ped_stats_to 16 
Actor.Create($10090, 7, #CBB, -640.8548, -1495.16, 13.7919)
Actor.Angle($10090) = 191.8058
Actor.Health($10090) = 600
0446: set_actor $10090 dismemberment_possible 0 
011A: set_actor $10090 search_threat 1 
011A: set_actor $10090 search_threat 16 
011A: set_actor $10090 search_threat 32 
011A: set_actor $10090 search_threat 256 
011A: set_actor $10090 search_threat 512 
02E2: set_actor $10090 weapon_accuracy_to 80 
01B2: give_actor $10090 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10090 ped_stats_to 16 
Actor.Create($10091, 8, #HNB, -629.1762, -1483.359, 13.5314)
Actor.Angle($10091) = 131.0187
Actor.Health($10091) = 600
0446: set_actor $10091 dismemberment_possible 0 
011A: set_actor $10091 search_threat 1 
011A: set_actor $10091 search_threat 16 
011A: set_actor $10091 search_threat 32 
011A: set_actor $10091 search_threat 128 
011A: set_actor $10091 search_threat 512 
02E2: set_actor $10091 weapon_accuracy_to 80 
01B2: give_actor $10091 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10091 ped_stats_to 16 
Actor.Create($10092, 9, #SGB, -631.7488, -1472.425, 12.5543)
Actor.Angle($10092) = 195.2526
Actor.Health($10092) = 600
0446: set_actor $10092 dismemberment_possible 0 
011A: set_actor $10092 search_threat 1 
011A: set_actor $10092 search_threat 16 
011A: set_actor $10092 search_threat 32 
011A: set_actor $10092 search_threat 128 
011A: set_actor $10092 search_threat 256 
02E2: set_actor $10092 weapon_accuracy_to 80 
01B2: give_actor $10092 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10092 ped_stats_to 16 
Actor.Create($10093, 9, #SGA, -641.9144, -1465.949, 12.5671)
Actor.Angle($10093) = 83.3915
Actor.Health($10093) = 600
0446: set_actor $10093 dismemberment_possible 0 
011A: set_actor $10093 search_threat 1 
011A: set_actor $10093 search_threat 16 
011A: set_actor $10093 search_threat 32 
011A: set_actor $10093 search_threat 128 
011A: set_actor $10093 search_threat 256 
02E2: set_actor $10093 weapon_accuracy_to 80 
01B2: give_actor $10093 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10093 ped_stats_to 16 
Actor.Create($10094, 7, #CBB, -663.9233, -1457.965, 12.5923)
Actor.Angle($10094) = 240.9997
Actor.Health($10094) = 600
0446: set_actor $10094 dismemberment_possible 0 
011A: set_actor $10094 search_threat 1 
011A: set_actor $10094 search_threat 16 
011A: set_actor $10094 search_threat 32 
011A: set_actor $10094 search_threat 256 
011A: set_actor $10094 search_threat 512 
02E2: set_actor $10094 weapon_accuracy_to 80 
01B2: give_actor $10094 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10094 ped_stats_to 16 
Actor.Create($10095, 7, #CBA, -672.6747, -1479.716, 13.8016)
Actor.Angle($10095) = 275.13
Actor.Health($10095) = 600
0446: set_actor $10095 dismemberment_possible 0 
011A: set_actor $10095 search_threat 1 
011A: set_actor $10095 search_threat 16 
011A: set_actor $10095 search_threat 32 
011A: set_actor $10095 search_threat 256 
011A: set_actor $10095 search_threat 512 
02E2: set_actor $10095 weapon_accuracy_to 80 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10095 ped_stats_to 16 
Actor.Create($10096, 7, #CBB, -670.7897, -1467.506, 13.8016)
Actor.Angle($10096) = 224.6829
Actor.Health($10096) = 600
0446: set_actor $10096 dismemberment_possible 0 
011A: set_actor $10096 search_threat 1 
011A: set_actor $10096 search_threat 16 
011A: set_actor $10096 search_threat 32 
011A: set_actor $10096 search_threat 256 
011A: set_actor $10096 search_threat 512 
02E2: set_actor $10096 weapon_accuracy_to 80 
01B2: give_actor $10096 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10096 ped_stats_to 16 
Actor.Create($10097, 9, #SGA, -647.2756, -1477.851, 13.8016)
Actor.Angle($10097) = 83.7049
Actor.Health($10097) = 600
0446: set_actor $10097 dismemberment_possible 0 
011A: set_actor $10097 search_threat 1 
011A: set_actor $10097 search_threat 16 
011A: set_actor $10097 search_threat 32 
011A: set_actor $10097 search_threat 128 
011A: set_actor $10097 search_threat 256 
02E2: set_actor $10097 weapon_accuracy_to 80 
01B2: give_actor $10097 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10097 ped_stats_to 16 
Actor.Create($10098, 9, #SGB, -648.5122, -1486.969, 13.8016)
Actor.Angle($10098) = 55.5046
Actor.Health($10098) = 600
0446: set_actor $10098 dismemberment_possible 0 
011A: set_actor $10098 search_threat 1 
011A: set_actor $10098 search_threat 16 
011A: set_actor $10098 search_threat 32 
011A: set_actor $10098 search_threat 128 
011A: set_actor $10098 search_threat 256 
02E2: set_actor $10098 weapon_accuracy_to 80 
01B2: give_actor $10098 weapon 26 ammo 9999 // Load the weapon model before using this 
0243: set_actor $10098 ped_stats_to 16 
if 
  not Actor.Dead($10086)
jf @BARON3_7941 
Marker.CreateAboveActor($10087, $10086)

:BARON3_7916
wait 0 
if 
  Actor.Dead($10086)
jf @BARON3_7916 
Marker.Disable($10087)

:BARON3_7941
if 
  not Actor.Dead($10088)
jf @BARON3_7990 
Marker.CreateAboveActor($10087, $10088)

:BARON3_7965
wait 0 
if 
  Actor.Dead($10088)
jf @BARON3_7965 
Marker.Disable($10087)

:BARON3_7990
if 
  not Actor.Dead($10089)
jf @BARON3_8039 
Marker.CreateAboveActor($10087, $10089)

:BARON3_8014
wait 0 
if 
  Actor.Dead($10089)
jf @BARON3_8014 
Marker.Disable($10087)

:BARON3_8039
if 
  not Actor.Dead($10090)
jf @BARON3_8088 
Marker.CreateAboveActor($10087, $10090)

:BARON3_8063
wait 0 
if 
  Actor.Dead($10090)
jf @BARON3_8063 
Marker.Disable($10087)

:BARON3_8088
if 
  not Actor.Dead($10091)
jf @BARON3_8137 
Marker.CreateAboveActor($10087, $10091)

:BARON3_8112
wait 0 
if 
  Actor.Dead($10091)
jf @BARON3_8112 
Marker.Disable($10087)

:BARON3_8137
if 
  not Actor.Dead($10092)
jf @BARON3_8186 
Marker.CreateAboveActor($10087, $10092)

:BARON3_8161
wait 0 
if 
  Actor.Dead($10092)
jf @BARON3_8161 
Marker.Disable($10087)

:BARON3_8186
if 
  not Actor.Dead($10093)
jf @BARON3_8235 
Marker.CreateAboveActor($10087, $10093)

:BARON3_8210
wait 0 
if 
  Actor.Dead($10093)
jf @BARON3_8210 
Marker.Disable($10087)

:BARON3_8235
if 
  not Actor.Dead($10094)
jf @BARON3_8284 
Marker.CreateAboveActor($10087, $10094)

:BARON3_8259
wait 0 
if 
  Actor.Dead($10094)
jf @BARON3_8259 
Marker.Disable($10087)

:BARON3_8284
if 
  not Actor.Dead($10095)
jf @BARON3_8333 
Marker.CreateAboveActor($10087, $10095)

:BARON3_8308
wait 0 
if 
  Actor.Dead($10095)
jf @BARON3_8308 
Marker.Disable($10087)

:BARON3_8333
if 
  not Actor.Dead($10096)
jf @BARON3_8382 
Marker.CreateAboveActor($10087, $10096)

:BARON3_8357
wait 0 
if 
  Actor.Dead($10096)
jf @BARON3_8357 
Marker.Disable($10087)

:BARON3_8382
if 
  not Actor.Dead($10097)
jf @BARON3_8431 
Marker.CreateAboveActor($10087, $10097)

:BARON3_8406
wait 0 
if 
  Actor.Dead($10097)
jf @BARON3_8406 
Marker.Disable($10087)

:BARON3_8431
if 
  not Actor.Dead($10098)
jf @BARON3_8480 
Marker.CreateAboveActor($10087, $10098)

:BARON3_8455
wait 0 
if 
  Actor.Dead($10098)
jf @BARON3_8455 
Marker.Disable($10087)

:BARON3_8480
if 
  not Actor.Dead($10099)
jf @BARON3_8529 
Marker.CreateAboveActor($10087, $10099)

:BARON3_8504
wait 0 
if 
  Actor.Dead($10099)
jf @BARON3_8504 
Marker.Disable($10087)

:BARON3_8529
wait 0 
if 
  TIMERB > 600000 // @ > int 
jf @BARON3_8576 
00BC: text_highpriority 'SNBOB97' time 6500 1 
jump @BARON3_13440 

:BARON3_8576
00BC: text_highpriority 'COK3_5' time 6000 1  // ~g~Find the switch to lower the boat.

:BARON3_8591
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_8642 
if 
00DC:   player $PLAYER_CHAR in_car $65 
jf @BARON3_8642 
020B: explode_car $65 
jump @BARON3_13440 

:BARON3_8642
if 
00F9:   player $PLAYER_CHAR stopped 1 -665.3165 -1484.584 13.8016 radius 1.0 1.0 2.0 
jf @BARON3_8591 
jump @BARON3_14703 
if 
82B3:   not player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_8750 

:BARON3_8750
if 
  Car.Wrecked($65)
jf @BARON3_8944 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_8922 
03BD: destroy_sphere $2898 
Marker.Disable($65)

:BARON3_8829
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_8893 
wait 0 
jump @BARON3_8829 

:BARON3_8893
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 
jump @BARON3_8944 

:BARON3_8922
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 

:BARON3_8944
if 
  11@ == 0 // @ == int 
jf @BARON3_8969 
gosub @BARON3_14051 

:BARON3_8969
if 
  not Actor.Dead(0@)
jf @BARON3_9077 
if and
00FB:   player $PLAYER_CHAR 0 0@ radius 20.0 20.0 6.0 
0123:   actor 0@ spotted_player $PLAYER_CHAR 
jf @BARON3_9044 
01CA: actor 0@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9044
if 
8184:   not actor 0@ health > 90 
jf @BARON3_9077 
01CA: actor 0@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9077
if 
  not Actor.Dead(1@)
jf @BARON3_9185 
if and
00FB:   player $PLAYER_CHAR 0 1@ radius 20.0 20.0 6.0 
0123:   actor 1@ spotted_player $PLAYER_CHAR 
jf @BARON3_9152 
01CA: actor 1@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9152
if 
8184:   not actor 1@ health > 90 
jf @BARON3_9185 
01CA: actor 1@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9185
if 
  not Actor.Dead(2@)
jf @BARON3_9293 
if and
00FB:   player $PLAYER_CHAR 0 2@ radius 20.0 20.0 6.0 
0123:   actor 2@ spotted_player $PLAYER_CHAR 
jf @BARON3_9260 
01CA: actor 2@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9260
if 
8184:   not actor 2@ health > 90 
jf @BARON3_9293 
01CA: actor 2@ kill_player $PLAYER_CHAR 
12@ = 1 // @ = int 

:BARON3_9293
if 
  12@ == 1 // @ == int 
jf @BARON3_9390 
if 
  not Actor.Dead(0@)
jf @BARON3_9335 
01CA: actor 0@ kill_player $PLAYER_CHAR 

:BARON3_9335
if 
  not Actor.Dead(1@)
jf @BARON3_9359 
01CA: actor 1@ kill_player $PLAYER_CHAR 

:BARON3_9359
if 
  not Actor.Dead(2@)
jf @BARON3_9383 
01CA: actor 2@ kill_player $PLAYER_CHAR 

:BARON3_9383
12@ = 2 // @ = int 

:BARON3_9390
if 
  not Actor.Dead(4@)
jf @BARON3_9819 
if 
  $2881 == 0 // $ == int 
jf @BARON3_9790 
if and
00FB:   player $PLAYER_CHAR 0 4@ radius 20.0 20.0 6.0 
0123:   actor 4@ spotted_player $PLAYER_CHAR 
jf @BARON3_9475 
$2881 = 1 // $ = int 

:BARON3_9475
if 
8184:   not actor 4@ health > 90 
jf @BARON3_9500 
$2881 = 1 // $ = int 

:BARON3_9500
if and
  TIMERB > 3000 // @ > int 
  6000 > TIMERB // int > @ 
jf @BARON3_9566 
if 
   not $2879 == 160.0 // $ == float 
jf @BARON3_9566 
$2879 -= 5.0 // $ -= float 
Actor.Angle(4@) = $2879

:BARON3_9566
if and
  TIMERB > 6000 // @ > int 
  9000 > TIMERB // int > @ 
jf @BARON3_9632 
if 
   not $2879 == 270.0 // $ == float 
jf @BARON3_9632 
$2879 += 5.0 // $ += float 
Actor.Angle(4@) = $2879

:BARON3_9632
if and
  TIMERB > 9000 // @ > int 
  12000 > TIMERB // int > @ 
jf @BARON3_9698 
if 
   not $2879 == 340.0 // $ == float 
jf @BARON3_9698 
$2879 += 5.0 // $ += float 
Actor.Angle(4@) = $2879

:BARON3_9698
if and
  TIMERB > 12000 // @ > int 
  15000 > TIMERB // int > @ 
jf @BARON3_9764 
if 
   not $2879 == 270.0 // $ == float 
jf @BARON3_9764 
$2879 -= 5.0 // $ -= float 
Actor.Angle(4@) = $2879

:BARON3_9764
if 
  TIMERB > 15000 // @ > int 
jf @BARON3_9790 
TIMERB = 0 // @ = int 

:BARON3_9790
Actor.StorePos(4@, $2864, $2865, $2866)
008A: $2882 = 4@ // $ = @ int 
gosub @BARON3_13779 

:BARON3_9819
if 
  not Actor.Dead(5@)
jf @BARON3_10248 
if 
  $2881 == 0 // $ == int 
jf @BARON3_10219 
if and
00FB:   player $PLAYER_CHAR 0 5@ radius 20.0 20.0 6.0 
0123:   actor 5@ spotted_player $PLAYER_CHAR 
jf @BARON3_9904 
$2881 = 1 // $ = int 

:BARON3_9904
if 
8184:   not actor 5@ health > 90 
jf @BARON3_9929 
$2881 = 1 // $ = int 

:BARON3_9929
if and
  TIMERA > 4000 // @ > int 
  7000 > TIMERA // int > @ 
jf @BARON3_9995 
if 
   not $2880 == 160.0 // $ == float 
jf @BARON3_9995 
$2880 -= 5.0 // $ -= float 
Actor.Angle(5@) = $2880

:BARON3_9995
if and
  TIMERA > 7000 // @ > int 
  10000 > TIMERA // int > @ 
jf @BARON3_10061 
if 
   not $2880 == 270.0 // $ == float 
jf @BARON3_10061 
$2880 += 5.0 // $ += float 
Actor.Angle(5@) = $2880

:BARON3_10061
if and
  TIMERA > 10000 // @ > int 
  13000 > TIMERA // int > @ 
jf @BARON3_10127 
if 
   not $2880 == 340.0 // $ == float 
jf @BARON3_10127 
$2880 += 5.0 // $ += float 
Actor.Angle(5@) = $2880

:BARON3_10127
if and
  TIMERA > 13000 // @ > int 
  16000 > TIMERA // int > @ 
jf @BARON3_10193 
if 
   not $2880 == 270.0 // $ == float 
jf @BARON3_10193 
$2880 -= 5.0 // $ -= float 
Actor.Angle(5@) = $2880

:BARON3_10193
if 
  TIMERA > 16000 // @ > int 
jf @BARON3_10219 
TIMERA = 0 // @ = int 

:BARON3_10219
Actor.StorePos(5@, $2867, $2868, $2869)
008A: $2882 = 5@ // $ = @ int 
gosub @BARON3_13779 

:BARON3_10248
if 
  not Actor.Dead(6@)
jf @BARON3_10711 
if 
  $2881 == 0 // $ == int 
jf @BARON3_10682 
if and
00FB:   player $PLAYER_CHAR 0 6@ radius 20.0 20.0 6.0 
0123:   actor 6@ spotted_player $PLAYER_CHAR 
jf @BARON3_10333 
$2881 = 1 // $ = int 

:BARON3_10333
if 
8184:   not actor 6@ health > 90 
jf @BARON3_10358 
$2881 = 1 // $ = int 

:BARON3_10358
if 
00FF:   actor 6@ 0 -623.9 -1477.7 12.0 radius 1.0 1.0 4.0 
jf @BARON3_10520 
if 
  $2887 == 0 // $ == int 
jf @BARON3_10448 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
$2889 = 0 // $ = int 
$2887 = 1 // $ = int 

:BARON3_10448
if 
  $2887 == 1 // $ == int 
jf @BARON3_10520 
$2889 += 1 // $ += int 
if 
  $2889 > 90 // $ > int 
jf @BARON3_10520 
0211: actor 6@ walk_to -671.7 -1459.1 
0411: set_actor 6@ use_pednode_seek 0 
$2888 = 0 // $ = int 

:BARON3_10520
if 
00FF:   actor 6@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_10682 
if 
  $2888 == 0 // $ == int 
jf @BARON3_10610 
0372: set_actor 6@ anim 3 wait_state_time 5000 ms 
$2889 = 0 // $ = int 
$2888 = 1 // $ = int 

:BARON3_10610
if 
  $2888 == 1 // $ == int 
jf @BARON3_10682 
$2889 += 1 // $ += int 
if 
  $2889 > 90 // $ > int 
jf @BARON3_10682 
0211: actor 6@ walk_to -623.9 -1477.7 
0411: set_actor 6@ use_pednode_seek 0 
$2887 = 0 // $ = int 

:BARON3_10682
Actor.StorePos(6@, $2870, $2871, $2872)
008A: $2882 = 6@ // $ = @ int 
gosub @BARON3_13779 

:BARON3_10711
if 
  not Actor.Dead(7@)
jf @BARON3_11174 
if 
  $2881 == 0 // $ == int 
jf @BARON3_11145 
if and
00FB:   player $PLAYER_CHAR 0 7@ radius 20.0 20.0 6.0 
0123:   actor 7@ spotted_player $PLAYER_CHAR 
jf @BARON3_10796 
$2881 = 1 // $ = int 

:BARON3_10796
if 
8184:   not actor 7@ health > 90 
jf @BARON3_10821 
$2881 = 1 // $ = int 

:BARON3_10821
if 
00FF:   actor 7@ 0 -682.8 -1484.8 14.5 radius 1.0 1.0 4.0 
jf @BARON3_10983 
if 
  $2891 == 0 // $ == int 
jf @BARON3_10911 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
$2893 = 0 // $ = int 
$2891 = 1 // $ = int 

:BARON3_10911
if 
  $2891 == 1 // $ == int 
jf @BARON3_10983 
$2893 += 1 // $ += int 
if 
  $2893 > 90 // $ > int 
jf @BARON3_10983 
0211: actor 7@ walk_to -638.9 -1500.9 
0411: set_actor 7@ use_pednode_seek 0 
$2892 = 0 // $ = int 

:BARON3_10983
if 
00FF:   actor 7@ 0 -638.9 -1500.9 12.0 radius 1.0 1.0 4.0 
jf @BARON3_11145 
if 
  $2892 == 0 // $ == int 
jf @BARON3_11073 
0372: set_actor 7@ anim 3 wait_state_time 5000 ms 
$2893 = 0 // $ = int 
$2892 = 1 // $ = int 

:BARON3_11073
if 
  $2892 == 1 // $ == int 
jf @BARON3_11145 
$2893 += 1 // $ += int 
if 
  $2893 > 90 // $ > int 
jf @BARON3_11145 
0211: actor 7@ walk_to -682.8 -1484.8 
0411: set_actor 7@ use_pednode_seek 0 
$2891 = 0 // $ = int 

:BARON3_11145
Actor.StorePos(7@, $2873, $2874, $2875)
008A: $2882 = 7@ // $ = @ int 
gosub @BARON3_13779 

:BARON3_11174
if 
  not Actor.Dead(8@)
jf @BARON3_11907 
if 
  $2881 == 0 // $ == int 
jf @BARON3_11878 
if and
00FB:   player $PLAYER_CHAR 0 8@ radius 20.0 20.0 6.0 
0123:   actor 8@ spotted_player $PLAYER_CHAR 
jf @BARON3_11259 
$2881 = 1 // $ = int 

:BARON3_11259
if 
8184:   not actor 8@ health > 90 
jf @BARON3_11284 
$2881 = 1 // $ = int 

:BARON3_11284
if 
00FF:   actor 8@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_11581 
if 
  $2895 == 0 // $ == int 
jf @BARON3_11381 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
$2897 = 0 // $ = int 
$2883 = 0 // $ = int 
$2895 = 1 // $ = int 

:BARON3_11381
if 
  $2895 == 1 // $ == int 
jf @BARON3_11453 
$2897 += 1 // $ += int 
if 
  $2897 > 90 // $ > int 
jf @BARON3_11453 
0211: actor 8@ walk_to -682.8 -1484.8 
0411: set_actor 8@ use_pednode_seek 0 
$2896 = 0 // $ = int 

:BARON3_11453
if 
  not Actor.Dead(7@)
jf @BARON3_11581 
if 
00FF:   actor 7@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 
jf @BARON3_11581 
if 
  $2883 == 0 // $ == int 
jf @BARON3_11581 
0372: set_actor 7@ anim 3 wait_state_time 0 ms 
011C: actor 7@ clear_objective 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
03F9: make_actors 8@ 7@ converse_in 10000 ms 
$2883 = 1 // $ = int 

:BARON3_11581
if 
00FF:   actor 8@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
jf @BARON3_11878 
if 
  $2896 == 0 // $ == int 
jf @BARON3_11678 
0372: set_actor 8@ anim 3 wait_state_time 5000 ms 
$2897 = 0 // $ = int 
$2884 = 0 // $ = int 
$2896 = 1 // $ = int 

:BARON3_11678
if 
  $2896 == 1 // $ == int 
jf @BARON3_11750 
$2897 += 1 // $ += int 
if 
  $2897 > 90 // $ > int 
jf @BARON3_11750 
0211: actor 8@ walk_to -671.7 -1459.1 
0411: set_actor 8@ use_pednode_seek 0 
$2895 = 0 // $ = int 

:BARON3_11750
if 
  not Actor.Dead(6@)
jf @BARON3_11878 
if 
00FF:   actor 6@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 
jf @BARON3_11878 
if 
  $2884 == 0 // $ == int 
jf @BARON3_11878 
0372: set_actor 6@ anim 3 wait_state_time 0 ms 
0372: set_actor 8@ anim 3 wait_state_time 0 ms 
011C: actor 8@ clear_objective 
011C: actor 6@ clear_objective 
03F9: make_actors 8@ 6@ converse_in 10000 ms 
$2884 = 1 // $ = int 

:BARON3_11878
Actor.StorePos(8@, $2876, $2877, $2878)
008A: $2882 = 8@ // $ = @ int 
gosub @BARON3_13779 

:BARON3_11907
if 
  not Actor.Dead(9@)
jf @BARON3_12157 
if 
  $2881 == 0 // $ == int 
jf @BARON3_12157 
if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 6.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
jf @BARON3_11992 
$2881 = 1 // $ = int 

:BARON3_11992
if 
8184:   not actor 9@ health > 90 
jf @BARON3_12017 
$2881 = 1 // $ = int 

:BARON3_12017
if 
00FF:   actor 9@ 0 -573.7 -1522.5 7.0 radius 1.0 1.0 4.0 
jf @BARON3_12087 
0211: actor 9@ walk_to -598.6 -1513.0 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_12087
if 
00FF:   actor 9@ 0 -598.6 -1513.0 7.0 radius 1.0 1.0 4.0 
jf @BARON3_12157 
0211: actor 9@ walk_to -573.7 -1522.5 
0411: set_actor 9@ use_pednode_seek 0 

:BARON3_12157
if 
  not Actor.Dead(10@)
jf @BARON3_12407 
if 
  $2881 == 0 // $ == int 
jf @BARON3_12407 
if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 6.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
jf @BARON3_12242 
$2881 = 1 // $ = int 

:BARON3_12242
if 
8184:   not actor 10@ health > 90 
jf @BARON3_12267 
$2881 = 1 // $ = int 

:BARON3_12267
if 
00FF:   actor 10@ 0 -586.9 -1496.2 7.0 radius 1.0 1.0 4.0 
jf @BARON3_12337 
0211: actor 10@ walk_to -569.0 -1503.1 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_12337
if 
00FF:   actor 10@ 0 -569.0 -1503.1 7.0 radius 1.0 1.0 4.0 
jf @BARON3_12407 
0211: actor 10@ walk_to -586.9 -1496.2 
0411: set_actor 10@ use_pednode_seek 0 

:BARON3_12407
gosub @BARON3_19093 
if 
  Car.Wrecked($65)
jf @BARON3_12608 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_12586 
03BD: destroy_sphere $2898 
Marker.Disable($65)

:BARON3_12493
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_12557 
wait 0 
jump @BARON3_12493 

:BARON3_12557
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 
jump @BARON3_12608 

:BARON3_12586
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 

:BARON3_12608
jump @BARON3_8591 
Marker.Disable($65)
018A: $65 = create_checkpoint_at -378.5 -660.0 5.6 
00BC: text_highpriority 'COK3_6' time 5000 1  // ~g~Get the boat to the mansion.
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:BARON3_12662
if or
80F5:   not player $PLAYER_CHAR 1 -378.5 -660.0 5.0 radius 20.0 30.0 6.0 
80DC:   not player $PLAYER_CHAR in_car $65 
jf @BARON3_12930 
wait 0 
if 
  Car.Wrecked($64)
jf @BARON3_12916 
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_12894 
03BD: destroy_sphere $2898 
Marker.Disable($65)

:BARON3_12801
if 
02B3:   player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 
jf @BARON3_12865 
wait 0 
jump @BARON3_12801 

:BARON3_12865
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 
jump @BARON3_12916 

:BARON3_12894
00BC: text_highpriority 'COK3_7' time 5000 1  // ~r~You destroyed the boat!
jump @BARON3_13440 

:BARON3_12916
gosub @BARON3_19093 
jump @BARON3_12662 

:BARON3_12930
if 
  not Car.Wrecked($65)
jf @BARON3_12961 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON3_12961
fade 0 1000 
wait 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 
if 
  not Car.Wrecked($64)
jf @BARON3_13054 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_13054
wait 0 
Camera.SetPosition(-365.183, -654.17, 8.057, 0.0, 0.0, 0.0)
Camera.PointAt(-366.024, -654.71, 8.009, 2)
fade 1 1500 
TIMERB = 0 // @ = int 

:BARON3_13123
if 
   not TIMERB > 3500 // @ > int 
jf @BARON3_13232 
wait 0 
if 
  not Car.Wrecked($64)
jf @BARON3_13225 
if 
01AF:   car $64 0 -378.5 -660.0 5.6 radius 2.0 2.0 4.0 
jf @BARON3_13225 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON3_13225
jump @BARON3_13123 

:BARON3_13232
fade 0 1000 
wait 1000 
0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 
if 
  not Car.Wrecked($64)
jf @BARON3_13350 
if 
00DC:   player $PLAYER_CHAR in_car $64 
jf @BARON3_13330 
012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car 
jump @BARON3_13350 

:BARON3_13330
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 

:BARON3_13350
if 
  not Car.Wrecked($65)
jf @BARON3_13396 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_13396
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 500 
fade 1 1000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @BARON3_13462 

:BARON3_13440
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0151: remove_status_text $10101 
return 

:BARON3_13462
$PASSED_COK3_THE_FASTEST_BOAT = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
0318: set_latest_mission_passed 'COK_3'  // The Fastest Boat
030C: progress_made += 1 
start_new_script @BAR4 
return 

:BARON3_13528
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0296: unload_special_actor 1 
Model.Destroy(#HMYAP)
Model.Destroy(#SQUALO)
Model.Destroy(#HMYST)
Model.Destroy(#TEC9)
Model.Destroy(#HAMMER)
Model.Destroy(#SCREWDRIVER)
Model.Destroy(#SPEEDER)
Model.Destroy(#DINGHY)
Model.Destroy(#RUGER)
Model.Destroy(#M4)
Model.Destroy(#ADMIRAL)
Model.Destroy(#GANGBUR)
Model.Destroy(#CUBAN)
Model.Destroy(#VOODOO)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#JETMAX)
if 
  not Car.Wrecked($64)
jf @BARON3_13662 
Car.RemoveReferences($64)

:BARON3_13662
Object.Init($1786, #B_HSE_DOORS, -640.012, -1485.941, 15.457)
Object.RemoveFromMissionCleanupList($1786)
03BD: destroy_sphere $2898 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
Marker.Disable($65)
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

:BARON3_13779
if and
  Actor.Dead(4@)
00FF:   actor $2882 0 $2864 $2865 $2866 radius 4.0 4.0 4.0 
jf @BARON3_13833 
$2881 = 1 // $ = int 

:BARON3_13833
if and
  Actor.Dead(5@)
00FF:   actor $2882 0 $2867 $2868 $2869 radius 4.0 4.0 4.0 
jf @BARON3_13887 
$2881 = 1 // $ = int 

:BARON3_13887
if and
  Actor.Dead(6@)
00FF:   actor $2882 0 $2870 $2871 $2872 radius 4.0 4.0 4.0 
jf @BARON3_13941 
$2881 = 1 // $ = int 

:BARON3_13941
if and
  Actor.Dead(7@)
00FF:   actor $2882 0 $2873 $2874 $2875 radius 4.0 4.0 4.0 
jf @BARON3_13995 
$2881 = 1 // $ = int 

:BARON3_13995
if and
  Actor.Dead(8@)
00FF:   actor $2882 0 $2876 $2877 $2878 radius 4.0 4.0 4.0 
jf @BARON3_14049 
$2881 = 1 // $ = int 

:BARON3_14049
return 

:BARON3_14051
if 
  not Car.Wrecked($65)
jf @BARON3_14097 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_14097
if 
  $2890 == 0 // $ == int 
jf @BARON3_14457 
if 
  not Car.Wrecked($64)
jf @BARON3_14457 
if 
01FF:   player $PLAYER_CHAR near_car $64 radius 40.0 40.0 20.0 unknown 0 
jf @BARON3_14457 
TIMERB = 0 // @ = int 

:BARON3_14174
if 
   not TIMERB > 500 // @ > int 
jf @BARON3_14250 
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_14243 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_14243
jump @BARON3_14174 

:BARON3_14250
if 
   not TIMERB > 4000 // @ > int 
jf @BARON3_14450 
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_14319 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_14319
if 
00E1:   player 0 pressed_button 16 
jf @BARON3_14443 

:BARON3_14336
if 
00E1:   player 0 pressed_button 16 
jf @BARON3_14436 
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_14403 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_14403
if 
  TIMERB > 3500 // @ > int 
jf @BARON3_14429 
jump @BARON3_14450 

:BARON3_14429
jump @BARON3_14336 

:BARON3_14436
jump @BARON3_14450 

:BARON3_14443
jump @BARON3_14250 

:BARON3_14450
$2890 = 1 // $ = int 

:BARON3_14457
if 
00F6:   player $PLAYER_CHAR 0 -665.4 -1484.7 12.8 radius 0.5 0.5 1.5 
jf @BARON3_19091 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
046F: store_player $PLAYER_CHAR currently_armed_weapon_to 13@ 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
TIMERB = 0 // @ = int 

:BARON3_14558
if 
   not TIMERB > 1000 // @ > int 
jf @BARON3_14634 
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_14627 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837

:BARON3_14627
jump @BARON3_14558 

:BARON3_14634
053D: clear_actor $PLAYER_ACTOR wait_state 
01B8: set_player $PLAYER_CHAR armed_weapon_to 13@ 
Camera.SetPosition(-600.685, -1498.843, 25.889, 0.0, 0.0, 0.0)
Camera.PointAt(-600.498, -1499.38, 25.066, 2)
03BD: destroy_sphere $2898 

:BARON3_14703
02A3: enable_widescreen 1 
Camera.SetPosition(-600.685, -1498.843, 25.889, 0.0, 0.0, 0.0)
Camera.PointAt(-600.498, -1499.38, 25.066, 2)
0055: put_player $PLAYER_CHAR at -720.4146 -1529.448 12.3015 
wait 0 
if 
  not Car.Wrecked($65)
jf @BARON3_19022 
Car.Create($10105, #GANGBUR, -725.4442, -1514.757, 11.8724)
Car.Angle($10105) = 1.9292
Car.Health($10105) = 80000
0129: 1@ = create_actor 4 #SGA in_car $10105 driverseat 
Car.Create($10104, #CUBAN, -747.5691, -1473.936, 11.4084)
Car.Angle($10104) = 182.7242
Car.Health($10104) = 80000
0129: 2@ = create_actor 4 #CBB in_car $10104 driverseat 
Car.Create($10103, #VOODOO, -755.7103, -1474.034, 11.4073)
Car.Angle($10103) = 182.7242
Car.Health($10103) = 80000
Car.Create($10102, #ADMIRAL, -689.1567, -1361.93, 10.9084)
Car.Angle($10102) = 190.6277
Car.Health($10102) = 1350
0129: $LANCE_VANCE = create_actor 4 #SPECIAL01 in_car $10102 driverseat 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02E2: set_actor $LANCE_VANCE weapon_accuracy_to 100 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
0229: set_car $10102 color_to 1 1 
0129: 3@ = create_actor 4 #HNA in_car $10103 driverseat 
Actor.Create(4@, 4, #CBA, -697.2113, -1451.042, 10.9073)
Actor.Angle(4@) = 86.75
Actor.Health(4@) = 66666
0446: set_actor 4@ dismemberment_possible 0 
02E2: set_actor 4@ weapon_accuracy_to 80 
0350: set_actor 4@ maintain_position_when_attacked 1 
0464: put_actor 4@ into_turret_on_car $10104 at_car_offset 0.0 0.0 1.0 position 3 angle 270.0 with_weapon 26 
Actor.Create(5@, 4, #HNB, -697.2113, -1451.042, 10.9073)
Actor.Angle(5@) = 86.75
Actor.Health(5@) = 66666
0446: set_actor 5@ dismemberment_possible 0 
02E2: set_actor 5@ weapon_accuracy_to 80 
0350: set_actor 5@ maintain_position_when_attacked 1 
0464: put_actor 5@ into_turret_on_car $10103 at_car_offset 0.0 0.0 1.0 position 3 angle 270.0 with_weapon 26 
Object.Destroy($1786)
03BC: $2898 = create_sphere -665.4 -1484.7 12.8 1.0 
Car.Create($64, #SQUALO, -614.7355, -1367.864, 16.2921)
0323: enable_boat $64 anchor 0 
00AE: set_vehicle $10105 traffic_behavior_to 3 
00AE: set_vehicle $10104 traffic_behavior_to 3 
00AE: set_vehicle $10103 traffic_behavior_to 3 
Car.SetMaxSpeed($10105, 0.0)
Car.SetMaxSpeed($10104, 0.0)
Car.SetMaxSpeed($10103, 0.0)
0423: car $10105 improve_handling 1.5 
0423: car $10104 improve_handling 1.5 
0423: car $10103 improve_handling 1.5 
03CC: add_stuck_car_check $10103 distance 0.5 time 3000 
03CC: add_stuck_car_check $10104 distance 0.5 time 3000 
053F: set_car $10105 tires_vulnerable 0 
053F: set_car $10104 tires_vulnerable 0 
053F: set_car $10103 tires_vulnerable 0 
Car.SetImmunities($10105, 0, 0, 0, 1, 0)
Car.SetImmunities($10104, 0, 0, 0, 1, 0)
Car.SetImmunities($10103, 0, 0, 0, 1, 0)
02AB: set_actor 1@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 5@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Car.PutAt($65, -595.7496, -1507.611, 13.5091)
Car.Angle($65) = 289.3837
03A2: set_vehicle $10105 action 0 
wait 500 
Car.LockInCurrentPosition($65, False)
wait 400 
00BC: text_highpriority 'SNBOB79' time 8000 1 
wait 2300 
Car.StorePos($10105, $10085, $10086, $10087)
$10088 = Car.Angle($10105)
$10087 += 1.05 // $ += float 
Car.PutAt($64, $10085, $10086, $10087)
Car.Angle($64) = $10088
Camera.SetPosition(-720.2592, -1489.856, 17.4155, 0.0, 0.0, 0.0)
Camera.PointAt(-727.4454, -1508.519, 14.4155, 2)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOOSLOWGRADNDADS.WAV" loop 0 volume 0.6 
00BC: text_highpriority 'SNBOB80' time 2500 2 
Car.SetMaxSpeed($10105, 7.0)
TIMERA = 0 // @ = int 

:BARON3_15814
Car.DriveTo($10105, -724.5233, -1487.219, 11.2577)
wait 0 
Car.StorePos($10105, $10085, $10086, $10087)
$10087 += 1.05 // $ += float 
$10088 = Car.Angle($10105)
Car.PutAt($64, $10085, $10086, $10087)
Car.Angle($64) = $10088
if 
  TIMERA > 2500 // @ > int 
jf @BARON3_15814 
Car.LockInCurrentPosition($64, True)
Camera.SetPosition(-752.1406, -1488.777, 23.7973, 0.0, 0.0, 0.0)
Camera.PointAt(-752.3207, -1477.007, 11.4156, 2)
wait 600 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FASTBOATCALL.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB81' time 1900 2 
wait 1900 
00BC: text_highpriority 'SNBOB82' time 7900 2 
wait 4000 
00BC: text_highpriority 'SNBOB83' time 1500 2 
wait 600 
Car.DriveTo($10103, -767.8998, -1501.762, 11.4744)
Car.SetMaxSpeed($10103, 15.0)
wait 800 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FASTBOATCALL2.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB84' time 3900 2 
wait 1200 
00BC: text_highpriority 'SNBOB85' time 800 2 
wait 500 
Car.DriveTo($10104, -756.7111, -1495.432, 11.2577)
Car.SetMaxSpeed($10104, 13.0)
wait 3000 
Car.PutAt($10105, -888.8739, -1487.778, 12.0965)
Car.PutAt($10104, -887.1022, -1515.92, 12.1387)
Car.PutAt($10103, -890.2272, -1500.403, 12.1102)
Car.PutAt($64, -678.6745, -1600.704, 8.296)
Camera.SetPosition(-677.9932, -1392.469, 38.9084, 0.0, 0.0, 0.0)
Camera.OnVehicle($10102, 15, 1)
Car.PutAt($10102, -687.9445, -1364.13, 10.9079)
Car.Angle($10102) = 193.111
Car.DriveTo($10102, -692.7123, -1438.739, 10.9066)
Car.SetMaxSpeed($10102, 45.0)
04BA: set_car $10102 speed_instantly 40.0 
wait 2500 
0362: put_actor $LANCE_VANCE at 136.457 -817.37 9.44 and_remove_from_car 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\COL3_17.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB86' time 1100 2 
wait 1500 
fade 0 600 
wait 1500 
0464: put_actor $LANCE_VANCE into_turret_on_car $10102 at_car_offset 0.0 0.0 1.0 position 3 angle 270.0 with_weapon 26 
02E2: set_actor $LANCE_VANCE weapon_accuracy_to 90 
00BC: text_highpriority 'SNBOB87' time 6000 2 
0369: put_player $PLAYER_CHAR in_car $10102 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Car.PutAt($10105, -800.452, -1425.571, 11.3884)
Car.Angle($10105) = 338.139
Car.PutAt($10104, -816.7544, -1452.583, 11.44)
Car.PutAt($10103, -803.1581, -1429.687, 11.0987)
Car.Angle($10104) = 338.139
Car.Angle($10103) = 338.4522
Car.SetMaxSpeed($10105, 45.0)
Car.SetMaxSpeed($10104, 50.0)
Car.SetMaxSpeed($10103, 50.0)
Marker.CreateAboveCar(6@, $10105)
01D9: actor $LANCE_VANCE destroy_car $10105 
01D9: actor 4@ destroy_car $10105 
01D9: actor 5@ destroy_car $10105 
0190: add_car $10104 to_upsidedown_check 
0190: add_car $10103 to_upsidedown_check 
03CC: add_stuck_car_check $10105 distance 0.5 time 3000 
020A: set_car $10103 door_status_to 3 
020A: set_car $10104 door_status_to 3 
020A: set_car $10102 door_status_to 4 
$10101 = Car.Health($10105)
$10101 /= 5 // $ /= int 
$10101 /= 160 // $ /= int 
$10101 *= -1 // $ *= int 
$10101 += 105 // $ += int 
$10101 *= 3 // $ *= int 
$10101 += 4 // $ += int 
$10100 = 0 // $ = int 
03C4: set_status_text_to $10101 1 'SNBOB89' 
fade 1 600 
wait 1500 

:BARON3_16873
Car.StorePos($10105, $10085, $10086, $10087)
wait 0 
if and
8442:   not player $PLAYER_CHAR sitting_in_car $64 
01FC:   player $PLAYER_CHAR near_car $10105 radius 140.0 140.0 0 
82BF:   not car $10105 sunk 
jf @BARON3_16982 
$10088 = Car.Angle($10105)
$10087 += 1.05 // $ += float 
Car.PutAt($64, $10085, $10086, $10087)
Car.Angle($64) = $10088
jump @BARON3_17018 

:BARON3_16982
if 
82BF:   not car $10105 sunk 
jf @BARON3_17018 
Car.PutAt($64, -919.5349, -1368.573, 27.1526)

:BARON3_17018
if 
03CE:   car $10103 stuck 
jf @BARON3_17044 
0477: set_car $10103 action 2 time 3000 

:BARON3_17044
if 
03CE:   car $10104 stuck 
jf @BARON3_17070 
0477: set_car $10104 action 2 time 3000 

:BARON3_17070
if 
01F4:   car $10104 flipped 
jf @BARON3_17124 
Car.StorePos($10104, $10085, $10086, $10087)
$10087 += 1.05 // $ += float 
Car.PutAt($10104, $10085, $10086, $10087)

:BARON3_17124
if 
01F4:   car $10103 flipped 
jf @BARON3_17178 
Car.StorePos($10103, $10085, $10086, $10087)
$10087 += 1.05 // $ += float 
Car.PutAt($10103, $10085, $10086, $10087)

:BARON3_17178
if 
  Actor.InCar(1@, $10105)
jf @BARON3_17292 
Car.DriveTo($10105, 11.3075, 1114.893, 16.621)
if 
00EC:   actor 1@ 0 11.3075 1114.893 radius 2.0 2.0 
jf @BARON3_17292 
Car.Destroy($64)
Actor.DestroyInstantly($LANCE_VANCE)
Marker.Disable(6@)
00BC: text_highpriority 'SNBOB88' time 5000 2 
jump @BARON3_13440 

:BARON3_17292
if 
03CE:   car $10105 stuck 
jf @BARON3_17364 
Car.StorePos($10105, $10085, $10086, $10087)
Car.PutAt($64, $10085, $10086, $10087)
Car.StorePos($10105, $10085, $10086, $10087)
Car.PutAt($10105, $10085, $10086, $10087)

:BARON3_17364
$10101 = Car.Health($10105)
$10101 /= 5 // $ /= int 
$10101 /= 160 // $ /= int 
$10101 *= -1 // $ *= int 
$10101 += 105 // $ += int 
$10101 *= 3 // $ *= int 
$10101 += 4 // $ += int 
if and
  $10100 == 0 // $ == int 
  $10101 >= 100 // $ >= int 
jf @BARON3_17617 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\CHECKPOINT.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SNBOB90' time 7000 2 
046B: actor 1@ leave_car $10105 and_flee 
03CD: car $10105 remove_from_stuck_car_check 
011C: actor 4@ clear_objective 
011C: actor 5@ clear_objective 
01CA: actor 4@ kill_player $PLAYER_CHAR 
01CA: actor 5@ kill_player $PLAYER_CHAR 
011C: actor $LANCE_VANCE clear_objective 
020A: set_car $10102 door_status_to 0 
03CD: car $10104 remove_from_stuck_car_check 
03CD: car $10103 remove_from_stuck_car_check 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0465: remove_actor $LANCE_VANCE from_turret_mode 
0319: set_actor $LANCE_VANCE running 1 
009C: set_actor $LANCE_VANCE wander_direction -1 
0319: set_actor 2@ running 1 
0319: set_actor 3@ running 1 
0151: remove_status_text $10101 
$10100 = 1 // $ = int 

:BARON3_17617
if and
  not Actor.Dead(2@)
  Actor.InCar(2@, $10104)
jf @BARON3_17655 
Car.DriveTo($10104, $10085, $10086, $10087)

:BARON3_17655
if and
  not Actor.Dead(3@)
  Actor.InCar(3@, $10103)
jf @BARON3_17693 
Car.DriveTo($10103, $10085, $10086, $10087)

:BARON3_17693
if and
80DC:   not player $PLAYER_CHAR in_car $10105 
  not Actor.InCar(2@, $10105)
jf @BARON3_17738 
if 
  $10100 == 1 // $ == int 
jf @BARON3_17738 

:BARON3_17738
if and
80DC:   not player $PLAYER_CHAR in_car $10105 
  not Actor.InCar(3@, $10105)
jf @BARON3_17790 
if 
  $10100 == 1 // $ == int 
jf @BARON3_17790 
jump @BARON3_17790 

:BARON3_17790
if 
00DC:   player $PLAYER_CHAR in_car $10105 
jf @BARON3_17871 
if and
   not $10100 == 2 // $ == int 
  8@ == 0 // @ == int 
jf @BARON3_17871 
Car.Health($10105) = 1500
00BC: text_highpriority 'SNBOB91' time 3000 2 
$10100 = 2 // $ = int 
8@ = 1 // @ = int 

:BARON3_17871
if and
  9@ == 0 // @ == int 
02BF:   car $10105 sunk 
jf @BARON3_17943 
Car.SetImmunities($10105, 1, 1, 1, 1, 1)
Car.LockInCurrentPosition($64, False)
Marker.Disable(6@)
00BC: text_highpriority 'SNBOB96' time 5000 2 
9@ = 1 // @ = int 

:BARON3_17943
if and
00DC:   player $PLAYER_CHAR in_car $10105 
  not Actor.Dead(2@)
  not Actor.InCar(2@, $10104)
jf @BARON3_18000 
Car.SetMaxSpeed($10104, 50.0)
03A2: set_vehicle $10104 action 0 
01D5: actor 2@ go_to_and_drive_car $10104 

:BARON3_18000
if and
00DC:   player $PLAYER_CHAR in_car $10105 
  not Actor.Dead(3@)
  not Actor.InCar(3@, $10103)
jf @BARON3_18057 
Car.SetMaxSpeed($10103, 50.0)
03A2: set_vehicle $10103 action 0 
01D5: actor 3@ go_to_and_drive_car $10103 

:BARON3_18057
if and
82BF:   not car $10105 sunk 
  Car.Wrecked($10105)
jf @BARON3_18105 
020B: explode_car $64 
00BC: text_highpriority 'SNBOB92' time 5000 2 
jump @BARON3_13440 

:BARON3_18105
if 
  Car.Wrecked($64)
jf @BARON3_18164 
00BC: text_highpriority 'SNBOB92' time 5000 2 
if 
82BF:   not car $10105 sunk 
jf @BARON3_13440 
020B: explode_car $10105 
jump @BARON3_13440 

:BARON3_18164
if and
  not Actor.Dead(2@)
  not Actor.InCar(2@, $10105)
  $10100 == 1 // $ == int 
jf @BARON3_18239 
if 
0205:   actor 2@ near_car $10105 radius 10.0 10.0 6.0 unknown 0 
jf @BARON3_18239 
01D5: actor 2@ go_to_and_drive_car $10105 

:BARON3_18239
if 
  Actor.InCar(2@, $10105)
jf @BARON3_18288 
Car.DriveTo($10105, -1171.084, -598.9233, 11.4718)
Car.SetMaxSpeed($10105, 50.0)

:BARON3_18288
if and
00DC:   player $PLAYER_CHAR in_car $10105 
  $10100 == 2 // $ == int 
jf @BARON3_18321 
$10100 = 1 // $ = int 

:BARON3_18321
if and
  not Actor.Dead(2@)
00DC:   player $PLAYER_CHAR in_car $10105 
jf @BARON3_18382 
0477: set_car $10105 action 0 time 200 
if 
  Actor.InCar(2@, $10105)
jf @BARON3_18382 
01D5: actor 2@ go_to_and_drive_car $10104 

:BARON3_18382
if and
  not Actor.Dead(2@)
  Actor.InCar(2@, $10105)
jf @BARON3_18481 
if 
00EC:   actor 2@ 0 -1171.084 -598.9233 radius 2.0 2.0 
jf @BARON3_18481 
Car.Destroy($64)
Actor.DestroyInstantly($LANCE_VANCE)
Marker.Disable(6@)
00BC: text_highpriority 'SNBOB93' time 5000 2 
jump @BARON3_13440 

:BARON3_18481
if and
  not Actor.Dead(3@)
  not Actor.InCar(3@, $10105)
  $10100 == 1 // $ == int 
jf @BARON3_18556 
if 
0205:   actor 3@ near_car $10105 radius 10.0 10.0 6.0 unknown 0 
jf @BARON3_18556 
01D5: actor 3@ go_to_and_drive_car $10105 

:BARON3_18556
if and
  not Actor.Dead(3@)
  Actor.InCar(3@, $10105)
jf @BARON3_18610 
Car.DriveTo($10105, -942.2155, 128.6075, 9.2063)
Car.SetMaxSpeed($10105, 50.0)

:BARON3_18610
if and
00DC:   player $PLAYER_CHAR in_car $10105 
  $10100 == 2 // $ == int 
jf @BARON3_18643 
$10100 = 1 // $ = int 

:BARON3_18643
if and
00DC:   player $PLAYER_CHAR in_car $10105 
  not Actor.Dead(3@)
jf @BARON3_18704 
0477: set_car $10105 action 0 time 200 
if 
  Actor.InCar(3@, $10105)
jf @BARON3_18704 
01D5: actor 3@ go_to_and_drive_car $10103 

:BARON3_18704
if and
  not Actor.Dead(3@)
  Actor.InCar(3@, $10105)
jf @BARON3_18803 
if 
00EC:   actor 3@ 0 -942.2155 128.6075 radius 2.0 2.0 
jf @BARON3_18803 
Car.Destroy($64)
Actor.DestroyInstantly($LANCE_VANCE)
Marker.Disable(6@)
00BC: text_highpriority 'SNBOB94' time 5000 2 
jump @BARON3_13440 

:BARON3_18803
if 
81FC:   not player $PLAYER_CHAR near_car $64 radius 320.0 320.0 0 
jf @BARON3_18841 
jump @BARON3_18841 

:BARON3_18841
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON3_18889 
Car.Destroy($64)
Marker.Disable(6@)
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @BARON3_13440 

:BARON3_18889
if and
00DC:   player $PLAYER_CHAR in_car $64 
00E3:   player $PLAYER_CHAR 1 -380.7708 -656.5117 radius 7.9625 30.0 
  9@ == 1 // @ == int 
jf @BARON3_16873 
Player.CanMove($PLAYER_CHAR, False)
fade 0 600 
wait 700 
012A: put_player $PLAYER_CHAR at -379.1007 -654.8918 7.9625 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 183.0375 
wait 1000 
fade 1 600 
wait 500 
Player.CanMove($PLAYER_CHAR, True)
jump @BARON3_13462 

:BARON3_19022
jump @BARON3_14703 
wait 4000 
0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8 
0171: set_player $PLAYER_CHAR z_angle_to 150.0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
$2881 = 1 // $ = int 
11@ = 1 // @ = int 

:BARON3_19091
return 

:BARON3_19093
if 
  $2881 == 1 // $ == int 
jf @BARON3_20233 
if 
  3@ == 0 // @ == int 
jf @BARON3_19304 
if 
  not Actor.Dead(10@)
jf @BARON3_19153 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON3_19153
if 
  not Actor.Dead(9@)
jf @BARON3_19177 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON3_19177
if 
  not Actor.Dead(8@)
jf @BARON3_19201 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON3_19201
if 
  not Actor.Dead(7@)
jf @BARON3_19225 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON3_19225
if 
  not Actor.Dead(6@)
jf @BARON3_19249 
01CA: actor 6@ kill_player $PLAYER_CHAR 

:BARON3_19249
if 
  not Actor.Dead(5@)
jf @BARON3_19273 
01CA: actor 5@ kill_player $PLAYER_CHAR 

:BARON3_19273
if 
  not Actor.Dead(4@)
jf @BARON3_19297 
01CA: actor 4@ kill_player $PLAYER_CHAR 

:BARON3_19297
3@ = 1 // @ = int 

:BARON3_19304
if 
  TIMERA > 1000 // @ > int 
jf @BARON3_20233 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  not Actor.Dead(10@)
jf @BARON3_19404 
if 
8510:   not actor 10@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19404 
009E: set_actor 10@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19404
if 
  not Actor.Dead(9@)
jf @BARON3_19471 
if 
8510:   not actor 9@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19471 
009E: set_actor 9@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19471
if 
  not Actor.Dead(8@)
jf @BARON3_19538 
if 
8510:   not actor 8@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19538 
009E: set_actor 8@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19538
if 
  not Actor.Dead(7@)
jf @BARON3_19605 
if 
8510:   not actor 7@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19605 
009E: set_actor 7@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19605
if 
  not Actor.Dead(6@)
jf @BARON3_19672 
if 
8510:   not actor 6@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19672 
009E: set_actor 6@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19672
if 
  not Actor.Dead(5@)
jf @BARON3_19739 
if 
8510:   not actor 5@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19739 
009E: set_actor 5@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19739
if 
  not Actor.Dead(4@)
jf @BARON3_19806 
if 
8510:   not actor 4@ path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19806 
009E: set_actor 4@ follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19806
if 
  11@ == 1 // @ == int 
jf @BARON3_20226 
if 
  not Actor.Dead($2899)
jf @BARON3_19891 
if 
8510:   not actor $2899 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19891 
009E: set_actor $2899 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19891
if 
  not Actor.Dead($2900)
jf @BARON3_19958 
if 
8510:   not actor $2900 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_19958 
009E: set_actor $2900 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_19958
if 
  not Actor.Dead($2901)
jf @BARON3_20025 
if 
8510:   not actor $2901 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_20025 
009E: set_actor $2901 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_20025
if 
  not Actor.Dead($2902)
jf @BARON3_20092 
if 
8510:   not actor $2902 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_20092 
009E: set_actor $2902 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_20092
if 
  not Actor.Dead($2903)
jf @BARON3_20159 
if 
8510:   not actor $2903 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_20159 
009E: set_actor $2903 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_20159
if 
  not Actor.Dead($2904)
jf @BARON3_20226 
if 
8510:   not actor $2904 path_is_clear $95 $96 $97 radius 4.0 
jf @BARON3_20226 
009E: set_actor $2904 follow_path $95 $96 $97 radius 4.0 move_stat 1 

:BARON3_20226
TIMERA = 0 // @ = int 

:BARON3_20233
return 

//-------------Mission 15---------------
// Originally: Supply & Demand

:BARON4
gosub @BARON4_36 
if 
  wasted_or_busted 
jf @BARON4_27 
gosub @BARON4_13997 

:BARON4_27
gosub @BARON4_14124 
terminate_this_script 

:BARON4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'BARON4' 
wait 0 
054C: use_GXT_table 'BARON4' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
01B5: force_weather 0 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
$41 = 0 // $ = int 
$42 = 0 // $ = int 
$43 = 0 // $ = int 
6@ = 0 // @ = int 
11@ = 0 // @ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
$2912 = 0 // $ = int 
$2914 = 0 // $ = int 
$2915 = 0 // $ = int 
$2916 = 0 // $ = int 
$2917 = 0 // $ = int 
$2921 = 0 // $ = int 
$2922 = 0 // $ = int 
$10106 = 0 // $ = int 
$10107 = 0 // $ = int 
$10108 = 0 // $ = int 
$10109 = 0 // $ = int 
$10110 = 0 // $ = int 
$10111 = 0 // $ = int 
$10112 = 0 // $ = int 
$10113 = 0 // $ = int 
$10114 = 0 // $ = int 
$10115 = 0 // $ = int 
$10116 = 0 // $ = int 
$10117 = 0 // $ = int 
$10118 = 0 // $ = int 
$10119 = 0 // $ = int 
$10120 = 0 // $ = int 
$10121 = 0 // $ = int 
$10122 = 0 // $ = int 
$10123 = 0 // $ = int 
$10124 = 0 // $ = int 
$10125 = 0 // $ = int 
$10126 = 0 // $ = int 
$10127 = 0 // $ = int 
$10128 = 0 // $ = int 
$10129 = 0 // $ = int 
$10130 = 0 // $ = int 
$10131 = 0 // $ = int 
$10132 = 0 // $ = int 
$10133 = 0 // $ = int 
$10134 = 0 // $ = int 
$10135 = 50000 // $ = int 
select_interior 2 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DEAGL' 
02F3: load_object #CUTOBJ03 'SHOTVCR' 
038B: load_requested_models 
Camera.SetAtPos(-378.3, -591.9, 25.8)

:BARON4_533
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
jf @BARON4_578 
wait 0 
jump @BARON4_533 

:BARON4_578
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDIAZ' 
0569: load_uncompressed_animation 'DCFAN' 
0569: load_uncompressed_animation 'DEAGL' 
0569: load_uncompressed_animation 'SHOTVCR' 
02E4: load_cutscene_data 'COK_4A' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: $206 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $206 'DEAGL' 
02E5: $2919 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $2919 'SHOTVCR' 
0395: clear_area 1 at -412.3 -607.0 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_851
if 
  3123 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_851 

:BARON4_886
00BC: text_highpriority 'COK4_A' time 10000 1  // Eject! PLASTIC CRAP!

:BARON4_901
if 
  5921 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_901 

:BARON4_936
00BC: text_highpriority 'COK4_B' time 10000 1  // You doing this to me?

:BARON4_951
if 
  7616 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_951 

:BARON4_986
00BC: text_highpriority 'COK4_C' time 10000 1  // Who do you think you are, you piece of plastic SHIT? Aaarrgh!

:BARON4_1001
if 
  14933 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1036 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1001 

:BARON4_1036
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_1081 
058A: create_gun_flash_from -407.737 -559.252 18.852 to -404.218 -559.623 18.5 

:BARON4_1081
if 
  14966 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1116 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1081 

:BARON4_1116
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_1177 
039D: scatter_particles 17 0.05 0 0 0 500 at -408.2 -559.9 18.7 0.05 0.05 0.05 

:BARON4_1177
if 
  15433 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1177 

:BARON4_1212
if 
856A:   not has_cutscene_been_interrupted 
jf @BARON4_1257 
058A: create_gun_flash_from -407.729 -559.322 18.842 to -408.281 -559.653 18.5 

:BARON4_1257
if 
  15466 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1292 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1257 

:BARON4_1292
if 
  15656 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1327 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1292 

:BARON4_1327
00BC: text_highpriority 'COK4_D' time 10000 1  // SCREW YOU!

:BARON4_1342
if 
  18764 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1342 

:BARON4_1377
00BC: text_highpriority 'COK4_E' time 10000 1  // It eats my favorite El burro movie, it die!

:BARON4_1392
if 
  21799 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1427 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1392 

:BARON4_1427
00BC: text_highpriority 'COK4_F' time 10000 1  // What else could I do?

:BARON4_1442
if 
  22980 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1442 

:BARON4_1477
00BC: text_highpriority 'COK4_G' time 10000 1  // It's probably not plugged in.

:BARON4_1492
if 
  24759 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1527 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1492 

:BARON4_1527
00BC: text_highpriority 'COK4_H' time 10000 1  // What?

:BARON4_1542
if 
  26995 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1577 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1542 

:BARON4_1577
00BC: text_highpriority 'COK4_I' time 10000 1  // Damn - no matter, I can buy a hundred more.

:BARON4_1592
if 
  31939 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1592 

:BARON4_1627
00BC: text_highpriority 'COK4_J' time 10000 1  // Now Tommy,

:BARON4_1642
if 
  35149 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1679 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1642 

:BARON4_1679
00BC: text_highpriority 'COK4_K' time 10000 1  // each month a freelancer sails into Vice City and moors his yacht.

:BARON4_1694
if 
  40362 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1731 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1694 

:BARON4_1731
00BC: text_highpriority 'COK4_L' time 10000 1  // He sells his cargo to the first boat.

:BARON4_1746
if 
  44300 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1783 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1746 

:BARON4_1783
00BC: text_highpriority 'COK4_M' time 10000 1  // I want you to take the speedboat

:BARON4_1798
if 
  47740 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1798 

:BARON4_1835
00BC: text_highpriority 'COK4_N' time 10000 1  // and beat all the other shitheads to it,

:BARON4_1850
if 
  50131 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1887 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1850 

:BARON4_1887
00BC: text_highpriority 'COK4_O' time 10000 1  // then you bring the cargo here, ok!?

:BARON4_1902
if 
  52131 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1939 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1902 

:BARON4_1939
00BE: text_clear_all 

:BARON4_1941
if 
  56064 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_1978 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_1941 

:BARON4_1978
fade 0 1500 
00BE: text_clear_all 

:BARON4_1987
if 
  fading 
jf @BARON4_2011 
wait 0 
jump @BARON4_1987 

:BARON4_2011
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
04FA: clear_extra_colors_with_fade 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0 
select_interior 0 
Camera.SetAtPos(-412.3, -607.0, 16.2)
wait 500 
fade 1 1500 
00BC: text_highpriority 'COK4_31' time 5000 2  // ~g~Go to the fastest boat at the jetty!
018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6 
03BC: $2905 = create_sphere -378.6 -649.8 10.6 4.0 
Model.Load(#SQUALO)
Model.Load(#SPEEDER)
Model.Load(#MARQUIS)
Model.Load(#RUGER)
Model.Load(#CBA)
Model.Load(#DYNAMITE)
Model.Load(#SHARK)

:BARON4_2204
if or
  not Model.Available(#SQUALO)
  not Model.Available(#SPEEDER)
  not Model.Available(#MARQUIS)
  not Model.Available(#RUGER)
  not Model.Available(#CBA)
jf @BARON4_2250 
wait 0 
jump @BARON4_2204 

:BARON4_2250
if and
  not Model.Available(#DYNAMITE)
  not Model.Available(#SHARK)
jf @BARON4_2281 
wait 0 
jump @BARON4_2250 

:BARON4_2281
Car.Create($64, #SQUALO, -378.5, -660.0, 5.6)
Car.Angle($64) = 270.0

:BARON4_2314
if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.5 11.5 8.0 
jf @BARON4_2411 
wait 0 
if 
  Car.Wrecked($64)
jf @BARON4_2404 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_13997 

:BARON4_2404
jump @BARON4_2314 

:BARON4_2411
03BD: destroy_sphere $2905 
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:BARON4_2428
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @BARON4_2484 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @BARON4_2428 

:BARON4_2484
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 0 
fade 0 1500 

:BARON4_2504
if 
  fading 
jf @BARON4_2528 
wait 0 
jump @BARON4_2504 

:BARON4_2528
if 
  not Car.Wrecked($64)
jf @BARON4_2581 
Car.PutAt($64, -378.5, -659.5, 4.3)
Car.Angle($64) = 270.0
Car.LockInCurrentPosition($64, True)

:BARON4_2581
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'IGBUDDY' 
038B: load_requested_models 

:BARON4_2627
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BARON4_2661 
wait 0 
jump @BARON4_2627 

:BARON4_2661
02E4: load_cutscene_data 'COK_4A2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
054B: attach_cutscene_object_to_car $125 $64 
054B: attach_cutscene_object_to_car $136 $64 
0395: clear_area 1 at -378.8 -656.8 6.9 range 2.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BARON4_2866 
012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car 
jump @BARON4_2886 

:BARON4_2866
0055: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 

:BARON4_2886
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON4_2918
if 
  4823 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_2953 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2918 

:BARON4_2953
00BC: text_highpriority 'COK4_P' time 10000 1  // Let me guess, you thought I could use a guardian angel.

:BARON4_2968
if 
  8992 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3003 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_2968 

:BARON4_3003
00BC: text_highpriority 'COK4_Q' time 10000 1  // I'm just saying you need to let me in there, my man.

:BARON4_3018
if 
  12753 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3053 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3018 

:BARON4_3053
00BC: text_highpriority 'COK4_R' time 10000 1  // Now you can feed me all this 'lonely tough guy' crap,

:BARON4_3068
if 
  16046 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3103 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3068 

:BARON4_3103
00BC: text_highpriority 'COK4_S' time 10000 1  // but I know one day I'm gonna save your ass,

:BARON4_3118
if 
  18611 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3153 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3118 

:BARON4_3153
00BC: text_highpriority 'COK4_T' time 10000 1  // and you're probably gonna wanna kiss me!

:BARON4_3168
if 
  20832 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3203 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3168 

:BARON4_3203
00BC: text_highpriority 'COK4_U' time 10000 1  // Wacko.

:BARON4_3218
if 
  21443 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3253 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3218 

:BARON4_3253
00BC: text_highpriority 'COK4_V' time 10000 1  // Hahahahahaha!

:BARON4_3268
if 
  22443 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3303 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3268 

:BARON4_3303
00BE: text_clear_all 

:BARON4_3305
if 
  22984 > $CUT_SCENE_TIME // int > $ 
jf @BARON4_3340 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON4_3305 

:BARON4_3340
fade 0 1500 
00BE: text_clear_all 

:BARON4_3349
if 
  fading 
jf @BARON4_3373 
wait 0 
jump @BARON4_3349 

:BARON4_3373
Camera.SetAtPos(-378.8, -656.8, 6.9)
if 
  not Car.Wrecked($64)
jf @BARON4_3413 
Car.LockInCurrentPosition($64, False)

:BARON4_3413
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
  not Car.Wrecked($64)
jf @BARON4_3567 
Car.PutAt($64, -378.5, -661.0, 4.3)
Actor.Create($LANCE_VANCE, 4, #SPECIAL03, -380.0, -655.0, 6.9)
01ED: clear_actor $LANCE_VANCE threat_search 
0482: set_threat_reaction_range_multiplier 3.0 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0464: put_actor $LANCE_VANCE into_turret_on_car $64 at_car_offset -0.7 0.5 1.4 position 0 angle 180.0 with_weapon 27 
Actor.Angle($LANCE_VANCE) = 270.0

:BARON4_3567
wait 500 
fade 1 1500 
if 
  Car.Wrecked($64)
jf @BARON4_3609 
jump @BARON4_13997 
jump @BARON4_3630 

:BARON4_3609
Marker.CreateAboveCar($65, $64)
Marker.Disable(4@)
0369: put_player $PLAYER_CHAR in_car $64 

:BARON4_3630
if 
80DC:   not player $PLAYER_CHAR in_car $64 
jf @BARON4_3736 
wait 0 
if 
  Car.Wrecked($64)
jf @BARON4_3691 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_13997 

:BARON4_3691
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON4_3729 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_13997 

:BARON4_3729
jump @BARON4_3630 

:BARON4_3736
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Marker.Disable(4@)
018A: 4@ = create_checkpoint_at 324.0 604.0 6.0 
Marker.Disable($65)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03CF: load_wav 'COK4_8' as 1 
Camera.SetAtPos(-274.6, -696.6, 9.1)
Camera.SetPosition(-275.577, -697.145, 9.22, 0.0, 0.0, 0.0)
Camera.PointAt(-274.699, -696.673, 9.139, 2)
Car.Create(0@, #SPEEDER, -295.5, -685.8, 5.6)
0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat 
Car.Angle(0@) = 270.0
02D3: boat 0@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 0@ speed_to 50.0 
Car.Create(1@, #SPEEDER, -281.1, -737.5, 5.6)
0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat 
Car.Angle(1@) = 330.0
02D3: boat 1@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 1@ speed_to 50.0 
wait 1000 
Car.Create(2@, #SPEEDER, -291.8, -750.9, 5.6)
0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat 
Car.Angle(2@) = 330.0
02D3: boat 2@ drive_to -116.7 -458.3 5.6 
02DB: set_boat 2@ speed_to 50.0 
Car.Create(3@, #SPEEDER, -309.5, -686.4, 5.6)
0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat 
Car.Angle(3@) = 270.0
02D3: boat 3@ drive_to 90.0 -664.2 5.6 
02DB: set_boat 3@ speed_to 50.0 
Object.Create($10106, #DYNAMITE, -342.5951, -661.4373, 6.082)
Object.CollisionDetection($10106, False)
Object.Create($10110, #DYNAMITE, -248.2904, -664.8207, 6.082)
Object.CollisionDetection($10110, False)
Object.Create($10111, #DYNAMITE, -302.5399, -677.8879, 6.082)
Object.CollisionDetection($10111, False)
Object.Create($10112, #DYNAMITE, -80.7218, -463.1175, 6.082)
Object.CollisionDetection($10112, False)
Object.Create($10113, #DYNAMITE, -29.7999, -390.8809, 6.082)
Object.CollisionDetection($10113, False)
Object.Create($10114, #DYNAMITE, 44.3751, -260.5956, 6.082)
Object.CollisionDetection($10114, False)
Object.Create($10115, #DYNAMITE, 64.5913, -266.0853, 6.082)
Object.CollisionDetection($10115, False)
Object.Create($10116, #DYNAMITE, 90.739, -252.9047, 6.082)
Object.CollisionDetection($10116, False)
Object.Create($10117, #DYNAMITE, 146.6774, -193.919, 6.082)
Object.CollisionDetection($10117, False)
Object.Create($10118, #DYNAMITE, 198.7419, -168.6003, 6.082)
Object.CollisionDetection($10118, False)
Object.Create($10119, #DYNAMITE, 221.4718, -134.5072, 6.082)
Object.CollisionDetection($10119, False)
Object.Create($10120, #DYNAMITE, 195.7962, -16.319, 6.082)
Object.CollisionDetection($10120, False)
Object.Create($10121, #DYNAMITE, 217.5223, 54.8553, 6.082)
Object.CollisionDetection($10121, False)
Object.Create($10122, #DYNAMITE, 247.9217, 186.5069, 6.082)
Object.CollisionDetection($10122, False)
Object.Create($10123, #DYNAMITE, 203.3929, 228.4553, 6.082)
Object.CollisionDetection($10123, False)
Object.Create($10124, #DYNAMITE, 208.9371, 280.3438, 6.082)
Object.CollisionDetection($10124, False)
Object.Create($10125, #DYNAMITE, 229.4157, 339.744, 6.082)
Object.CollisionDetection($10125, False)
Object.Create($10126, #DYNAMITE, 249.3844, 444.5197, 6.082)
Object.CollisionDetection($10126, False)
Object.Create($10127, #SHARK, 76.1547, 399.7294, 3.1108)
Object.Angle($10127) = 165.2007
Object.CollisionDetection($10127, False)
Object.Create($10128, #DYNAMITE, 172.8525, -631.5824, 6.082)
Object.CollisionDetection($10128, False)
Object.Create($10129, #DYNAMITE, 238.2344, -536.1979, 6.082)
Object.CollisionDetection($10129, False)
Object.Create($10130, #DYNAMITE, 363.6607, -366.636, 6.082)
Object.CollisionDetection($10130, False)
Object.Create($10131, #DYNAMITE, 408.0621, -217.4217, 6.082)
Object.CollisionDetection($10131, False)
Object.Create($10132, #DYNAMITE, 425.1221, -147.6171, 6.082)
Object.CollisionDetection($10132, False)
Object.Create($10133, #DYNAMITE, 406.0385, -59.5605, 6.082)
Object.CollisionDetection($10133, False)
Car.Create(11@, #MARQUIS, 422.8728, -79.831, 6.0642)
Car.Angle(11@) = 71.3816
Car.Create(12@, #MARQUIS, 428.5965, -104.8345, 6.1385)
Car.Angle(12@) = 25.2603
if 
03D0:   wav 1 loaded 
jf @BARON4_5012 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_8' time 5000 2  // We got some competition!

:BARON4_5012
wait 2000 
00BC: text_highpriority 'COK4_28' time 5000 2  // ~g~Get to the yacht before the other boats do!
wait 2500 
00BC: text_highpriority 'SNBOB99' time 5000 2 
wait 2500 
00BC: text_highpriority 'SBOB100' time 5000 2 
wait 2500 
00BC: text_highpriority 'SBOB101' time 5000 2 
wait 2000 
00BC: text_highpriority 'SBOB102' time 5000 2 
wait 2000 
00BC: text_highpriority 'SBOB103' time 5000 2 
wait 2000 
00BC: text_highpriority 'SBOB104' time 5000 2 
wait 1500 
00BC: text_highpriority 'SBOB105' time 5000 2 
wait 2000 
00BC: text_highpriority 'SBOB108' time 5000 2 
wait 800 
00BC: text_highpriority 'SBOB107' time 5000 2 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\ANGRYLANCE.WAV" loop 0 volume 0.5 
wait 2500 
00BC: text_highpriority 'SBOB106' time 5000 2 
wait 3000 
014E: start_timer_at $10135 count_in_direction 1 
if 
  not Car.Wrecked($64)
jf @BARON4_5326 
Car.Angle($64) = 270.0
Car.SetImmunities($64, 1, 1, 1, 0, 0)

:BARON4_5326
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
  Car.Wrecked($64)
jf @BARON4_5362 
jump @BARON4_13997 

:BARON4_5362
if or
80F5:   not player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 40.0 40.0 20.0 
80DC:   not player $PLAYER_CHAR in_car $64 
jf @BARON4_9293 
wait 0 
if 
  Car.Wrecked($64)
jf @BARON4_5452 
jump @BARON4_13997 
jump @BARON4_5489 

:BARON4_5452
if 
01F4:   car $64 flipped 
jf @BARON4_5489 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON4_5489 
0465: remove_actor $LANCE_VANCE from_turret_mode 

:BARON4_5489
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON4_5527 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_13997 

:BARON4_5527
if 
  not Actor.Dead(7@)
jf @BARON4_5613 
if 
00FE:   actor 7@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_5613 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_13997 

:BARON4_5613
if 
  not Actor.Dead(8@)
jf @BARON4_5699 
if 
00FE:   actor 8@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_5699 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_13997 

:BARON4_5699
if 
  not Actor.Dead(9@)
jf @BARON4_5785 
if 
00FE:   actor 9@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_5785 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_13997 

:BARON4_5785
if 
  not Actor.Dead(10@)
jf @BARON4_5871 
if 
00FE:   actor 10@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 
jf @BARON4_5871 
00BC: text_highpriority 'COK4_32' time 5000 2  // ~r~Too slow!
jump @BARON4_13997 

:BARON4_5871
Car.StorePos($64, $10107, $10108, $10109)
if 
04E5:   object $10106 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_5971 
Object.StorePos($10106, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_5971
if 
04E5:   object $10110 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6057 
Object.StorePos($10110, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6057
if 
04E5:   object $10111 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6143 
Object.StorePos($10111, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6143
if 
04E5:   object $10112 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6229 
Object.StorePos($10112, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6229
if 
04E5:   object $10113 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6315 
Object.StorePos($10113, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6315
if 
04E5:   object $10114 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6401 
Object.StorePos($10114, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6401
if 
04E5:   object $10115 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6487 
Object.StorePos($10115, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6487
if 
04E5:   object $10116 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6573 
Object.StorePos($10116, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6573
if 
04E5:   object $10117 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6659 
Object.StorePos($10117, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6659
if 
04E5:   object $10118 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6745 
Object.StorePos($10118, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6745
if 
04E5:   object $10119 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6831 
Object.StorePos($10119, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6831
if 
04E5:   object $10120 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_6917 
Object.StorePos($10120, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_6917
if 
04E5:   object $10121 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_7003 
Object.StorePos($10121, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7003
if 
04E5:   object $10122 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_7089 
Object.StorePos($10122, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7089
if 
04E5:   object $10123 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_7175 
Object.StorePos($10123, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7175
if 
04E5:   object $10124 near_point $10107 $10108 radius 3.0 3.0 sphere 0 
jf @BARON4_7261 
Object.StorePos($10124, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7261
if 
04E5:   object $10125 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_7347 
Object.StorePos($10125, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7347
if 
04E5:   object $10126 near_point $10107 $10108 radius 2.0 2.0 sphere 0 
jf @BARON4_7433 
Object.StorePos($10126, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7433
if 
00E3:   player $PLAYER_CHAR 0 -112.5204 58.777 radius 55.0 55.0 
jf @BARON4_7486 
00BC: text_highpriority 'SBOB109' time 3000 2 

:BARON4_7486
if and
  $10134 == 0 // $ == int 
00E3:   player $PLAYER_CHAR 0 73.9766 402.0878 radius 8.0 8.0 
jf @BARON4_7633 
00BC: text_highpriority 'SBOB110' time 5000 2 
035C: place_object $10127 relative_to_car $64 offset -5.0 0.0 0.6 
Car.Health($64) = 125
Camera.Shake(250)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SPLASH.WAV" loop 0 volume 0.5 
01D8: actor $LANCE_VANCE destroy_object $10127 
$10134 = 1 // $ = int 

:BARON4_7633
if 
  $10134 == 1 // $ == int 
jf @BARON4_7679 
Camera.Shake(250)
035C: place_object $10127 relative_to_car $64 offset -5.0 0.0 0.6 

:BARON4_7679
if 
04E5:   object $10128 near_point $10107 $10108 radius 5.0 5.0 sphere 0 
jf @BARON4_7765 
Object.StorePos($10128, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7765
if 
04E5:   object $10129 near_point $10107 $10108 radius 4.0 4.0 sphere 0 
jf @BARON4_7851 
Object.StorePos($10129, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7851
if 
04E5:   object $10130 near_point $10107 $10108 radius 5.0 5.0 sphere 0 
jf @BARON4_7937 
Object.StorePos($10130, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_7937
if 
04E5:   object $10131 near_point $10107 $10108 radius 5.0 5.0 sphere 0 
jf @BARON4_8023 
Object.StorePos($10131, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_8023
if 
04E5:   object $10132 near_point $10107 $10108 radius 5.0 5.0 sphere 0 
jf @BARON4_8109 
Object.StorePos($10132, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_8109
if 
04E5:   object $10133 near_point $10107 $10108 radius 5.0 5.0 sphere 0 
jf @BARON4_8195 
Object.StorePos($10133, $10107, $10108, $10109)
018C: play_sound 16 at $10107 $10108 $10109 
020C: create_explosion 7 at $10107 $10108 $10109 
020B: explode_car $64 
jump @BARON4_13997 

:BARON4_8195
if 
   not $10135 > 1 // $ > int 
jf @BARON4_8245 
Actor.DestroyInstantly($LANCE_VANCE)
00BC: text_highpriority 'SBOB111' time 5000 2 
014F: stop_timer $10135 
jump @BARON4_13997 

:BARON4_8245
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON4_8323 
if 
  not Car.Wrecked(0@)
jf @BARON4_8323 
if 
0202:   actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 sphere 0 
jf @BARON4_8323 
01D9: actor $LANCE_VANCE destroy_car 0@ 
gosub @BARON4_14277 

:BARON4_8323
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON4_8401 
if 
  not Car.Wrecked(1@)
jf @BARON4_8401 
if 
0202:   actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 sphere 0 
jf @BARON4_8401 
01D9: actor $LANCE_VANCE destroy_car 1@ 
gosub @BARON4_14277 

:BARON4_8401
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON4_8479 
if 
  not Car.Wrecked(2@)
jf @BARON4_8479 
if 
0202:   actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 sphere 0 
jf @BARON4_8479 
01D9: actor $LANCE_VANCE destroy_car 2@ 
gosub @BARON4_14277 

:BARON4_8479
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON4_8557 
if 
  not Car.Wrecked(3@)
jf @BARON4_8557 
if 
0202:   actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 sphere 0 
jf @BARON4_8557 
01D9: actor $LANCE_VANCE destroy_car 3@ 
gosub @BARON4_14277 

:BARON4_8557
if 
  TIMERA > 100 // @ > int 
jf @BARON4_8706 
if 
  not Car.Wrecked(0@)
jf @BARON4_8606 
008A: $2907 = 0@ // $ = @ int 
gosub @BARON4_14425 

:BARON4_8606
if 
  not Car.Wrecked(1@)
jf @BARON4_8637 
008A: $2907 = 1@ // $ = @ int 
gosub @BARON4_15117 

:BARON4_8637
if 
  not Car.Wrecked(2@)
jf @BARON4_8668 
008A: $2907 = 2@ // $ = @ int 
gosub @BARON4_15117 

:BARON4_8668
if 
  not Car.Wrecked(3@)
jf @BARON4_8699 
008A: $2907 = 3@ // $ = @ int 
gosub @BARON4_14425 

:BARON4_8699
TIMERA = 0 // @ = int 

:BARON4_8706
if 
  $38 == 0 // $ == int 
jf @BARON4_8886 
if 
  $33 == 0 // $ == int 
jf @BARON4_8780 
03CF: load_wav 'COK4_1' as 1 
03CF: load_wav 'COK4_3' as 2 
$33 = 1 // $ = int 
jump @BARON4_8787 

:BARON4_8780
gosub @BARON4_16579 

:BARON4_8787
if 
  $34 == 1 // $ == int 
jf @BARON4_8886 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_1' time 5000 2  // So Tommy, we know it was Diaz busted our deal..
if 
03D2:   wav 1 ended 
jf @BARON4_8886 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_3' time 5000 2  // So why the hell are we running errands for him?
$38 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_8886
if and
  $38 == 1 // $ == int 
  $39 == 0 // $ == int 
  TIMERB > 2000 // @ > int 
jf @BARON4_9086 
if 
  $33 == 0 // $ == int 
jf @BARON4_8975 
03CF: load_wav 'COK4_4' as 1 
03CF: load_wav 'COK4_5' as 2 
$33 = 1 // $ = int 
jump @BARON4_8982 

:BARON4_8975
gosub @BARON4_16579 

:BARON4_8982
if 
  $34 == 1 // $ == int 
jf @BARON4_9086 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_4' time 5000 2  // The more we learn now, the less we have to learn when we take this town over!
if 
03D2:   wav 1 ended 
jf @BARON4_9086 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_5' time 5000 2  // I like your style, man. Real fresh.
$39 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_9086
if 
00F5:   player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 200.0 200.0 20.0 
jf @BARON4_9263 
if 
  $2921 == 0 // $ == int 
jf @BARON4_9207 
Car.Create(5@, #MARQUIS, 324.0, 604.0, 6.0)
Car.Angle(5@) = 60.0
Marker.CreateAboveCar($2906, 5@)
018B: set_marker $2906 display 1 
$2921 = 1 // $ = int 

:BARON4_9207
if 
  $2921 == 1 // $ == int 
jf @BARON4_9263 
if 
  Car.Wrecked(5@)
jf @BARON4_9263 
00BC: text_highpriority 'COK4_33' time 5000 2  // ~r~You destroyed the boat!
jump @BARON4_13997 

:BARON4_9263
if 
  Car.Wrecked($64)
jf @BARON4_9286 
jump @BARON4_13997 

:BARON4_9286
jump @BARON4_5362 

:BARON4_9293
Car.Destroy(11@)
Car.Destroy(12@)
Marker.Disable(4@)
018A: $14 = create_checkpoint_at -366.6 -660.1 5.6 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Car.Wrecked($64)
jf @BARON4_9370 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON4_9370
Model.Load(#SPARROW)
Model.Load(#RUGER)
Model.Load(#BARREL4)
Model.Load(#TEC9)
Model.Load(#UZI)
Camera.SetPosition(278.74, 579.153, 26.07, 0.0, 0.0, 0.0)
Camera.PointAt(279.551, 579.66, 25.78, 2)
wait 500 
fade 0 1500 

:BARON4_9457
if 
  fading 
jf @BARON4_9481 
wait 0 
jump @BARON4_9457 

:BARON4_9481
if or
  not Model.Available(#SPARROW)
  not Model.Available(#RUGER)
  not Model.Available(#BARREL4)
  not Model.Available(#TEC9)
  not Model.Available(#UZI)
jf @BARON4_9527 
wait 0 
jump @BARON4_9481 

:BARON4_9527
Camera.Restore_WithJumpCut
if 
  not Car.Wrecked($64)
jf @BARON4_9592 
if 
00DC:   player $PLAYER_CHAR in_car $64 
jf @BARON4_9592 
012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car 
Car.Health($64) = 800

:BARON4_9592
Actor.DestroyInstantly($LANCE_VANCE)
0129: $LANCE_VANCE = create_actor 4 #SPECIAL03 in_car $64 driverseat 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
01ED: clear_actor $LANCE_VANCE threat_search 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $64 at_car_offset -0.8 0.3 1.7 position 2 angle 181.0 with_weapon 27 
03C4: set_status_text_to $2913 1 'COK4_35'  // Boat health:
gosub @BARON4_16607 
if 
  not Car.Wrecked(0@)
jf @BARON4_9833 
Car.PutAt(0@, 326.3, 570.9, 5.6)
Car.Angle(0@) = 140.0
02D3: boat 0@ drive_to 286.2 482.0 5.6 
02DB: set_boat 0@ speed_to 24.0 
Actor.Create(11@, 4, #CBA, 354.4, 595.0, 9.2)
0464: put_actor 11@ into_turret_on_car 0@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 11@ destroy_car $64 
Car.Health(0@) = 1000

:BARON4_9833
Car.Destroy(1@)
Actor.DestroyInstantly(8@)
if 
  not Car.Wrecked(2@)
jf @BARON4_9991 
Car.PutAt(2@, 333.0, 560.4, 5.6)
Car.Angle(2@) = 140.0
02D3: boat 2@ drive_to 286.2 482.0 5.6 
02DB: set_boat 2@ speed_to 24.0 
Actor.Create(12@, 4, #CBA, 354.4, 597.0, 9.2)
0464: put_actor 12@ into_turret_on_car 2@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 12@ destroy_car $64 
Car.Health(2@) = 1000

:BARON4_9991
if 
  not Car.Wrecked(3@)
jf @BARON4_10119 
Car.PutAt(3@, 292.0, 130.2, 5.6)
Car.Angle(3@) = 180.0
02DB: set_boat 3@ speed_to 0.0 
Actor.Create(13@, 4, #CBA, 354.4, 598.0, 9.2)
0464: put_actor 13@ into_turret_on_car 3@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 
01D9: actor 13@ destroy_car $64 
Car.Health(3@) = 1000

:BARON4_10119
Car.Create($2918, #SPARROW, 473.9, 90.0, 65.0)
Car.Angle($2918) = 180.0
Car.LockInCurrentPosition($2918, True)
04DF: set_heli $2918 lean_and_thrust_limiter 1 
0129: 8@ = create_actor 4 #CBA in_car $2918 driverseat 
Actor.Create($2920, 4, #CBA, -370.4, -655.0, 9.2)
0464: put_actor $2920 into_turret_on_car $2918 at_car_offset 0.8 0.0 0.5 position 3 angle 180.0 with_weapon 27 
04A2: heli $2918 fly_to -231.6 -672.1 50.0 speed 100 
if 
  Car.Wrecked($64)
jf @BARON4_10279 
jump @BARON4_13997 

:BARON4_10279
Marker.Disable($2906)
Car.Destroy(5@)
Model.Destroy(#MARQUIS)
014F: stop_timer $10135 
02DB: set_boat $64 speed_to 26.0 
Car.PutAt($64, 336.2, 540.9, 5.6)
Car.Angle($64) = 140.0
Car.SetImmunities($64, 0, 1, 1, 1, 0)
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02D3: boat $64 drive_to 286.2 482.0 5.6 
wait 1500 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'COK4_34' time 5000 2  // ~g~Take those boats out!
$33 = 0 // $ = int 
$34 = 0 // $ = int 
$38 = 0 // $ = int 
$39 = 0 // $ = int 
$40 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON4_10469
if 
80F5:   not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.0 16.0 6.0 
jf @BARON4_13163 
wait 0 
if 
  Car.Wrecked($64)
jf @BARON4_10561 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0322: kill_player $PLAYER_CHAR 
jump @BARON4_13997 
jump @BARON4_10582 

:BARON4_10561
if 
01F4:   car $64 flipped 
jf @BARON4_10582 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 

:BARON4_10582
if 
  not Car.Wrecked($64)
jf @BARON4_10761 
if 
82BF:   not car $64 sunk 
jf @BARON4_10678 
if 
01C1:   car $64 stopped 
jf @BARON4_10678 
$2913 = Car.Health($64)
$2913 -= 1 // $ -= int 
if 
  1 > $2913 // int > $ 
jf @BARON4_10670 
$2913 = 1 // $ = int 

:BARON4_10670
Car.Health($64) = $2913

:BARON4_10678
if 
  not Car.Wrecked($64)
jf @BARON4_10761 
if 
8185:   not car $64 health > 250 
jf @BARON4_10761 
$2913 = Car.Health($64)
$2913 -= 1 // $ -= int 
if 
  1 > $2913 // int > $ 
jf @BARON4_10753 
$2913 = 1 // $ = int 

:BARON4_10753
Car.Health($64) = $2913

:BARON4_10761
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON4_10799 
00BC: text_highpriority 'COK2_26' time 5000 2  // ~r~You killed Lance!
jump @BARON4_13997 

:BARON4_10799
gosub @BARON4_16607 
if 
  TIMERA > 300 // @ > int 
jf @BARON4_11628 
if 
  not Actor.Dead(7@)
jf @BARON4_10953 
if 
  not Car.Wrecked(0@)
jf @BARON4_10946 
if 
  Actor.Dead(9@)
jf @BARON4_10931 
if 
01FC:   player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0 
jf @BARON4_10921 
02DB: set_boat 0@ speed_to 26.0 
jump @BARON4_10931 

:BARON4_10921
02DB: set_boat 0@ speed_to 32.0 

:BARON4_10931
008A: $2907 = 0@ // $ = @ int 
gosub @BARON4_15887 

:BARON4_10946
jump @BARON4_10979 

:BARON4_10953
if 
  not Car.Wrecked(0@)
jf @BARON4_10979 
02DB: set_boat 0@ speed_to 0.0 

:BARON4_10979
if 
  Actor.Dead(11@)
jf @BARON4_11000 
0465: remove_actor 11@ from_turret_mode 

:BARON4_11000
if 
  not Actor.Dead(9@)
jf @BARON4_11112 
if 
  not Car.Wrecked(2@)
jf @BARON4_11105 
if 
01FC:   player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0 
jf @BARON4_11080 
02DB: set_boat 2@ speed_to 26.0 
jump @BARON4_11090 

:BARON4_11080
02DB: set_boat 2@ speed_to 32.0 

:BARON4_11090
008A: $2907 = 2@ // $ = @ int 
gosub @BARON4_15887 

:BARON4_11105
jump @BARON4_11138 

:BARON4_11112
if 
  not Car.Wrecked(2@)
jf @BARON4_11138 
02DB: set_boat 2@ speed_to 0.0 

:BARON4_11138
if 
  Actor.Dead(12@)
jf @BARON4_11159 
0465: remove_actor 12@ from_turret_mode 

:BARON4_11159
if 
  not Actor.Dead(10@)
jf @BARON4_11335 
if 
  not Car.Wrecked(3@)
jf @BARON4_11328 
if 
  TIMERB > 8000 // @ > int 
jf @BARON4_11328 
if 
  $2914 == 0 // $ == int 
jf @BARON4_11255 
02D3: boat 3@ drive_to 419.5 -21.8 5.6 
$2914 = 1 // $ = int 

:BARON4_11255
008A: $2907 = 3@ // $ = @ int 
if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0 
jf @BARON4_11311 
02DB: set_boat 3@ speed_to 30.0 
jump @BARON4_11321 

:BARON4_11311
02DB: set_boat 3@ speed_to 19.0 

:BARON4_11321
gosub @BARON4_15887 

:BARON4_11328
jump @BARON4_11361 

:BARON4_11335
if 
  not Car.Wrecked(3@)
jf @BARON4_11361 
02DB: set_boat 3@ speed_to 0.0 

:BARON4_11361
if 
  Actor.Dead(13@)
jf @BARON4_11382 
0465: remove_actor 13@ from_turret_mode 

:BARON4_11382
if 
  not Car.Wrecked($64)
jf @BARON4_11413 
0084: $2907 = $64 // $ = $ int 
gosub @BARON4_15887 

:BARON4_11413
if 
  $39 == 1 // $ == int 
jf @BARON4_11621 
if 
  not Car.Wrecked($2918)
jf @BARON4_11621 
if 
  $2922 == 0 // $ == int 
jf @BARON4_11532 
Car.LockInCurrentPosition($2918, False)
04BA: set_car $2918 speed_instantly 20.0 
if 
  not Actor.Dead($2920)
jf @BARON4_11520 
01D9: actor $2920 destroy_car $64 
02E2: set_actor $2920 weapon_accuracy_to 40 
jump @BARON4_11525 

:BARON4_11520
0465: remove_actor $2920 from_turret_mode 

:BARON4_11525
$2922 = 1 // $ = int 

:BARON4_11532
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
$97 += 10.0 // $ += float 
$96 -= 4.0 // $ -= float 
if 
  not Actor.Dead(8@)
jf @BARON4_11605 
04A2: heli $2918 fly_to $95 $96 $97 speed 75 
jump @BARON4_11621 

:BARON4_11605
04A2: heli $2918 fly_to $95 $96 $97 speed 0 

:BARON4_11621
TIMERA = 0 // @ = int 

:BARON4_11628
if 
  $38 == 0 // $ == int 
jf @BARON4_11806 
if 
  $33 == 0 // $ == int 
jf @BARON4_11702 
03CF: load_wav 'COK4_12' as 1 
03CF: load_wav 'COK4_13' as 2 
$33 = 1 // $ = int 
jump @BARON4_11709 

:BARON4_11702
gosub @BARON4_16579 

:BARON4_11709
if 
  $34 == 1 // $ == int 
jf @BARON4_11806 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_12' time 5000 2  // Watch yourself, they're coming from all over!
if 
03D2:   wav 1 ended 
jf @BARON4_11806 
wait 500 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_13' time 5000 2  // Got 'em. Head for Diaz's as fast as you can!
$38 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_11806
if 
00E3:   player $PLAYER_CHAR 0 416.0 -76.1 radius 40.0 40.0 
jf @BARON4_12362 
if 
  $2912 == 0 // $ == int 
jf @BARON4_12213 
if 
  not Car.Wrecked($64)
jf @BARON4_12213 
Object.Create($2923, #BARREL4, 396.3, -178.9, 6.4)
Object.Create($2924, #BARREL4, 395.3, -184.6, 6.4)
Actor.Create($2908, 4, #CBA, 401.4, -171.0, 6.6)
0350: set_actor $2908 maintain_position_when_attacked 1 
01D9: actor $2908 destroy_car $64 
011A: set_actor $2908 search_threat 1 
022D: set_actor $2908 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2908 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2908) = 50
Actor.Create($2909, 4, #CBA, 400.7, -177.8, 6.6)
0350: set_actor $2909 maintain_position_when_attacked 1 
01D9: actor $2909 destroy_car $64 
011A: set_actor $2909 search_threat 1 
022D: set_actor $2909 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2909 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2909) = 50
Actor.Create($2910, 4, #CBA, 398.8, -190.8, 6.6)
0350: set_actor $2910 maintain_position_when_attacked 1 
01D9: actor $2910 destroy_car $64 
011A: set_actor $2910 search_threat 1 
022D: set_actor $2910 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2910 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2910) = 50
Actor.Create($2911, 4, #CBA, 399.6, -183.9, 6.6)
0350: set_actor $2911 maintain_position_when_attacked 1 
01D9: actor $2911 destroy_car $64 
011A: set_actor $2911 search_threat 1 
022D: set_actor $2911 to_look_at_player $PLAYER_CHAR 
01B2: give_actor $2911 weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.Health($2911) = 50
$2912 = 1 // $ = int 

:BARON4_12213
if and
  $38 == 1 // $ == int 
  $39 == 0 // $ == int 
jf @BARON4_12362 
if 
  $33 == 0 // $ == int 
jf @BARON4_12282 
03CF: load_wav 'COK4_20' as 1 
$33 = 1 // $ = int 
jump @BARON4_12289 

:BARON4_12282
gosub @BARON4_16579 

:BARON4_12289
if 
  $34 == 1 // $ == int 
jf @BARON4_12362 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_20' time 3000 2  // There are gunmen on that jetty!
if 
03D2:   wav 1 ended 
jf @BARON4_12362 
$39 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_12362
if 
  not Car.Wrecked(3@)
jf @BARON4_12558 
if 
01FC:   player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0 
jf @BARON4_12558 
if and
  $39 == 1 // $ == int 
  $40 == 0 // $ == int 
jf @BARON4_12558 
if 
  $33 == 0 // $ == int 
jf @BARON4_12478 
03CF: load_wav 'COK4_19' as 1 
$33 = 1 // $ = int 
jump @BARON4_12485 

:BARON4_12478
gosub @BARON4_16579 

:BARON4_12485
if 
  $34 == 1 // $ == int 
jf @BARON4_12558 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_19' time 2000 2  // More trouble up ahead!
if 
03D2:   wav 1 ended 
jf @BARON4_12558 
$40 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_12558
if 
  TIMERB > 6000 // @ > int 
jf @BARON4_13156 
if 
  $38 == 1 // $ == int 
jf @BARON4_13156 
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 2@ hit_by_weapon 27 
jf @BARON4_12760 
if 
  $2916 == 0 // $ == int 
jf @BARON4_12760 
if 
  $33 == 0 // $ == int 
jf @BARON4_12680 
03CF: load_wav 'COK4_16' as 2 
$33 = 1 // $ = int 
jump @BARON4_12687 

:BARON4_12680
gosub @BARON4_16579 

:BARON4_12687
if 
  $34 == 1 // $ == int 
jf @BARON4_12760 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_16' time 3000 2  // Eat it! EAT IT!
if 
03D2:   wav 2 ended 
jf @BARON4_12760 
$2916 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_12760
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 0@ hit_by_weapon 27 
jf @BARON4_12943 
if 
  $2916 == 1 // $ == int 
jf @BARON4_12943 
if 
  $2917 == 0 // $ == int 
jf @BARON4_12943 
if 
  $33 == 0 // $ == int 
jf @BARON4_12863 
03CF: load_wav 'COK4_15' as 2 
$33 = 1 // $ = int 
jump @BARON4_12870 

:BARON4_12863
gosub @BARON4_16579 

:BARON4_12870
if 
  $34 == 1 // $ == int 
jf @BARON4_12943 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_15' time 3000 2  // Sleep with the fish!
if 
03D2:   wav 2 ended 
jf @BARON4_12943 
$2917 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_12943
if 
  $40 == 1 // $ == int 
jf @BARON4_13156 
if and
02DF:   player $PLAYER_CHAR aggressive 
031E:   vehicle 3@ hit_by_weapon 27 
jf @BARON4_13156 
if 
  $2915 == 0 // $ == int 
jf @BARON4_13156 
if 
  $33 == 0 // $ == int 
jf @BARON4_13046 
03CF: load_wav 'COK4_14' as 2 
$33 = 1 // $ = int 
jump @BARON4_13053 

:BARON4_13046
gosub @BARON4_16579 

:BARON4_13053
if 
  $34 == 1 // $ == int 
jf @BARON4_13156 
03D1: play_wav 2 
00BC: text_highpriority 'COK4_14' time 3000 2  // You want some of this?!
Actor.DestroyInstantly($2908)
Actor.DestroyInstantly($2909)
Actor.DestroyInstantly($2910)
Actor.DestroyInstantly($2911)
Object.Destroy($2923)
Object.Destroy($2924)
if 
03D2:   wav 2 ended 
jf @BARON4_13156 
$2915 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 

:BARON4_13156
jump @BARON4_10469 

:BARON4_13163
if 
  not Car.Wrecked($64)
jf @BARON4_13194 
02D4: car $64 turn_off_engine 
02DB: set_boat $64 speed_to 0.0 

:BARON4_13194
fade 0 1000 
03CF: load_wav 'COK4_24' as 1 
03CF: load_wav 'COK4_25' as 2 

:BARON4_13225
if 
  fading 
jf @BARON4_13249 
wait 0 
jump @BARON4_13225 

:BARON4_13249
Camera.SetAtPos(-372.7, -656.7, 6.9)
Car.Destroy(0@)
Car.Destroy(1@)
Car.Destroy(2@)
Car.Destroy(3@)
Car.Destroy($2918)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly($2920)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($2908)
Actor.DestroyInstantly($2909)
Actor.DestroyInstantly($2910)
Actor.DestroyInstantly($2911)
0395: clear_area 1 at -366.1 -655.2 6.9 range 1.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Car.Wrecked($64)
jf @BARON4_13516 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Health($64) = 1000
wait 0 
0395: clear_area 1 at -372.7 -656.7 6.9 range 1.0 
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 
0171: set_player $PLAYER_CHAR z_angle_to 128.0 
Camera.SetBehindPlayer
if 
  not Car.Wrecked($64)
jf @BARON4_13516 
Car.PutAt($64, -378.5, -661.0, 5.6)
Car.Angle($64) = 90.0

:BARON4_13516
Camera.SetPosition(-367.062, -660.511, 10.406, 0.0, 0.0, 0.0)
Camera.PointAt(-368.0, -660.319, 10.116, 2)
wait 500 
fade 1 1000 

:BARON4_13579
if 
  fading 
jf @BARON4_13603 
wait 0 
jump @BARON4_13579 

:BARON4_13603
if 
83D0:   not wav 1 loaded 
jf @BARON4_13629 
wait 0 
jump @BARON4_13603 

:BARON4_13629
03D1: play_wav 1 
00BC: text_highpriority 'COK4_24' time 5000 1  // Good shooting, my friend. You're a real, proper, grade A lunatic.

:BARON4_13648
if 
83D2:   not wav 1 ended 
jf @BARON4_13674 
wait 0 
jump @BARON4_13648 

:BARON4_13674
03CF: load_wav 'COK4_26' as 1 

:BARON4_13686
if 
83D0:   not wav 2 loaded 
jf @BARON4_13712 
wait 0 
jump @BARON4_13686 

:BARON4_13712
03D1: play_wav 2 
00BC: text_highpriority 'COK4_25' time 5000 1  // Well, thank you.

:BARON4_13731
if 
83D2:   not wav 2 ended 
jf @BARON4_13757 
wait 0 
jump @BARON4_13731 

:BARON4_13757
03CF: load_wav 'COK4_27' as 2 

:BARON4_13769
if 
83D0:   not wav 1 loaded 
jf @BARON4_13795 
wait 0 
jump @BARON4_13769 

:BARON4_13795
03D1: play_wav 1 
00BC: text_highpriority 'COK4_26' time 5000 1  // See you around, Tommy.

:BARON4_13814
if 
83D2:   not wav 1 ended 
jf @BARON4_13840 
wait 0 
jump @BARON4_13814 

:BARON4_13840
if 
83D0:   not wav 2 loaded 
jf @BARON4_13866 
wait 0 
jump @BARON4_13840 

:BARON4_13866
03D1: play_wav 2 
00BC: text_highpriority 'COK4_27' time 5000 1  // Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 

:BARON4_13895
if 
83D2:   not wav 2 ended 
jf @BARON4_13921 
wait 0 
jump @BARON4_13895 

:BARON4_13921
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BE: text_clear_all 
if 
  not Car.Wrecked($64)
jf @BARON4_13978 
02DB: set_boat $64 speed_to 50.0 
02D3: boat $64 drive_to -354.3 -836.5 5.6 

:BARON4_13978
wait 3000 
Camera.Restore_WithJumpCut
Car.Destroy($64)
jump @BARON4_14019 

:BARON4_13997
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
014F: stop_timer $10135 
return 

:BARON4_14019
$PASSED_COK4_SUPPLY_AND_DEMAND = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
014F: stop_timer $10135 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
0318: set_latest_mission_passed 'COK_4'  // Supply & Demand
030C: progress_made += 1 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 
$1272 = 1 // $ = int 
start_new_script @CLOTH8 
Marker.Disable($234)
return 

:BARON4_14124
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#SQUALO)
Model.Destroy(#SPEEDER)
Model.Destroy(#RUGER)
Model.Destroy(#MARQUIS)
Model.Destroy(#CBA)
Model.Destroy(#UZI)
Model.Destroy(#TEC9)
Model.Destroy(#SPARROW)
Model.Destroy(#RUGER)
Model.Destroy(#BARREL4)
Model.Destroy(#DYNAMITE)
Model.Destroy(#SHARK)
Car.RemoveReferences($2918)
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.DestroyWithFade($LANCE_VANCE)
040D: unload_wav 1 
040D: unload_wav 2 
0296: unload_special_actor 3 
Marker.Disable($65)
Marker.Disable(4@)
Marker.Disable($14)
Marker.Disable($2906)
0151: remove_status_text $2913 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0482: set_threat_reaction_range_multiplier 0.0 
03BD: destroy_sphere $2905 
mission_cleanup 
return 

:BARON4_14277
if 
  6@ == 0 // @ == int 
jf @BARON4_14423 
if 
  $39 == 1 // $ == int 
jf @BARON4_14423 
if 
  $33 == 0 // $ == int 
jf @BARON4_14357 
03CF: load_wav 'COK4_9A' as 1 
$33 = 1 // $ = int 
jump @BARON4_14379 

:BARON4_14357
if 
03D0:   wav 1 loaded 
jf @BARON4_14379 
$34 = 1 // $ = int 

:BARON4_14379
if 
  $34 == 1 // $ == int 
jf @BARON4_14423 
03D1: play_wav 1 
00BC: text_highpriority 'COK4_9A' time 5000 2  // It's time for the Lance Vance Dance!
6@ = 1 // @ = int 

:BARON4_14423
return 

:BARON4_14425
if 
01AF:   car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14493 
02D3: boat $2907 drive_to 160.1 -639.0 5.6 

:BARON4_14493
if 
01AF:   car $2907 0 160.1 -639.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14561 
02D3: boat $2907 drive_to 221.3 -567.0 5.6 

:BARON4_14561
if 
01AF:   car $2907 0 221.3 -567.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14629 
02D3: boat $2907 drive_to 405.1 -286.6 5.6 

:BARON4_14629
if 
01AF:   car $2907 0 405.1 -286.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14697 
02D3: boat $2907 drive_to 410.1 -1.9 5.6 

:BARON4_14697
if 
01AF:   car $2907 0 410.1 -1.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14765 
02D3: boat $2907 drive_to 191.9 236.0 5.6 

:BARON4_14765
if 
01AF:   car $2907 0 191.9 236.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14833 
02D3: boat $2907 drive_to 238.1 324.6 5.6 

:BARON4_14833
if 
01AF:   car $2907 0 238.1 324.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14901 
02D3: boat $2907 drive_to 244.9 434.8 5.6 

:BARON4_14901
if 
01AF:   car $2907 0 244.9 434.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_14969 
02D3: boat $2907 drive_to 319.1 520.7 5.6 

:BARON4_14969
if 
01AF:   car $2907 0 319.1 520.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15037 
02D3: boat $2907 drive_to 323.5 596.6 5.6 

:BARON4_15037
if 
01AF:   car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15115 
02D3: boat $2907 drive_to 323.5 596.6 5.6 
02DB: set_boat $2907 speed_to 1.0 

:BARON4_15115
return 

:BARON4_15117
if 
01AF:   car $2907 0 -116.7 -458.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15185 
02D3: boat $2907 drive_to 25.6 -275.0 5.6 

:BARON4_15185
if 
01AF:   car $2907 0 25.6 -275.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15263 
02DB: set_boat $2907 speed_to 35.0 
02D3: boat $2907 drive_to 130.2 -228.8 5.6 

:BARON4_15263
if 
01AF:   car $2907 0 130.2 -228.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15331 
02D3: boat $2907 drive_to 221.3 -130.2 5.6 

:BARON4_15331
if 
01AF:   car $2907 0 221.3 -130.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15399 
02D3: boat $2907 drive_to 221.0 56.5 5.6 

:BARON4_15399
if 
01AF:   car $2907 0 221.0 56.5 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15467 
02D3: boat $2907 drive_to 248.0 183.5 5.6 

:BARON4_15467
if 
01AF:   car $2907 0 248.0 183.5 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15535 
02D3: boat $2907 drive_to 192.6 242.7 5.6 

:BARON4_15535
if 
01AF:   car $2907 0 192.6 242.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15603 
02D3: boat $2907 drive_to 234.8 329.3 5.6 

:BARON4_15603
if 
01AF:   car $2907 0 234.8 329.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15671 
02D3: boat $2907 drive_to 245.7 436.0 5.6 

:BARON4_15671
if 
01AF:   car $2907 0 245.7 436.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15739 
02D3: boat $2907 drive_to 314.0 516.4 5.6 

:BARON4_15739
if 
01AF:   car $2907 0 314.0 516.4 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15807 
02D3: boat $2907 drive_to 323.5 596.6 5.6 

:BARON4_15807
if 
01AF:   car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15885 
02D3: boat $2907 drive_to 323.5 596.6 5.6 
02DB: set_boat $2907 speed_to 1.0 

:BARON4_15885
return 

:BARON4_15887
if 
01AF:   car $2907 0 286.2 482.0 5.6 radius 10.0 10.0 6.0 
jf @BARON4_15955 
02D3: boat $2907 drive_to 237.4 427.9 5.6 

:BARON4_15955
if 
01AF:   car $2907 0 237.4 427.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16023 
02D3: boat $2907 drive_to 230.3 315.9 5.6 

:BARON4_16023
if 
01AF:   car $2907 0 230.3 315.9 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16091 
02D3: boat $2907 drive_to 192.3 233.3 5.6 

:BARON4_16091
if 
01AF:   car $2907 0 192.3 233.3 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16159 
02D3: boat $2907 drive_to 419.5 -21.8 5.6 

:BARON4_16159
if 
01AF:   car $2907 0 419.5 -21.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16227 
02D3: boat $2907 drive_to 396.8 -304.7 5.6 

:BARON4_16227
if 
01AF:   car $2907 0 396.8 -304.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16295 
02D3: boat $2907 drive_to 212.3 -588.7 5.6 

:BARON4_16295
if 
01AF:   car $2907 0 212.3 -588.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16363 
02D3: boat $2907 drive_to 197.1 -617.8 5.6 

:BARON4_16363
if 
01AF:   car $2907 0 197.1 -617.8 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16431 
02D3: boat $2907 drive_to 154.5 -638.7 5.6 

:BARON4_16431
if 
01AF:   car $2907 0 154.5 -638.7 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16499 
02D3: boat $2907 drive_to 90.0 -664.2 5.6 

:BARON4_16499
if 
01AF:   car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 
jf @BARON4_16577 
02DB: set_boat $2907 speed_to 35.0 
02D3: boat $2907 drive_to -378.5 -660.0 5.6 

:BARON4_16577
return 

:BARON4_16579
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON4_16605 
$34 = 1 // $ = int 

:BARON4_16605
return 

:BARON4_16607
if 
  not Car.Wrecked($64)
jf @BARON4_16638 
$2913 = Car.Health($64)
$2913 /= 8 // $ /= int 

:BARON4_16638
return 

//-------------Mission 16---------------
// Originally: Rub Out

:BARON5
gosub @BARON5_36 
if 
  wasted_or_busted 
jf @BARON5_27 
gosub @BARON5_25542 

:BARON5_27
gosub @BARON5_26238 
terminate_this_script 

:BARON5_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$56 = 0 // $ = int 
2@ = 0 // @ = int 
$2928 = 0 // $ = int 
$38 = 0 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
3@ = 0 // @ = int 
$2931 = 0 // $ = int 
$2932 = 0 // $ = int 
$2929 = 0 // $ = int 
$2930 = 0 // $ = int 
$2935 = 0 // $ = int 
$2940 = 0 // $ = int 
6@ = 0 // @ = int 
$2966 = 0 // $ = int 
$2967 = 0 // $ = int 
$2968 = 0 // $ = int 
$10136 = 0 // $ = int 
$10137 = 0 // $ = int 
$10138 = 0 // $ = int 
$10139 = 0 // $ = int 
$10140 = 0 // $ = int 
$10141 = 0 // $ = int 
$10142 = 0 // $ = int 
$10143 = 0 // $ = int 
$10144 = 0 // $ = int 
$10145 = 0 // $ = int 
$10146 = 0 // $ = int 
$10147 = 0 // $ = int 
$10148 = 0 // $ = int 
$10149 = 0 // $ = int 
$10150 = 0 // $ = int 
script_name 'BARON5' 
wait 0 
054C: use_GXT_table 'BARON5' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
Model.Load(#STALLION)
023C: load_special_actor 5 'IGBUDDY' 
038B: load_requested_models 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Car.Create($26, #STALLION, -290.0, -489.0, 10.5)
020A: set_car $26 door_status_to 3 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $26 driverseat 
00AE: set_vehicle $26 traffic_behavior_to 3 
0395: clear_area 1 at -250.6 -488.1 10.5 range 40.0 
Car.Angle($26) = 270.0
Car.SetMaxSpeed($26, 25.0)
Car.DriveTo($26, -250.6, -488.1, 10.5)
Camera.SetPosition(-239.7, -485.397, 11.393, 0.0, 0.0, 0.0)
Camera.PointAt(-240.525, -485.962, 11.378, 2)
0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
wait 500 
fade 1 500 
TIMERB = 0 // @ = int 
wait 500 

:BARON5_563
if 
   not TIMERB > 4000 // @ > int 
jf @BARON5_617 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_610 
jump @BARON5_617 

:BARON5_610
jump @BARON5_563 

:BARON5_617
fade 0 1000 

:BARON5_624
if 
  fading 
jf @BARON5_648 
wait 0 
jump @BARON5_624 

:BARON5_648
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'MFOUR' 
02F3: load_object #CUTOBJ02 'CARBACK' 
038B: load_requested_models 

:BARON5_704
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BARON5_744 
wait 0 
jump @BARON5_704 

:BARON5_744
0395: clear_area 1 at $510 $511 $512 range 40.0 
02E4: load_cutscene_data 'ASS_1' 
0244: set_cutscene_pos $510 $511 $512 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2933 'MFOUR01' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $2933 'MFOUR02' 
02E5: 4@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 4@ 'CARBACK' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_915
if 
  1828 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_950 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_915 

:BARON5_950
00BC: text_highpriority 'ASS1_A' time 10000 1  // I got us some cannons in the trunk.

:BARON5_965
if 
  3471 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1000 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_965 

:BARON5_1000
00BC: text_highpriority 'ASS1_B' time 10000 1  // Holy shit! Where'd you get all this stuff?

:BARON5_1015
if 
  6244 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1050 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1015 

:BARON5_1050
00BC: text_highpriority 'ASS1_C' time 10000 1  // Been saving it for a rainy day.

:BARON5_1065
if 
  10181 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1100 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1065 

:BARON5_1100
00BC: text_highpriority 'ASS1_D' time 10000 1  // You like?

:BARON5_1115
if 
  11087 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1150 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1115 

:BARON5_1150
00BC: text_highpriority 'ASS1_E' time 10000 1  // Yeah, I like.

:BARON5_1165
if 
  12087 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1200 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1165 

:BARON5_1200
00BE: text_clear_all 

:BARON5_1202
if 
  17068 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_1237 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_1202 

:BARON5_1237
fade 0 1500 
00BE: text_clear_all 

:BARON5_1246
if 
  fading 
jf @BARON5_1270 
wait 0 
jump @BARON5_1246 

:BARON5_1270
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#M4)
Model.Load(#UZI)
Model.Load(#MP5LNG)
Model.Load(#GRENADE)
Model.Load(#COLT45)
Model.Load(#MAVERICK)
Model.Load(#MOLOTOV)
Model.Load(#RUGER)
Model.Load(#MINIGUN)
Model.Load(#ADMIRAL)
Model.Load(#INFERNUS)
Model.Load(#STRETCH)
Model.Load(#ELECTRICGATE)
023C: load_special_actor 4 'IGDIAZ' 

:BARON5_1378
if or
  not Model.Available(#CLA)
  not Model.Available(#UZI)
  not Model.Available(#M4)
  not Model.Available(#MP5LNG)
  not Model.Available(#MAVERICK)
jf @BARON5_1424 
wait 0 
jump @BARON5_1378 

:BARON5_1424
if or
823D:   not special_actor 4 loaded 
823D:   not special_actor 5 loaded 
  not Model.Available(#CLB)
  not Model.Available(#GRENADE)
  not Model.Available(#COLT45)
jf @BARON5_1468 
wait 0 
jump @BARON5_1424 

:BARON5_1468
if and
  not Model.Available(#MOLOTOV)
  not Model.Available(#RUGER)
  not Model.Available(#MINIGUN)
  not Model.Available(#STRETCH)
  not Model.Available(#ADMIRAL)
jf @BARON5_1515 
wait 0 
jump @BARON5_1468 

:BARON5_1515
if and
  not Model.Available(#STRETCH)
  not Model.Available(#ELECTRICGATE)
jf @BARON5_1546 
wait 0 
jump @BARON5_1515 

:BARON5_1546
wait 500 
fade 1 1500 
$1001 = 1 // $ = int 
Object.Destroy($1787)
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
022B: create_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 
015C: set_zone_gang_info 'GANG1' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 0 0 0 0 0 0 0 0 0 0 0 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 99999 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
03F1: pedtype 10 add_threat 1 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_1860 
0362: put_actor $LANCE_VANCE at -254.9 -491.3 10.2 and_remove_from_car 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
01B2: give_actor $LANCE_VANCE weapon 12 ammo 9999 // Load the weapon model before using this 
011A: set_actor $LANCE_VANCE search_threat 1024 
Actor.Health($LANCE_VANCE) = 100
0319: set_actor $LANCE_VANCE running 1 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $LANCE_VANCE untargetable 1 
0483: set_actor $LANCE_VANCE cease_attack_timer 1500 
0245: set_actor $LANCE_VANCE walk_style_to 38 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
0562: set_actor $LANCE_VANCE ignore_threats_behind_objects 1 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 

:BARON5_1860
Actor.Create(12@, 10, #CLB, -375.2, -552.1, 18.7)
0243: set_actor 12@ ped_stats_to 16 
011A: set_actor 12@ search_threat 1 
011A: set_actor 12@ search_threat 16 
01B2: give_actor 12@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 12@ maintain_position_when_attacked 1 
0483: set_actor 12@ cease_attack_timer 1500 
Actor.Health(12@) = 200
Actor.Create(13@, 10, #CLA, -381.7, -552.4, 18.7)
0243: set_actor 13@ ped_stats_to 16 
011A: set_actor 13@ search_threat 1 
011A: set_actor 13@ search_threat 16 
01B2: give_actor 13@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 13@ maintain_position_when_attacked 1 
0483: set_actor 13@ cease_attack_timer 1500 
Actor.Health(13@) = 200
Actor.Create($2936, 10, #CLB, -327.9, -606.5, 12.1)
Actor.Angle($2936) = 180.0
0243: set_actor $2936 ped_stats_to 16 
011A: set_actor $2936 search_threat 1 
011A: set_actor $2936 search_threat 16 
01B2: give_actor $2936 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2936 maintain_position_when_attacked 1 
0483: set_actor $2936 cease_attack_timer 1500 
Actor.Health($2936) = 200
Actor.Create($2937, 10, #CLA, -363.9, -610.2, 9.6)
Actor.Angle($2937) = 266.0
0243: set_actor $2937 ped_stats_to 16 
011A: set_actor $2937 search_threat 1 
011A: set_actor $2937 search_threat 16 
01B2: give_actor $2937 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2937 maintain_position_when_attacked 1 
0483: set_actor $2937 cease_attack_timer 1500 
Actor.Health($2937) = 200
Actor.Create($2939, 10, #CLB, -392.6, -616.5, 10.9)
Actor.Angle($2939) = 270.0
0243: set_actor $2939 ped_stats_to 16 
011A: set_actor $2939 search_threat 1 
011A: set_actor $2939 search_threat 16 
01B2: give_actor $2939 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2939 maintain_position_when_attacked 1 
0483: set_actor $2939 cease_attack_timer 1500 
Actor.Health($2939) = 200
Actor.Create($2942, 10, #CLB, -303.5, -554.8, 12.1)
0243: set_actor $2942 ped_stats_to 16 
011A: set_actor $2942 search_threat 1 
011A: set_actor $2942 search_threat 16 
01B2: give_actor $2942 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2942 maintain_position_when_attacked 1 
Actor.Angle($2942) = 270.0
0483: set_actor $2942 cease_attack_timer 1500 
0291: set_actor $2942 heed_threats 1 
056B: set_actor $2942 crouch_when_threatened 1 
Actor.Health($2942) = 200
Actor.Create($2943, 10, #CLA, -301.8, -555.0, 12.1)
0243: set_actor $2943 ped_stats_to 16 
011A: set_actor $2943 search_threat 1 
011A: set_actor $2943 search_threat 16 
01B2: give_actor $2943 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2943 maintain_position_when_attacked 1 
Actor.Angle($2943) = 90.0
0483: set_actor $2943 cease_attack_timer 1500 
03F9: make_actors $2942 $2943 converse_in 999999 ms 
056B: set_actor $2943 crouch_when_threatened 1 
0291: set_actor $2943 heed_threats 1 
Actor.Health($2943) = 200
Actor.Create($2956, 10, #CLB, -287.0, -581.8, 12.1)
Actor.Angle($2956) = 90.0
0243: set_actor $2956 ped_stats_to 16 
011A: set_actor $2956 search_threat 1 
011A: set_actor $2956 search_threat 16 
01B2: give_actor $2956 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2956 maintain_position_when_attacked 1 
0483: set_actor $2956 cease_attack_timer 1500 
Actor.Health($2956) = 200
Actor.Create($2946, 10, #CLB, -468.3, -576.2, 11.9)
Actor.Angle($2946) = 265.0
0243: set_actor $2946 ped_stats_to 16 
011A: set_actor $2946 search_threat 1 
011A: set_actor $2946 search_threat 16 
01B2: give_actor $2946 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2946 maintain_position_when_attacked 1 
0483: set_actor $2946 cease_attack_timer 1500 
Actor.Health($2946) = 200
Actor.Create($2947, 10, #CLA, -471.1, -590.2, 11.9)
Actor.Angle($2947) = 90.0
0243: set_actor $2947 ped_stats_to 16 
011A: set_actor $2947 search_threat 1 
011A: set_actor $2947 search_threat 16 
01B2: give_actor $2947 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2947 maintain_position_when_attacked 1 
0483: set_actor $2947 cease_attack_timer 1500 
Actor.Health($2947) = 200
Actor.Create($2948, 10, #CLA, -407.7, -592.3, 10.9)
Actor.Angle($2948) = 8.0
0243: set_actor $2948 ped_stats_to 16 
011A: set_actor $2948 search_threat 1 
011A: set_actor $2948 search_threat 16 
01B2: give_actor $2948 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2948 maintain_position_when_attacked 1 
0483: set_actor $2948 cease_attack_timer 1500 
Actor.Health($2948) = 200
Actor.Create($2949, 10, #CLB, -407.0, -590.1, 10.6)
Actor.Angle($2949) = 180.0
0243: set_actor $2949 ped_stats_to 16 
011A: set_actor $2949 search_threat 1 
011A: set_actor $2949 search_threat 16 
01B2: give_actor $2949 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2949 maintain_position_when_attacked 1 
0483: set_actor $2949 cease_attack_timer 1500 
Actor.Health($2949) = 200
03F9: make_actors $2948 $2949 converse_in 999999 ms 
Actor.Create($2957, 10, #CLB, -374.2, -518.1, 11.7)
Actor.Angle($2957) = 230.0
0243: set_actor $2957 ped_stats_to 16 
011A: set_actor $2957 search_threat 1 
011A: set_actor $2957 search_threat 16 
01B2: give_actor $2957 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2957 maintain_position_when_attacked 1 
0483: set_actor $2957 cease_attack_timer 1500 
Actor.Health($2957) = 200
Actor.Create($2958, 10, #CLA, -372.0, -519.6, 11.7)
Actor.Angle($2958) = 62.0
0243: set_actor $2958 ped_stats_to 16 
011A: set_actor $2958 search_threat 1 
011A: set_actor $2958 search_threat 16 
01B2: give_actor $2958 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2958 maintain_position_when_attacked 1 
0483: set_actor $2958 cease_attack_timer 1500 
Actor.Health($2958) = 200
03F9: make_actors $2958 $2957 converse_in 999999 ms 
Actor.Create($2952, 10, #CLA, -312.4, -570.2, 12.0)
Actor.Angle($2952) = 342.0
0243: set_actor $2952 ped_stats_to 16 
011A: set_actor $2952 search_threat 1 
011A: set_actor $2952 search_threat 16 
01B2: give_actor $2952 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2952 maintain_position_when_attacked 1 
0483: set_actor $2952 cease_attack_timer 1500 
Actor.Health($2952) = 200
Actor.Create($2953, 10, #CLB, -316.4, -617.7, 9.5)
Actor.Angle($2953) = 11.0
0243: set_actor $2953 ped_stats_to 16 
011A: set_actor $2953 search_threat 1 
011A: set_actor $2953 search_threat 16 
01B2: give_actor $2953 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2953 maintain_position_when_attacked 1 
0483: set_actor $2953 cease_attack_timer 1500 
Actor.Health($2953) = 200
Actor.Create($2954, 10, #CLA, -445.0, -574.4, 12.0)
Actor.Angle($2954) = 180.0
0243: set_actor $2954 ped_stats_to 16 
011A: set_actor $2954 search_threat 1 
011A: set_actor $2954 search_threat 16 
01B2: give_actor $2954 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2954 maintain_position_when_attacked 1 
0483: set_actor $2954 cease_attack_timer 1500 
Actor.Health($2953) = 200
Actor.Create($2959, 10, #CLA, -293.7, -606.3, 12.0)
Actor.Angle($2959) = 0.0
0243: set_actor $2959 ped_stats_to 16 
011A: set_actor $2959 search_threat 1 
011A: set_actor $2959 search_threat 16 
01B2: give_actor $2959 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2959 maintain_position_when_attacked 1 
0483: set_actor $2959 cease_attack_timer 1500 
Actor.Health($2959) = 200
Actor.Create($2960, 10, #CLA, -343.9, -530.4, 14.4)
Actor.Angle($2960) = 280.0
0243: set_actor $2960 ped_stats_to 16 
011A: set_actor $2960 search_threat 1 
011A: set_actor $2960 search_threat 16 
01B2: give_actor $2960 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2960 maintain_position_when_attacked 1 
0483: set_actor $2960 cease_attack_timer 1500 
Actor.Health($2960) = 200
Actor.Create($2961, 10, #CLA, -442.8, -555.0, 13.1)
Actor.Angle($2961) = 160.0
0243: set_actor $2961 ped_stats_to 16 
011A: set_actor $2961 search_threat 1 
011A: set_actor $2961 search_threat 16 
01B2: give_actor $2961 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2961 maintain_position_when_attacked 1 
0483: set_actor $2961 cease_attack_timer 1500 
Actor.Health($2961) = 200
Actor.Create($2962, 10, #CLB, -443.7, -557.4, 13.1)
Actor.Angle($2962) = 345.0
0243: set_actor $2962 ped_stats_to 16 
011A: set_actor $2962 search_threat 1 
011A: set_actor $2962 search_threat 16 
01B2: give_actor $2962 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2962 maintain_position_when_attacked 1 
0483: set_actor $2962 cease_attack_timer 1500 
Actor.Health($2962) = 200
03F9: make_actors $2962 $2961 converse_in 999999 ms 
$2951 = Actor.Health($LANCE_VANCE)
03C4: set_status_text_to $2951 1 'BUD1'  // Lances Health:
Marker.CreateAboveActor($57, $LANCE_VANCE)
018B: set_marker $57 display 2 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9 
Actor.Create(0@, 10, #SPECIAL04, -382.02, -596.57, 24.9)
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor 0@ dismemberment_possible 0 
054A: set_actor 0@ can_be_shot_in_a_car 0 
01ED: clear_actor 0@ threat_search 
Actor.Health(0@) = 1000
Actor.Angle(0@) = 53.0
0350: set_actor 0@ maintain_position_when_attacked 1 
0372: set_actor 0@ anim 24 wait_state_time 99999 ms 
0483: set_actor 0@ cease_attack_timer 1500 
Object.Create($2934, #RUGER, -383.126, -593.654, 25.06)
Object.ToggleInMovingList($2934, False)
0453: object $2934 set_rotation 90.0 0.0 10.0 
Object.RemoveFromMissionCleanupList($2934)
041D: set_camera_near_clip 0.05 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-377.123, -597.167, 25.449, 0.0, 0.0, 0.0)
Camera.PointAt(-378.119, -597.144, 25.534, 2)
select_interior 2 
Camera.SetAtPos(-376.452, -593.374, 26.273)
TIMERB = 0 // @ = int 

:BARON5_4089
if 
   not TIMERB > 1200 // @ > int 
jf @BARON5_4119 
wait 0 
jump @BARON5_4089 

:BARON5_4119
if 
   not TIMERB > 3200 // @ > int 
jf @BARON5_4173 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4166 
jump @BARON5_4937 

:BARON5_4166
jump @BARON5_4119 

:BARON5_4173
if 
  not Actor.Dead(0@)
jf @BARON5_4214 
0372: set_actor 0@ anim 23 wait_state_time 500 ms 
0211: actor 0@ walk_to -383.8 -596.6 

:BARON5_4214
TIMERB = 0 // @ = int 

:BARON5_4221
if 
   not TIMERB > 1400 // @ > int 
jf @BARON5_4275 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4268 
jump @BARON5_4937 

:BARON5_4268
jump @BARON5_4221 

:BARON5_4275
Camera.SetPosition(-380.109, -591.29, 28.673, 0.0, 0.0, 0.0)
Camera.PointAt(-380.595, -592.094, 28.331, 2)
TIMERB = 0 // @ = int 

:BARON5_4333
if 
   not TIMERB > 2500 // @ > int 
jf @BARON5_4387 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4380 
jump @BARON5_4937 

:BARON5_4380
jump @BARON5_4333 

:BARON5_4387
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BARON5_4438 
Actor.PutAt($PLAYER_ACTOR, -273.0, -500.1, 10.7)
0239: actor $PLAYER_ACTOR run_to -282.3 -511.0 

:BARON5_4438
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_4489 
Actor.PutAt($LANCE_VANCE, -270.5, -492.4, 10.2)
0239: actor $LANCE_VANCE run_to -282.3 -511.0 

:BARON5_4489
TIMERB = 0 // @ = int 

:BARON5_4496
if 
   not TIMERB > 500 // @ > int 
jf @BARON5_4550 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4543 
jump @BARON5_4937 

:BARON5_4543
jump @BARON5_4496 

:BARON5_4550
select_interior 0 
Camera.SetAtPos(-277.513, -498.283, 13.227)
Camera.SetPosition(-278.092, -497.514, 13.499, 0.0, 0.0, 0.0)
Camera.PointAt(-277.513, -498.283, 13.227, 2)
04C7: toggle_camera_green_scanlines 1 
TIMERB = 0 // @ = int 

:BARON5_4633
if 
   not TIMERB > 3000 // @ > int 
jf @BARON5_4687 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4680 
jump @BARON5_4937 

:BARON5_4680
jump @BARON5_4633 

:BARON5_4687
if 
  not Actor.Dead(0@)
jf @BARON5_4748 
Actor.Angle(0@) = 26.0
Actor.PutAt(0@, -381.7, -595.9, 24.9)
0211: actor 0@ walk_to -381.97 -593.9 

:BARON5_4748
04C7: toggle_camera_green_scanlines 0 
Camera.SetPosition(-383.35, -592.699, 25.732, 0.0, 0.0, 0.0)
Camera.PointAt(-382.977, -593.619, 25.612, 2)
select_interior 2 
Camera.SetAtPos(-376.452, -593.374, 26.273)
TIMERB = 0 // @ = int 

:BARON5_4831
if 
   not TIMERB > 1500 // @ > int 
jf @BARON5_4937 
wait 0 
if 
  not Actor.Dead(0@)
jf @BARON5_4906 
if 
0126:   actor 0@ objective_passed 
jf @BARON5_4906 
01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06 

:BARON5_4906
if 
00E1:   player 0 pressed_button 16 
jf @BARON5_4930 
jump @BARON5_4937 

:BARON5_4930
jump @BARON5_4831 

:BARON5_4937
fade 0 1500 

:BARON5_4944
if 
  fading 
jf @BARON5_4968 
wait 0 
jump @BARON5_4944 

:BARON5_4968
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_5009 
011C: actor $LANCE_VANCE clear_objective 
Actor.PutAt($LANCE_VANCE, -276.3, -505.0, 11.7)

:BARON5_5009
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BARON5_5050 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, -282.3, -511.0, 11.7)

:BARON5_5050
if 
  not Actor.Dead(0@)
jf @BARON5_5091 
011C: actor 0@ clear_objective 
Actor.PutAt(0@, -378.4, -586.8, 24.9)

:BARON5_5091
04C7: toggle_camera_green_scanlines 0 
select_interior 0 
Camera.SetAtPos(-282.3, -511.0, 11.7)
Camera.Restore_WithJumpCut
0171: set_player $PLAYER_CHAR z_angle_to 100.0 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 1500 
wait 500 
Player.CanMove($PLAYER_CHAR, True)
if 
  not Actor.Dead(0@)
jf @BARON5_5189 
Actor.PutAt(0@, -374.9, -585.2, 24.6)

:BARON5_5189
00BC: text_highpriority 'ASS1_16' time 10000 1  // ~g~Kill Diaz!
TIMERB = 0 // @ = int 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_5235 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 

:BARON5_5235
if 
80F5:   not player $PLAYER_CHAR 0 -345.6 -559.4 26.0 radius 12.0 2.0 10.0 
jf @BARON5_8075 
wait 0 
if 
  $38 == 0 // $ == int 
jf @BARON5_5509 
if 
  TIMERB > 1000 // @ > int 
jf @BARON5_5509 
if 
  $33 == 0 // $ == int 
jf @BARON5_5380 
03CF: load_wav 'ASS_1' as 1 
03CF: load_wav 'ASS_2' as 2 
$33 = 1 // $ = int 
jump @BARON5_5406 

:BARON5_5380
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BARON5_5406 
$34 = 1 // $ = int 

:BARON5_5406
if 
  $34 == 1 // $ == int 
jf @BARON5_5509 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03D1: play_wav 1 
00BC: text_highpriority 'SBOB112' time 5000 2 
if 
03D2:   wav 1 ended 
jf @BARON5_5509 
wait 500 
03D1: play_wav 2 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
$38 = 1 // $ = int 
$33 = 0 // $ = int 
$34 = 0 // $ = int 
TIMERB = 0 // @ = int 

:BARON5_5509
if 
  $2940 == 0 // $ == int 
jf @BARON5_5875 
if 
  $2935 == 0 // $ == int 
jf @BARON5_5875 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_5875 
if or
00FE:   actor $LANCE_VANCE 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00FE:   actor $LANCE_VANCE 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
00FE:   actor $LANCE_VANCE 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00FE:   actor $LANCE_VANCE 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
jf @BARON5_5875 
if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 5.0 
jf @BARON5_5875 
if 
  $38 == 1 // $ == int 
jf @BARON5_5875 
03CF: load_wav 'LAW2_4' as 1 

:BARON5_5823
if 
83D0:   not wav 1 loaded 
jf @BARON5_5849 
wait 0 
jump @BARON5_5823 

:BARON5_5849
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_19' time 2000 2  // This way!
$2935 = 1 // $ = int 

:BARON5_5875
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_5920 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_25542 

:BARON5_5920
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_5944 
$2951 = Actor.Health($LANCE_VANCE)

:BARON5_5944
if 
  $2930 == 0 // $ == int 
jf @BARON5_6379 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_6084 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_6051 
if 
  $56 == 0 // $ == int 
jf @BARON5_6044 
01E0: clear_leader $LANCE_VANCE 
$56 = 1 // $ = int 

:BARON5_6044
jump @BARON5_6084 

:BARON5_6051
if 
  $56 == 1 // $ == int 
jf @BARON5_6084 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$56 = 0 // $ = int 

:BARON5_6084
if 
  $56 == 1 // $ == int 
jf @BARON5_6109 
gosub @BARON5_27490 

:BARON5_6109
if or
00F5:   player $PLAYER_CHAR 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 
00F5:   player $PLAYER_CHAR 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 
00F5:   player $PLAYER_CHAR 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 
jf @BARON5_6259 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_6259 
01E0: clear_leader $LANCE_VANCE 
$2930 = 1 // $ = int 

:BARON5_6259
if or
00F5:   player $PLAYER_CHAR 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 
00F5:   player $PLAYER_CHAR 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 
jf @BARON5_6372 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_6372 
01E0: clear_leader $LANCE_VANCE 
$2930 = 2 // $ = int 

:BARON5_6372
jump @BARON5_6853 

:BARON5_6379
if 
  $2940 == 0 // $ == int 
jf @BARON5_6853 
if 
  $2930 == 1 // $ == int 
jf @BARON5_6625 
if and
00F5:   player $PLAYER_CHAR 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 
jf @BARON5_6600 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6526
if 
83D0:   not wav 2 loaded 
jf @BARON5_6552 
wait 0 
jump @BARON5_6526 

:BARON5_6552
if 
03D0:   wav 2 loaded 
jf @BARON5_6586 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' time 1500 2  // Diaz must be inside!

:BARON5_6586
$56 = 0 // $ = int 
$2930 = 3 // $ = int 

:BARON5_6600
if 
  $2940 == 0 // $ == int 
jf @BARON5_6625 
gosub @BARON5_27276 

:BARON5_6625
if 
  $2930 == 2 // $ == int 
jf @BARON5_6853 
if and
00F5:   player $PLAYER_CHAR 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
00FE:   actor $LANCE_VANCE 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 
jf @BARON5_6828 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
03CF: load_wav 'ASS_4' as 2 

:BARON5_6754
if 
83D0:   not wav 2 loaded 
jf @BARON5_6780 
wait 0 
jump @BARON5_6754 

:BARON5_6780
if 
03D0:   wav 2 loaded 
jf @BARON5_6814 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_4' time 1500 2  // Diaz must be inside!

:BARON5_6814
$56 = 0 // $ = int 
$2930 = 3 // $ = int 

:BARON5_6828
if 
  $2940 == 0 // $ == int 
jf @BARON5_6853 
gosub @BARON5_27383 

:BARON5_6853
if 
  $2930 == 3 // $ == int 
jf @BARON5_7018 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_6993 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_6960 
if 
  $56 == 0 // $ == int 
jf @BARON5_6953 
01E0: clear_leader $LANCE_VANCE 
$56 = 1 // $ = int 

:BARON5_6953
jump @BARON5_6993 

:BARON5_6960
if 
  $56 == 1 // $ == int 
jf @BARON5_6993 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$56 = 0 // $ = int 

:BARON5_6993
if 
  $56 == 1 // $ == int 
jf @BARON5_7018 
gosub @BARON5_27490 

:BARON5_7018
if 
  $2940 == 0 // $ == int 
jf @BARON5_7620 
if 
00F5:   player $PLAYER_CHAR 0 -338.5 -578.7 11.6 radius 2.0 2.0 3.0 
jf @BARON5_7620 
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($2936)
Actor.DestroyInstantly($2937)
Actor.DestroyInstantly($2939)
Actor.DestroyInstantly($2942)
Actor.DestroyInstantly($2943)
Actor.DestroyInstantly($2952)
Actor.Create($2938, 10, #CLA, -318.2, -577.1, 15.4)
Actor.Angle($2938) = 90.0
0243: set_actor $2938 ped_stats_to 16 
011A: set_actor $2938 search_threat 1 
011A: set_actor $2938 search_threat 16 
01B2: give_actor $2938 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2938 maintain_position_when_attacked 1 
0483: set_actor $2938 cease_attack_timer 1500 
0291: set_actor $2938 heed_threats 1 
056B: set_actor $2938 crouch_when_threatened 1 
Actor.Health($2938) = 150
Actor.Create($2941, 10, #CLB, -324.6, -581.2, 19.0)
Actor.Angle($2941) = 305.0
0243: set_actor $2941 ped_stats_to 16 
011A: set_actor $2941 search_threat 1 
011A: set_actor $2941 search_threat 16 
01B2: give_actor $2941 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2941 maintain_position_when_attacked 1 
0483: set_actor $2941 cease_attack_timer 1500 
0291: set_actor $2941 heed_threats 1 
056B: set_actor $2941 crouch_when_threatened 1 
Actor.Health($2941) = 150
Actor.Create($2955, 10, #CLB, -318.2, -573.4, 22.0)
Actor.Angle($2955) = 90.0
0243: set_actor $2955 ped_stats_to 16 
011A: set_actor $2955 search_threat 1 
011A: set_actor $2955 search_threat 16 
01B2: give_actor $2955 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2955 maintain_position_when_attacked 1 
0483: set_actor $2955 cease_attack_timer 1500 
0291: set_actor $2955 heed_threats 1 
056B: set_actor $2955 crouch_when_threatened 1 
Actor.Health($2955) = 150
Actor.Create($2944, 10, #CLB, -335.5, -568.6, 19.0)
Actor.Angle($2944) = 180.0
0243: set_actor $2944 ped_stats_to 16 
011A: set_actor $2944 search_threat 1 
011A: set_actor $2944 search_threat 16 
01B2: give_actor $2944 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2944 maintain_position_when_attacked 1 
0483: set_actor $2944 cease_attack_timer 1500 
0291: set_actor $2944 heed_threats 1 
056B: set_actor $2944 crouch_when_threatened 1 
Actor.Health($2944) = 150
$2930 = 0 // $ = int 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_7589 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
03F1: pedtype 10 add_threat 1 
Actor.PutAt($LANCE_VANCE, -341.0, -578.5, 10.9)

:BARON5_7589
03CF: load_wav 'ASS_11' as 1 
03CF: load_wav 'ASS_12' as 2 
$2940 = 1 // $ = int 

:BARON5_7620
if 
00F5:   player $PLAYER_CHAR 0 -378.4 -551.9 19.4 radius 4.0 1.0 3.0 
jf @BARON5_7723 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.6 
0322: kill_player $PLAYER_CHAR 
wait 5000 

:BARON5_7723
if 
  $2940 == 1 // $ == int 
jf @BARON5_8068 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
  $2966 == 0 // $ == int 
jf @BARON5_7908 
if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 
jf @BARON5_7908 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_7908 
if 
03D0:   wav 1 loaded 
jf @BARON5_7908 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_11' time 4500 1  // Hey Tommy, can my room have a view of the bay?
$2966 = 1 // $ = int 

:BARON5_7908
if 
  $2967 == 0 // $ == int 
jf @BARON5_8068 
if and
00F5:   player $PLAYER_CHAR 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
00FE:   actor $LANCE_VANCE 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 
jf @BARON5_8068 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_8068 
if 
03D0:   wav 2 loaded 
jf @BARON5_8068 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_12' time 4500 1  // Beautiful high ceilings in here...
$2967 = 1 // $ = int 

:BARON5_8068
jump @BARON5_5235 

:BARON5_8075
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.Create(14@, 10, #CLA, -373.5, -564.8, 18.7)
0243: set_actor 14@ ped_stats_to 16 
011A: set_actor 14@ search_threat 1 
011A: set_actor 14@ search_threat 16 
01B2: give_actor 14@ weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle(14@) = 0.0
0350: set_actor 14@ maintain_position_when_attacked 1 
0483: set_actor 14@ cease_attack_timer 1500 
Actor.Health(14@) = 150
Actor.Create($2950, 10, #CLB, -383.7, -565.3, 18.7)
0243: set_actor $2950 ped_stats_to 16 
011A: set_actor $2950 search_threat 1 
011A: set_actor $2950 search_threat 16 
01B2: give_actor $2950 weapon 23 ammo 9999 // Load the weapon model before using this 
Actor.Angle($2950) = 0.0
0350: set_actor $2950 maintain_position_when_attacked 1 
0483: set_actor $2950 cease_attack_timer 1500 
056B: set_actor $2950 crouch_when_threatened 1 
Actor.Health($2950) = 150
Actor.Create(7@, 10, #CLA, -376.0, -582.5, 24.5)
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
011A: set_actor 7@ search_threat 16 
01B2: give_actor 7@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 7@ maintain_position_when_attacked 1 
0483: set_actor 7@ cease_attack_timer 1500 
Actor.Health(7@) = 150
Actor.Create(8@, 10, #CLB, -380.9, -582.6, 24.5)
0243: set_actor 8@ ped_stats_to 16 
011A: set_actor 8@ search_threat 1 
011A: set_actor 8@ search_threat 16 
01B2: give_actor 8@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 8@ maintain_position_when_attacked 1 
0483: set_actor 8@ cease_attack_timer 1500 
Actor.Health(8@) = 150
Actor.Create(9@, 10, #CLA, -361.6, -559.3, 26.6)
0243: set_actor 9@ ped_stats_to 16 
011A: set_actor 9@ search_threat 1 
011A: set_actor 9@ search_threat 16 
01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 9@ maintain_position_when_attacked 1 
Actor.Angle(9@) = 156.6
0483: set_actor 9@ cease_attack_timer 1500 
Actor.Health(9@) = 150
Actor.Create(10@, 10, #CLB, -378.2, -560.7, 26.6)
0243: set_actor 10@ ped_stats_to 16 
011A: set_actor 10@ search_threat 1 
011A: set_actor 10@ search_threat 16 
01B2: give_actor 10@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 10@ maintain_position_when_attacked 1 
Actor.Angle(10@) = 180.0
0483: set_actor 10@ cease_attack_timer 1500 
Actor.Health(10@) = 150
Actor.Create(11@, 10, #CLB, -391.6, -566.5, 26.6)
0243: set_actor 11@ ped_stats_to 16 
011A: set_actor 11@ search_threat 1 
011A: set_actor 11@ search_threat 16 
01B2: give_actor 11@ weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor 11@ maintain_position_when_attacked 1 
Actor.Angle(11@) = 248.7
0483: set_actor 11@ cease_attack_timer 1500 
056B: set_actor 11@ crouch_when_threatened 1 
Actor.Health(11@) = 150

:BARON5_8695
if 
  not Actor.Dead(0@)
jf @BARON5_23493 
wait 0 
if 
  Actor.Dead(0@)
jf @BARON5_8738 
jump @BARON5_23493 

:BARON5_8738
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_8783 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_25542 

:BARON5_8783
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_8807 
$2951 = Actor.Health($LANCE_VANCE)

:BARON5_8807
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_8845 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_25542 

:BARON5_8845
if 
0057:   player $PLAYER_CHAR 0 -360.8 -564.0 17.0 -396.0 -580.5 35.0 
jf @BARON5_22328 
if 
  3@ == 0 // @ == int 
jf @BARON5_22328 
Actor.PutAt(0@, -385.206, -599.9966, 24.6292)
00BC: text_highpriority 'SBOB123' time 5500 1 
3@ = 1 // @ = int 

:BARON5_8953
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if 
00E3:   player $PLAYER_CHAR 0 -378.521 -588.743 radius 25.3226 4.0 
jf @BARON5_8953 
Player.CanMove($PLAYER_CHAR, False)
0245: set_actor 0@ walk_style_to 48 
01B9: set_actor $LANCE_VANCE armed_weapon_to 0 
Actor.PutAt(0@, -363.6178, -575.4254, 25.3242)
0211: actor 0@ walk_to -363.5583 -565.8012 
00BC: text_highpriority 'SBOB124' time 4000 1 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
wait 2500 
02A3: enable_widescreen 1 
Camera.SetPosition(-363.7291, -558.0706, 30.3226, 0.0, 0.0, 0.0)
Camera.PointAt(-371.2721, -580.954, 25.8226, 2)
Actor.PutAt($LANCE_VANCE, -380.4516, -580.8782, 25.3215)
0055: put_player $PLAYER_CHAR at -378.4984 -585.2248 24.3197 
0211: actor $PLAYER_ACTOR walk_to -378.3929 -582.1236 
wait 2250 
011C: actor $PLAYER_ACTOR clear_objective 
0579: stop_actor $PLAYER_ACTOR 
wait 0 
0245: set_actor 0@ walk_style_to 0 
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
020E: actor $LANCE_VANCE look_at_actor 0@ 
011C: actor 0@ clear_objective 
Actor.Angle(0@) = 117.9335
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAAAZZZ.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB125' time 3000 1 
wait 1400 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZINSULTING.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB126' time 3000 1 
0239: actor 0@ run_to -363.2397 -559.9477 
wait 3400 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 0 
0579: stop_actor $PLAYER_ACTOR 
00BC: text_highpriority 'SBOB127' time 5000 1 
Player.CanMove($PLAYER_CHAR, True)
01B9: set_actor $LANCE_VANCE armed_weapon_to 12 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
011C: actor 0@ clear_objective 
0395: clear_area 1 at -390.8501 -574.3673 40.0476 range 5.0 
Actor.DestroyInstantly(0@)
Marker.Disable(1@)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
018A: 1@ = create_checkpoint_at -390.8501 -574.3673 40.0476 
Car.Create($10136, #MAVERICK, -390.8501, -574.3673, 40.0476)
Car.Angle($26) = 0.0131
0129: $10137 = create_actor 4 #CLB in_car $10136 driverseat 
01C8: 0@ = create_actor_pedtype 10 model #SPECIAL04 in_car $10136 passenger_seat 0 

:BARON5_9563
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_9598 
$2951 = Actor.Health($LANCE_VANCE)

:BARON5_9598
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_9636 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_25542 

:BARON5_9636
if 
00F5:   player $PLAYER_CHAR 0 -343.733 -573.0617 36.9427 radius 5.0 5.0 5.0 
jf @BARON5_9563 
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-360.7568, -567.0193, 53.4427, 0.0, 0.0, 0.0)
Camera.OnVehicle($10136, 15, 1)
wait 1500 
Player.CanMove($PLAYER_CHAR, False)
04A2: heli $10136 fly_to -841.9905 -258.1442 56.0 speed 35 
wait 400 
Actor.PutAt($LANCE_VANCE, -364.2227, -556.3704, 36.931)
0055: put_player $PLAYER_CHAR at -368.3576 -556.4223 36.931 
0239: actor $PLAYER_ACTOR run_to -385.7691 -556.6199 
wait 2500 
Camera.SetPosition(-402.3441, -556.1339, 51.431, 0.0, 0.0, 0.0)
Camera.PointAt(-380.3461, -556.4307, 40.431, 2)
wait 1900 
Actor.Create($10138, 4, #CLA, -386.8133, -576.8693, 40.0477)
01B2: give_actor $10138 weapon 33 ammo 9999 // Load the weapon model before using this 
Actor.Angle($10138) = 358.8192
04C6: actor $10138 aim_gun_at_actor $PLAYER_ACTOR 
Actor.Create($10139, 4, #CLA, -384.3006, -576.8344, 40.0477)
01B2: give_actor $10139 weapon 27 ammo 9999 // Load the weapon model before using this 
Actor.Angle($10139) = 358.8192
04C6: actor $10139 aim_gun_at_actor $PLAYER_ACTOR 
Actor.Create($10140, 4, #CLA, -388.95, -576.3967, 40.0477)
01B2: give_actor $10140 weapon 27 ammo 9999 // Load the weapon model before using this 
Actor.Angle($10140) = 358.8192
04C6: actor $10140 aim_gun_at_actor $PLAYER_ACTOR 
0171: set_player $PLAYER_CHAR z_angle_to 41.7697 
Camera.SetPosition(-380.6635, -566.2239, 41.8476, 0.0, 0.0, 0.0)
Camera.PointAt(-389.8431, -551.9154, 41.8476, 2)
01ED: clear_actor $LANCE_VANCE threat_search 
0291: set_actor $LANCE_VANCE heed_threats 0 
wait 2400 
01E0: clear_leader $LANCE_VANCE 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\MINIGUN.WAV" loop 1 volume 0.4 
wait 1100 
Camera.SetPosition(-387.482, -543.4767, 44.0477, 0.0, 0.0, 0.0)
Camera.OnPed($10138, 15, 2)
wait 1200 
020E: actor $PLAYER_ACTOR look_at_actor $10138 
020E: actor $LANCE_VANCE look_at_actor $10138 
wait 1200 
00BC: text_highpriority 'SNBOB35' time 1200 1 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\LANCE_SHIT_SOLO.WAV" loop 0 volume 0.5 
wait 1200 
0239: actor $LANCE_VANCE run_to -396.9127 -523.4417 
0239: actor $PLAYER_ACTOR run_to -396.9127 -523.4417 
0222: set_player $PLAYER_CHAR health_to 50 
Actor.Health($LANCE_VANCE) = 500
wait 600 
Camera.SetPosition(-396.3708, -533.8198, 18.7042, 0.0, 0.0, 0.0)
Camera.PointAt(-396.7114, -543.8137, 35.2042, 2)
0AAD: stop_audio_stream 
wait 2400 
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($2936)
Actor.DestroyInstantly($2937)
Actor.DestroyInstantly($2939)
Actor.DestroyInstantly($2942)
Actor.DestroyInstantly($2943)
Actor.DestroyInstantly($2956)
Actor.DestroyInstantly($2946)
Actor.DestroyInstantly($2947)
Actor.DestroyInstantly($2948)
Actor.DestroyInstantly($2949)
Actor.DestroyInstantly($2957)
Actor.DestroyInstantly($2958)
Actor.DestroyInstantly($2952)
Actor.DestroyInstantly($2953)
Actor.DestroyInstantly($2954)
Actor.DestroyInstantly($2959)
Actor.DestroyInstantly($2960)
Actor.DestroyInstantly($2961)
Actor.DestroyInstantly($2962)
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\SHOOTOUTSHIT.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB130' time 6000 1 
015D: set_gamespeed 0.4 
wait 4400 
015D: set_gamespeed 1.0 
fade 0 600 
wait 700 
fade 1 600 
Actor.DestroyInstantly($10138)
Actor.DestroyInstantly($10139)
Actor.DestroyInstantly($10140)
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_21961 
052C: set_player $PLAYER_CHAR drunk_visuals 40 
01ED: clear_actor $LANCE_VANCE threat_search 
Camera.Restore_WithJumpCut
011C: actor $PLAYER_ACTOR clear_objective 
0579: stop_actor $PLAYER_ACTOR 
00BC: text_highpriority 'SBOB128' time 5000 1 
0332: set_actor $PLAYER_ACTOR bleeding_to 1 
0332: set_actor $LANCE_VANCE bleeding_to 1 
0319: set_actor $LANCE_VANCE running 0 
0245: set_actor $LANCE_VANCE walk_style_to 48 
Actor.PutAt($LANCE_VANCE, -401.8512, -526.2456, 12.7612)
0211: actor $LANCE_VANCE walk_to -390.8217 -516.4149 
wait 5000 
TIMERB = 0 // @ = int 
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'SBOB129' time 5000 1 
02A3: enable_widescreen 0 
Actor.Create(12@, 10, #CLA, -344.3827, -530.6426, 15.1622)
011A: set_actor 12@ search_threat 1 
01B2: give_actor 12@ weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 12@ weapon_accuracy_to 40 
0350: set_actor 12@ maintain_position_when_attacked 1 
Actor.Health(12@) = 5
Actor.Angle(12@) = 75.3443
Actor.Create(13@, 10, #CLB, -366.861, -534.1913, 17.282)
011A: set_actor 13@ search_threat 1 
01B2: give_actor 13@ weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 13@ weapon_accuracy_to 40 
0350: set_actor 13@ maintain_position_when_attacked 1 
Actor.Health(13@) = 5
Actor.Angle(13@) = 26.5107
Actor.Create($2936, 10, #CLB, -361.2378, -533.8604, 12.7619)
011A: set_actor $2936 search_threat 1 
01B2: give_actor $2936 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2936 weapon_accuracy_to 40 
0350: set_actor $2936 maintain_position_when_attacked 1 
Actor.Health($2936) = 5
Actor.Angle($2936) = 3.9739
Actor.Create($2937, 10, #CLA, -323.7674, -521.0652, 12.7671)
01C9: actor $2937 kill_actor $LANCE_VANCE 
0350: set_actor $2937 maintain_position_when_attacked 1 
01B2: give_actor $2937 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2937 weapon_accuracy_to 55 
Actor.Health($2937) = 200
Actor.Angle($2937) = 89.5382
Actor.Create($2939, 10, #CLB, -324.4295, -511.9087, 13.0382)
01C9: actor $2939 kill_actor $LANCE_VANCE 
0350: set_actor $2939 maintain_position_when_attacked 1 
01B2: give_actor $2939 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2939 weapon_accuracy_to 50 
Actor.Health($2939) = 200
Actor.Angle($2939) = 96.7449
Actor.Create($2942, 10, #CLA, -267.9907, -496.9398, 11.3648)
01C9: actor $2942 kill_actor $LANCE_VANCE 
0350: set_actor $2942 maintain_position_when_attacked 1 
01B2: give_actor $2942 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2942 weapon_accuracy_to 45 
Actor.Health($2942) = 200
Actor.Angle($2942) = 181.3457
Actor.Create($2943, 10, #CLA, -277.9615, -497.2484, 11.3884)
01C9: actor $2943 kill_actor $LANCE_VANCE 
0350: set_actor $2943 maintain_position_when_attacked 1 
01B2: give_actor $2943 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2943 weapon_accuracy_to 45 
Actor.Health($2943) = 200
Actor.Angle($2943) = 182.9124
Actor.Create($2946, 10, #CLA, -308.4419, -566.9341, 12.8492)
01C9: actor $2946 kill_actor $LANCE_VANCE 
01B2: give_actor $2946 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2946 weapon_accuracy_to 30 
Actor.Health($2946) = 70
Actor.Angle($2946) = 6.9658
Actor.Create($2947, 10, #CLB, -297.2923, -567.7441, 12.8508)
01C9: actor $2947 kill_actor $LANCE_VANCE 
01B2: give_actor $2947 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2947 weapon_accuracy_to 30 
Actor.Health($2947) = 70
Actor.Angle($2947) = 355.3724
Actor.Create($2948, 10, #CLB, -446.8037, -520.2979, 12.773)
01C9: actor $2948 kill_actor $LANCE_VANCE 
01B2: give_actor $2948 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2948 weapon_accuracy_to 30 
01F0: set_max_wanted_level_to 2 
Actor.Health($2948) = 70
Actor.Angle($2948) = 271.3983
Marker.Disable(1@)
Actor.Health($LANCE_VANCE) = 200
$10141 = 0 // $ = int 

:BARON5_11525
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 16 
  TIMERA > 750 // @ > int 
jf @BARON5_11647 
TIMERA = 0 // @ = int 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 4 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 
Camera.Shake(60)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_SPRINT.WAV" loop 0 volume 0.5 

:BARON5_11647
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 14 
  TIMERA > 900 // @ > int 
jf @BARON5_11756 
TIMERA = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_JUMP.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 10 // $ -= int 
Camera.Shake(125)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_11756
if 
  TIMERB > 22500 // @ > int 
jf @BARON5_11855 
TIMERB = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_DECAY.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 1 // $ -= int 
Camera.Shake(45)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_11855
if 
00EC:   actor $LANCE_VANCE 0 -390.8217 -516.4149 radius 1.0 1.0 
jf @BARON5_11908 
0211: actor $LANCE_VANCE walk_to -271.3013 -514.6545 

:BARON5_11908
if 
00EC:   actor $LANCE_VANCE 0 -271.3013 -514.6545 radius 1.0 1.0 
jf @BARON5_11961 
0211: actor $LANCE_VANCE walk_to -272.1422 -492.264 

:BARON5_11961
if 
00EC:   actor $LANCE_VANCE 0 -272.1422 -492.264 radius 1.0 1.0 
jf @BARON5_12029 
0319: set_actor $LANCE_VANCE running 1 
01D5: actor $LANCE_VANCE go_to_and_drive_car $26 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 1 CP 1 MP 0 

:BARON5_12029
if 
  Actor.InCar($LANCE_VANCE, $26)
jf @BARON5_12569 
Actor.DestroyInstantly($2946)
Actor.DestroyInstantly($2947)
Actor.DestroyInstantly($2948)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($2936)
Actor.DestroyInstantly($2937)
Actor.DestroyInstantly($2939)
Actor.DestroyInstantly($2942)
Actor.DestroyInstantly($2943)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
fade 0 600 
wait 700 
Car.PutAt($26, -256.9561, -488.8594, 11.0443)
Car.Angle($26) = 272.675
0055: put_player $PLAYER_CHAR at -255.6749 -491.9592 10.2004 
0171: set_player $PLAYER_CHAR z_angle_to 2.2892 
Camera.SetPosition(-266.8353, -481.606, 25.2004, 0.0, 0.0, 0.0)
Camera.PointAt(-251.427, -489.102, 11.0433, 2)
fade 1 600 
wait 800 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMY_PATCHED.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB131' time 3000 1 
wait 1400 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\ILLBEWATCHINGYOU.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB132' time 7000 1 
wait 2500 
Car.DriveTo($26, -24.3226, -452.7979, 19.1743)
Car.SetMaxSpeed($26, 45.0)
00AE: set_vehicle $26 traffic_behavior_to 2 
wait 1900 
00BC: text_highpriority 'SBOB133' time 2000 1 
wait 1800 
fade 0 600 
wait 700 
fade 1 600 
00BC: text_highpriority 'SBOB134' time 9000 1 
0151: remove_status_text $2951 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly($LANCE_VANCE)
Car.Destroy($26)
Actor.PutAt($10137, -678.3375, 627.8043, 26.0846)
04A2: heli $10136 fly_to -678.3375 627.8043 26.0846 speed 30 
TIMERB = 0 // @ = int 
jump @BARON5_12906 

:BARON5_12569
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_12600 
$2951 = Actor.Health($LANCE_VANCE)
$2951 /= 2 // $ /= int 

:BARON5_12600
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_12638 
00BC: text_highpriority 'COK4_30' time 5000 2  // ~r~Lance is dead!
jump @BARON5_25542 

:BARON5_12638
if 
  Actor.Dead($2946)
jf @BARON5_12725 
Actor.RemoveReferences($2946)
Actor.Create($2946, 10, #CLA, -308.4419, -566.9341, 12.8492)
01C9: actor $2946 kill_actor $LANCE_VANCE 
01B2: give_actor $2946 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2946 weapon_accuracy_to 30 
Actor.Health($2946) = 70
Actor.Angle($2946) = 6.9658

:BARON5_12725
if 
  Actor.Dead($2947)
jf @BARON5_12812 
Actor.RemoveReferences($2947)
Actor.Create($2947, 10, #CLB, -297.2923, -567.7441, 12.8508)
01C9: actor $2947 kill_actor $LANCE_VANCE 
01B2: give_actor $2947 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2947 weapon_accuracy_to 30 
Actor.Health($2947) = 70
Actor.Angle($2947) = 355.3724

:BARON5_12812
if 
  Actor.Dead($2948)
jf @BARON5_11525 
Actor.RemoveReferences($2948)
Actor.Create($2948, 10, #CLB, -446.8037, -520.2979, 12.773)
01C9: actor $2948 kill_actor $LANCE_VANCE 
01B2: give_actor $2948 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2948 weapon_accuracy_to 30 
Actor.Health($2948) = 70
Actor.Angle($2948) = 271.3983
jump @BARON5_11525 

:BARON5_12906
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if and
01AD:   car $10136 sphere 0 near_point -678.3375 627.8043 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
  $10141 == 0 // $ == int 
jf @BARON5_13138 
Marker.CreateAboveCar(1@, $10136)
0362: put_actor 0@ at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor 0@ into_turret_on_car $10136 at_car_offset -1.2 1.0 -0.1 position 1 angle 90.0 with_weapon 12 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Car.SetImmunities($10136, 1, 1, 1, 1, 1)
054A: set_actor $10137 can_be_shot_in_a_car 0 
01CA: actor 0@ kill_player $PLAYER_CHAR 
02E2: set_actor 0@ weapon_accuracy_to 100 
$10141 = 1 // $ = int 
04A2: heli $10136 fly_to -681.2658 994.045 26.0846 speed 35 
00BC: text_highpriority 'SBOB135' time 4500 1 

:BARON5_13138
if and
01AD:   car $10136 sphere 0 near_point -681.2658 994.045 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13218 
04A2: heli $10136 fly_to -687.374 1181.74 26.0846 speed 35 

:BARON5_13218
if and
01AD:   car $10136 sphere 0 near_point -687.374 1181.74 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13298 
04A2: heli $10136 fly_to -856.5802 1172.311 26.0846 speed 35 

:BARON5_13298
if and
01AD:   car $10136 sphere 0 near_point -856.5802 1172.311 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13378 
04A2: heli $10136 fly_to -883.4411 1464.917 26.0846 speed 35 

:BARON5_13378
if and
01AD:   car $10136 sphere 0 near_point -883.4411 1464.917 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13458 
04A2: heli $10136 fly_to -682.304 1487.478 26.0846 speed 35 

:BARON5_13458
if and
01AD:   car $10136 sphere 0 near_point -682.304 1487.478 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13538 
04A2: heli $10136 fly_to -670.9796 1393.174 26.0846 speed 35 

:BARON5_13538
if and
01AD:   car $10136 sphere 0 near_point -670.9796 1393.174 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13618 
04A2: heli $10136 fly_to -432.8433 1450.776 26.0846 speed 35 

:BARON5_13618
if and
01AD:   car $10136 sphere 0 near_point -432.8433 1450.776 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13698 
04A2: heli $10136 fly_to -309.7744 1345.978 33.4135 speed 35 

:BARON5_13698
if 
01AD:   car $10136 sphere 0 near_point -309.7744 1345.978 radius 2.0 2.0 
jf @BARON5_13758 
04A2: heli $10136 fly_to -297.7338 1263.008 45.4135 speed 35 

:BARON5_13758
if 
01AD:   car $10136 sphere 0 near_point -297.7338 1263.008 radius 2.0 2.0 
jf @BARON5_13818 
04A2: heli $10136 fly_to -363.5113 1071.96 44.4135 speed 35 

:BARON5_13818
if and
01AD:   car $10136 sphere 0 near_point -363.5113 1071.96 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13898 
04A2: heli $10136 fly_to -390.7981 1004.251 26.0846 speed 35 

:BARON5_13898
if and
01AD:   car $10136 sphere 0 near_point -390.7981 1004.251 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_13978 
04A2: heli $10136 fly_to -500.0345 734.5615 26.0846 speed 35 

:BARON5_13978
if and
01AD:   car $10136 sphere 0 near_point -500.0345 734.5615 radius 2.0 2.0 
01FC:   player $PLAYER_CHAR near_car $10136 radius 120.0 120.0 0 
jf @BARON5_14058 
04A2: heli $10136 fly_to -708.7214 751.0167 33.2758 speed 35 

:BARON5_14058
if 
01AD:   car $10136 sphere 0 near_point -708.7214 751.0167 radius 2.0 2.0 
jf @BARON5_14152 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.OnVehicle($10136, 18, 2)
04A2: heli $10136 fly_to -739.2165 862.9166 33.2758 speed 35 
TIMERB = 0 // @ = int 

:BARON5_14152
if 
01AD:   car $10136 sphere 0 near_point -739.2165 862.9166 radius 2.0 2.0 
jf @BARON5_14881 
04A2: heli $10136 fly_to -739.2165 862.9166 16.7758 speed 25 
wait 2500 
fade 0 600 
wait 700 
fade 1 600 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
TIMERB = 0 // @ = int 
00BC: text_highpriority 'SBOB136' time 5000 1 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(0@)
Actor.DestroyInstantly($10137)
Car.Destroy($10136)
TIMERB = 0 // @ = int 
018A: 1@ = create_checkpoint_at -695.4441 964.123 10.9154 
Car.Create($2936, #STRETCH, -758.472, 977.6658, 11.0511)
020A: set_car $2936 door_status_to 3 
Car.Angle($2936) = 89.7046
Car.SetImmunities($2936, 1, 1, 1, 1, 1)
03AB: set_car $2936 strong 1 
0229: set_car $2936 color_to 1 1 
Car.Create($2937, #STRETCH, -791.1896, 977.8732, 11.0508)
020A: set_car $2937 door_status_to 3 
Car.Angle($2937) = 91.2713
Car.SetImmunities($2937, 1, 1, 1, 1, 1)
03AB: set_car $2937 strong 1 
0229: set_car $2937 color_to 1 1 
Car.Create($2938, #STRETCH, -805.471, 969.0666, 11.0627)
020A: set_car $2938 door_status_to 3 
Car.Angle($2938) = 180.8854
Car.SetImmunities($2938, 1, 1, 1, 1, 1)
03AB: set_car $2938 strong 1 
0229: set_car $2938 color_to 1 1 
Car.Create($2939, #STRETCH, -804.9576, 944.8015, 11.0846)
020A: set_car $2939 door_status_to 3 
Car.Angle($2939) = 178.6921
Car.SetImmunities($2939, 1, 1, 1, 1, 1)
03AB: set_car $2939 strong 1 
0229: set_car $2939 color_to 1 1 
Car.Create($2941, #STRETCH, -753.5197, 948.7731, 11.0846)
020A: set_car $2941 door_status_to 3 
Car.Angle($2941) = 179.9454
Car.SetImmunities($2941, 1, 1, 1, 1, 1)
03AB: set_car $2941 strong 1 
0229: set_car $2941 color_to 1 1 
Car.Create($2955, #STRETCH, -753.5429, 924.2239, 11.0846)
020A: set_car $2955 door_status_to 3 
Car.Angle($2955) = 179.9454
Car.SetImmunities($2955, 1, 1, 1, 1, 1)
03AB: set_car $2955 strong 1 
0229: set_car $2955 color_to 1 1 
Object.Create($2944, #ELECTRICGATE, -748.9198, 904.3364, 10.0846)
Object.Angle($2944) = 181.1532
Object.Create($2944, #ELECTRICGATE, -742.9198, 904.3364, 10.0846)
Object.Angle($2944) = 181.1532
Object.Create($2944, #ELECTRICGATE, -793.3198, 904.3364, 10.0846)
Object.Angle($2944) = 181.1532
Object.Create($2944, #ELECTRICGATE, -801.1198, 904.3364, 10.0846)
Object.Angle($2944) = 181.1532
jump @BARON5_16027 

:BARON5_14881
if and
  $10142 == 0 // $ == int 
80E3:   not player $PLAYER_CHAR 0 -268.3368 -480.4907 radius 170.0 170.0 
jf @BARON5_15649 
$10142 = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02A3: enable_widescreen 1 
fade 0 600 
wait 700 
Camera.SetPosition(-286.7583, -480.9233, 11.0668, 0.0, 0.0, 0.0)
Camera.PointAt(-263.1918, -480.4126, 11.075, 2)
0395: clear_area 1 at -268.3368 -480.4907 11.0666 range 10.0 
Car.Create(12@, #INFERNUS, -268.4229, -485.7044, 10.521)
Car.Angle(12@) = 92.387
0229: set_car 12@ color_to 1 1 
Car.SetImmunities(12@, 0, 0, 1, 0, 0)
0129: 13@ = create_actor 4 #CLB in_car 12@ driverseat 
Actor.Create($2946, 10, #CLB, -392.0, -559.5, 27.5)
0477: set_car 12@ action 0 time 3500 
00AF: set_car 12@ driver_behaviour_to 0 
Car.SetMaxSpeed(12@, 0.0)
Actor.Angle($2946) = 286.0
0446: set_actor $2946 dismemberment_possible 0 
0464: put_actor $2946 into_turret_on_car 12@ at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $2946 weapon_accuracy_to 85 
02AB: set_actor $2946 immunities BP 0 FP 0 EP 1 CP 0 MP 0 
Actor.Health($2946) = 200
Car.Create($2947, #ADMIRAL, -268.4229, -477.1122, 10.521)
Car.Angle($2947) = 92.387
0229: set_car $2947 color_to 1 1 
Car.SetImmunities($2947, 0, 0, 1, 0, 0)
0129: $2948 = create_actor 4 #CLB in_car $2947 driverseat 
Actor.Create($2936, 10, #CLB, -392.0, -559.5, 27.5)
0477: set_car $2947 action 0 time 3500 
00AF: set_car $2947 driver_behaviour_to 0 
Car.SetMaxSpeed($2947, 0.0)
Actor.Angle($2936) = 286.0
0446: set_actor $2936 dismemberment_possible 0 
0464: put_actor $2936 into_turret_on_car $2947 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $2936 weapon_accuracy_to 85 
02AB: set_actor $2936 immunities BP 0 FP 0 EP 1 CP 0 MP 0 
Actor.Health($2936) = 200
fade 1 600 
wait 1100 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\RESC_9.WAV" loop 0 volume 0.6 
wait 2400 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\RESC_10.WAV" loop 0 volume 0.6 
wait 2200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00AF: set_car 12@ driver_behaviour_to 3 
Car.SetMaxSpeed(12@, 50.0)
0423: car 12@ improve_handling 1.5 
00AF: set_car $2947 driver_behaviour_to 3 
Car.SetMaxSpeed($2947, 50.0)
0423: car $2947 improve_handling 1.5 
wait 900 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01CA: actor $2946 kill_player $PLAYER_CHAR 
01CA: actor $2936 kill_player $PLAYER_CHAR 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
TIMERB = 0 // @ = int 

:BARON5_15649
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 16 
  TIMERA > 750 // @ > int 
jf @BARON5_15760 
TIMERA = 0 // @ = int 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 4 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 
Camera.Shake(60)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_SPRINT.WAV" loop 0 volume 0.5 

:BARON5_15760
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 14 
  TIMERA > 900 // @ > int 
jf @BARON5_15869 
TIMERA = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_JUMP.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 10 // $ -= int 
Camera.Shake(125)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_15869
if 
  TIMERB > 22500 // @ > int 
jf @BARON5_15968 
TIMERB = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_DECAY.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 1 // $ -= int 
Camera.Shake(45)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_15968
if and
  Car.Wrecked(12@)
  not Actor.Dead($2946)
jf @BARON5_15994 
0321: kill_actor $2946 

:BARON5_15994
if and
  Car.Wrecked($2947)
  not Actor.Dead($2936)
jf @BARON5_12906 
0321: kill_actor $2936 
jump @BARON5_12906 

:BARON5_16027
if 
  not Actor.Dead(13@)
jf @BARON5_16048 
Actor.DestroyInstantly(13@)

:BARON5_16048
if 
  not Actor.Dead($2946)
jf @BARON5_16069 
Actor.DestroyInstantly($2946)

:BARON5_16069
if 
  not Car.Wrecked(12@)
jf @BARON5_16090 
Car.Destroy(12@)

:BARON5_16090
if 
  not Actor.Dead($2936)
jf @BARON5_16111 
Actor.DestroyInstantly($2936)

:BARON5_16111
if 
  not Actor.Dead($2948)
jf @BARON5_16132 
Actor.DestroyInstantly($2948)

:BARON5_16132
if 
  not Car.Wrecked($2947)
jf @BARON5_16153 
Car.Destroy($2947)

:BARON5_16153
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if 
00E4:   player $PLAYER_CHAR 1 -695.4441 964.123 radius 2.0 2.0 
jf @BARON5_17075 
Camera.SetPosition(-718.3577, 972.3738, 26.4154, 0.0, 0.0, 0.0)
Camera.PointAt(-681.3481, 960.9404, 11.26, 2)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
Car.Create($26, #STALLION, -674.317, 842.7341, 11.2629)
020A: set_car $26 door_status_to 3 
0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $26 driverseat 
00AE: set_vehicle $26 traffic_behavior_to 2 
0423: car $26 improve_handling 1.5 
Car.Angle($26) = 0.6992
Car.SetMaxSpeed($26, 35.0)
Car.DriveTo($26, -673.389, 954.1685, 11.2629)

:BARON5_16370
wait 0 
if 
00EC:   actor $LANCE_VANCE 0 -673.389 954.1685 radius 11.0 11.0 
jf @BARON5_16445 
0477: set_car $26 action 1 time 3000 
wait 1200 
01D3: actor $LANCE_VANCE leave_car $26 
0171: set_player $PLAYER_CHAR z_angle_to 271.7117 

:BARON5_16445
if 
  not Actor.InCar($LANCE_VANCE, $26)
jf @BARON5_16370 
0239: actor $LANCE_VANCE run_to -684.2489 963.4529 

:BARON5_16479
wait 0 
if 
00EC:   actor $LANCE_VANCE 0 -684.2489 963.4529 radius 1.0 1.0 
jf @BARON5_16479 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
wait 600 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMY_WHATAREYOUDOING.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB137' time 1200 1 
wait 1100 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\LANCE_ILLCOVERYOU.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB138' time 1200 1 
wait 1100 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TAKETHIS.WAV" loop 0 volume 0.4 
00BC: text_highpriority 'SBOB139' time 1100 1 
wait 950 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\HEAL.WAV" loop 0 volume 0.5 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
wait 1100 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\WELLTHANKYOU.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB140' time 1100 1 
0222: set_player $PLAYER_CHAR health_to 50 
wait 1250 
Marker.Disable(1@)
01E0: clear_leader $LANCE_VANCE 
Marker.CreateAboveActor(1@, $LANCE_VANCE)
01D1: actor $LANCE_VANCE follow_actor $PLAYER_ACTOR 
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 
00BC: text_highpriority 'SBOB141' time 4000 1 
02E2: set_actor $LANCE_VANCE weapon_accuracy_to 100 
Actor.Health($LANCE_VANCE) = 400
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
04F7: status_text $2951 1 line 1 'SBOB146' 
wait 4000 
0395: clear_area 1 at -757.4272 977.0008 11.052 range 50.0 
0395: clear_area 1 at -799.8008 964.5885 11.0688 range 50.0 
0395: clear_area 1 at -803.3846 966.5505 11.0661 range 50.0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03E5: text_box 'SBOB142' 
TIMERA = 0 // @ = int 
$2947 = 0 // $ = int 
$2946 = 101 // $ = int 
jump @BARON5_17401 

:BARON5_17075
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 16 
  TIMERA > 750 // @ > int 
jf @BARON5_17186 
TIMERA = 0 // @ = int 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 4 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 
Camera.Shake(60)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_SPRINT.WAV" loop 0 volume 0.5 

:BARON5_17186
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 14 
  TIMERA > 900 // @ > int 
jf @BARON5_17295 
TIMERA = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_JUMP.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 10 // $ -= int 
Camera.Shake(125)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_17295
if 
  TIMERB > 22500 // @ > int 
jf @BARON5_16153 
TIMERB = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_DECAY.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 1 // $ -= int 
Camera.Shake(45)
0222: set_player $PLAYER_CHAR health_to $10138 
jump @BARON5_16153 

:BARON5_17401
wait 0 
$2946 += 1 // $ += int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 16 
  TIMERA > 1150 // @ > int 
jf @BARON5_17530 
TIMERA = 0 // @ = int 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 2 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 
Camera.Shake(60)
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_SPRINT.WAV" loop 0 volume 0.5 

:BARON5_17530
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 14 
  TIMERA > 1900 // @ > int 
jf @BARON5_17639 
TIMERA = 0 // @ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TOMMYHURT_JUMP.WAV" loop 0 volume 0.5 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 4 // $ -= int 
Camera.Shake(125)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_17639
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_17670 
$2951 = Actor.Health($LANCE_VANCE)
$2951 /= 4 // $ /= int 

:BARON5_17670
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_17708 
00BC: text_highpriority 'SBOB143' time 5000 2 
jump @BARON5_25542 

:BARON5_17708
if and
  $2946 > 50 // $ > int 
  $2947 == 0 // $ == int 
05EE:   key_pressed 71 //VK_... 
jf @BARON5_17827 
011C: actor $LANCE_VANCE clear_objective 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
$2946 = 0 // $ = int 
$2947 = 1 // $ = int 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
0239: actor $LANCE_VANCE run_to $899 $900 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\STAYHERE.WAV" loop 0 volume 0.5 

:BARON5_17827
if and
  $2946 > 50 // $ > int 
  $2947 == 1 // $ == int 
05EE:   key_pressed 71 //VK_... 
jf @BARON5_17924 
011C: actor $LANCE_VANCE clear_objective 
01D1: actor $LANCE_VANCE follow_actor $PLAYER_ACTOR 
$2946 = 0 // $ = int 
$2947 = 0 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\INEEDCOVER.WAV" loop 0 volume 0.5 

:BARON5_17924
if 
00E4:   player $PLAYER_CHAR 1 -746.7759 966.0925 radius 16.0 16.0 
jf @BARON5_17401 
if 
  $2947 == 1 // $ == int 
jf @BARON5_18002 
00BC: text_highpriority 'SBOB144' time 700 2 
jump @BARON5_17401 

:BARON5_18002
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
fade 0 600 
wait 900 
02A3: enable_widescreen 1 
Camera.SetPosition(-787.2316, 965.7192, 32.5742, 0.0, 0.0, 0.0)
Camera.PointAt(-750.4745, 966.3386, 11.0664, 2)
fade 1 700 
wait 300 
0239: actor $PLAYER_ACTOR run_to -758.5756 966.9993 
Actor.Create(0@, 10, #SPECIAL04, -774.2978, 883.9319, 37.3662)
Actor.Angle(0@) = 0.7226
wait 2000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BOSS1_BEGINNING.WAV" loop 1 volume 0.2 
Camera.SetPosition(-774.4628, 903.9929, 32.8662, 0.0, 0.0, 0.0)
Camera.PointAt(-773.7911, 890.0103, 35.8662, 2)
0211: actor 0@ walk_to -774.3866 888.9061 
Actor.Health(0@) = 7000
02E2: set_actor 0@ weapon_accuracy_to 10 
0446: set_actor 0@ dismemberment_possible 0 
01B2: give_actor 0@ weapon 27 ammo 9999 // Load the weapon model before using this 
wait 1000 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\ASS_14.WAV" loop 1 volume 0.3 
00BC: text_highpriority 'ASS1_14' time 4500 1  // TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..
011C: actor $PLAYER_ACTOR clear_objective 
0579: stop_actor $PLAYER_ACTOR 
0055: put_player $PLAYER_CHAR at -774.7873 947.6595 11.0846 
Actor.PutAt($LANCE_VANCE, -777.507, 951.0499, 11.0846)
wait 2500 
Camera.SetPosition(-777.0457, 943.775, 27.4154, 0.0, 0.0, 0.0)
Camera.PointAt(-753.9896, 935.4092, 11.0846, 2)
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2941 passenger_seat 0 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2955 passenger_seat 0 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2941 passenger_seat 2 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2955 passenger_seat 2 
01B2: give_actor $2956 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2952 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2953 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2954 weapon 25 ammo 9999 // Load the weapon model before using this 
03E2: actor $2956 leave_any_car 
03E2: actor $2952 leave_any_car 
wait 1400 
03E2: actor $2953 leave_any_car 
03E2: actor $2954 leave_any_car 
wait 1500 
Camera.SetPosition(-797.6941, 926.2665, 15.0846, 0.0, 0.0, 0.0)
Camera.PointAt(-804.3371, 961.6992, 15.0738, 2)
01C8: $2959 = create_actor_pedtype 10 model #CLB in_car $2938 passenger_seat 1 
01C8: $2960 = create_actor_pedtype 10 model #CLA in_car $2939 passenger_seat 1 
01C8: $2961 = create_actor_pedtype 10 model #CLB in_car $2938 passenger_seat 3 
01C8: $2962 = create_actor_pedtype 10 model #CLA in_car $2939 passenger_seat 3 
01B2: give_actor $2959 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2960 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2961 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2962 weapon 25 ammo 9999 // Load the weapon model before using this 
03E2: actor $2959 leave_any_car 
03E2: actor $2960 leave_any_car 
wait 800 
03E2: actor $2961 leave_any_car 
03E2: actor $2962 leave_any_car 
wait 1200 
Camera.SetPosition(-750.9839, 977.7637, 13.5846, 0.0, 0.0, 0.0)
Camera.PointAt(-790.9401, 976.0434, 12.0846, 2)
01C8: $2946 = create_actor_pedtype 10 model #CLB in_car $2936 passenger_seat 1 
01C8: $2947 = create_actor_pedtype 10 model #CLA in_car $2937 passenger_seat 1 
01C8: $2948 = create_actor_pedtype 10 model #CLB in_car $2936 passenger_seat 3 
01C8: $2949 = create_actor_pedtype 10 model #CLA in_car $2937 passenger_seat 3 
01B2: give_actor $2946 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2947 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2948 weapon 25 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $2949 weapon 25 ammo 9999 // Load the weapon model before using this 
03E2: actor $2946 leave_any_car 
03E2: actor $2947 leave_any_car 
03E2: actor $2948 leave_any_car 
03E2: actor $2949 leave_any_car 
wait 2200 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BOSS1.WAV" loop 1 volume 0.3 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
0350: set_actor 0@ maintain_position_when_attacked 1 
01CA: actor 0@ kill_player $PLAYER_CHAR 
04F7: status_text $10150 1 line 2 'SBOB145' 
Object.Create($2944, #ELECTRICGATE, -743.2964, 982.0045, 10.0506)
Object.Angle($2944) = 270.5764
Object.Create($2944, #ELECTRICGATE, -743.2964, 974.0045, 10.0506)
Object.Angle($2944) = 270.5764
Object.Create($2944, #ELECTRICGATE, -743.2964, 966.0045, 10.0506)
Object.Angle($2944) = 270.5764
Object.Create($2944, #ELECTRICGATE, -743.2964, 958.0045, 10.0506)
Object.Angle($2944) = 270.5764
Actor.Create($2944, 10, #CLB, -758.8233, 986.9459, 11.057)
Actor.Angle($2944) = 121.9554
01CA: actor $2944 kill_player $PLAYER_CHAR 
0350: set_actor $2944 maintain_position_when_attacked 1 
02E2: set_actor $2944 weapon_accuracy_to 100 
02AB: set_actor $2944 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $2944 dismemberment_possible 0 
01B2: give_actor $2944 weapon 26 ammo 9999 // Load the weapon model before using this 
0562: set_actor $2944 ignore_threats_behind_objects 1 
Actor.Create($2944, 10, #CLA, -776.0332, 987.4612, 11.0584)
Actor.Angle($2944) = 241.9632
01CA: actor $2944 kill_player $PLAYER_CHAR 
0350: set_actor $2944 maintain_position_when_attacked 1 
02E2: set_actor $2944 weapon_accuracy_to 100 
02AB: set_actor $2944 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $2944 dismemberment_possible 0 
01B2: give_actor $2944 weapon 26 ammo 9999 // Load the weapon model before using this 
0562: set_actor $2944 ignore_threats_behind_objects 1 
Actor.Create($2944, 10, #CLA, -818.996, 941.5397, 11.0846)
Actor.Angle($2944) = 241.9632
01CA: actor $2944 kill_player $PLAYER_CHAR 
0350: set_actor $2944 maintain_position_when_attacked 1 
02E2: set_actor $2944 weapon_accuracy_to 100 
02AB: set_actor $2944 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $2944 dismemberment_possible 0 
01B2: give_actor $2944 weapon 26 ammo 9999 // Load the weapon model before using this 
0562: set_actor $2944 ignore_threats_behind_objects 1 
Actor.Create($2944, 10, #CLB, -816.7963, 924.7051, 11.0846)
Actor.Angle($2944) = 241.9632
01CA: actor $2944 kill_player $PLAYER_CHAR 
0350: set_actor $2944 maintain_position_when_attacked 1 
02E2: set_actor $2944 weapon_accuracy_to 100 
02AB: set_actor $2944 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $2944 dismemberment_possible 0 
01B2: give_actor $2944 weapon 26 ammo 9999 // Load the weapon model before using this 
0562: set_actor $2944 ignore_threats_behind_objects 1 
01CA: actor $2956 kill_player $PLAYER_CHAR 
01CA: actor $2953 kill_player $PLAYER_CHAR 
01CA: actor $2959 kill_player $PLAYER_CHAR 
01CA: actor $2948 kill_player $PLAYER_CHAR 
01CA: actor $2961 kill_player $PLAYER_CHAR 
01CA: actor $2946 kill_player $PLAYER_CHAR 
01C9: actor $2952 kill_actor $LANCE_VANCE 
01C9: actor $2954 kill_actor $LANCE_VANCE 
01C9: actor $2960 kill_actor $LANCE_VANCE 
01C9: actor $2962 kill_actor $LANCE_VANCE 
01C9: actor $2947 kill_actor $LANCE_VANCE 
01C9: actor $2949 kill_actor $LANCE_VANCE 
02E2: set_actor $2956 weapon_accuracy_to 40 
02E2: set_actor $2952 weapon_accuracy_to 40 
02E2: set_actor $2953 weapon_accuracy_to 40 
02E2: set_actor $2954 weapon_accuracy_to 40 
02E2: set_actor $2959 weapon_accuracy_to 40 
02E2: set_actor $2960 weapon_accuracy_to 40 
02E2: set_actor $2961 weapon_accuracy_to 40 
02E2: set_actor $2962 weapon_accuracy_to 40 
02E2: set_actor $2946 weapon_accuracy_to 40 
02E2: set_actor $2947 weapon_accuracy_to 40 
02E2: set_actor $2948 weapon_accuracy_to 40 
02E2: set_actor $2949 weapon_accuracy_to 40 
Actor.Health($2956) = 50
Actor.Health($2952) = 50
Actor.Health($2953) = 50
Actor.Health($2954) = 50
Actor.Health($2959) = 50
Actor.Health($2960) = 50
Actor.Health($2961) = 50
Actor.Health($2962) = 50
Actor.Health($2946) = 50
Actor.Health($2947) = 50
Actor.Health($2948) = 50
Actor.Health($2949) = 50
01F0: set_max_wanted_level_to 3 
TIMERA = 0 // @ = int 

:BARON5_19802
wait 0 
$10146 += 1 // $ += int 
$10148 += 1 // $ += int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 16 
  TIMERA > 1150 // @ > int 
jf @BARON5_19938 
TIMERA = 0 // @ = int 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 2 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 
Camera.Shake(60)
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\TOMMYHURT_SPRINT.WAV" loop 0 volume 0.3 

:BARON5_19938
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_button 14 
  TIMERA > 1900 // @ > int 
jf @BARON5_20047 
TIMERA = 0 // @ = int 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\TOMMYHURT_JUMP.WAV" loop 0 volume 0.3 
0225: $10138 = player $PLAYER_CHAR health 
$10138 -= 4 // $ -= int 
Camera.Shake(125)
0222: set_player $PLAYER_CHAR health_to $10138 

:BARON5_20047
if and
  $10146 > 50 // $ > int 
  $10147 == 0 // $ == int 
05EE:   key_pressed 71 //VK_... 
jf @BARON5_20166 
011C: actor $LANCE_VANCE clear_objective 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
$10146 = 0 // $ = int 
$10147 = 1 // $ = int 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
0239: actor $LANCE_VANCE run_to $899 $900 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\STAYHERE.WAV" loop 0 volume 0.3 

:BARON5_20166
if and
  $10146 > 50 // $ > int 
  $10147 == 1 // $ == int 
05EE:   key_pressed 71 //VK_... 
jf @BARON5_20263 
011C: actor $LANCE_VANCE clear_objective 
01D1: actor $LANCE_VANCE follow_actor $PLAYER_ACTOR 
$10146 = 0 // $ = int 
$10147 = 0 // $ = int 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\INEEDCOVER.WAV" loop 0 volume 0.3 

:BARON5_20263
if and
  $10147 == 1 // $ == int 
00EC:   actor $LANCE_VANCE 0 $899 $900 radius 1.0 1.0 
jf @BARON5_20328 
if 
  not Actor.Dead(0@)
jf @BARON5_20476 
01C9: actor $LANCE_VANCE kill_actor 0@ 

:BARON5_20328
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_20359 
$2951 = Actor.Health($LANCE_VANCE)
$2951 /= 4 // $ /= int 

:BARON5_20359
if 
8184:   not actor 0@ health > 500 
jf @BARON5_20407 
00BC: text_highpriority 'SBOB136' time 1000 2 
0350: set_actor 0@ maintain_position_when_attacked 0 
02E2: set_actor $LANCE_VANCE weapon_accuracy_to 90 

:BARON5_20407
if 
  not Actor.Dead(0@)
jf @BARON5_20476 
$10150 = Actor.Health(0@)
$10150 /= 70 // $ /= int 
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_20525 
00BC: text_highpriority 'SNIBOB6' time 5000 2 
jump @BARON5_25542 

:BARON5_20476
0AAD: stop_audio_stream 
fade 0 600 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
wait 800 
Actor.DestroyInstantly(0@)
Actor.DestroyInstantly($LANCE_VANCE)
jump @BARON5_24055 

:BARON5_20525
if and
  Actor.Dead($2956)
  $10148 > 100 // $ > int 
jf @BARON5_20845 
$10148 = 0 // $ = int 
Actor.RemoveReferences($2956)
0209: $10149 = random_int_in_ranges 1 6 
if 
  $10149 == 1 // $ == int 
jf @BARON5_20615 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2941 passenger_seat 0 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20615
if 
  $10149 == 2 // $ == int 
jf @BARON5_20661 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2955 passenger_seat 0 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20661
if 
  $10149 == 3 // $ == int 
jf @BARON5_20707 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2938 passenger_seat 1 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20707
if 
  $10149 == 4 // $ == int 
jf @BARON5_20753 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2939 passenger_seat 1 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20753
if 
  $10149 == 5 // $ == int 
jf @BARON5_20799 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2936 passenger_seat 1 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20799
if 
  $10149 == 6 // $ == int 
jf @BARON5_19802 
01C8: $2956 = create_actor_pedtype 10 model #CLB in_car $2937 passenger_seat 1 
gosub @BARON5_21922 
jump @BARON5_19802 

:BARON5_20845
if and
  Actor.Dead($2952)
  $10148 > 100 // $ > int 
jf @BARON5_21165 
$10148 = 0 // $ = int 
Actor.RemoveReferences($2952)
0209: $10149 = random_int_in_ranges 1 6 
if 
  $10149 == 1 // $ == int 
jf @BARON5_20935 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2941 passenger_seat 0 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_20935
if 
  $10149 == 2 // $ == int 
jf @BARON5_20981 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2955 passenger_seat 0 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_20981
if 
  $10149 == 3 // $ == int 
jf @BARON5_21027 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2938 passenger_seat 1 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_21027
if 
  $10149 == 4 // $ == int 
jf @BARON5_21073 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2939 passenger_seat 1 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_21073
if 
  $10149 == 5 // $ == int 
jf @BARON5_21119 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2936 passenger_seat 1 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_21119
if 
  $10149 == 6 // $ == int 
jf @BARON5_19802 
01C8: $2952 = create_actor_pedtype 10 model #CLA in_car $2937 passenger_seat 1 
gosub @BARON5_21883 
jump @BARON5_19802 

:BARON5_21165
if and
  Actor.Dead($2953)
  $10148 > 100 // $ > int 
jf @BARON5_21485 
$10148 = 0 // $ = int 
Actor.RemoveReferences($2953)
0209: $10149 = random_int_in_ranges 1 6 
if 
  $10149 == 1 // $ == int 
jf @BARON5_21255 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2941 passenger_seat 0 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21255
if 
  $10149 == 2 // $ == int 
jf @BARON5_21301 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2955 passenger_seat 0 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21301
if 
  $10149 == 3 // $ == int 
jf @BARON5_21347 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2938 passenger_seat 1 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21347
if 
  $10149 == 4 // $ == int 
jf @BARON5_21393 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2939 passenger_seat 1 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21393
if 
  $10149 == 5 // $ == int 
jf @BARON5_21439 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2936 passenger_seat 1 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21439
if 
  $10149 == 6 // $ == int 
jf @BARON5_19802 
01C8: $2953 = create_actor_pedtype 10 model #CLB in_car $2937 passenger_seat 1 
gosub @BARON5_21844 
jump @BARON5_19802 

:BARON5_21485
if and
  Actor.Dead($2954)
  $10148 > 100 // $ > int 
jf @BARON5_19802 
$10148 = 0 // $ = int 
Actor.RemoveReferences($2954)
0209: $10149 = random_int_in_ranges 1 6 
if 
  $10149 == 1 // $ == int 
jf @BARON5_21575 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2941 passenger_seat 0 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21575
if 
  $10149 == 2 // $ == int 
jf @BARON5_21621 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2955 passenger_seat 0 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21621
if 
  $10149 == 3 // $ == int 
jf @BARON5_21667 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2938 passenger_seat 1 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21667
if 
  $10149 == 4 // $ == int 
jf @BARON5_21713 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2939 passenger_seat 1 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21713
if 
  $10149 == 5 // $ == int 
jf @BARON5_21759 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2936 passenger_seat 1 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21759
if 
  $10149 == 6 // $ == int 
jf @BARON5_19802 
01C8: $2954 = create_actor_pedtype 10 model #CLA in_car $2937 passenger_seat 1 
gosub @BARON5_21805 
jump @BARON5_19802 

:BARON5_21805
01B2: give_actor $2954 weapon 25 ammo 9999 // Load the weapon model before using this 
01C9: actor $2954 kill_actor $LANCE_VANCE 
02E2: set_actor $2954 weapon_accuracy_to 40 
Actor.Health($2954) = 50
03E2: actor $2954 leave_any_car 
return 

:BARON5_21844
01B2: give_actor $2953 weapon 25 ammo 9999 // Load the weapon model before using this 
01CA: actor $2953 kill_player $PLAYER_CHAR 
02E2: set_actor $2953 weapon_accuracy_to 40 
Actor.Health($2953) = 50
03E2: actor $2953 leave_any_car 
return 

:BARON5_21883
01B2: give_actor $2952 weapon 25 ammo 9999 // Load the weapon model before using this 
01C9: actor $2952 kill_actor $LANCE_VANCE 
02E2: set_actor $2952 weapon_accuracy_to 40 
Actor.Health($2952) = 50
03E2: actor $2952 leave_any_car 
return 

:BARON5_21922
01B2: give_actor $2956 weapon 25 ammo 9999 // Load the weapon model before using this 
01CA: actor $2956 kill_player $PLAYER_CHAR 
02E2: set_actor $2956 weapon_accuracy_to 40 
Actor.Health($2956) = 50
03E2: actor $2956 leave_any_car 
return 

:BARON5_21961
Object.Destroy($2934)
Camera.SetPosition(-377.054, -578.589, 24.429, 0.0, 0.0, 0.0)
Camera.PointAt(-377.288, -579.531, 24.668, 2)
if 
  not Actor.Dead(0@)
jf @BARON5_22048 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_22048
wait 2500 
if 
  not Actor.Dead(0@)
jf @BARON5_22084 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_22084
if 
03D0:   wav 1 loaded 
jf @BARON5_22118 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_13' time 4500 1  // DIAZ?! I've come to take over your business!

:BARON5_22118
wait 3500 
if 
  not Actor.Dead(0@)
jf @BARON5_22154 
0211: actor 0@ walk_to -378.4 -575.7 

:BARON5_22154
Camera.SetPosition(-388.502, -583.468, 28.897, 0.0, 0.0, 0.0)
Camera.PointAt(-387.833, -582.797, 28.577, 2)
if 
03D0:   wav 2 loaded 
jf @BARON5_22239 
03D1: play_wav 2 
00BC: text_highpriority 'ASS1_14' time 4500 1  // TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..

:BARON5_22239
wait 3000 
if 
  not Actor.Dead(0@)
jf @BARON5_22328 
0243: set_actor 0@ ped_stats_to 16 
02A9: set_actor 0@ immune_to_nonplayer 1 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03CF: load_wav 'ASS_7' as 1 
3@ = 1 // @ = int 

:BARON5_22328
if 
  $2968 == 0 // $ == int 
jf @BARON5_22437 
if 
  3@ == 1 // @ == int 
jf @BARON5_22437 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_22437 
if 
02E0:   actor $LANCE_VANCE firing_weapon 
jf @BARON5_22437 
if 
03D0:   wav 1 loaded 
jf @BARON5_22437 
03D1: play_wav 1 
00BC: text_highpriority 'ASS1_7' time 4500 1  // Eat this, you murdering bastards!!
$2968 = 1 // $ = int 

:BARON5_22437
if 
  3@ == 1 // @ == int 
jf @BARON5_22787 
if 
  $2945 == 0 // $ == int 
jf @BARON5_22787 
if 
  not Actor.Dead(0@)
jf @BARON5_22787 
if 
8184:   not actor 0@ health > 500 
jf @BARON5_22787 
if 
00FF:   actor 0@ 0 -378.4 -575.7 25.0 radius 5.0 5.0 4.0 
jf @BARON5_22576 
01ED: clear_actor 0@ threat_search 
0239: actor 0@ run_to -378.5 -589.6 

:BARON5_22576
if 
00FF:   actor 0@ 0 -378.5 -589.6 25.0 radius 1.0 1.0 4.0 
jf @BARON5_22639 
0239: actor 0@ run_to -375.1 -595.5 

:BARON5_22639
if 
00FF:   actor 0@ 0 -375.1 -595.5 25.0 radius 1.0 1.5 4.0 
jf @BARON5_22702 
0239: actor 0@ run_to -378.6 -595.7 

:BARON5_22702
if 
00FF:   actor 0@ 0 -378.6 -595.7 25.0 radius 0.5 0.5 4.0 
jf @BARON5_22787 
020F: actor 0@ look_at_player $PLAYER_CHAR 
011A: set_actor 0@ search_threat 1 
011A: set_actor 0@ search_threat 16 
01CA: actor 0@ kill_player $PLAYER_CHAR 
$2945 = 1 // $ = int 

:BARON5_22787
if 
  $2931 == 0 // $ == int 
jf @BARON5_23307 
if 
  not Actor.Dead(14@)
jf @BARON5_22897 
if and
00FB:   player $PLAYER_CHAR 0 14@ radius 20.0 20.0 10.0 
0123:   actor 14@ spotted_player $PLAYER_CHAR 
jf @BARON5_22872 
$2931 = 1 // $ = int 

:BARON5_22872
if 
8184:   not actor 14@ health > 90 
jf @BARON5_22897 
$2931 = 1 // $ = int 

:BARON5_22897
if 
  not Actor.Dead($2950)
jf @BARON5_22989 
if and
00FB:   player $PLAYER_CHAR 0 $2950 radius 20.0 20.0 10.0 
0123:   actor $2950 spotted_player $PLAYER_CHAR 
jf @BARON5_22964 
$2931 = 1 // $ = int 

:BARON5_22964
if 
8184:   not actor $2950 health > 90 
jf @BARON5_22989 
$2931 = 1 // $ = int 

:BARON5_22989
if 
  not Actor.Dead(9@)
jf @BARON5_23088 
if and
00FB:   player $PLAYER_CHAR 0 9@ radius 20.0 20.0 10.0 
0123:   actor 9@ spotted_player $PLAYER_CHAR 
jf @BARON5_23056 
$2931 = 1 // $ = int 

:BARON5_23056
if 
8184:   not actor 9@ health > 90 
jf @BARON5_23081 
$2931 = 1 // $ = int 

:BARON5_23081
jump @BARON5_23095 

:BARON5_23088
$2931 = 1 // $ = int 

:BARON5_23095
if 
  not Actor.Dead(10@)
jf @BARON5_23194 
if and
00FB:   player $PLAYER_CHAR 0 10@ radius 20.0 20.0 10.0 
0123:   actor 10@ spotted_player $PLAYER_CHAR 
jf @BARON5_23162 
$2931 = 1 // $ = int 

:BARON5_23162
if 
8184:   not actor 10@ health > 90 
jf @BARON5_23187 
$2931 = 1 // $ = int 

:BARON5_23187
jump @BARON5_23201 

:BARON5_23194
$2931 = 1 // $ = int 

:BARON5_23201
if 
  not Actor.Dead(11@)
jf @BARON5_23300 
if and
00FB:   player $PLAYER_CHAR 0 11@ radius 20.0 20.0 10.0 
0123:   actor 11@ spotted_player $PLAYER_CHAR 
jf @BARON5_23268 
$2931 = 1 // $ = int 

:BARON5_23268
if 
8184:   not actor 11@ health > 90 
jf @BARON5_23293 
$2931 = 1 // $ = int 

:BARON5_23293
jump @BARON5_23307 

:BARON5_23300
$2931 = 1 // $ = int 

:BARON5_23307
gosub @BARON5_26610 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_23436 
if 
80FB:   not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 
jf @BARON5_23403 
if 
  $56 == 0 // $ == int 
jf @BARON5_23396 
01E0: clear_leader $LANCE_VANCE 
$56 = 1 // $ = int 

:BARON5_23396
jump @BARON5_23436 

:BARON5_23403
if 
  $56 == 1 // $ == int 
jf @BARON5_23436 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
$56 = 0 // $ = int 

:BARON5_23436
if 
  $56 == 1 // $ == int 
jf @BARON5_23461 
gosub @BARON5_27490 

:BARON5_23461
if 
  $2940 == 1 // $ == int 
jf @BARON5_23486 
Player.WantedLevel($PLAYER_CHAR) = 0

:BARON5_23486
jump @BARON5_8695 

:BARON5_23493
0151: remove_status_text $2951 
0151: remove_status_text $10150 
0169: set_fade_color 0 0 0 
fade 0 1000 

:BARON5_23518
if 
  fading 
jf @BARON5_23542 
wait 0 
jump @BARON5_23518 

:BARON5_23542
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly($2957)
Actor.DestroyInstantly($2958)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly($2950)
Actor.DestroyInstantly(0@)
Actor.DestroyInstantly($LANCE_VANCE)
Actor.DestroyInstantly($2936)
Actor.DestroyInstantly($2937)
Actor.DestroyInstantly($2938)
Actor.DestroyInstantly($2939)
Actor.DestroyInstantly($2941)
Actor.DestroyInstantly($2955)
Actor.DestroyInstantly($2944)
Actor.DestroyInstantly($2956)
Actor.DestroyInstantly($2952)
Actor.DestroyInstantly($2953)
Actor.DestroyInstantly($2954)
Actor.DestroyInstantly($2959)
Actor.DestroyInstantly($2960)
Actor.DestroyInstantly($2961)
Actor.DestroyInstantly($2962)
Actor.DestroyInstantly($2946)
Actor.DestroyInstantly($2947)
Actor.DestroyInstantly($2948)
Actor.DestroyInstantly($2949)
if 
047A:   actor $PLAYER_ACTOR on_any_bike 
jf @BARON5_23767 
00DA: $2969 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($2969)
jf @BARON5_23767 
0362: put_actor $PLAYER_ACTOR at -378.3 -592.4 24.8 and_remove_from_car 
Car.Destroy($2969)

:BARON5_23767
Actor.Create(12@, 10, #CLB, -392.0, -559.5, 27.5)
Actor.Angle(12@) = 286.0
0446: set_actor 12@ dismemberment_possible 0 
0321: kill_actor 12@ 
Actor.Create($2936, 10, #CLA, -393.0, -565.4, 27.5)
Actor.Angle($2936) = 180.0
0446: set_actor $2936 dismemberment_possible 0 
0321: kill_actor $2936 
Actor.Create($2937, 10, #CLA, -382.3, -557.7, 27.5)
Actor.Angle($2937) = 90.0
0446: set_actor $2937 dismemberment_possible 0 
0321: kill_actor $2937 
Actor.Create($2938, 10, #CLA, -371.8, -580.4, 25.5)
Actor.Angle($2938) = 270.0
0446: set_actor $2938 dismemberment_possible 0 
0321: kill_actor $2938 
Actor.Create($2939, 10, #CLA, -389.7, -580.2, 25.5)
Actor.Angle($2939) = 166.0
0446: set_actor $2939 dismemberment_possible 0 
0321: kill_actor $2939 
Actor.Create($2941, 10, #CLA, -370.3, -559.2, 27.5)
Actor.Angle($2941) = 100.0
0446: set_actor $2941 dismemberment_possible 0 
0321: kill_actor $2941 
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:BARON5_24055
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @BARON5_24111 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @BARON5_24055 

:BARON5_24111
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
04F9: set_extra_colors 8 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIAZ' 
023C: load_special_actor 3 'CSBUDDY' 
02F3: load_object #CUTOBJ01 'CPYTH' 
02F3: load_object #CUTOBJ02 'DEAGL' 
Camera.SetAtPos(-378.3, -577.3, 25.3)
038B: load_requested_models 
if 
  not Actor.Dead($2956)
jf @BARON5_24232 
0321: kill_actor $2956 

:BARON5_24232
if 
  not Actor.Dead($2952)
jf @BARON5_24253 
0321: kill_actor $2952 

:BARON5_24253
if 
  not Actor.Dead($2953)
jf @BARON5_24274 
0321: kill_actor $2953 

:BARON5_24274
if 
  not Actor.Dead($2954)
jf @BARON5_24295 
0321: kill_actor $2954 

:BARON5_24295
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BARON5_24339 
wait 0 
jump @BARON5_24295 

:BARON5_24339
wait 700 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BOSS_END.WAV" loop 0 volume 0.2 
02E4: load_cutscene_data 'ASS_2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 40.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 40.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -774.6764 955.78 4.3807 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $161 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $161 'CSDIAZ' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $2933 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $2933 to_bone $125 24 
02E5: 5@ = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim 5@ 'DEAGL' 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BARON5_24586
if 
  5061 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24621 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24586 

:BARON5_24621
fade 1 1000 
00BC: text_highpriority 'ASS1_F' time 10000 1  // You stupid pricks...

:BARON5_24643
if 
  8717 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24678 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24643 

:BARON5_24678
00BC: text_highpriority 'ASS1_G' time 10000 1  // my beautiful house

:BARON5_24693
if 
  11569 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24728 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24693 

:BARON5_24728
00BC: text_highpriority 'ASS1_H' time 10000 1  // look what you've done to it!

:BARON5_24743
if 
  13154 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24778 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24743 

:BARON5_24778
00BC: text_highpriority 'ASS1_I' time 10000 1  // This is for my brother!

:BARON5_24793
if 
  15615 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24828 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24793 

:BARON5_24828
00BC: text_highpriority 'ASS1_J' time 10000 1  // I trusted you, Tommy.

:BARON5_24843
if 
  20715 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24878 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24843 

:BARON5_24878
00BC: text_highpriority 'ASS1_K' time 10000 1  // I woulda had you made...

:BARON5_24893
if 
  23530 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24928 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24893 

:BARON5_24928
00BC: text_highpriority 'ASS1_L' time 5000 1  // Say goodnight, Mr. Diaz.

:BARON5_24943
if 
  24530 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_24978 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24943 

:BARON5_24978
if 
  27376 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_25013 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_24978 

:BARON5_25013
043C: set_game_sounds_disable_on_fade 0 
00BE: text_clear_all 
03EB: clear_small_messages_only 
0169: set_fade_color 255 255 255 
fade 0 0 

:BARON5_25038
if 
  28876 > $CUT_SCENE_TIME // int > $ 
jf @BARON5_25073 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BARON5_25038 

:BARON5_25073
00BE: text_clear_all 
03EB: clear_small_messages_only 

:BARON5_25077
if 
  fading 
jf @BARON5_25101 
wait 0 
jump @BARON5_25077 

:BARON5_25101
wait 1000 
00BE: text_clear_all 
03EB: clear_small_messages_only 
03AD: set_rubbish 1 
02EA: end_cutscene 
00BE: text_clear_all 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
043C: set_game_sounds_disable_on_fade 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
014C: set_parked_car_generator $1987 cars_to_generate_to 101 
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
0395: clear_area 1 at -378.6 -552.6 25.5 range 40.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 40.0 
select_interior 0 
Camera.SetAtPos(-381.8, -536.0, 26.3)
Camera.SetPosition(-415.273, -502.09, 39.183, 0.0, 0.0, 0.0)
Camera.PointAt(-414.699, -502.788, 38.754, 2)
fade 1 1500 

:BARON5_25367
if 
  fading 
jf @BARON5_25391 
wait 0 
jump @BARON5_25367 

:BARON5_25391
00BA: text_styled 'PROP_A' 7000 ms 6  // PROPERTY ACQUIRED!
wait 6000 
0169: set_fade_color 0 0 0 
fade 0 1000 

:BARON5_25426
if 
  fading 
jf @BARON5_25450 
wait 0 
jump @BARON5_25426 

:BARON5_25450
0055: put_player $PLAYER_CHAR at -774.6764 955.78 11.0807 
02A3: enable_widescreen 0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
wait 500 
0332: set_actor $PLAYER_ACTOR bleeding_to 0 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
Camera.SetAtPos(-378.3, -592.4, 24.8)
fade 1 1000 
00BE: text_clear_all 
jump @BARON5_25895 

:BARON5_25542
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\DIAZ_LAUGH.WAV" loop 0 volume 0.4 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
0332: set_actor $PLAYER_ACTOR bleeding_to 0 
01F0: set_max_wanted_level_to 6 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
  Player.Defined($PLAYER_CHAR)
jf @BARON5_25859 
if or
  $991 == 1 // $ == int 
0057:   player $PLAYER_CHAR 0 -350.93 -574.95 10.0 -369.2 -598.84 13.5 
0057:   player $PLAYER_CHAR 0 -387.75 -598.51 10.0 -443.6 -571.64 13.5 
jf @BARON5_25859 
if 
  Actor.Dead($LANCE_VANCE)
jf @BARON5_25859 
fade 0 1000 

:BARON5_25749
if 
  fading 
jf @BARON5_25773 
wait 0 
jump @BARON5_25749 

:BARON5_25773
if 
  Player.Defined($PLAYER_CHAR)
jf @BARON5_25852 
select_interior 0 
Camera.SetAtPos(-274.4, -492.9, 10.3)
0055: put_player $PLAYER_CHAR at -274.4 -492.9 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
Camera.SetBehindPlayer
Car.Destroy($26)
Actor.DestroyInstantly($LANCE_VANCE)

:BARON5_25852
fade 1 1000 

:BARON5_25859
Object.Init($1787, #MANSION_NEW_DOORS, -391.19, -575.906, 24.071)
Object.RemoveFromMissionCleanupList($1787)
$1001 = 0 // $ = int 
return 

:BARON5_25895
$PASSED_ASS1_RUB_OUT = 1 // $ = int 
Object.Destroy($1788)
Object.Init($1789, #MAN_DOOROPEN, -378.542, -554.006, 21.96)
Object.RemoveFromMissionCleanupList($1789)
$1001 = 2 // $ = int 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 50000
0318: set_latest_mission_passed 'ASS_1'  // Rub Out
01F0: set_max_wanted_level_to 6 
030C: progress_made += 1 
014C: set_parked_car_generator $1996 cars_to_generate_to 101 
014C: set_parked_car_generator $1997 cars_to_generate_to 101 
014C: set_parked_car_generator $1998 cars_to_generate_to 101 
02FA: garage $686 change_to_type 31 
032B: $77 = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6 
032B: $78 = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6 
Pickup.Create($79, #HEALTH, 2, -330.702, -573.366, 11.6)
Pickup.Create($80, #BODYARMOUR, 2, -336.0, -573.7, 11.6)
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
$1278 = 1 // $ = int 
014C: set_parked_car_generator $1880 cars_to_generate_to 0 
014C: set_parked_car_generator $83 cars_to_generate_to 101 
$855 = 1 // $ = int 
$906 = 1 // $ = int 
$907 = 1 // $ = int 
start_new_script @PRO1 
start_new_script @PSAVE2 
Marker.Disable($234)
Marker.Disable($265)
01E3: text_1number_styled 'M_PASS' number 50000 time 2000 style 1  // MISSION PASSED! $~1~
02A7: $265 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 
return 

:BARON5_26238
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#M4)
Model.Destroy(#MP5LNG)
Model.Destroy(#UZI)
Model.Destroy(#STALLION)
Model.Destroy(#GRENADE)
Model.Destroy(#MAVERICK)
Model.Destroy(#MOLOTOV)
Model.Destroy(#RUGER)
Model.Destroy(#MINIGUN)
Model.Destroy(#INFERNUS)
Model.Destroy(#ADMIRAL)
Model.Destroy(#STRETCH)
Model.Destroy(#ELECTRICGATE)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences($2957)
Actor.RemoveReferences($2958)
Actor.RemoveReferences(14@)
Actor.RemoveReferences($2950)
Actor.RemoveReferences(0@)
Actor.RemoveReferences($LANCE_VANCE)
Actor.RemoveReferences($2936)
Actor.RemoveReferences($2937)
Actor.RemoveReferences($2938)
Actor.RemoveReferences($2939)
Actor.RemoveReferences($2941)
Actor.RemoveReferences($2955)
Actor.RemoveReferences($2944)
Actor.RemoveReferences($2956)
Actor.RemoveReferences($2952)
Actor.RemoveReferences($2953)
Actor.RemoveReferences($2954)
Actor.RemoveReferences($2959)
Actor.RemoveReferences($2960)
Actor.RemoveReferences($2961)
Actor.RemoveReferences($2962)
Actor.RemoveReferences($2946)
Actor.RemoveReferences($2947)
Actor.RemoveReferences($2948)
Actor.RemoveReferences($2949)
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Marker.Disable(1@)
Marker.Disable($57)
Object.Destroy($2934)
Actor.DestroyWithFade($LANCE_VANCE)
0151: remove_status_text $2951 
0151: remove_status_text $10150 
040D: unload_wav 1 
040D: unload_wav 2 
022A: remove_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
mission_cleanup 
return 

:BARON5_26610
if 
  $2931 == 1 // $ == int 
jf @BARON5_27274 
if 
  6@ == 0 // @ == int 
jf @BARON5_26701 
if 
  not Actor.Dead(7@)
jf @BARON5_26670 
01CA: actor 7@ kill_player $PLAYER_CHAR 

:BARON5_26670
if 
  not Actor.Dead(8@)
jf @BARON5_26694 
01CA: actor 8@ kill_player $PLAYER_CHAR 

:BARON5_26694
6@ = 1 // @ = int 

:BARON5_26701
if 
  $2929 == 0 // $ == int 
jf @BARON5_26867 
if 
  not Actor.Dead(9@)
jf @BARON5_26750 
0350: set_actor 9@ maintain_position_when_attacked 0 
01CA: actor 9@ kill_player $PLAYER_CHAR 

:BARON5_26750
if 
  not Actor.Dead(10@)
jf @BARON5_26781 
0350: set_actor 10@ maintain_position_when_attacked 0 
01CA: actor 10@ kill_player $PLAYER_CHAR 

:BARON5_26781
if 
  not Actor.Dead(11@)
jf @BARON5_26805 
01CA: actor 11@ kill_player $PLAYER_CHAR 

:BARON5_26805
if 
  not Actor.Dead(14@)
jf @BARON5_26836 
0350: set_actor 14@ maintain_position_when_attacked 0 
01CA: actor 14@ kill_player $PLAYER_CHAR 

:BARON5_26836
if 
  not Actor.Dead($2950)
jf @BARON5_26860 
01CA: actor $2950 kill_player $PLAYER_CHAR 

:BARON5_26860
$2929 = 1 // $ = int 

:BARON5_26867
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_27274 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  3@ == 1 // @ == int 
jf @BARON5_27066 
if 
  not Actor.Dead(7@)
jf @BARON5_26992 
0350: set_actor 7@ maintain_position_when_attacked 0 
if 
8510:   not actor 7@ path_is_clear $95 $96 $97 radius 1.0 
jf @BARON5_26992 
009E: set_actor 7@ follow_path $95 $96 $97 radius 1.0 move_stat 1 

:BARON5_26992
if 
  not Actor.Dead(8@)
jf @BARON5_27066 
0350: set_actor 8@ maintain_position_when_attacked 0 
if 
8510:   not actor 8@ path_is_clear $95 $96 $97 radius 1.0 
jf @BARON5_27066 
009E: set_actor 8@ follow_path $95 $96 $97 radius 1.0 move_stat 1 

:BARON5_27066
if 
  not Actor.Dead(9@)
jf @BARON5_27133 
if 
8510:   not actor 9@ path_is_clear $95 $96 $97 radius 1.0 
jf @BARON5_27133 
009E: set_actor 9@ follow_path $95 $96 $97 radius 1.0 move_stat 1 

:BARON5_27133
if 
  not Actor.Dead(10@)
jf @BARON5_27200 
if 
8510:   not actor 10@ path_is_clear $95 $96 $97 radius 1.0 
jf @BARON5_27200 
009E: set_actor 10@ follow_path $95 $96 $97 radius 1.0 move_stat 1 

:BARON5_27200
if 
  not Actor.Dead(14@)
jf @BARON5_27267 
if 
8510:   not actor 14@ path_is_clear $95 $96 $97 radius 1.0 
jf @BARON5_27267 
009E: set_actor 14@ follow_path $95 $96 $97 radius 1.0 move_stat 1 

:BARON5_27267
TIMERA = 0 // @ = int 

:BARON5_27274
return 

:BARON5_27276
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_27381 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_27374 
if 
8510:   not actor $LANCE_VANCE path_is_clear -442.6 -574.9 11.0 radius 0.5 
jf @BARON5_27374 
009E: set_actor $LANCE_VANCE follow_path -442.6 -574.9 11.0 radius 0.5 move_stat 1 

:BARON5_27374
TIMERA = 0 // @ = int 

:BARON5_27381
return 

:BARON5_27383
if 
  TIMERA > 1000 // @ > int 
jf @BARON5_27488 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_27481 
if 
8510:   not actor $LANCE_VANCE path_is_clear -370.1 -596.4 9.5 radius 0.5 
jf @BARON5_27481 
009E: set_actor $LANCE_VANCE follow_path -370.1 -596.4 9.5 radius 0.5 move_stat 1 

:BARON5_27481
TIMERA = 0 // @ = int 

:BARON5_27488
return 

:BARON5_27490
if 
  TIMERB > 1000 // @ > int 
jf @BARON5_27597 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  not Actor.Dead($LANCE_VANCE)
jf @BARON5_27590 
if 
8510:   not actor $LANCE_VANCE path_is_clear $95 $96 $97 radius 0.5 
jf @BARON5_27590 
009E: set_actor $LANCE_VANCE follow_path $95 $96 $97 radius 0.5 move_stat 1 

:BARON5_27590
TIMERB = 0 // @ = int 

:BARON5_27597
return 

//-------------Mission 17---------------
// Originally: Death Row

:KENT1
script_name 'KENT1' 
gosub @KENT1_46 
if 
  wasted_or_busted 
jf @KENT1_37 
gosub @KENT1_11163 

:KENT1_37
gosub @KENT1_11284 
terminate_this_script 

:KENT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
$2971 = 0 // $ = int 
11@ = 0 // @ = int 
10@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
6@ = -1310.325 // @ = float 
7@ = 165.808 // @ = float 
8@ = 10.59 // @ = float 
9@ = 280.723 // @ = float 
$2970 = 100 // $ = int 
1@ = 100 // @ = int 
$2973 = -1308.51 // $ = float 
$2974 = 162.002 // $ = float 
$2975 = 10.56 // $ = float 
$2976 = 0 // $ = int 
$2977 = 0 // $ = int 
$2979 = 0 // $ = int 
$2980 = -1256.36 // $ = float 
$2981 = 2.86 // $ = float 
$2982 = 10.45 // $ = float 
$2983 = -1255.89 // $ = float 
$2984 = 12.26 // $ = float 
$2985 = 10.45 // $ = float 
$2986 = -1255.72 // $ = float 
$2987 = 19.11 // $ = float 
$2988 = 10.45 // $ = float 
$2989 = -1255.89 // $ = float 
$2990 = 12.26 // $ = float 
$2991 = 10.45 // $ = float 
$2992 = -1256.36 // $ = float 
$2993 = 2.86 // $ = float 
$2994 = 10.45 // $ = float 
$2996 = 0 // $ = int 
$2997 = 0 // $ = int 
$3001 = 180.0 // $ = float 
$2998 = -1310.29 // $ = float 
$2999 = 155.36 // $ = float 
$3000 = 10.56 // $ = float 
$3003 = 0 // $ = int 
$3004 = 0 // $ = int 
$3008 = 180.0 // $ = float 
$3005 = -1303.69 // $ = float 
$3006 = 155.36 // $ = float 
$3007 = 10.56 // $ = float 
$3010 = 0 // $ = int 
$3011 = 0 // $ = int 
$3012 = -1259.0 // $ = float 
$3013 = 104.09 // $ = float 
$3014 = 10.45 // $ = float 
$3015 = -1260.03 // $ = float 
$3016 = 95.52 // $ = float 
$3017 = 10.45 // $ = float 
$3018 = -1260.07 // $ = float 
$3019 = 80.4 // $ = float 
$3020 = 10.45 // $ = float 
$3021 = -1259.79 // $ = float 
$3022 = 60.42 // $ = float 
$3023 = 10.26 // $ = float 
$3024 = -1259.66 // $ = float 
$3025 = 49.85 // $ = float 
$3026 = 10.21 // $ = float 
$3027 = -1259.79 // $ = float 
$3028 = 60.42 // $ = float 
$3029 = 10.26 // $ = float 
$3030 = -1260.07 // $ = float 
$3031 = 80.4 // $ = float 
$3032 = 10.45 // $ = float 
$3033 = -1260.03 // $ = float 
$3034 = 95.52 // $ = float 
$3035 = 10.45 // $ = float 
$3036 = -1259.0 // $ = float 
$3037 = 104.09 // $ = float 
$3038 = 10.45 // $ = float 
$3040 = 0 // $ = int 
$3041 = 0 // $ = int 
$3042 = -1302.17 // $ = float 
$3043 = 82.09 // $ = float 
$3044 = 10.46 // $ = float 
$3045 = -1303.89 // $ = float 
$3046 = 75.11 // $ = float 
$3047 = 10.46 // $ = float 
$3048 = -1306.49 // $ = float 
$3049 = 61.84 // $ = float 
$3050 = 10.46 // $ = float 
$3051 = -1302.17 // $ = float 
$3052 = 82.09 // $ = float 
$3053 = 10.46 // $ = float 
$3055 = 0 // $ = int 
$3057 = 0 // $ = int 
$3058 = 0 // $ = int 
$3060 = 0 // $ = int 
$3061 = 0 // $ = int 
$3063 = 0 // $ = int 
$3064 = 0 // $ = int 
$3066 = 0 // $ = int 
$3067 = 0 // $ = int 
$3069 = 0 // $ = int 
$3070 = 0 // $ = int 
$3072 = 0 // $ = int 
$3074 = 0 // $ = int 
$3076 = 0 // $ = int 
$3078 = 0 // $ = int 
$3080 = -823.45 // $ = float 
$3081 = 1162.13 // $ = float 
$3082 = 10.06 // $ = float 
$3083 = 0 // $ = int 
$3084 = 0 // $ = int 
$3086 = 0 // $ = int 
$3087 = 0 // $ = int 
$3089 = 0 // $ = int 
$3090 = 0 // $ = int 
$3097 = 0 // $ = int 
$3098 = 0 // $ = int 
$3100 = 0 // $ = int 
$3101 = 0 // $ = int 
$3102 = 0 // $ = int 
$3103 = 0 // $ = int 
$3104 = 0 // $ = int 
$3105 = 0 // $ = int 
$3106 = 0 // $ = int 
$3107 = 0 // $ = int 
$3108 = 0 // $ = int 
$3109 = 0 // $ = int 
$3110 = 0 // $ = int 
$3111 = 0 // $ = int 
$3112 = 0 // $ = int 
$3113 = 0 // $ = int 
$3114 = 0 // $ = int 
$3115 = 0 // $ = int 
$3116 = 0 // $ = int 
$3117 = 0 // $ = int 
$3118 = 0 // $ = int 
$3121 = 0 // $ = int 
$3122 = 0 // $ = int 
$3123 = 0 // $ = int 
$3124 = 0 // $ = int 
$3125 = 0 // $ = int 
$3126 = 0 // $ = int 
$3127 = 0 // $ = int 
$3128 = 0 // $ = int 
$3129 = 0 // $ = int 
$3130 = 0 // $ = int 
$3131 = 0 // $ = int 
$3133 = 0 // $ = int 
$3134 = 0.0 // $ = float 
$3135 = 0.0 // $ = float 
$3136 = 0.0 // $ = float 
$3137 = 0.0 // $ = float 
$3138 = 0.0 // $ = float 
$3139 = 0.0 // $ = float 
$3140 = 0.0 // $ = float 
$3141 = 0.0 // $ = float 
$3142 = 0.0 // $ = float 
$3143 = 0.0 // $ = float 
$3144 = 0.0 // $ = float 
$3145 = 0.0 // $ = float 
$3146 = 0.0 // $ = float 
$3147 = 0.0 // $ = float 
$3148 = 0.0 // $ = float 
$3149 = 0.0 // $ = float 
$3150 = 0.0 // $ = float 
$3151 = 0.0 // $ = float 
$3152 = 0.0 // $ = float 
$3153 = 0.0 // $ = float 
$3154 = 0.0 // $ = float 
$3155 = 0.0 // $ = float 
$3156 = 0.0 // $ = float 
$3157 = 0.0 // $ = float 
$3158 = 0 // $ = int 
$3159 = 0 // $ = int 
$10151 = 0 // $ = int 
$10152 = 0 // $ = int 
$10153 = 0 // $ = int 
$10154 = 0 // $ = int 
$10155 = 0 // $ = int 
$10156 = 0 // $ = int 
$10157 = 0 // $ = int 
$10158 = 0 // $ = int 
$10159 = 0 // $ = int 
$10160 = 0 // $ = int 
$10161 = 0 // $ = int 
$10162 = 0 // $ = int 
$10163 = 0 // $ = int 
$10164 = 0 // $ = int 
$10165 = 0 // $ = int 
$10166 = 0 // $ = int 
$10167 = 0 // $ = int 
$10168 = 0 // $ = int 
$10169 = 0 // $ = int 
$10170 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'KENT1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
$1011 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
04F9: set_extra_colors 1 fade 0 
select_interior 17 
Camera.SetAtPos(476.12, -63.377, 10.0)
038B: load_requested_models 

:KENT1_1827
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @KENT1_1857 
wait 0 
jump @KENT1_1827 

:KENT1_1857
02E4: load_cutscene_data 'RESC_1A' 
0244: set_cutscene_pos 477.687 -58.001 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
0395: clear_area 1 at 495.74 -82.79 9.03 range 1.0 
0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03 
0171: set_player $PLAYER_CHAR z_angle_to 211.2 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:KENT1_2007
if 
  798 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2042 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2007 

:KENT1_2042
00BC: text_highpriority 'KPM1_A' time 10000 1  // Awright mush, I'm gonna save your Vera, mate.

:KENT1_2057
if 
  3079 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2092 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2057 

:KENT1_2092
00BC: text_highpriority 'KPM1_B' time 10000 1  // What the hell are you talking about?

:KENT1_2107
if 
  4603 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2142 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2107 

:KENT1_2142
00BC: text_highpriority 'KPM1_C' time 10000 1  // You know that wanker Diaz, the Bugle Master.

:KENT1_2157
if 
  6776 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2192 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2157 

:KENT1_2192
00BC: text_highpriority 'KPM1_D' time 10000 1  // He's got your boy, Lance. Word is your mate tried to jump him...

:KENT1_2207
if 
  9460 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2242 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2207 

:KENT1_2242
00BC: text_highpriority 'KPM1_E' time 10000 1  // didn't jump high enough if you know what I mean.

:KENT1_2257
if 
  11736 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2292 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2257 

:KENT1_2292
00BC: text_highpriority 'KPM1_F' time 10000 1  // Where did he take him? In plain English?

:KENT1_2307
if 
  14992 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2342 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2307 

:KENT1_2342
00BC: text_highpriority 'KPM1_G' time 10000 1  // Keep your barnet on! They got him across town at the junkyard.

:KENT1_2357
if 
  20583 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2392 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2357 

:KENT1_2392
00BC: text_highpriority 'KPM1_H' time 10000 1  // Bloody hell....you nutter!

:KENT1_2407
if 
  22880 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2442 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2407 

:KENT1_2442
00BE: text_clear_all 

:KENT1_2444
if 
  23352 > $CUT_SCENE_TIME // int > $ 
jf @KENT1_2479 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @KENT1_2444 

:KENT1_2479
fade 0 2000 
00BE: text_clear_all 

:KENT1_2488
if 
  fading 
jf @KENT1_2512 
wait 0 
jump @KENT1_2488 

:KENT1_2512
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(495.74, -82.79, 9.03)
$1011 = 0 // $ = int 
$986 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0167: $3132 = create_marker_at -1219.969 8.543 10.44 color 1 display 3 
0168: set_marker $3132 size 3 
$3133 = 1 // $ = int 
03C4: set_status_text_to $2970 1 'KPM1_3'  // LANCE'S HEALTH:
00BC: text_highpriority 'KPM1_1' time 7000 1  // ~g~Lance is being held at the junk yard, Go and rescue him!
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Model.Load(#CLA)
Model.Load(#CLB)
Model.Load(#UZI)
Model.Load(#SENTINEL)
Model.Load(#COMET)
Model.Load(#RUGER)
Model.Load(#ELECTRICGATE)
Model.Load(#MAVERICK)
Model.Load(#HFYPR)
04ED: load_animation 'LANCE' 
023C: load_special_actor 3 'IGBUDY3' 

:KENT1_2745
if or
  not Model.Available(#CLA)
  not Model.Available(#CLB)
  not Model.Available(#UZI)
823D:   not special_actor 3 loaded 
  not Model.Available(#SENTINEL)
  not Model.Available(#COMET)
jf @KENT1_2794 
wait 0 
jump @KENT1_2745 

:KENT1_2794
if or
84EE:   not animation 'LANCE' loaded 
  not Model.Available(#RUGER)
  not Model.Available(#ELECTRICGATE)
  not Model.Available(#MAVERICK)
  not Model.Available(#HFYPR)
jf @KENT1_2844 
wait 0 
jump @KENT1_2794 

:KENT1_2844
Car.Create($3092, #COMET, -1066.072, -55.111, 10.262)
Car.Destroy($3092)
Car.Create($3093, #COMET, -1066.714, -28.923, 10.246)
Car.Destroy($3093)
Car.Create($3094, #COMET, -1073.399, 77.886, 10.239)
Car.Destroy($3094)
Car.Create($3095, #COMET, -1072.822, 41.816, 10.27)
Car.Destroy($3095)
Car.Create($3091, #SENTINEL, -1240.28, 7.5, 10.46)
Car.Angle($3091) = 180.0
020A: set_car $3091 door_status_to 3 
Car.Create($10155, #SENTINEL, -1286.172, 68.0832, 11.4532)
Car.Angle($10155) = 267.9138
020A: set_car $10155 door_status_to 3 
Object.Init($10152, #ELECTRICGATE, -1312.283, 157.0, 10.5783)
Object.Angle($10152) = 359.4561
Actor.Create(0@, 4, #SPECIAL03, 6@, 7@, 8@)
0446: set_actor 0@ dismemberment_possible 0 
01ED: clear_actor 0@ threat_search 
04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor 0@ untargetable 1 
Actor.Angle(0@) = 285.31
Actor.Create($2972, 10, #CLA, $2973, $2974, $2975)
01ED: clear_actor $2972 threat_search 
03FE: set_actor $2972 money 200 
Actor.Create($2978, 10, #CLA, $2980, $2981, $2982)
01ED: clear_actor $2978 threat_search 
03FE: set_actor $2978 money 200 
Actor.Create($2995, 10, #CLA, $2998, $2999, $3000)
01ED: clear_actor $2995 threat_search 
03FE: set_actor $2995 money 200 
Actor.Create($3002, 10, #CLA, $3005, $3006, $3007)
01ED: clear_actor $3002 threat_search 
03FE: set_actor $3002 money 200 
Actor.Create($3009, 10, #CLA, $3012, $3013, $3014)
01ED: clear_actor $3009 threat_search 
03FE: set_actor $3009 money 200 
Actor.Create($3039, 10, #CLA, $3042, $3043, $3044)
01ED: clear_actor $3039 threat_search 
03FE: set_actor $3039 money 200 
Actor.Create($3054, 4, #CLA, -1293.67, 142.31, 16.94)
01ED: clear_actor $3054 threat_search 
03FE: set_actor $3054 money 200 
Actor.Create($3056, 4, #CLA, -1243.05, 10.0, 10.46)
01ED: clear_actor $3056 threat_search 
03FE: set_actor $3056 money 200 
Actor.Create($3059, 4, #CLA, -1242.57, 4.5, 10.45)
01ED: clear_actor $3059 threat_search 
03FE: set_actor $3059 money 200 
Actor.Create($3062, 10, #CLA, -1252.871, 42.226, 12.313)
01ED: clear_actor $3062 threat_search 
03FE: set_actor $3062 money 200 
Actor.Create($3065, 10, #CLA, -1257.927, 79.62, 10.45)
01ED: clear_actor $3065 threat_search 
03FE: set_actor $3065 money 200 
Actor.Create($3068, 10, #CLA, -1257.345, 85.37, 10.45)
01ED: clear_actor $3068 threat_search 
03FE: set_actor $3068 money 200 
Actor.Create($10156, 10, #CLA, -1287.435, 84.5759, 26.4182)
011A: set_actor $10156 search_threat 1 
02E2: set_actor $10156 weapon_accuracy_to 95 
01B2: give_actor $10156 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10156 maintain_position_when_attacked 1 
01CA: actor $10156 kill_player $PLAYER_CHAR 
Actor.Create($10156, 10, #CLB, -1294.984, 85.2794, 26.4334)
011A: set_actor $10156 search_threat 1 
02E2: set_actor $10156 weapon_accuracy_to 95 
01B2: give_actor $10156 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10156 maintain_position_when_attacked 1 
01CA: actor $10156 kill_player $PLAYER_CHAR 
Actor.Create($10156, 10, #CLA, -1289.951, 80.7197, 26.6573)
011A: set_actor $10156 search_threat 1 
02E2: set_actor $10156 weapon_accuracy_to 95 
01B2: give_actor $10156 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10156 maintain_position_when_attacked 1 
01CA: actor $10156 kill_player $PLAYER_CHAR 
$123 = 0 // $ = int 
TIMERA = 0 // @ = int 

:KENT1_3736
if 
  2@ == 0 // @ == int 
jf @KENT1_8108 
wait 0 
if 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_3819 
if 
  11@ == 0 // @ == int 
jf @KENT1_3819 
Player.ClearWantedLevel($PLAYER_CHAR)

:KENT1_3819
if 
  $10151 == 1 // $ == int 
jf @KENT1_3888 
if 
  TIMERA >= 6000 // @ >= int 
jf @KENT1_3888 
if 
  $2970 > 0 // $ > int 
jf @KENT1_3888 
$2970 -= 1 // $ -= int 
TIMERA = 0 // @ = int 

:KENT1_3888
if 
  $3158 >= 4 // $ >= int 
jf @KENT1_4260 
if 
  $3159 == 0 // $ == int 
jf @KENT1_4260 
if or
0057:   player $PLAYER_CHAR 0 -1236.888 15.474 8.0 -1288.145 122.99 20.0 
0057:   player $PLAYER_CHAR 0 -1301.625 59.126 8.0 -1236.84 15.482 20.0 
jf @KENT1_4260 
Actor.Create($3071, 10, #CLA, -1307.682, 147.943, 10.45)
01ED: clear_actor $3071 threat_search 
0243: set_actor $3071 ped_stats_to 16 
011A: set_actor $3071 search_threat 1 
01B2: give_actor $3071 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3071 kill_player $PLAYER_CHAR 
Actor.Create($3073, 10, #CLB, -1305.706, 149.732, 10.44)
01ED: clear_actor $3073 threat_search 
0243: set_actor $3073 ped_stats_to 16 
011A: set_actor $3073 search_threat 1 
01B2: give_actor $3073 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3073 kill_player $PLAYER_CHAR 
Actor.Create($3075, 10, #CLA, -1305.314, 145.067, 10.45)
01ED: clear_actor $3075 threat_search 
0243: set_actor $3075 ped_stats_to 16 
011A: set_actor $3075 search_threat 1 
01B2: give_actor $3075 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3075 kill_player $PLAYER_CHAR 
Actor.Create($3077, 10, #CLB, -1302.267, 146.64, 10.45)
01ED: clear_actor $3077 threat_search 
0243: set_actor $3077 ped_stats_to 16 
011A: set_actor $3077 search_threat 1 
01B2: give_actor $3077 weapon 23 ammo 30000 // Load the weapon model before using this 
01CA: actor $3077 kill_player $PLAYER_CHAR 
$3159 = 1 // $ = int 

:KENT1_4260
if 
00E3:   player $PLAYER_CHAR 0 -1307.362 156.0419 radius 6.0 6.0 
jf @KENT1_4376 
if 
  $10151 == 0 // $ == int 
jf @KENT1_4376 
00BC: text_highpriority 'SBOB149' time 2000 1 
if 
  $10153 == 0 // $ == int 
jf @KENT1_4376 
018A: 13@ = create_checkpoint_at -1291.63 80.7342 26.6573 
$10153 = 1 // $ = int 

:KENT1_4376
if 
  $10154 == 0 // $ == int 
jf @KENT1_4611 
if 
00E3:   player $PLAYER_CHAR 0 -1218.342 7.5479 radius 6.0 16.0 
jf @KENT1_4611 
$10154 = 1 // $ = int 
Car.Create($10154, #SENTINEL, -1164.821, 7.8601, 11.4531)
Car.Angle($10154) = 90.9717
04BA: set_car $10154 speed_instantly 120.0 
Car.SetImmunities($10154, 1, 1, 1, 1, 1)
020A: set_car $10154 door_status_to 3 
0129: $10157 = create_actor 4 #CLA in_car $10154 driverseat 
02E2: set_actor $10157 weapon_accuracy_to 80 
01B2: give_actor $10157 weapon 27 ammo 30000 // Load the weapon model before using this 
01CA: actor $10157 kill_player $PLAYER_CHAR 
Actor.Create($10156, 10, #CLB, -1302.267, 146.64, 10.45)
0464: put_actor $10156 into_turret_on_car $10154 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $10156 weapon_accuracy_to 80 
011A: set_actor $10156 search_threat 1 

:KENT1_4611
if 
  $10158 == 0 // $ == int 
jf @KENT1_5111 
if 
00E3:   player $PLAYER_CHAR 0 -1290.678 101.6219 radius 60.0 60.0 
jf @KENT1_5111 
$10158 = 1 // $ = int 
Car.Create($10158, #MAVERICK, -1142.263, 113.7976, 25.4534)
Car.Angle($10158) = 93.0489
Car.Health($10158) = 2000
Car.ImmuneToNonPlayer($10158, True)
Car.SetImmunities($10158, 0, 0, 0, 1, 0)
020A: set_car $10158 door_status_to 3 
0129: $10159 = create_actor 4 #CLB in_car $10158 driverseat 
054A: set_actor $10159 can_be_shot_in_a_car 0 
01B2: give_actor $10159 weapon 27 ammo 30000 // Load the weapon model before using this 
04A2: heli $10158 fly_to -1280.118 111.1743 25.4534 speed 40 
Actor.Create($10159, 10, #CLA, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $10158 at_car_offset 1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $10159 weapon_accuracy_to 80 
01CA: actor $10159 kill_player $PLAYER_CHAR 
Actor.Create($10159, 10, #CLB, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $10158 at_car_offset 1.1242 2.1679 0.3322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $10159 weapon_accuracy_to 80 
01CA: actor $10159 kill_player $PLAYER_CHAR 
Actor.Create($10159, 10, #CLA, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $10158 at_car_offset -1.1242 2.1679 0.3322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $10159 weapon_accuracy_to 80 
01CA: actor $10159 kill_player $PLAYER_CHAR 
Actor.Create($10159, 10, #CLB, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $10158 at_car_offset -1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 27 
02E2: set_actor $10159 weapon_accuracy_to 80 
01CA: actor $10159 kill_player $PLAYER_CHAR 

:KENT1_5111
if 
  13@ == 0 // @ == int 
jf @KENT1_5219 
if 
00E3:   player $PLAYER_CHAR 0 -1263.729 68.9396 radius 22.0 1.0 
jf @KENT1_5219 
if 
  not Car.Wrecked($10155)
jf @KENT1_5219 
13@ = 1 // @ = int 
04BA: set_car $10155 speed_instantly 120.0 
018C: play_sound 16 at -1286.172 68.0832 11.4532 

:KENT1_5219
if 
  $10151 == 0 // $ == int 
jf @KENT1_5502 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1291.63 80.7342 26.6573 radius 1.0 1.0 1.0 
jf @KENT1_5502 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0171: set_player $PLAYER_CHAR z_angle_to 0.6611 
wait 1000 
Camera.SetPosition(-1312.266, 145.4837, 16.6573, 0.0, 0.0, 0.0)
Camera.PointAt(-1307.724, 156.0793, 11.5596, 2)
wait 500 
Object.ToggleInMovingList($10152, True)

:KENT1_5381
if 
834E:   not move_object $10152 to -1325.402 157.0 10.5783 speed 0.1 0.1 0.0 collision_check 0 
jf @KENT1_5440 
wait 0 
jump @KENT1_5381 

:KENT1_5440
if 
  $10153 == 1 // $ == int 
jf @KENT1_5463 
Marker.Disable(13@)

:KENT1_5463
Object.RemoveReferences($10152)
Object.ToggleInMovingList($10152, False)
$10151 = 2 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut

:KENT1_5502
if 
  $3133 == 1 // $ == int 
jf @KENT1_5652 
if or
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
  $2971 == 1 // $ == int 
jf @KENT1_5652 
if 
  not Actor.Dead(0@)
jf @KENT1_5608 
Marker.Disable($3132)
Marker.CreateAboveActor(5@, 0@)
$3133 = 0 // $ = int 
jump @KENT1_5652 

:KENT1_5608
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 
3@ = 1 // @ = int 

:KENT1_5652
if 
  13 > $3115 // int > $ 
jf @KENT1_5684 
gosub @KENT1_17858 
jump @KENT1_5789 

:KENT1_5684
$3131 += 1 // $ += int 
if 
  $3159 == 1 // $ == int 
jf @KENT1_5742 
if 
  $3131 > 270 // $ > int 
jf @KENT1_5735 
$3131 = 0 // $ = int 

:KENT1_5735
jump @KENT1_5768 

:KENT1_5742
if 
  $3131 > 150 // $ > int 
jf @KENT1_5768 
$3131 = 0 // $ = int 

:KENT1_5768
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
gosub @KENT1_11511 

:KENT1_5789
if 
  3@ == 0 // @ == int 
jf @KENT1_7773 
if 
  Actor.Dead(0@)
jf @KENT1_5874 
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 
3@ = 1 // @ = int 
jump @KENT1_7773 

:KENT1_5874
if 
  $3117 == 0 // $ == int 
jf @KENT1_5900 
Actor.Health(0@) = $2970

:KENT1_5900
1@ = Actor.Health(0@)
if 
  $3083 == 0 // $ == int 
jf @KENT1_6031 
if 
80A3:   not actor 0@ 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_6031 
Actor.RemoveReferences($2972)
Actor.RemoveReferences($2978)
Actor.RemoveReferences($2995)
Actor.RemoveReferences($3002)
Actor.RemoveReferences($3009)
Actor.RemoveReferences($3039)
Actor.RemoveReferences($3054)
Actor.RemoveReferences($3056)
Actor.RemoveReferences($3059)
Actor.RemoveReferences($3062)
Actor.RemoveReferences($3065)
Actor.RemoveReferences($3068)
$3083 = 1 // $ = int 

:KENT1_6031
if 
  11@ == 1 // @ == int 
jf @KENT1_6106 
gosub @KENT1_14265 
if 
0101:   actor 0@ stopped_near_point $3080 $3081 $3082 radius 3.0 3.0 3.0 sphere $123 
jf @KENT1_6106 
2@ = 1 // @ = int 

:KENT1_6106
if 
  10@ == 0 // @ == int 
jf @KENT1_6239 
if 
  11@ == 1 // @ == int 
jf @KENT1_6239 
if 
  not Actor.Dead(0@)
jf @KENT1_6195 
02A9: set_actor 0@ immune_to_nonplayer 0 
Actor.LockInCurrentPosition(0@, False)
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
10@ = 1 // @ = int 
jump @KENT1_6239 

:KENT1_6195
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 
3@ = 1 // @ = int 

:KENT1_6239
if 
  $2976 == 1 // $ == int 
jf @KENT1_7773 
if 
  11@ == 0 // @ == int 
jf @KENT1_7773 
if 
00F9:   player $PLAYER_CHAR stopped 0 6@ 7@ 8@ radius 2.0 2.0 4.0 
jf @KENT1_7773 
$3117 = 1 // $ = int 
if 
  $3118 == 0 // $ == int 
jf @KENT1_6540 
Marker.Disable($3132)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0470: $3125 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at -1312.775 170.233 12.036 range 1.0 
Camera.SetPosition(-1312.775, 170.233, 12.036, 0.0, 0.0, 0.0)
Camera.PointAt(-1312.312, 169.349, 11.982, 2)
if 
  not Actor.Dead(0@)
jf @KENT1_6540 
008B: 1@ = $2970 // @ = $ int 
Actor.Health(0@) = 1@
0350: set_actor 0@ maintain_position_when_attacked 0 
Actor.LockInCurrentPosition(0@, False)
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
020E: actor 0@ look_at_actor $PLAYER_ACTOR 
$3118 = 1 // $ = int 

:KENT1_6540
if 
  $3118 == 1 // $ == int 
jf @KENT1_7574 
if 
  $3116 == 0 // $ == int 
jf @KENT1_6607 
03CF: load_wav 'RESC_4' as 1 
03CF: load_wav 'RESC_5' as 2 
$3116 = 1 // $ = int 

:KENT1_6607
if 
  $3116 == 1 // $ == int 
jf @KENT1_6651 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @KENT1_6651 
$3116 = 2 // $ = int 

:KENT1_6651
if 
  $3116 == 2 // $ == int 
jf @KENT1_6707 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_4' time 5000 1  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3116 = 3 // $ = int 

:KENT1_6707
if 
  $3116 == 3 // $ == int 
jf @KENT1_6766 
if 
03D2:   wav 1 ended 
jf @KENT1_6766 
03D5: remove_text 'RESC_4'  // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3116 = 4 // $ = int 

:KENT1_6766
if 
  $3116 == 4 // $ == int 
jf @KENT1_6822 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_5' time 5000 1  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
$3116 = 5 // $ = int 

:KENT1_6822
if 
  $3116 == 5 // $ == int 
jf @KENT1_6893 
03CF: load_wav 'RESC_6' as 1 
if 
03D2:   wav 2 ended 
jf @KENT1_6893 
03D5: remove_text 'RESC_5'  // He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
$3116 = 6 // $ = int 

:KENT1_6893
if 
  $3116 == 6 // $ == int 
jf @KENT1_6933 
if 
03D0:   wav 1 loaded 
jf @KENT1_6933 
$3116 = 7 // $ = int 

:KENT1_6933
if 
  $3116 == 7 // $ == int 
jf @KENT1_7001 
03CF: load_wav 'RESC_1' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_6' time 5000 1  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3116 = 8 // $ = int 

:KENT1_7001
if 
  $3116 == 8 // $ == int 
jf @KENT1_7060 
if 
03D2:   wav 1 ended 
jf @KENT1_7060 
03D5: remove_text 'RESC_6'  // We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3116 = 9 // $ = int 

:KENT1_7060
if 
  $3116 == 9 // $ == int 
jf @KENT1_7100 
if 
03D0:   wav 2 loaded 
jf @KENT1_7100 
$3116 = 10 // $ = int 

:KENT1_7100
if 
  $3116 == 10 // $ == int 
jf @KENT1_7168 
03CF: load_wav 'RESC_2' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_1' time 5000 1  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3116 = 11 // $ = int 

:KENT1_7168
if 
  $3116 == 11 // $ == int 
jf @KENT1_7227 
if 
03D2:   wav 2 ended 
jf @KENT1_7227 
03D5: remove_text 'RESC_1'  // You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3116 = 12 // $ = int 

:KENT1_7227
if 
  $3116 == 12 // $ == int 
jf @KENT1_7267 
if 
03D0:   wav 1 loaded 
jf @KENT1_7267 
$3116 = 13 // $ = int 

:KENT1_7267
if 
  $3116 == 13 // $ == int 
jf @KENT1_7335 
03CF: load_wav 'RESC_3' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_2' time 5000 1  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
$3116 = 14 // $ = int 

:KENT1_7335
if 
  $3116 == 14 // $ == int 
jf @KENT1_7394 
if 
03D2:   wav 1 ended 
jf @KENT1_7394 
03D5: remove_text 'RESC_2'  // Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
$3116 = 15 // $ = int 

:KENT1_7394
if 
  $3116 == 15 // $ == int 
jf @KENT1_7434 
if 
03D0:   wav 2 loaded 
jf @KENT1_7434 
$3116 = 16 // $ = int 

:KENT1_7434
if 
  $3116 == 16 // $ == int 
jf @KENT1_7490 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_3' time 5000 1  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
$3116 = 17 // $ = int 

:KENT1_7490
if 
  $3116 == 17 // $ == int 
jf @KENT1_7549 
if 
03D2:   wav 2 ended 
jf @KENT1_7549 
03D5: remove_text 'RESC_3'  // Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
$3116 = 18 // $ = int 

:KENT1_7549
if 
  $3116 == 18 // $ == int 
jf @KENT1_7574 
$3118 = 2 // $ = int 

:KENT1_7574
if 
  $3118 == 2 // $ == int 
jf @KENT1_7773 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
if 
  not Actor.Dead(0@)
jf @KENT1_7640 
01B2: give_actor 0@ weapon 23 ammo 30000 // Load the weapon model before using this 
jump @KENT1_7669 

:KENT1_7640
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 
3@ = 1 // @ = int 

:KENT1_7669
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_4' time 5000 1  // ~g~Get Lance to the hospital!
018A: $3079 = create_checkpoint_at $3080 $3081 $3082 
$123 = 1 // $ = int 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$10151 = 1 // $ = int 
Camera.Restore_WithJumpCut
4@ = 1 // @ = int 
11@ = 1 // @ = int 
$3118 = 3 // $ = int 

:KENT1_7773
if 
  $3117 == 0 // $ == int 
jf @KENT1_8044 
if 
  $2971 == 1 // $ == int 
jf @KENT1_7909 
if 
  TIMERA >= 6000 // @ >= int 
jf @KENT1_7902 
if 
  $2970 > 0 // $ > int 
jf @KENT1_7867 
$2970 -= 1 // $ -= int 
TIMERA = 0 // @ = int 
jump @KENT1_7902 

:KENT1_7867
$2970 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
  not Actor.Dead(0@)
jf @KENT1_7902 
0321: kill_actor 0@ 

:KENT1_7902
jump @KENT1_8002 

:KENT1_7909
if 
  TIMERA >= 6000 // @ >= int 
jf @KENT1_8002 
if 
  $2970 > 0 // $ > int 
jf @KENT1_7967 
$2970 -= 1 // $ -= int 
TIMERA = 0 // @ = int 
jump @KENT1_8002 

:KENT1_7967
$2970 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
  not Actor.Dead(0@)
jf @KENT1_8002 
0321: kill_actor 0@ 

:KENT1_8002
if 
001E:   $2970 > 1@ // $ > @ int 
jf @KENT1_8036 
008A: $2970 = 1@ // $ = @ int 
jump @KENT1_8044 

:KENT1_8036
008B: 1@ = $2970 // @ = $ int 

:KENT1_8044
if 
  $3083 == 1 // $ == int 
jf @KENT1_8101 
if 
  $3084 == 0 // $ == int 
jf @KENT1_8094 
gosub @KENT1_14520 
jump @KENT1_8101 

:KENT1_8094
gosub @KENT1_15353 

:KENT1_8101
jump @KENT1_3736 

:KENT1_8108
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -830.107 1157.09 12.98 range 1.0 
Camera.SetPosition(-830.107, 1157.09, 12.98, 0.0, 0.0, 0.0)
Camera.PointAt(-829.292, 1157.611, 12.74, 2)
03CF: load_wav 'RESC_7' as 1 
03CF: load_wav 'RESC_8' as 2 
if 
  not Actor.Dead(0@)
jf @KENT1_8260 
01E0: clear_leader 0@ 
jump @KENT1_8287 

:KENT1_8260
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8287
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @KENT1_8360 
wait 0 
if 
  Actor.Dead(0@)
jf @KENT1_8353 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8353
jump @KENT1_8287 

:KENT1_8360
if 
  not Actor.Dead(0@)
jf @KENT1_8479 
if 
  Actor.Driving($PLAYER_ACTOR)
jf @KENT1_8418 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' time 5000 1  // Get patched up and meet me on the bridge to Star Island, ok?
jump @KENT1_8472 

:KENT1_8418
020E: actor $PLAYER_ACTOR look_at_actor 0@ 
0470: $3125 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
03D1: play_wav 1 
00BC: text_highpriority 'RESC_7' time 5000 1  // Get patched up and meet me on the bridge to Star Island, ok?

:KENT1_8472
jump @KENT1_8516 

:KENT1_8479
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8516
if 
83D2:   not wav 1 ended 
jf @KENT1_8585 
wait 0 
if 
  Actor.Dead(0@)
jf @KENT1_8578 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8578
jump @KENT1_8516 

:KENT1_8585
03D5: remove_text 'RESC_7'  // Get patched up and meet me on the bridge to Star Island, ok?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
if 
  not Actor.Dead(0@)
jf @KENT1_8707 
if 
  Actor.Driving(0@)
jf @KENT1_8662 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' time 5000 1  // Ok, I got you.
jump @KENT1_8700 

:KENT1_8662
01B9: set_actor 0@ armed_weapon_to 0 
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'RESC_8' time 5000 1  // Ok, I got you.

:KENT1_8700
jump @KENT1_8744 

:KENT1_8707
Marker.Disable(5@)
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8744
if 
83D2:   not wav 2 ended 
jf @KENT1_8819 
wait 0 
if 
  Actor.Dead(0@)
jf @KENT1_8812 
Marker.Disable(5@)
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8812
jump @KENT1_8744 

:KENT1_8819
03D5: remove_text 'RESC_8'  // Ok, I got you.
if 
  not Actor.Dead(0@)
jf @KENT1_8861 
0372: set_actor 0@ anim 0 wait_state_time 1 ms 
jump @KENT1_8894 

:KENT1_8861
Marker.Disable(5@)
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_8894
if 
  not Actor.Dead(0@)
jf @KENT1_9092 
if 
  Actor.Driving(0@)
jf @KENT1_9085 
00D9: $3119 = actor 0@ car // add to mission cleanup 
01D3: actor 0@ leave_car $3119 

:KENT1_8942
if 
  Actor.Driving(0@)
jf @KENT1_9085 
wait 0 
if 
  Actor.Dead(0@)
jf @KENT1_9005 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_9005
if 
  Car.Wrecked($3119)
jf @KENT1_9078 
if 
  Actor.Dead(0@)
jf @KENT1_9071 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 
jump @KENT1_9078 

:KENT1_9071
jump @KENT1_11163 

:KENT1_9078
jump @KENT1_8942 

:KENT1_9085
jump @KENT1_9119 

:KENT1_9092
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_9119
if 
  not Actor.Dead(0@)
jf @KENT1_9172 
Actor.PutAt(0@, -822.71, 1158.16, 10.07)
Actor.Angle(0@) = 202.594
jump @KENT1_9199 

:KENT1_9172
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_9199
Camera.SetPosition(-841.1078, 1170.314, 31.5712, 0.0, 0.0, 0.0)
Camera.PointAt(-823.8395, 1152.235, 15.5712, 2)
0239: actor 0@ run_to -821.9334 1129.362 
TIMERA = 0 // @ = int 

:KENT1_9272
wait 0 
if 
00EC:   actor 0@ 0 -821.9334 1129.362 radius 2.0 2.0 
jf @KENT1_9272 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\1_!.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB150' time 2000 1 
wait 1100 
00BC: text_highpriority 'SBOB151' time 2000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\1_3.WAV" loop 0 volume 0.5 
wait 1000 
00BC: text_highpriority 'SBOB152' time 2000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\1_2.WAV" loop 0 volume 0.5 
wait 1800 
00BC: text_highpriority 'SBOB153' time 4000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\1_4.WAV" loop 0 volume 0.6 
wait 2000 
00BC: text_highpriority 'SNEMPTY' time 4000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\1_5.WAV" loop 0 volume 0.4 
wait 700 
Camera.Shake(250)
wait 850 
00BC: text_highpriority 'SBOB154' time 4000 1 
wait 1500 
00BC: text_highpriority 'SBOB155' time 4000 1 
wait 1100 
Camera.Shake(250)
wait 750 
00BC: text_highpriority 'SNBOB35' time 4000 1 
wait 1200 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'SBOB156' time 5000 1 
Actor.LockInCurrentPosition(0@, True)
Actor.PutAt(0@, -727.3379, 1039.585, 8.7013)
Actor.Angle(0@) = 10.0992
Marker.Disable($3079)
018A: $3079 = create_checkpoint_at -727.3379 1039.585 8.7013 
Actor.Create($2972, 10, #CLB, -791.4211, 1104.109, 12.4111)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLA, -767.0319, 1109.17, 12.4111)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLA, -735.7264, 1109.699, 12.7367)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #HFYPR, -741.7717, 1090.319, 9.4841)
Actor.Health($2972) = 400
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 95 
Actor.Create($2972, 10, #CLB, -747.8175, 1074.959, 9.5002)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLA, -732.9258, 1076.413, 9.5002)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLB, -733.1213, 1051.039, 9.5002)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLA, -740.1256, 1051.103, 9.5002)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Actor.Create($2972, 10, #CLB, -730.1155, 1041.759, 9.5002)
Actor.Health($2972) = 200
01CA: actor $2972 kill_player $PLAYER_CHAR 
0350: set_actor $2972 maintain_position_when_attacked 1 
01B2: give_actor $2972 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 85 
Car.Create($2972, #COMET, -735.8949, 1055.172, 9.5002)
Car.Angle($2972) = 100.5922
Car.Create($2972, #COMET, -753.5879, 1078.871, 9.5002)
Car.Angle($2972) = 319.6143
Car.Create($2972, #COMET, -733.0845, 1084.141, 9.5002)
Car.Angle($2972) = 92.7821
wait 1700 
0372: set_actor 0@ anim 34 wait_state_time 1000000 ms 

:KENT1_10453
wait 0 
if 
  TIMERA >= 5000 // @ >= int 
jf @KENT1_10508 
if 
  $2970 > 0 // $ > int 
jf @KENT1_10508 
$2970 -= 1 // $ -= int 
TIMERA = 0 // @ = int 

:KENT1_10508
if 
  Actor.Dead(0@)
jf @KENT1_10551 
Marker.Disable($3079)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_10551
if 
00E7:   player $PLAYER_CHAR stopped 0 -727.3379 1039.585 radius 1.0 1.0 
jf @KENT1_10453 
Marker.Disable($3079)
018A: $3079 = create_checkpoint_at -870.4603 -472.0334 11.1034 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
00BC: text_highpriority 'SBOB157' time 5000 1 
Actor.LockInCurrentPosition(0@, False)
0372: set_actor 0@ anim 0 wait_state_time 0 ms 

:KENT1_10653
wait 0 
if 
  TIMERA >= 4000 // @ >= int 
jf @KENT1_10708 
if 
  $2970 > 0 // $ > int 
jf @KENT1_10708 
$2970 -= 1 // $ -= int 
TIMERA = 0 // @ = int 

:KENT1_10708
if 
  Actor.Dead(0@)
jf @KENT1_10751 
Marker.Disable($3079)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_10751
if 
  not Actor.Dead(0@)
jf @KENT1_10708 
if 
00F8:   player $PLAYER_CHAR stopped 1 -870.4603 -472.0334 11.1034 radius 4.0 4.0 4.0 
jf @KENT1_10653 
if 
00FE:   actor 0@ 0 -870.4603 -472.0334 11.1034 radius 4.0 4.0 4.0 
jf @KENT1_10653 
Marker.Disable($3079)
Camera.SetPosition(-851.7512, -475.2804, 24.6027, 0.0, 0.0, 0.0)
Camera.PointAt(-880.3376, -470.4083, 12.4579, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01E0: clear_leader 0@ 
if 
  Actor.Driving(0@)
jf @KENT1_10963 
03E2: actor 0@ leave_any_car 

:KENT1_10963
0239: actor 0@ run_to -887.4424 -470.2023 

:KENT1_10978
wait 0 
if 
00ED:   actor 0@ 0 -887.4424 -470.2023 radius 1.0 1.0 
jf @KENT1_10978 
jump @KENT1_11190 

:KENT1_11027
if 
  3000 > TIMERA // int > @ 
jf @KENT1_11100 
wait 0 
if 
  Actor.Dead(0@)
jf @KENT1_11093 
Marker.Disable(5@)
00BC: text_highpriority 'KPM1_2' time 5000 1  // ~r~You were supposed to get Lance out alive!
jump @KENT1_11163 

:KENT1_11093
jump @KENT1_11027 

:KENT1_11100
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(0@)
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @KENT1_11131 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 

:KENT1_11131
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
jump @KENT1_11190 

:KENT1_11163
0151: remove_status_text $2970 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
Marker.Disable(13@)
return 

:KENT1_11190
$PASSED_KENT1_DEATH_ROW = 1 // $ = int 
$996 = 0 // $ = int 
0318: set_latest_mission_passed 'KENT_1'  // Death Row
0394: play_music 1 
030C: progress_made += 1 
0151: remove_status_text $2970 
00BA: text_styled 'M_PASSN' 5000 ms 1  // MISSION PASSED!
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($241)
Marker.Disable($234)
02A7: $234 = create_icon_marker_and_sphere $420 at $510 $511 $512 
start_new_script @BAR5 
return 

:KENT1_11284
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
$ONMISSION = 0 // $ = int 
Actor.DestroyWithFade(0@)
04EF: release_animation 'LANCE' 
01E7: remove_forbidden_for_cars_cube -1208.09 1.78 6.0 -1172.68 18.66 20.0 
Marker.Disable(5@)
Marker.Disable($3079)
Marker.Disable($3132)
0296: unload_special_actor 3 
if 
  not Car.Wrecked($3092)
jf @KENT1_11392 
00AF: set_car $3092 driver_behaviour_to 0 

:KENT1_11392
if 
  not Car.Wrecked($3093)
jf @KENT1_11415 
00AF: set_car $3093 driver_behaviour_to 0 

:KENT1_11415
if 
  not Car.Wrecked($3094)
jf @KENT1_11438 
00AF: set_car $3094 driver_behaviour_to 0 

:KENT1_11438
if 
  not Car.Wrecked($3095)
jf @KENT1_11461 
00AF: set_car $3095 driver_behaviour_to 0 

:KENT1_11461
Model.Destroy(#CLA)
Model.Destroy(#CLB)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
Model.Destroy(#COMET)
Model.Destroy(#RUGER)
Model.Destroy(#ELECTRICGATE)
Model.Destroy(#HFYPR)
0151: remove_status_text $2970 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KENT1_11511
if 
  $2976 == 0 // $ == int 
jf @KENT1_11624 
if 
  Actor.Dead($2972)
jf @KENT1_11566 
$3158 += 1 // $ += int 
$2976 = 1 // $ = int 
jump @KENT1_11624 

:KENT1_11566
if 
  11@ == 1 // @ == int 
jf @KENT1_11624 
if 
  $2977 == 0 // $ == int 
jf @KENT1_11624 
0350: set_actor $2972 maintain_position_when_attacked 0 
01CC: actor $2972 kill_player $PLAYER_CHAR 
$2977 = 1 // $ = int 

:KENT1_11624
if 
  $2979 == 0 // $ == int 
jf @KENT1_11788 
if 
  Actor.Dead($2978)
jf @KENT1_11679 
$3158 += 1 // $ += int 
$2979 = 1 // $ = int 
jump @KENT1_11788 

:KENT1_11679
if 
  $2971 == 0 // $ == int 
jf @KENT1_11723 
if 
0123:   actor $2978 spotted_player $PLAYER_CHAR 
jf @KENT1_11723 
$2971 = 1 // $ = int 

:KENT1_11723
if 
  $2971 == 1 // $ == int 
jf @KENT1_11788 
if 
  $3131 == 0 // $ == int 
jf @KENT1_11788 
009E: set_actor $2978 follow_path $95 $96 $97 radius 0.5 move_stat 1 
01CA: actor $2978 kill_player $PLAYER_CHAR 

:KENT1_11788
if 
  $2996 == 0 // $ == int 
jf @KENT1_11937 
if 
  Actor.Dead($2995)
jf @KENT1_11843 
$3158 += 1 // $ += int 
$2996 = 1 // $ = int 
jump @KENT1_11937 

:KENT1_11843
if 
  $2971 == 0 // $ == int 
jf @KENT1_11887 
if 
0123:   actor $2995 spotted_player $PLAYER_CHAR 
jf @KENT1_11887 
$2971 = 1 // $ = int 

:KENT1_11887
if 
  11@ == 1 // @ == int 
jf @KENT1_11937 
if 
  $2997 == 0 // $ == int 
jf @KENT1_11937 
0350: set_actor $2995 maintain_position_when_attacked 0 
$2997 = 1 // $ = int 

:KENT1_11937
if 
  $3003 == 0 // $ == int 
jf @KENT1_12086 
if 
  Actor.Dead($3002)
jf @KENT1_11992 
$3158 += 1 // $ += int 
$3003 = 1 // $ = int 
jump @KENT1_12086 

:KENT1_11992
if 
  $2971 == 0 // $ == int 
jf @KENT1_12036 
if 
0123:   actor $3002 spotted_player $PLAYER_CHAR 
jf @KENT1_12036 
$2971 = 1 // $ = int 

:KENT1_12036
if 
  11@ == 1 // @ == int 
jf @KENT1_12086 
if 
  $3004 == 0 // $ == int 
jf @KENT1_12086 
0350: set_actor $3002 maintain_position_when_attacked 0 
$3004 = 1 // $ = int 

:KENT1_12086
if 
  $3010 == 0 // $ == int 
jf @KENT1_12311 
if 
  Actor.Dead($3009)
jf @KENT1_12141 
$3158 += 1 // $ += int 
$3010 = 1 // $ = int 
jump @KENT1_12311 

:KENT1_12141
if 
  $2971 == 0 // $ == int 
jf @KENT1_12185 
if 
0123:   actor $3009 spotted_player $PLAYER_CHAR 
jf @KENT1_12185 
$2971 = 1 // $ = int 

:KENT1_12185
if 
  $2971 == 1 // $ == int 
jf @KENT1_12311 
if 
  $3011 == 0 // $ == int 
jf @KENT1_12264 
009E: set_actor $3009 follow_path $95 $96 $97 radius 0.5 move_stat 1 
01CA: actor $3009 kill_player $PLAYER_CHAR 
$3011 = 1 // $ = int 
jump @KENT1_12311 

:KENT1_12264
if 
  $3131 == 30 // $ == int 
jf @KENT1_12311 
009E: set_actor $3009 follow_path $95 $96 $97 radius 0.5 move_stat 1 
01CA: actor $3009 kill_player $PLAYER_CHAR 

:KENT1_12311
if 
  $3040 == 0 // $ == int 
jf @KENT1_12536 
if 
  Actor.Dead($3039)
jf @KENT1_12366 
$3158 += 1 // $ += int 
$3040 = 1 // $ = int 
jump @KENT1_12536 

:KENT1_12366
if 
  $2971 == 0 // $ == int 
jf @KENT1_12410 
if 
0123:   actor $3039 spotted_player $PLAYER_CHAR 
jf @KENT1_12410 
$2971 = 1 // $ = int 

:KENT1_12410
if 
  $2971 == 1 // $ == int 
jf @KENT1_12536 
if 
  $3041 == 0 // $ == int 
jf @KENT1_12489 
009E: set_actor $3039 follow_path $95 $96 $97 radius 0.5 move_stat 1 
01CA: actor $3039 kill_player $PLAYER_CHAR 
$3041 = 1 // $ = int 
jump @KENT1_12536 

:KENT1_12489
if 
  $3131 == 60 // $ == int 
jf @KENT1_12536 
009E: set_actor $3039 follow_path $95 $96 $97 radius 0.5 move_stat 1 
01CA: actor $3039 kill_player $PLAYER_CHAR 

:KENT1_12536
if 
  $3055 == 0 // $ == int 
jf @KENT1_12591 
if 
  Actor.Dead($3054)
jf @KENT1_12591 
$3158 += 1 // $ += int 
$3055 = 1 // $ = int 
jump @KENT1_12591 

:KENT1_12591
if 
  $3057 == 0 // $ == int 
jf @KENT1_12775 
if 
  Actor.Dead($3056)
jf @KENT1_12646 
$3158 += 1 // $ += int 
$3057 = 1 // $ = int 
jump @KENT1_12775 

:KENT1_12646
if 
  $2971 == 0 // $ == int 
jf @KENT1_12690 
if 
0123:   actor $3056 spotted_player $PLAYER_CHAR 
jf @KENT1_12690 
$2971 = 1 // $ = int 

:KENT1_12690
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_12775 
if 
  $3058 == 0 // $ == int 
jf @KENT1_12775 
0350: set_actor $3056 maintain_position_when_attacked 0 
01CA: actor $3056 kill_player $PLAYER_CHAR 
$3058 = 1 // $ = int 

:KENT1_12775
if 
  $3060 == 0 // $ == int 
jf @KENT1_12959 
if 
  Actor.Dead($3059)
jf @KENT1_12830 
$3158 += 1 // $ += int 
$3060 = 1 // $ = int 
jump @KENT1_12959 

:KENT1_12830
if 
  $2971 == 0 // $ == int 
jf @KENT1_12874 
if 
0123:   actor $3059 spotted_player $PLAYER_CHAR 
jf @KENT1_12874 
$2971 = 1 // $ = int 

:KENT1_12874
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_12959 
if 
  $3061 == 0 // $ == int 
jf @KENT1_12959 
0350: set_actor $3059 maintain_position_when_attacked 0 
01CA: actor $3059 kill_player $PLAYER_CHAR 
$3061 = 1 // $ = int 

:KENT1_12959
if 
  $3063 == 0 // $ == int 
jf @KENT1_13190 
if 
  Actor.Dead($3062)
jf @KENT1_13014 
$3158 += 1 // $ += int 
$3063 = 1 // $ = int 
jump @KENT1_13190 

:KENT1_13014
if 
  $2971 == 0 // $ == int 
jf @KENT1_13058 
if 
0123:   actor $3062 spotted_player $PLAYER_CHAR 
jf @KENT1_13058 
$2971 = 1 // $ = int 

:KENT1_13058
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_13190 
if 
  $3064 == 0 // $ == int 
jf @KENT1_13143 
0350: set_actor $3062 maintain_position_when_attacked 0 
01CC: actor $3062 kill_player $PLAYER_CHAR 
$3064 = 1 // $ = int 

:KENT1_13143
if 
  $3131 == 90 // $ == int 
jf @KENT1_13190 
009E: set_actor $3062 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3062 kill_player $PLAYER_CHAR 

:KENT1_13190
if 
  $3066 == 0 // $ == int 
jf @KENT1_13421 
if 
  Actor.Dead($3065)
jf @KENT1_13245 
$3158 += 1 // $ += int 
$3066 = 1 // $ = int 
jump @KENT1_13421 

:KENT1_13245
if 
  $2971 == 0 // $ == int 
jf @KENT1_13289 
if 
0123:   actor $3065 spotted_player $PLAYER_CHAR 
jf @KENT1_13289 
$2971 = 1 // $ = int 

:KENT1_13289
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_13421 
if 
  $3067 == 0 // $ == int 
jf @KENT1_13374 
0350: set_actor $3065 maintain_position_when_attacked 0 
01CC: actor $3065 kill_player $PLAYER_CHAR 
$3067 = 1 // $ = int 

:KENT1_13374
if 
  $3131 == 120 // $ == int 
jf @KENT1_13421 
009E: set_actor $3065 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3065 kill_player $PLAYER_CHAR 

:KENT1_13421
if 
  $3069 == 0 // $ == int 
jf @KENT1_13653 
if 
  Actor.Dead($3068)
jf @KENT1_13476 
$3158 += 1 // $ += int 
$3069 = 1 // $ = int 
jump @KENT1_13653 

:KENT1_13476
if 
  $2971 == 0 // $ == int 
jf @KENT1_13520 
if 
0123:   actor $3068 spotted_player $PLAYER_CHAR 
jf @KENT1_13520 
$2971 = 1 // $ = int 

:KENT1_13520
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_13653 
if 
  $3070 == 0 // $ == int 
jf @KENT1_13605 
0350: set_actor $3068 maintain_position_when_attacked 0 
01CC: actor $3068 kill_player $PLAYER_CHAR 
$3070 = 1 // $ = int 

:KENT1_13605
if 
  $3131 == 150 // $ == int 
jf @KENT1_13653 
009E: set_actor $3068 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3068 kill_player $PLAYER_CHAR 

:KENT1_13653
if 
  $3159 == 1 // $ == int 
jf @KENT1_14263 
if 
  $3072 == 0 // $ == int 
jf @KENT1_13819 
if 
  Actor.Dead($3071)
jf @KENT1_13726 
$3158 += 1 // $ += int 
$3072 = 1 // $ = int 
jump @KENT1_13819 

:KENT1_13726
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_13819 
if 
  $3131 == 180 // $ == int 
jf @KENT1_13819 
009E: set_actor $3071 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3071 kill_player $PLAYER_CHAR 

:KENT1_13819
if 
  $3074 == 0 // $ == int 
jf @KENT1_13967 
if 
  Actor.Dead($3073)
jf @KENT1_13874 
$3158 += 1 // $ += int 
$3074 = 1 // $ = int 
jump @KENT1_13967 

:KENT1_13874
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_13967 
if 
  $3131 == 210 // $ == int 
jf @KENT1_13967 
009E: set_actor $3073 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3073 kill_player $PLAYER_CHAR 

:KENT1_13967
if 
  $3076 == 0 // $ == int 
jf @KENT1_14115 
if 
  Actor.Dead($3075)
jf @KENT1_14022 
$3158 += 1 // $ += int 
$3076 = 1 // $ = int 
jump @KENT1_14115 

:KENT1_14022
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_14115 
if 
  $3131 == 240 // $ == int 
jf @KENT1_14115 
009E: set_actor $3075 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3075 kill_player $PLAYER_CHAR 

:KENT1_14115
if 
  $3078 == 0 // $ == int 
jf @KENT1_14263 
if 
  Actor.Dead($3077)
jf @KENT1_14170 
$3158 += 1 // $ += int 
$3078 = 1 // $ = int 
jump @KENT1_14263 

:KENT1_14170
if or
  11@ == 1 // @ == int 
0056:   player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 
jf @KENT1_14263 
if 
  $3131 == 270 // $ == int 
jf @KENT1_14263 
009E: set_actor $3077 follow_path $95 $96 $97 radius 1.0 move_stat 1 
01CA: actor $3077 kill_player $PLAYER_CHAR 

:KENT1_14263
return 

:KENT1_14265
if 
  11@ == 1 // @ == int 
jf @KENT1_14518 
if 
  4@ == 1 // @ == int 
jf @KENT1_14394 
if 
8320:   not actor 0@ in_range_of_player $PLAYER_CHAR 
jf @KENT1_14387 
if 
  12@ == 0 // @ == int 
jf @KENT1_14387 
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
Marker.CreateAboveActor(5@, 0@)
Marker.Disable($3079)
$123 = 0 // $ = int 
4@ = 0 // @ = int 
12@ = 1 // @ = int 

:KENT1_14387
jump @KENT1_14518 

:KENT1_14394
if 
  12@ == 1 // @ == int 
jf @KENT1_14518 
if 
00FB:   player $PLAYER_CHAR 0 0@ radius 8.0 8.0 8.0 
jf @KENT1_14518 
01DF: tie_actor 0@ to_player $PLAYER_CHAR 
0319: set_actor 0@ running 1 
00BC: text_highpriority 'KPM1_4' time 5000 1  // ~g~Get Lance to the hospital!
Marker.Disable(5@)
018A: $3079 = create_checkpoint_at $3080 $3081 $3082 
$123 = 1 // $ = int 
4@ = 1 // @ = int 
12@ = 0 // @ = int 

:KENT1_14518
return 

:KENT1_14520
Car.Create($3092, #COMET, -1066.072, -55.111, 10.262)
0129: $3085 = create_actor 10 #CLB in_car $3092 driverseat 
Car.Angle($3092) = 355.752
01ED: clear_actor $3085 threat_search 
03FE: set_actor $3085 money 200 
011A: set_actor $3085 search_threat 1 
0243: set_actor $3085 ped_stats_to 16 
01B2: give_actor $3085 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3092 speed_instantly 20.0 
Car.SetMaxSpeed($3092, 100.0)
0190: add_car $3092 to_upsidedown_check 
03CC: add_stuck_car_check $3092 distance 0.5 time 3000 
Actor.Create($10159, 10, #CLA, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $3092 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 23 
02E2: set_actor $10159 weapon_accuracy_to 85 
01CA: actor $10159 kill_player $PLAYER_CHAR 
$3121 = 1 // $ = int 
Car.Create($3093, #COMET, -1066.714, -28.923, 10.246)
Car.Angle($3093) = 5.6
0129: $3088 = create_actor 10 #CLA in_car $3093 driverseat 
01ED: clear_actor $3088 threat_search 
03FE: set_actor $3088 money 200 
011A: set_actor $3088 search_threat 1 
0243: set_actor $3088 ped_stats_to 16 
01B2: give_actor $3088 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3093 speed_instantly 20.0 
Actor.Create($10159, 10, #CLB, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $3093 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 23 
02E2: set_actor $10159 weapon_accuracy_to 85 
01CA: actor $10159 kill_player $PLAYER_CHAR 
Car.SetMaxSpeed($3093, 100.0)
0190: add_car $3093 to_upsidedown_check 
03CC: add_stuck_car_check $3093 distance 0.5 time 3000 
$3122 = 1 // $ = int 
Car.Create($3094, #COMET, -1073.399, 77.886, 10.239)
Car.Angle($3094) = 186.085
0129: $3096 = create_actor 10 #CLA in_car $3094 driverseat 
01ED: clear_actor $3096 threat_search 
03FE: set_actor $3096 money 200 
011A: set_actor $3096 search_threat 1 
0243: set_actor $3096 ped_stats_to 16 
01B2: give_actor $3096 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3094 speed_instantly 20.0 
Car.SetMaxSpeed($3094, 100.0)
0190: add_car $3094 to_upsidedown_check 
03CC: add_stuck_car_check $3094 distance 0.5 time 3000 
Actor.Create($10159, 10, #CLB, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $3094 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 23 
02E2: set_actor $10159 weapon_accuracy_to 85 
01CA: actor $10159 kill_player $PLAYER_CHAR 
$3123 = 1 // $ = int 
Car.Create($3095, #COMET, -1072.822, 41.816, 10.27)
Car.Angle($3095) = 178.162
0129: $3099 = create_actor 10 #CLA in_car $3095 driverseat 
01ED: clear_actor $3099 threat_search 
03FE: set_actor $3099 money 200 
011A: set_actor $3099 search_threat 1 
0243: set_actor $3099 ped_stats_to 16 
01B2: give_actor $3099 weapon 23 ammo 30000 // Load the weapon model before using this 
04BA: set_car $3095 speed_instantly 20.0 
Car.SetMaxSpeed($3095, 100.0)
0190: add_car $3095 to_upsidedown_check 
03CC: add_stuck_car_check $3095 distance 0.5 time 3000 
Actor.Create($10159, 10, #CLA, -1302.267, 146.64, 10.45)
Actor.Health($10159) = 200
0464: put_actor $10159 into_turret_on_car $3095 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 23 
02E2: set_actor $10159 weapon_accuracy_to 85 
01CA: actor $10159 kill_player $PLAYER_CHAR 
$3124 = 1 // $ = int 
$3084 = 1 // $ = int 
return 

:KENT1_15353
if 
  $3086 == 0 // $ == int 
jf @KENT1_15977 
if 
  Actor.Dead($3085)
jf @KENT1_15401 
$3086 = 1 // $ = int 
jump @KENT1_15977 

:KENT1_15401
if 
  $3130 == 0 // $ == int 
jf @KENT1_15457 
if 
02CB:   actor $3085 bounding_sphere_visible 
jf @KENT1_15457 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3130 = 1 // $ = int 

:KENT1_15457
if 
  $3121 == 0 // $ == int 
jf @KENT1_15825 
if 
02CB:   actor $3085 bounding_sphere_visible 
jf @KENT1_15543 
if 
  $3087 == 0 // $ == int 
jf @KENT1_15536 
01ED: clear_actor $3085 threat_search 
011A: set_actor $3085 search_threat 1 
01CC: actor $3085 kill_player $PLAYER_CHAR 
$3087 = 1 // $ = int 

:KENT1_15536
jump @KENT1_15756 

:KENT1_15543
$3087 = 0 // $ = int 
if 
  $3087 == 0 // $ == int 
jf @KENT1_15756 
if 
80E9:   not player $PLAYER_CHAR 0 $3085 radius 20.0 20.0 
jf @KENT1_15756 
Actor.StorePos($3085, $3137, $3138, $3139)
02C1: set $3134 $3135 $3136 to_car_path_coords_closest_to $3137 $3138 $3139 
if 
838A:   not car_in_cube $3134 $3135 $3136 4.0 4.0 3.0 
jf @KENT1_15756 
if 
80C2:   not sphere_onscreen $3134 $3135 $3136 4.0 
jf @KENT1_15756 
03CD: car $3092 remove_from_stuck_car_check 
0191: remove_car $3092 from_upsidedown_check 
Car.RemoveReferences($3092)
Car.Create($3092, #COMET, $3134, $3135, $3136)
011C: actor $3085 clear_objective 
036A: put_actor $3085 in_car $3092 
$3126 = 0 // $ = int 
$3087 = 1 // $ = int 

:KENT1_15756
if 
  Actor.Driving($3085)
jf @KENT1_15825 
00D9: $3092 = actor $3085 car // add to mission cleanup 
Car.SetMaxSpeed($3092, 100.0)
0190: add_car $3092 to_upsidedown_check 
03CC: add_stuck_car_check $3092 distance 0.5 time 3000 
04BA: set_car $3092 speed_instantly 30.0 
$3121 = 1 // $ = int 

:KENT1_15825
if 
  $3121 == 1 // $ == int 
jf @KENT1_15977 
if 
  not Car.Wrecked($3092)
jf @KENT1_15925 
if 
  $3126 == 0 // $ == int 
jf @KENT1_15891 
00AF: set_car $3092 driver_behaviour_to 2 
$3126 = 1 // $ = int 

:KENT1_15891
if or
01F4:   car $3092 flipped 
0495:   vehicle $3092 burning 
03CE:   car $3092 stuck 
jf @KENT1_15925 
01D3: actor $3085 leave_car $3092 

:KENT1_15925
if 
  not Actor.Driving($3085)
jf @KENT1_15977 
03CD: car $3092 remove_from_stuck_car_check 
0191: remove_car $3092 from_upsidedown_check 
Car.RemoveReferences($3092)
$3126 = 0 // $ = int 
$3087 = 0 // $ = int 
$3121 = 0 // $ = int 

:KENT1_15977
if 
  $3089 == 0 // $ == int 
jf @KENT1_16601 
if 
  Actor.Dead($3088)
jf @KENT1_16025 
$3089 = 1 // $ = int 
jump @KENT1_16601 

:KENT1_16025
if 
  $3130 == 0 // $ == int 
jf @KENT1_16081 
if 
02CB:   actor $3088 bounding_sphere_visible 
jf @KENT1_16081 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3130 = 1 // $ = int 

:KENT1_16081
if 
  $3122 == 0 // $ == int 
jf @KENT1_16449 
if 
02CB:   actor $3088 bounding_sphere_visible 
jf @KENT1_16167 
if 
  $3090 == 0 // $ == int 
jf @KENT1_16160 
01ED: clear_actor $3088 threat_search 
011A: set_actor $3088 search_threat 1 
01CC: actor $3088 kill_player $PLAYER_CHAR 
$3090 = 1 // $ = int 

:KENT1_16160
jump @KENT1_16380 

:KENT1_16167
$3090 = 0 // $ = int 
if 
  $3090 == 0 // $ == int 
jf @KENT1_16380 
if 
80E9:   not player $PLAYER_CHAR 0 $3088 radius 20.0 20.0 
jf @KENT1_16380 
Actor.StorePos($3088, $3143, $3144, $3145)
02C1: set $3140 $3141 $3142 to_car_path_coords_closest_to $3143 $3144 $3145 
if 
838A:   not car_in_cube $3140 $3141 $3142 4.0 4.0 3.0 
jf @KENT1_16380 
if 
80C2:   not sphere_onscreen $3140 $3141 $3142 4.0 
jf @KENT1_16380 
03CD: car $3093 remove_from_stuck_car_check 
0191: remove_car $3093 from_upsidedown_check 
Car.RemoveReferences($3093)
Car.Create($3093, #COMET, $3140, $3141, $3142)
011C: actor $3088 clear_objective 
036A: put_actor $3088 in_car $3093 
$3127 = 0 // $ = int 
$3090 = 1 // $ = int 

:KENT1_16380
if 
  Actor.Driving($3088)
jf @KENT1_16449 
00D9: $3093 = actor $3088 car // add to mission cleanup 
Car.SetMaxSpeed($3093, 100.0)
0190: add_car $3093 to_upsidedown_check 
03CC: add_stuck_car_check $3093 distance 0.5 time 3000 
04BA: set_car $3093 speed_instantly 30.0 
$3122 = 1 // $ = int 

:KENT1_16449
if 
  $3122 == 1 // $ == int 
jf @KENT1_16601 
if 
  not Car.Wrecked($3093)
jf @KENT1_16549 
if 
  $3127 == 0 // $ == int 
jf @KENT1_16515 
00AF: set_car $3093 driver_behaviour_to 2 
$3127 = 1 // $ = int 

:KENT1_16515
if or
01F4:   car $3093 flipped 
0495:   vehicle $3093 burning 
03CE:   car $3093 stuck 
jf @KENT1_16549 
01D3: actor $3088 leave_car $3093 

:KENT1_16549
if 
  not Actor.Driving($3088)
jf @KENT1_16601 
03CD: car $3093 remove_from_stuck_car_check 
0191: remove_car $3093 from_upsidedown_check 
Car.RemoveReferences($3093)
$3127 = 0 // $ = int 
$3090 = 0 // $ = int 
$3122 = 0 // $ = int 

:KENT1_16601
if 
  $3097 == 0 // $ == int 
jf @KENT1_17225 
if 
  Actor.Dead($3096)
jf @KENT1_16649 
$3097 = 1 // $ = int 
jump @KENT1_17225 

:KENT1_16649
if 
  $3130 == 0 // $ == int 
jf @KENT1_16705 
if 
02CB:   actor $3096 bounding_sphere_visible 
jf @KENT1_16705 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3130 = 1 // $ = int 

:KENT1_16705
if 
  $3123 == 0 // $ == int 
jf @KENT1_17073 
if 
02CB:   actor $3096 bounding_sphere_visible 
jf @KENT1_16791 
if 
  $3098 == 0 // $ == int 
jf @KENT1_16784 
01ED: clear_actor $3096 threat_search 
011A: set_actor $3096 search_threat 1 
01CC: actor $3096 kill_player $PLAYER_CHAR 
$3098 = 1 // $ = int 

:KENT1_16784
jump @KENT1_17004 

:KENT1_16791
$3098 = 0 // $ = int 
if 
  $3098 == 0 // $ == int 
jf @KENT1_17004 
if 
80E9:   not player $PLAYER_CHAR 0 $3096 radius 20.0 20.0 
jf @KENT1_17004 
Actor.StorePos($3096, $3149, $3150, $3151)
02C1: set $3146 $3147 $3148 to_car_path_coords_closest_to $3149 $3150 $3151 
if 
838A:   not car_in_cube $3146 $3147 $3148 4.0 4.0 3.0 
jf @KENT1_17004 
if 
80C2:   not sphere_onscreen $3146 $3147 $3148 4.0 
jf @KENT1_17004 
03CD: car $3094 remove_from_stuck_car_check 
0191: remove_car $3094 from_upsidedown_check 
Car.RemoveReferences($3094)
Car.Create($3094, #COMET, $3146, $3147, $3148)
011C: actor $3096 clear_objective 
036A: put_actor $3096 in_car $3094 
$3128 = 0 // $ = int 
$3098 = 1 // $ = int 

:KENT1_17004
if 
  Actor.Driving($3096)
jf @KENT1_17073 
00D9: $3094 = actor $3096 car // add to mission cleanup 
Car.SetMaxSpeed($3094, 100.0)
0190: add_car $3094 to_upsidedown_check 
03CC: add_stuck_car_check $3094 distance 0.5 time 3000 
04BA: set_car $3094 speed_instantly 30.0 
$3123 = 1 // $ = int 

:KENT1_17073
if 
  $3123 == 1 // $ == int 
jf @KENT1_17225 
if 
  not Car.Wrecked($3094)
jf @KENT1_17173 
if 
  $3128 == 0 // $ == int 
jf @KENT1_17139 
00AF: set_car $3094 driver_behaviour_to 2 
$3128 = 1 // $ = int 

:KENT1_17139
if or
01F4:   car $3094 flipped 
0495:   vehicle $3094 burning 
03CE:   car $3094 stuck 
jf @KENT1_17173 
01D3: actor $3096 leave_car $3094 

:KENT1_17173
if 
  not Actor.Driving($3096)
jf @KENT1_17225 
03CD: car $3094 remove_from_stuck_car_check 
0191: remove_car $3094 from_upsidedown_check 
Car.RemoveReferences($3094)
$3128 = 0 // $ = int 
$3098 = 0 // $ = int 
$3123 = 0 // $ = int 

:KENT1_17225
if 
  $3100 == 0 // $ == int 
jf @KENT1_17856 
if 
  Actor.Dead($3099)
jf @KENT1_17273 
$3100 = 1 // $ = int 
jump @KENT1_17856 

:KENT1_17273
if 
  $3130 == 0 // $ == int 
jf @KENT1_17329 
if 
02CB:   actor $3099 bounding_sphere_visible 
jf @KENT1_17329 
00BC: text_highpriority 'KPM1_5' time 5000 1  // ~g~Diaz's guys are after you! Get Lance to the hospital.
$3130 = 1 // $ = int 

:KENT1_17329
if 
  $3124 == 0 // $ == int 
jf @KENT1_17704 
if 
02CB:   actor $3099 bounding_sphere_visible 
jf @KENT1_17415 
if 
  $3101 == 0 // $ == int 
jf @KENT1_17408 
01ED: clear_actor $3099 threat_search 
011A: set_actor $3099 search_threat 1 
01CC: actor $3099 kill_player $PLAYER_CHAR 
$3101 = 1 // $ = int 

:KENT1_17408
jump @KENT1_17628 

:KENT1_17415
$3101 = 0 // $ = int 
if 
  $3101 == 0 // $ == int 
jf @KENT1_17628 
if 
80E9:   not player $PLAYER_CHAR 0 $3099 radius 20.0 20.0 
jf @KENT1_17628 
Actor.StorePos($3099, $3155, $3156, $3157)
02C1: set $3152 $3153 $3154 to_car_path_coords_closest_to $3155 $3156 $3157 
if 
838A:   not car_in_cube $3152 $3153 $3154 4.0 4.0 3.0 
jf @KENT1_17628 
if 
80C2:   not sphere_onscreen $3152 $3153 $3154 4.0 
jf @KENT1_17628 
03CD: car $3095 remove_from_stuck_car_check 
0191: remove_car $3095 from_upsidedown_check 
Car.RemoveReferences($3095)
Car.Create($3095, #COMET, $3152, $3153, $3154)
011C: actor $3099 clear_objective 
036A: put_actor $3099 in_car $3095 
$3129 = 0 // $ = int 
$3101 = 1 // $ = int 

:KENT1_17628
if 
  Actor.Driving($3099)
jf @KENT1_17704 
00D9: $3095 = actor $3099 car // add to mission cleanup 
Car.SetMaxSpeed($3095, 100.0)
0190: add_car $3095 to_upsidedown_check 
03CC: add_stuck_car_check $3095 distance 0.5 time 3000 
04BA: set_car $3095 speed_instantly 30.0 
$3101 = 0 // $ = int 
$3124 = 1 // $ = int 

:KENT1_17704
if 
  $3124 == 1 // $ == int 
jf @KENT1_17856 
if 
  not Car.Wrecked($3095)
jf @KENT1_17804 
if 
  $3129 == 0 // $ == int 
jf @KENT1_17770 
00AF: set_car $3095 driver_behaviour_to 2 
$3129 = 1 // $ = int 

:KENT1_17770
if or
01F4:   car $3095 flipped 
0495:   vehicle $3095 burning 
03CE:   car $3095 stuck 
jf @KENT1_17804 
01D3: actor $3099 leave_car $3095 

:KENT1_17804
if 
  not Actor.Driving($3099)
jf @KENT1_17856 
03CD: car $3095 remove_from_stuck_car_check 
0191: remove_car $3095 from_upsidedown_check 
Car.RemoveReferences($3095)
$3129 = 0 // $ = int 
$3101 = 0 // $ = int 
$3124 = 0 // $ = int 

:KENT1_17856
return 

:KENT1_17858
if 
  11 > $3115 // int > $ 
jf @KENT1_19731 
if 
  $3103 == 0 // $ == int 
jf @KENT1_17988 
if 
  not Actor.Dead(0@)
jf @KENT1_17988 
if 
84F0:   not is_actor_waiting_for_world_collision 0@ 
jf @KENT1_17988 
01ED: clear_actor 0@ threat_search 
02A9: set_actor 0@ immune_to_nonplayer 1 
0372: set_actor 0@ anim 34 wait_state_time 1000000 ms 
0332: set_actor 0@ bleeding_to 1 
Actor.LockInCurrentPosition(0@, True)
04F5: set_actor 0@ as_player_friend $PLAYER_CHAR flag 1 
$3115 += 1 // $ += int 
$3103 = 1 // $ = int 

:KENT1_17988
if 
  $3102 == 0 // $ == int 
jf @KENT1_18114 
if 
  not Actor.Dead($2972)
jf @KENT1_18114 
if 
84F0:   not is_actor_waiting_for_world_collision $2972 
jf @KENT1_18114 
01ED: clear_actor $2972 threat_search 
011A: set_actor $2972 search_threat 1 
01B2: give_actor $2972 weapon 23 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $2972 weapon_accuracy_to 90 
Actor.Health($2972) = 200
Actor.Angle($2972) = 196.45
0350: set_actor $2972 maintain_position_when_attacked 1 
01CA: actor $2972 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3102 = 1 // $ = int 

:KENT1_18114
if 
  $3104 == 0 // $ == int 
jf @KENT1_18283 
if 
  not Actor.Dead($2978)
jf @KENT1_18283 
if 
84F0:   not is_actor_waiting_for_world_collision $2978 
jf @KENT1_18283 
01ED: clear_actor $2978 threat_search 
011A: set_actor $2978 search_threat 1 
0243: set_actor $2978 ped_stats_to 16 
02E2: set_actor $2978 weapon_accuracy_to 90 
Actor.Health($2978) = 200
01B2: give_actor $2978 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 0 at $2983 $2984 $2985 
01E2: add_route_point 0 at $2986 $2987 $2988 
01E2: add_route_point 0 at $2989 $2990 $2991 
01E2: add_route_point 0 at $2992 $2993 $2994 
01E1: set_actor $2978 follow_route 0 3 
$3115 += 1 // $ += int 
$3104 = 1 // $ = int 

:KENT1_18283
if 
  $3105 == 0 // $ == int 
jf @KENT1_18414 
if 
  not Actor.Dead($2995)
jf @KENT1_18414 
if 
84F0:   not is_actor_waiting_for_world_collision $2995 
jf @KENT1_18414 
01ED: clear_actor $2995 threat_search 
011A: set_actor $2995 search_threat 1 
0243: set_actor $2995 ped_stats_to 16 
02E2: set_actor $2995 weapon_accuracy_to 80 
Actor.Health($2995) = 200
01B2: give_actor $2995 weapon 23 ammo 30000 // Load the weapon model before using this 
Actor.Angle($2995) = $3001
0350: set_actor $2995 maintain_position_when_attacked 1 
01CA: actor $2995 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3105 = 1 // $ = int 

:KENT1_18414
if 
  $3106 == 0 // $ == int 
jf @KENT1_18545 
if 
  not Actor.Dead($3002)
jf @KENT1_18545 
if 
84F0:   not is_actor_waiting_for_world_collision $3002 
jf @KENT1_18545 
01ED: clear_actor $3002 threat_search 
011A: set_actor $3002 search_threat 1 
0243: set_actor $3002 ped_stats_to 16 
02E2: set_actor $3002 weapon_accuracy_to 85 
Actor.Health($3002) = 250
01B2: give_actor $3002 weapon 23 ammo 30000 // Load the weapon model before using this 
Actor.Angle($3002) = $3008
0350: set_actor $3002 maintain_position_when_attacked 1 
01CA: actor $3002 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3106 = 1 // $ = int 

:KENT1_18545
if 
  $3107 == 0 // $ == int 
jf @KENT1_18766 
if 
  not Actor.Dead($3009)
jf @KENT1_18766 
if 
84F0:   not is_actor_waiting_for_world_collision $3009 
jf @KENT1_18766 
01ED: clear_actor $3009 threat_search 
011A: set_actor $3009 search_threat 1 
0243: set_actor $3009 ped_stats_to 16 
02E2: set_actor $3009 weapon_accuracy_to 85 
Actor.Health($3009) = 250
01B2: give_actor $3009 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 1 at $3015 $3016 $3017 
01E2: add_route_point 1 at $3018 $3019 $3020 
01E2: add_route_point 1 at $3021 $3022 $3023 
01E2: add_route_point 1 at $3024 $3025 $3026 
01E2: add_route_point 1 at $3027 $3028 $3029 
01E2: add_route_point 1 at $3030 $3031 $3032 
01E2: add_route_point 1 at $3033 $3034 $3035 
01E2: add_route_point 1 at $3036 $3037 $3038 
01E1: set_actor $3009 follow_route 1 3 
$3115 += 1 // $ += int 
$3107 = 1 // $ = int 

:KENT1_18766
if 
  $3108 == 0 // $ == int 
jf @KENT1_18922 
if 
  not Actor.Dead($3039)
jf @KENT1_18922 
if 
84F0:   not is_actor_waiting_for_world_collision $3039 
jf @KENT1_18922 
01ED: clear_actor $3039 threat_search 
011A: set_actor $3039 search_threat 1 
0243: set_actor $3039 ped_stats_to 16 
02E2: set_actor $3039 weapon_accuracy_to 85 
Actor.Health($3039) = 250
01B2: give_actor $3039 weapon 23 ammo 30000 // Load the weapon model before using this 
01E2: add_route_point 2 at $3045 $3046 $3047 
01E2: add_route_point 2 at $3048 $3049 $3050 
01E2: add_route_point 2 at $3051 $3052 $3053 
01E1: set_actor $3039 follow_route 2 3 
$3115 += 1 // $ += int 
$3108 = 1 // $ = int 

:KENT1_18922
if 
  $3109 == 0 // $ == int 
jf @KENT1_19052 
if 
  not Actor.Dead($3054)
jf @KENT1_19052 
if 
84F0:   not is_actor_waiting_for_world_collision $3054 
jf @KENT1_19052 
01ED: clear_actor $3054 threat_search 
011A: set_actor $3054 search_threat 1 
0243: set_actor $3054 ped_stats_to 16 
02E2: set_actor $3054 weapon_accuracy_to 85 
Actor.Health($3054) = 250
01B2: give_actor $3054 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3054 weapon_accuracy_to 80 
0350: set_actor $3054 maintain_position_when_attacked 1 
01CA: actor $3054 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3109 = 1 // $ = int 

:KENT1_19052
if 
  $3110 == 0 // $ == int 
jf @KENT1_19192 
if 
  not Actor.Dead($3056)
jf @KENT1_19192 
if 
84F0:   not is_actor_waiting_for_world_collision $3056 
jf @KENT1_19192 
01ED: clear_actor $3056 threat_search 
Actor.Angle($3056) = 289.74
011A: set_actor $3056 search_threat 1 
0243: set_actor $3056 ped_stats_to 16 
02E2: set_actor $3056 weapon_accuracy_to 85 
Actor.Health($3056) = 200
01B2: give_actor $3056 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3056 weapon_accuracy_to 80 
0350: set_actor $3056 maintain_position_when_attacked 1 
01CA: actor $3056 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3110 = 1 // $ = int 

:KENT1_19192
if 
  $3111 == 0 // $ == int 
jf @KENT1_19332 
if 
  not Actor.Dead($3059)
jf @KENT1_19332 
if 
84F0:   not is_actor_waiting_for_world_collision $3059 
jf @KENT1_19332 
01ED: clear_actor $3059 threat_search 
Actor.Angle($3059) = 289.74
011A: set_actor $3059 search_threat 1 
0243: set_actor $3059 ped_stats_to 16 
02E2: set_actor $3059 weapon_accuracy_to 85 
Actor.Health($3059) = 200
01B2: give_actor $3059 weapon 27 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $3059 weapon_accuracy_to 80 
0350: set_actor $3059 maintain_position_when_attacked 1 
01CA: actor $3059 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3111 = 1 // $ = int 

:KENT1_19332
if 
  $3112 == 0 // $ == int 
jf @KENT1_19465 
if 
  not Actor.Dead($3062)
jf @KENT1_19465 
if 
84F0:   not is_actor_waiting_for_world_collision $3062 
jf @KENT1_19465 
01ED: clear_actor $3062 threat_search 
Actor.Angle($3062) = 87.55
011A: set_actor $3062 search_threat 1 
0243: set_actor $3062 ped_stats_to 16 
02E2: set_actor $3062 weapon_accuracy_to 85 
Actor.Health($3062) = 200
01B2: give_actor $3062 weapon 27 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3062 maintain_position_when_attacked 1 
01CA: actor $3062 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3112 = 1 // $ = int 

:KENT1_19465
if 
  $3113 == 0 // $ == int 
jf @KENT1_19598 
if 
  not Actor.Dead($3065)
jf @KENT1_19598 
if 
84F0:   not is_actor_waiting_for_world_collision $3065 
jf @KENT1_19598 
01ED: clear_actor $3065 threat_search 
Actor.Angle($3065) = 128.477
011A: set_actor $3065 search_threat 1 
0243: set_actor $3065 ped_stats_to 16 
02E2: set_actor $3065 weapon_accuracy_to 85 
Actor.Health($3065) = 200
01B2: give_actor $3065 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3065 maintain_position_when_attacked 1 
01CA: actor $3065 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3113 = 1 // $ = int 

:KENT1_19598
if 
  $3114 == 0 // $ == int 
jf @KENT1_19731 
if 
  not Actor.Dead($3068)
jf @KENT1_19731 
if 
84F0:   not is_actor_waiting_for_world_collision $3068 
jf @KENT1_19731 
01ED: clear_actor $3068 threat_search 
Actor.Angle($3068) = 98.364
011A: set_actor $3068 search_threat 1 
0243: set_actor $3068 ped_stats_to 16 
02E2: set_actor $3068 weapon_accuracy_to 85 
Actor.Health($3068) = 200
01B2: give_actor $3068 weapon 23 ammo 30000 // Load the weapon model before using this 
0350: set_actor $3068 maintain_position_when_attacked 1 
01CA: actor $3068 kill_player $PLAYER_CHAR 
$3115 += 1 // $ += int 
$3114 = 1 // $ = int 

:KENT1_19731
return 

//-------------Mission 18---------------
// Originally: Four Iron

:SERG1
script_name 'SERG1' 
gosub @SERG1_53 
if 
  wasted_or_busted 
jf @SERG1_37 
gosub @SERG1_10823 

:SERG1_37
gosub @SERG1_10943 
terminate_this_script 
TIMERA = 0 // @ = int 

:SERG1_53
increment_mission_attempts 
054C: use_GXT_table 'SERG1' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
$ONMISSION = 1 // $ = int 
wait 0 
wait 500 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_155 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_155 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_155
$3242 = 0 // $ = int 
$3243 = 0 // $ = int 
$3244 = 0 // $ = int 
$3247 = 5 // $ = int 
$3250 = 5 // $ = int 
$3252 = 0 // $ = int 
$3253 = 0 // $ = int 
$3254 = 5 // $ = int 
$3248 = 0 // $ = int 
$3249 = 0 // $ = int 
$3256 = 0 // $ = int 
$3268 = 0 // $ = int 
$3284 = 0 // $ = int 
$3263 = 0 // $ = int 
$3264 = 0 // $ = int 
$3265 = 0 // $ = int 
$3266 = 0 // $ = int 
$3257 = 0 // $ = int 
$3258 = 0 // $ = int 
$3259 = 0 // $ = int 
$3260 = 0 // $ = int 
$3261 = 0 // $ = int 
$3262 = 0 // $ = int 
$3285 = 0 // $ = int 
$3281 = 0 // $ = int 
$3282 = 0 // $ = int 
$3283 = 0 // $ = int 
$3257 = 0 // $ = int 
$3246 = 0 // $ = int 
$3286 = 0 // $ = int 
$3287 = 0 // $ = int 
$3290 = 0 // $ = int 
$3291 = 0 // $ = int 
$3292 = 0 // $ = int 
$3293 = 0 // $ = int 
$3288 = 0 // $ = int 
$3289 = 0 // $ = int 
$3294 = 0 // $ = int 
$3295 = 0 // $ = int 
$3296 = 0 // $ = int 
$3297 = 0 // $ = int 
$3298 = 0 // $ = int 
$3299 = 0 // $ = int 
$10180 = 0 // $ = int 
$10181 = 0 // $ = int 
$10182 = 0 // $ = int 
$10183 = 0 // $ = int 
$10184 = 0 // $ = int 
$10185 = 0 // $ = int 
$99 = 325.2479 // $ = float 
$100 = 203.6996 // $ = float 
$101 = 10.39881 // $ = float 
$3189 = 94.725 // $ = float 
$3190 = 268.87 // $ = float 
$3191 = 21.764 // $ = float 
$3181 = 101.989 // $ = float 
$3182 = 251.821 // $ = float 
$3183 = 21.77 // $ = float 
$3192 = 80.339 // $ = float 
$3193 = 579.956 // $ = float 
$3194 = 17.442 // $ = float 
$3208 = 319.5175 // $ = float 
$3195 = 78.689 // $ = float 
$3196 = 582.528 // $ = float 
$3197 = 17.39414 // $ = float 
$3209 = 308.28 // $ = float 
$3198 = 85.716 // $ = float 
$3199 = 572.613 // $ = float 
$3200 = 17.57464 // $ = float 
$3210 = 304.955 // $ = float 
$3201 = 74.674 // $ = float 
$3202 = 597.314 // $ = float 
$3203 = 17.57464 // $ = float 
$3211 = 238.371 // $ = float 
$3204 = 83.422 // $ = float 
$3205 = 596.1174 // $ = float 
$3206 = 12.965 // $ = float 
$3207 = 231.757 // $ = float 
$3212 = 79.1955 // $ = float 
$3213 = 580.3671 // $ = float 
$3214 = 17.4168 // $ = float 
$3219 = 93.72506 // $ = float 
$3220 = 563.45 // $ = float 
$3221 = 13.175 // $ = float 
$3222 = 95.591 // $ = float 
$3223 = 561.284 // $ = float 
$3224 = 13.133 // $ = float 
$3225 = 98.84 // $ = float 
$3226 = 557.794 // $ = float 
$3227 = 13.04 // $ = float 
$3228 = 95.518 // $ = float 
$3229 = 573.821 // $ = float 
$3230 = 13.087 // $ = float 
$3231 = 304.078 // $ = float 
$3232 = 308.83 // $ = float 
$3233 = 308.439 // $ = float 
$3234 = 17.252 // $ = float 
00C0: set_current_time 10 0 
set_weather 4 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG1_1139
if 
  not Model.Available(#STRETCH)
jf @SERG1_1166 
wait 0 
jump @SERG1_1139 

:SERG1_1166
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($1602, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $1602 color_to 0 0 
Car.Angle($1602) = 0.0
fade 1 1500 

:SERG1_1239
if 
  fading 
jf @SERG1_1263 
wait 0 
jump @SERG1_1239 

:SERG1_1263
if 
  not Car.Wrecked($1602)
jf @SERG1_1299 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG1_1299
TIMERA = 0 // @ = int 

:SERG1_1306
if 
  1000 > TIMERA // int > @ 
jf @SERG1_1336 
wait 0 
jump @SERG1_1306 

:SERG1_1336
if 
  not Car.Wrecked($1602)
jf @SERG1_1361 
Camera.OnVehicle($1602, 15, 1)

:SERG1_1361
TIMERA = 0 // @ = int 

:SERG1_1368
if 
  3000 > TIMERA // int > @ 
jf @SERG1_1398 
wait 0 
jump @SERG1_1368 

:SERG1_1398
if 
  not Car.Wrecked($1602)
jf @SERG1_1439 
Car.StorePos($1602, $1599, $1600, $1601)
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG1_1439
fade 0 1500 

:SERG1_1446
if 
  fading 
jf @SERG1_1470 
wait 0 
jump @SERG1_1446 

:SERG1_1470
Car.Destroy($1602)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
TIMERA = 0 // @ = int 
03CF: load_wav 'MONO_6' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
02F3: load_object #CUTOBJ02 'GPASS' 
038B: load_requested_models 

:SERG1_1563
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG1_1593 
wait 0 
jump @SERG1_1563 

:SERG1_1593
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @SERG1_1625 
wait 0 
jump @SERG1_1593 

:SERG1_1625
02E4: load_cutscene_data 'TEX_1' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $3300 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3300 'CS_LIMO' 
02E5: $3301 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $3301 'GPASS' 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: request_collision_at 265.129 -234.531 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG1_1829
if 
  1569 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1864 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1829 

:SERG1_1864
00BC: text_highpriority 'TEX1_A' time 10000 1  // Come in and park yourself on the hide, son.

:SERG1_1879
if 
  4896 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1914 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1879 

:SERG1_1914
00BC: text_highpriority 'TEX1_B' time 10000 1  // Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did.

:SERG1_1929
if 
  10768 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_1964 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1929 

:SERG1_1964
00BC: text_highpriority 'TEX1_C' time 10000 1  // Would you like a drop of the old Kentucky?

:SERG1_1979
if 
  12947 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2014 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_1979 

:SERG1_2014
00BC: text_highpriority 'TEX1_D' time 10000 1  // No thanks.

:SERG1_2029
if 
  13927 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2064 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2029 

:SERG1_2064
00BC: text_highpriority 'TEX1_E' time 10000 1  // A clean thinker! I like that.

:SERG1_2079
if 
  16556 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2114 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2079 

:SERG1_2114
00BC: text_highpriority 'TEX1_F' time 10000 1  // Now, the property business isn't all about high-falootin' paper pushing.

:SERG1_2129
if 
  20072 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2164 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2129 

:SERG1_2164
00BC: text_highpriority 'TEX1_G' time 10000 1  // It's about dirt! And the will to claim that dirt! You with me, son?

:SERG1_2179
if 
  24493 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2214 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2179 

:SERG1_2214
00BC: text_highpriority 'TEX1_H' time 10000 1  // Oh yeah.

:SERG1_2229
if 
  25569 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2229 

:SERG1_2264
00BC: text_highpriority 'TEX1_I' time 10000 1  // Well, I need some tenacious bastard to let go of some dirt,

:SERG1_2279
if 
  28462 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2314 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2279 

:SERG1_2314
00BC: text_highpriority 'TEX1_J' time 10000 1  // and you look to me like the kind of guy to persuade him.

:SERG1_2329
if 
  31069 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2364 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2329 

:SERG1_2364
00BC: text_highpriority 'TEX1_K' time 10000 1  // Persuasion's my forte.

:SERG1_2379
if 
  32859 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2416 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2379 

:SERG1_2416
00BC: text_highpriority 'TEX1_L' time 10000 1  // Yeh, he'll be down at the country club, down on the golf course.

:SERG1_2431
if 
  36053 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2468 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2431 

:SERG1_2468
00BC: text_highpriority 'TEX1_M' time 10000 1  // They don't allow guns, so his bodyguards won't be packing lawgivers.

:SERG1_2483
if 
  40174 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2520 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2483 

:SERG1_2520
00BC: text_highpriority 'TEX1_N' time 10000 1  // Go beat eight tons of crap out of him.

:SERG1_2535
if 
  42460 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2572 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2535 

:SERG1_2572
00BC: text_highpriority 'TEX1_O' time 10000 1  // Here now - I got you a membership, and boy you're going to need more appropriate clothing.

:SERG1_2587
if 
  47168 > $CUT_SCENE_TIME // int > $ 
jf @SERG1_2624 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG1_2587 

:SERG1_2624
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @SERG1_2672 
if 
03D0:   wav 1 loaded 
jf @SERG1_2672 
03D1: play_wav 1 

:SERG1_2672
if 
  fading 
jf @SERG1_2696 
wait 0 
jump @SERG1_2672 

:SERG1_2696
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
fade 1 1500 
Pickup.Destroy($1297)
Pickup.Destroy($1298)
Pickup.Destroy($1284)
Pickup.Destroy($1285)
Pickup.Destroy($1286)
Pickup.Destroy($1287)
Pickup.Destroy($1288)
Pickup.Destroy($1289)
Pickup.Destroy($1290)
Pickup.Destroy($1291)
Pickup.Destroy($1292)
Pickup.Destroy($1296)
if 
  $3242 == 0 // $ == int 
jf @SERG1_2849 
02A8: $3167 = create_marker 28 at $99 $100 $101 
00BC: text_highpriority 'TEX1_1' time 7000 2  // ~g~Go and pick up some golfing clothes from Jocksports.
$3242 = 1 // $ = int 

:SERG1_2849
Model.Load(#WMYGO)
Model.Load(#CADDY)
Model.Load(#GOLFCLUB)
Model.Load(#GREENWOO)
Model.Load(#COLT45)

:SERG1_2873
if or
  not Model.Available(#WMYGO)
  not Model.Available(#CADDY)
  not Model.Available(#GOLFCLUB)
  not Model.Available(#GREENWOO)
  not Model.Available(#COLT45)
jf @SERG1_2919 
wait 0 
jump @SERG1_2873 

:SERG1_2919
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:SERG1_2943
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG1_2973 
wait 0 
jump @SERG1_2943 

:SERG1_2973
Object.Destroy($1821)
Object.Init($1821, #GOLF_GATESOPEN, 107.81, 228.072, 20.989)
Object.RemoveFromMissionCleanupList($1821)
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
0481: set_enter_car_range_multiplier 2.5 
if 
  $3266 == 1 // $ == int 
jf @SERG1_3060 
Car.Create($3245, #CADDY, 226.4403, 468.6706, 12.06724)

:SERG1_3060
wait 0 
if 
  $3242 == 1 // $ == int 
jf @SERG1_3977 
if 
00F6:   player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 2.0 
jf @SERG1_3977 
Marker.Disable($3167)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(322.1945, 201.5772, 14.571, 0.0, 0.0, 0.0)
Camera.PointAt(322.9229, 202.133, 14.17033, 2)
0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0569 
wait 1300 
fade 0 1500 
wait 1500 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_3275 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG1_3275 
0353: refresh_actor $PLAYER_ACTOR 

:SERG1_3275
03CF: load_wav 'TEX1_3' as 1 
03CF: load_wav 'TEX1_4' as 2 

:SERG1_3299
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @SERG1_3329 
wait 0 
jump @SERG1_3299 

:SERG1_3329
0395: clear_area 0 at 325.2479 283.6996 1.0 range 1.0 
0395: clear_area 0 at 324.8611 203.3913 1.0 range 1.0 
042B: clear_peds_from_cube 316.5 207.966 9.23 335.8277 190.5509 11.3988 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 325.9265 204.2 10.39881 
0171: set_player $PLAYER_CHAR z_angle_to 128.1122 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
fade 1 1500 
Camera.SetPosition(324.8611, 203.3913, 11.26842, 0.0, 0.0, 0.0)
Camera.PointAt(325.5527, 203.925, 10.78171, 2)
wait 1000 
0460: set_camera_pointing_time 5.0 3000 
Camera.SetPosition(324.861, 203.3913, 11.26842, 0.0, 0.0, 0.0)
Camera.PointAt(325.5336, 203.9103, 11.79598, 1)
TIMERB = 0 // @ = int 

:SERG1_3582
if 
   not TIMERB > 5000 // @ > int 
jf @SERG1_3932 
wait 0 
if 
  TIMERB > 450 // @ > int 
jf @SERG1_3744 
if 
  $3288 == 0 // $ == int 
jf @SERG1_3744 
00BC: text_highpriority 'TEX1_7' time 5000 2  // Is this me?
if 
  $3291 == 0 // $ == int 
jf @SERG1_3686 
03D1: play_wav 1 
$3291 = 1 // $ = int 

:SERG1_3686
if 
  $3291 == 1 // $ == int 
jf @SERG1_3744 
if 
03D2:   wav 1 ended 
jf @SERG1_3744 
$3291 = 0 // $ = int 
040D: unload_wav 1 
$3290 = 1 // $ = int 
$3288 = 1 // $ = int 

:SERG1_3744
if 
  $3288 == 1 // $ == int 
jf @SERG1_3901 
if 
  $3289 == 0 // $ == int 
jf @SERG1_3901 
03D7: set_wav 1 location 311.06 218.27 11.74 
00BC: text_highpriority 'TEX1_6' time 5000 2  // Nice ass baby!
if 
  $3293 == 0 // $ == int 
jf @SERG1_3843 
03D1: play_wav 2 
$3293 = 1 // $ = int 

:SERG1_3843
if 
  $3293 == 1 // $ == int 
jf @SERG1_3901 
if 
03D2:   wav 1 ended 
jf @SERG1_3901 
$3293 = 0 // $ = int 
040D: unload_wav 1 
$3292 = 1 // $ = int 
$3289 = 1 // $ = int 

:SERG1_3901
if 
00E1:   player 0 pressed_button 16 
jf @SERG1_3925 
jump @SERG1_3932 

:SERG1_3925
jump @SERG1_3582 

:SERG1_3932
if 
  not Player.WantedLevel($PLAYER_CHAR) > 2
jf @SERG1_3955 
Player.ClearWantedLevel($PLAYER_CHAR)

:SERG1_3955
011C: actor $PLAYER_ACTOR clear_objective 
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
$3242 = 2 // $ = int 

:SERG1_3977
if 
  $3242 == 2 // $ == int 
jf @SERG1_4076 
if 
  TIMERA > 4000 // @ > int 
jf @SERG1_4076 
0230: set_player $PLAYER_CHAR stop_looking 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
018A: $3160 = create_checkpoint_at 100.5953 251.247 20.729 
00BC: text_highpriority 'TEX1_2' time 7000 2  // ~g~Now head to the Leaf Links Golf Club.
$3242 = 3 // $ = int 

:SERG1_4076
if 
  $3242 == 3 // $ == int 
jf @SERG1_4183 
if 
  $3243 == 0 // $ == int 
jf @SERG1_4183 
if 
00F5:   player $PLAYER_CHAR 1 100.5953 251.247 20.729 radius 2.0 2.0 3.0 
jf @SERG1_4183 
Marker.Disable($3160)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
$3243 = 1 // $ = int 

:SERG1_4183
if 
  $3296 == 0 // $ == int 
jf @SERG1_4243 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
jf @SERG1_4243 
03E5: text_box 'TEX1_8'  // Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty.
041E: set_radio_station 6 -1 
$3296 = 1 // $ = int 

:SERG1_4243
if 
  $3243 == 1 // $ == int 
jf @SERG1_5179 
fade 0 1000 

:SERG1_4268
if 
  fading 
jf @SERG1_4292 
wait 0 
jump @SERG1_4268 

:SERG1_4292
03C7: set_sensitivity_to_crime_to 0.1 
Player.WantedLevel($PLAYER_CHAR) = 0
Actor.Create($3161, 21, #SPECIAL01, $3192, $3193, $3194)
01B2: give_actor $3161 weapon 17 ammo 9000 // Load the weapon model before using this 
02A9: set_actor $3161 immune_to_nonplayer 1 
Actor.Health($3161) = 250
Actor.Angle($3161) = $3208
Actor.Create($3162, 21, #SPECIAL02, $3195, $3196, $3197)
01B2: give_actor $3162 weapon 17 ammo 9000 // Load the weapon model before using this 
02A9: set_actor $3162 immune_to_nonplayer 1 
02E2: set_actor $3162 weapon_accuracy_to 80 
Actor.Health($3162) = 250
Actor.Angle($3162) = $3208
Actor.Create($3163, 21, #SPECIAL01, $3198, $3199, $3200)
01B2: give_actor $3163 weapon 17 ammo 9000 // Load the weapon model before using this 
02E2: set_actor $3163 weapon_accuracy_to 80 
02A9: set_actor $3163 immune_to_nonplayer 1 
Actor.Health($3163) = 250
Actor.Angle($3163) = $3208
Actor.Create($3164, 21, #SPECIAL02, $3201, $3202, $3203)
01B2: give_actor $3164 weapon 17 ammo 9000 // Load the weapon model before using this 
02E2: set_actor $3164 weapon_accuracy_to 80 
02A9: set_actor $3164 immune_to_nonplayer 1 
Actor.Health($3164) = 250
Actor.Angle($3164) = $3208
Actor.Create($3166, 4, #WMYGO, $3212, $3213, $3214)
02E2: set_actor $3166 weapon_accuracy_to 80 
01B2: give_actor $3166 weapon 3 ammo 3000 // Load the weapon model before using this 
01ED: clear_actor $3166 threat_search 
Actor.Health($3166) = 1150
02AB: set_actor $3166 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02A9: set_actor $3166 immune_to_nonplayer 1 
Marker.CreateAboveActor($3171, $3166)
Actor.Angle($3166) = 56.6491
Car.Create($3187, #GREENWOO, $3228, $3229, $3230)
Car.SetToNormalDriver($3187)
Car.Angle($3187) = $3234
Car.Create($3188, #GREENWOO, $3204, $3205, $3206)
01C8: $10180 = create_actor_pedtype 10 model #SPECIAL02 in_car $3187 passenger_seat 0 
01C8: $10181 = create_actor_pedtype 10 model #SPECIAL01 in_car $3188 passenger_seat 0 
01B2: give_actor $10180 weapon 17 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $10181 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10180 weapon_accuracy_to 95 
02E2: set_actor $10181 weapon_accuracy_to 95 
0129: $3165 = create_actor 21 #SPECIAL01 in_car $3188 driverseat 
0243: set_actor $3165 ped_stats_to 16 
020A: set_car $3188 door_status_to 3 
020A: set_car $3187 door_status_to 3 
Car.SetToNormalDriver($3188)
Car.Angle($3188) = $3207
Car.Create($3170, #CADDY, 96.9997, 301.46, 19.448)
Camera.SetAtPos(109.9577, 573.5403, 16.59207)
wait 500 
fade 1 1000 
Camera.SetPosition(108.7098, 563.4672, 16.37469, 0.0, 0.0, 0.0)
Camera.PointAt(107.7731, 563.7946, 16.25006, 2)
TIMERA = 0 // @ = int 

:SERG1_4884
if 
  3000 > TIMERA // int > @ 
jf @SERG1_4961 
wait 0 
00BC: text_highpriority 'TEX1_0' time 10000 2  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @SERG1_4954 
jump @SERG1_5098 

:SERG1_4954
jump @SERG1_4884 

:SERG1_4961
Camera.SetPosition(82.77916, 583.3534, 18.74928, 0.0, 0.0, 0.0)
Camera.PointAt(81.94122, 582.8141, 18.66525, 2)
TIMERA = 0 // @ = int 
if 
  not Actor.Dead($3166)
jf @SERG1_5044 
0372: set_actor $3166 anim 33 wait_state_time -1 ms 

:SERG1_5044
if 
  2500 > TIMERA // int > @ 
jf @SERG1_5098 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @SERG1_5091 
jump @SERG1_5098 

:SERG1_5091
jump @SERG1_5044 

:SERG1_5098
0395: clear_area 0 at 100.1102 254.2736 20.7242 range 1.0 
03D5: remove_text 'TEX1_0'  // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
  not Actor.Dead($3166)
jf @SERG1_5161 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 

:SERG1_5161
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
$3243 = 2 // $ = int 

:SERG1_5179
if 
  $3243 == 2 // $ == int 
jf @SERG1_5854 
if 
  not Actor.Dead($3161)
jf @SERG1_5748 
if 
  $3286 == 0 // $ == int 
jf @SERG1_5263 
if 
  $3297 == 1 // $ == int 
jf @SERG1_5263 
$3286 = 2 // $ = int 
$3287 = 0 // $ = int 

:SERG1_5263
if 
  $3286 == 0 // $ == int 
jf @SERG1_5313 
if 
  $3297 == 2 // $ == int 
jf @SERG1_5313 
$3286 = 3 // $ = int 
$3287 = 0 // $ = int 

:SERG1_5313
if 
  $3286 == 2 // $ == int 
jf @SERG1_5527 
if 
  $3287 == 0 // $ == int 
jf @SERG1_5375 
03CF: load_wav 'TEX1_5' as 1 
$3287 = 1 // $ = int 
jump @SERG1_5527 

:SERG1_5375
if 
  $3287 == 1 // $ == int 
jf @SERG1_5415 
if 
03D0:   wav 1 loaded 
jf @SERG1_5415 
$3287 = 2 // $ = int 

:SERG1_5415
if 
  $3287 == 2 // $ == int 
jf @SERG1_5459 
00BC: text_highpriority 'TEX1_9' time 5000 1  // Get him!
03D1: play_wav 1 
$3287 = 3 // $ = int 

:SERG1_5459
if 
  $3287 == 3 // $ == int 
jf @SERG1_5527 
if 
03D2:   wav 1 ended 
jf @SERG1_5527 
$3287 = 0 // $ = int 
$3286 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
$3297 = 2 // $ = int 

:SERG1_5527
if 
  $3286 == 3 // $ == int 
jf @SERG1_5741 
if 
  $3287 == 0 // $ == int 
jf @SERG1_5589 
03CF: load_wav 'TEX1_6' as 1 
$3287 = 1 // $ = int 
jump @SERG1_5741 

:SERG1_5589
if 
  $3287 == 1 // $ == int 
jf @SERG1_5629 
if 
03D0:   wav 1 loaded 
jf @SERG1_5629 
$3287 = 2 // $ = int 

:SERG1_5629
if 
  $3287 == 2 // $ == int 
jf @SERG1_5673 
00BC: text_highpriority 'TEX1_10' time 5000 1  // Kill that Psycho!
03D1: play_wav 1 
$3287 = 3 // $ = int 

:SERG1_5673
if 
  $3287 == 3 // $ == int 
jf @SERG1_5741 
if 
03D2:   wav 1 ended 
jf @SERG1_5741 
$3287 = 0 // $ = int 
$3286 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
$3297 = 3 // $ = int 

:SERG1_5741
jump @SERG1_5854 

:SERG1_5748
if 
  $3286 == 2 // $ == int 
jf @SERG1_5801 
$3287 = 0 // $ = int 
$3286 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_9'  // Get him!
$3297 = 2 // $ = int 

:SERG1_5801
if 
  $3286 == 3 // $ == int 
jf @SERG1_5854 
$3287 = 0 // $ = int 
$3286 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_10'  // Kill that Psycho!
$3297 = 3 // $ = int 

:SERG1_5854
if 
  $3243 == 2 // $ == int 
jf @SERG1_5985 
if 
  $3265 == 0 // $ == int 
jf @SERG1_5985 
if 
  TIMERA > 1500 // @ > int 
jf @SERG1_5934 
if 
  not Actor.Dead($3166)
jf @SERG1_5934 
0372: set_actor $3166 anim 33 wait_state_time -1 ms 

:SERG1_5934
if 
  TIMERA > 4000 // @ > int 
jf @SERG1_5985 
if 
  not Actor.Dead($3166)
jf @SERG1_5985 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 
TIMERA = 0 // @ = int 

:SERG1_5985
if 
  not Actor.Dead($3166)
jf @SERG1_7962 
if 
  $3243 == 2 // $ == int 
jf @SERG1_7962 
if 
  $3265 == 0 // $ == int 
jf @SERG1_6139 
if or
00FB:   player $PLAYER_CHAR 0 $3166 radius 35.5 35.5 35.5 
  $3268 == 1 // $ == int 
jf @SERG1_6139 
0372: set_actor $3166 anim 0 wait_state_time 100 ms 
0239: actor $3166 run_to 86.645 584.7784 
$3286 = 1 // $ = int 
$3265 = 1 // $ = int 
$3268 = 1 // $ = int 
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:SERG1_6139
if or
0490:   player $PLAYER_CHAR has_weapon 12 
0490:   player $PLAYER_CHAR has_weapon 13 
0490:   player $PLAYER_CHAR has_weapon 15 
0490:   player $PLAYER_CHAR has_weapon 16 
0490:   player $PLAYER_CHAR has_weapon 17 
jf @SERG1_6192 
jump @SERG1_6376 

:SERG1_6192
if or
0490:   player $PLAYER_CHAR has_weapon 18 
0490:   player $PLAYER_CHAR has_weapon 19 
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 21 
0490:   player $PLAYER_CHAR has_weapon 22 
jf @SERG1_6245 
jump @SERG1_6376 

:SERG1_6245
if or
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 26 
0490:   player $PLAYER_CHAR has_weapon 27 
jf @SERG1_6298 
jump @SERG1_6376 

:SERG1_6298
if or
0490:   player $PLAYER_CHAR has_weapon 30 
0490:   player $PLAYER_CHAR has_weapon 31 
0490:   player $PLAYER_CHAR has_weapon 32 
0490:   player $PLAYER_CHAR has_weapon 33 
0490:   player $PLAYER_CHAR has_weapon 28 
jf @SERG1_6351 
jump @SERG1_6376 

:SERG1_6351
if 
0490:   player $PLAYER_CHAR has_weapon 29 
jf @SERG1_6463 
jump @SERG1_6376 

:SERG1_6376
if or
00E3:   player $PLAYER_CHAR 0 85.5794 386.6449 radius 70.0 70.0 
00E3:   player $PLAYER_CHAR 0 190.6185 370.4833 radius 12.0 12.0 
jf @SERG1_6463 
00BC: text_highpriority 'SBOB158' time 5000 1 
jump @SERG1_10823 

:SERG1_6463
if 
  $3286 == 1 // $ == int 
jf @SERG1_6760 
if 
  not Actor.Dead($3166)
jf @SERG1_6700 
if 
  $3287 == 0 // $ == int 
jf @SERG1_6541 
03CF: load_wav 'TEX1_1' as 1 
$3287 = 1 // $ = int 
jump @SERG1_6693 

:SERG1_6541
if 
  $3287 == 1 // $ == int 
jf @SERG1_6581 
if 
03D0:   wav 1 loaded 
jf @SERG1_6581 
$3287 = 2 // $ = int 

:SERG1_6581
if 
  $3287 == 2 // $ == int 
jf @SERG1_6625 
00BC: text_highpriority 'TEX1_3' time 5000 1  // Who's this guy? Boys, deal with him.
03D1: play_wav 1 
$3287 = 3 // $ = int 

:SERG1_6625
if 
  $3287 == 3 // $ == int 
jf @SERG1_6693 
if 
03D2:   wav 1 ended 
jf @SERG1_6693 
$3287 = 0 // $ = int 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
$3286 = 0 // $ = int 
$3297 = 1 // $ = int 

:SERG1_6693
jump @SERG1_6760 

:SERG1_6700
if 
  $3286 == 1 // $ == int 
jf @SERG1_6760 
040D: unload_wav 1 
03D5: remove_text 'TEX1_3'  // Who's this guy? Boys, deal with him.
$3265 = 1 // $ = int 
$3287 = 0 // $ = int 
$3286 = 0 // $ = int 
$3297 = 1 // $ = int 

:SERG1_6760
if 
  $3265 == 1 // $ == int 
jf @SERG1_6840 
if 
00FF:   actor $3166 0 86.645 584.7784 13.3303 radius 7.0 7.0 2.0 
jf @SERG1_6840 
$3265 = 2 // $ = int 
gosub @SERG1_11523 

:SERG1_6840
if 
  $3265 == 2 // $ == int 
jf @SERG1_7962 
if 
  $3264 == 1 // $ == int 
jf @SERG1_6906 
if 
044B:   actor $3166 on_foot 
jf @SERG1_6906 
gosub @SERG1_11523 
jump @SERG1_7400 

:SERG1_6906
if and
  not Actor.Dead($10180)
  not Car.Wrecked($3245)
jf @SERG1_7030 
if 
  $3264 == 3 // $ == int 
jf @SERG1_7030 
if 
  $10182 == 0 // $ == int 
jf @SERG1_7030 
0362: put_actor $10180 at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor $10180 into_turret_on_car $3245 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 17 
01CA: actor $10180 kill_player $PLAYER_CHAR 
$10182 = 1 // $ = int 

:SERG1_7030
if and
  not Actor.Dead($10181)
  not Car.Wrecked($3188)
jf @SERG1_7234 
if 
  $3264 == 3 // $ == int 
jf @SERG1_7234 
if 
  $10183 == 0 // $ == int 
jf @SERG1_7234 
0362: put_actor $10181 at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor $10181 into_turret_on_car $3188 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 17 
01CA: actor $10181 kill_player $PLAYER_CHAR 
$10183 = 1 // $ = int 
if 
  not Car.Wrecked($3245)
jf @SERG1_7234 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_7234 
if 
  $10184 == 0 // $ == int 
jf @SERG1_7234 
Car.DriveTo($3245, 107.2849, 612.4179, 15.5958)
$10184 = 1 // $ = int 

:SERG1_7234
if 
  not Car.Wrecked($3245)
jf @SERG1_7400 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_7300 
Car.SetMaxSpeed($3245, 22.0)
TIMERA = 0 // @ = int 
$3264 = 3 // $ = int 
jump @SERG1_7400 

:SERG1_7300
if 
8203:   not actor $3166 near_car_on_foot $3245 radius 35.0 35.0 unknown 0 
jf @SERG1_7338 
gosub @SERG1_11523 

:SERG1_7338
if 
  not Car.Wrecked($3245)
jf @SERG1_7400 
if and
00DC:   player $PLAYER_CHAR in_car $3245 
8203:   not actor $3166 near_car_on_foot $3245 radius 5.0 5.0 unknown 0 
jf @SERG1_7400 
gosub @SERG1_11523 

:SERG1_7400
if 
  $3264 == 3 // $ == int 
jf @SERG1_7460 
if 
  not Car.Wrecked($3245)
jf @SERG1_7460 
if 
  not Actor.InCar($3166, $3245)
jf @SERG1_7460 
gosub @SERG1_11523 

:SERG1_7460
if 
  $3264 == 4 // $ == int 
jf @SERG1_7541 
if 
  TIMERB > 1000 // @ > int 
jf @SERG1_7541 
if 
  not Actor.Dead($3166)
jf @SERG1_7534 
009E: set_actor $3166 follow_path $3189 $3190 $3191 radius 2.0 move_stat 1 

:SERG1_7534
TIMERB = 0 // @ = int 

:SERG1_7541
if 
  $3264 == 4 // $ == int 
jf @SERG1_7604 
if 
00EC:   actor $3166 0 96.0986 265.837 radius 27.0 27.0 
jf @SERG1_7604 
$3264 = 5 // $ = int 

:SERG1_7604
if 
  $3264 == 3 // $ == int 
jf @SERG1_7685 
if 
  TIMERA > 75000 // @ > int 
jf @SERG1_7685 
if 
  not Car.Wrecked($3245)
jf @SERG1_7685 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_7685 
jump @SERG1_7685 

:SERG1_7685
if 
  $3264 == 3 // $ == int 
jf @SERG1_7776 
if 
00EC:   actor $3166 0 96.0986 265.837 radius 27.0 27.0 
jf @SERG1_7776 
if 
  Actor.Driving($3166)
jf @SERG1_7776 
03E2: actor $3166 leave_any_car 
0319: set_actor $3166 running 1 
$3264 = 5 // $ = int 

:SERG1_7776
if 
  $3264 == 5 // $ == int 
jf @SERG1_7873 
if 
  not Actor.Dead($3166)
jf @SERG1_7873 
if 
  not Actor.Driving($3166)
jf @SERG1_7873 
if 
  TIMERA > 1000 // @ > int 
jf @SERG1_7873 
009E: set_actor $3166 follow_path $3181 $3182 $3183 radius 1.0 move_stat 1 
TIMERA = 0 // @ = int 

:SERG1_7873
if 
  $3264 == 5 // $ == int 
jf @SERG1_7962 
if 
  $3294 == 0 // $ == int 
jf @SERG1_7962 
if 
  not Actor.Dead($909)
jf @SERG1_7932 
Actor.Health($909) = 89

:SERG1_7932
if 
  not Actor.Dead($910)
jf @SERG1_7955 
Actor.Health($910) = 89

:SERG1_7955
$3294 = 1 // $ = int 

:SERG1_7962
if 
  $3259 == 0 // $ == int 
jf @SERG1_8092 
if 
  not Actor.Dead($3161)
jf @SERG1_8092 
if or
00FB:   player $PLAYER_CHAR 0 $3161 radius 10.0 10.0 0.6 
  $3268 == 1 // $ == int 
  Actor.Dead($3162)
  Actor.Dead($3163)
  Actor.Dead($3164)
jf @SERG1_8092 
0372: set_actor $3161 anim 0 wait_state_time 0 ms 
0243: set_actor $3161 ped_stats_to 16 
011A: set_actor $3161 search_threat 1 
01CA: actor $3161 kill_player $PLAYER_CHAR 
$3259 = 1 // $ = int 

:SERG1_8092
if 
  $3260 == 0 // $ == int 
jf @SERG1_8222 
if 
  not Actor.Dead($3162)
jf @SERG1_8222 
if or
00FB:   player $PLAYER_CHAR 0 $3162 radius 10.0 10.0 0.6 
  $3268 == 1 // $ == int 
  Actor.Dead($3161)
  Actor.Dead($3163)
  Actor.Dead($3164)
jf @SERG1_8222 
0372: set_actor $3162 anim 0 wait_state_time 0 ms 
0243: set_actor $3162 ped_stats_to 16 
011A: set_actor $3162 search_threat 1 
01CA: actor $3162 kill_player $PLAYER_CHAR 
$3260 = 1 // $ = int 

:SERG1_8222
if 
  $3261 == 0 // $ == int 
jf @SERG1_8359 
if 
  not Actor.Dead($3163)
jf @SERG1_8359 
if or
00FB:   player $PLAYER_CHAR 0 $3163 radius 5.0 5.0 0.6 
  $3268 == 1 // $ == int 
  Actor.Dead($3161)
  Actor.Dead($3162)
  Actor.Dead($3164)
jf @SERG1_8359 
$3268 = 1 // $ = int 
0372: set_actor $3163 anim 0 wait_state_time 0 ms 
0243: set_actor $3163 ped_stats_to 16 
011A: set_actor $3163 search_threat 1 
01CA: actor $3163 kill_player $PLAYER_CHAR 
$3261 = 1 // $ = int 

:SERG1_8359
if 
  $3262 == 0 // $ == int 
jf @SERG1_8496 
if 
  not Actor.Dead($3164)
jf @SERG1_8496 
if or
00FB:   player $PLAYER_CHAR 0 $3164 radius 5.0 5.0 0.6 
  $3268 == 1 // $ == int 
  Actor.Dead($3161)
  Actor.Dead($3162)
  Actor.Dead($3163)
jf @SERG1_8496 
0372: set_actor $3164 anim 0 wait_state_time 0 ms 
0243: set_actor $3164 ped_stats_to 16 
011A: set_actor $3164 search_threat 1 
01CA: actor $3164 kill_player $PLAYER_CHAR 
$3268 = 1 // $ = int 
$3262 = 1 // $ = int 

:SERG1_8496
if 
  not Car.Wrecked($3245)
jf @SERG1_8606 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_8606 
00AE: set_vehicle $3245 traffic_behavior_to 3 
if 
01AF:   car $3245 0 107.2849 612.4179 15.5958 radius 4.5 4.5 4.0 
jf @SERG1_8606 
Car.DriveTo($3245, 240.8879, 492.243, 10.8961)

:SERG1_8606
if 
  not Car.Wrecked($3245)
jf @SERG1_8709 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_8709 
if 
01AF:   car $3245 0 240.8879 492.243 10.8961 radius 4.5 4.5 4.0 
jf @SERG1_8709 
Car.DriveTo($3245, 123.3938, 495.0792, 16.045)

:SERG1_8709
if 
  not Car.Wrecked($3245)
jf @SERG1_8812 
if 
0448:   actor $3166 sitting_in_car $3245 
jf @SERG1_8812 
if 
01AF:   car $3245 0 123.3938 495.0792 16.045 radius 4.5 4.5 4.0 
jf @SERG1_8812 
Car.DriveTo($3245, 107.2849, 612.4179, 15.5958)

:SERG1_8812
if 
  $3243 == 2 // $ == int 
jf @SERG1_8921 
if 
02AD:   player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0 
jf @SERG1_8921 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @SERG1_8921 
if 
  $3298 == 0 // $ == int 
jf @SERG1_8921 
$3268 = 1 // $ = int 
$3298 = 1 // $ = int 

:SERG1_8921
if 
  $3258 == 0 // $ == int 
jf @SERG1_9168 
if 
  not Actor.Dead($3166)
jf @SERG1_9168 
if 
  not Actor.Dead($3165)
jf @SERG1_9168 
if 
  not Car.Wrecked($3188)
jf @SERG1_9168 
if 
  Actor.InCar($3165, $3188)
jf @SERG1_9146 
if 
8104:   not actor $3165 near_actor $3166 radius 30.0 30.0 30.0 sphere 0 
jf @SERG1_9139 
if or
00FB:   player $PLAYER_CHAR 0 $3165 radius 25.0 25.0 6.0 
  $3268 == 1 // $ == int 
80EC:   not actor $3165 0 $3204 $3205 radius 1.5 1.5 
jf @SERG1_9139 
Car.SetMaxSpeed($3188, 24.0)
00AF: set_car $3188 driver_behaviour_to 2 
$3258 = 1 // $ = int 
$3268 = 1 // $ = int 

:SERG1_9139
jump @SERG1_9168 

:SERG1_9146
01CA: actor $3165 kill_player $PLAYER_CHAR 
$3258 = 1 // $ = int 
$3268 = 1 // $ = int 

:SERG1_9168
if 
  $3258 == 1 // $ == int 
jf @SERG1_9292 
if 
  not Actor.Dead($3165)
jf @SERG1_9245 
if 
00EE:   actor $3165 0 96.0986 265.837 radius 35.0 35.0 
jf @SERG1_9245 
03E2: actor $3165 leave_any_car 

:SERG1_9245
if 
  not Actor.Dead($3165)
jf @SERG1_9292 
if 
  not Actor.Driving($3165)
jf @SERG1_9292 
01CA: actor $3165 kill_player $PLAYER_CHAR 
$3258 = 2 // $ = int 

:SERG1_9292
if 
  $3285 == 0 // $ == int 
jf @SERG1_9423 
if 
  $3265 > 0 // $ > int 
jf @SERG1_9423 
0395: clear_area 0 at 102.908 246.514 21.6 range 3.0 
Car.Create($3180, #GREENWOO, 102.111, 248.316, 21.5)
Car.Angle($3180) = 290.299
0129: $3179 = create_actor 21 #SPECIAL02 in_car $3180 driverseat 
0243: set_actor $3179 ped_stats_to 16 
Car.SetToNormalDriver($3180)
Car.ImmuneToNonPlayer($3180, True)
$3285 = 1 // $ = int 

:SERG1_9423
if 
  $3264 == 5 // $ == int 
jf @SERG1_9681 
if 
  not Actor.Dead($3166)
jf @SERG1_9681 
if 
  not Car.Wrecked($3180)
jf @SERG1_9666 
if 
00ED:   actor $3166 0 $3181 $3182 radius 5.0 5.0 
jf @SERG1_9659 
if 
0202:   actor $3166 near_car $3180 radius 20.0 20.0 sphere 0 
jf @SERG1_9644 
if 
  not Actor.Dead($3179)
jf @SERG1_9623 
if 
0448:   actor $3179 sitting_in_car $3180 
jf @SERG1_9602 
01D4: actor $3166 go_to_car $3180 and_enter_it_as_a_passenger 
$3281 = 1 // $ = int 
$3264 = 6 // $ = int 
jump @SERG1_9616 

:SERG1_9602
$3282 = 1 // $ = int 
$3264 = 6 // $ = int 

:SERG1_9616
jump @SERG1_9637 

:SERG1_9623
$3282 = 1 // $ = int 
$3264 = 6 // $ = int 

:SERG1_9637
jump @SERG1_9659 

:SERG1_9644
01D0: actor $3166 avoid_player $PLAYER_CHAR 
$3264 = 6 // $ = int 

:SERG1_9659
jump @SERG1_9681 

:SERG1_9666
01D0: actor $3166 avoid_player $PLAYER_CHAR 
$3264 = 6 // $ = int 

:SERG1_9681
if 
  $3281 == 1 // $ == int 
jf @SERG1_10084 
if 
  not Actor.Dead($3166)
jf @SERG1_10084 
if 
  $3283 == 0 // $ == int 
jf @SERG1_9881 
if 
  not Car.Wrecked($3180)
jf @SERG1_9881 
if 
80DC:   not player $PLAYER_CHAR in_car $3180 
jf @SERG1_9873 
if 
  not Actor.Dead($3179)
jf @SERG1_9866 
if 
0448:   actor $3179 sitting_in_car $3180 
jf @SERG1_9866 
if 
0448:   actor $3166 sitting_in_car $3180 
jf @SERG1_9866 
Car.SetMaxSpeed($3180, 22.5)
00AE: set_vehicle $3180 traffic_behavior_to 2 
Car.DriveTo($3180, 18.47, -1420.258, 10.318)
$3283 = 1 // $ = int 

:SERG1_9866
jump @SERG1_9881 

:SERG1_9873
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9881
if or
  $3283 == 1 // $ == int 
  $3283 == 2 // $ == int 
jf @SERG1_9930 
if 
  not Actor.Driving($3166)
jf @SERG1_9930 
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_9930
if 
  $3283 == 1 // $ == int 
jf @SERG1_10084 
if 
  not Car.Wrecked($3180)
jf @SERG1_10084 
if 
  not Actor.Dead($3179)
jf @SERG1_10084 
if 
0448:   actor $3179 sitting_in_car $3180 
jf @SERG1_10084 
if 
  not Actor.Dead($3166)
jf @SERG1_10084 
if 
0448:   actor $3166 sitting_in_car $3180 
jf @SERG1_10084 
if 
01AD:   car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
jf @SERG1_10084 
Car.SetToPsychoDriver($3180)
$3283 = 2 // $ = int 

:SERG1_10084
if 
  $3282 == 1 // $ == int 
jf @SERG1_10503 
if 
  not Actor.Dead($3166)
jf @SERG1_10503 
if 
  $3284 == 0 // $ == int 
jf @SERG1_10239 
if 
  not Actor.Driving($3166)
jf @SERG1_10239 
if 
  not Car.Wrecked($3180)
jf @SERG1_10231 
if 
80DC:   not player $PLAYER_CHAR in_car $3180 
jf @SERG1_10216 
01D5: actor $3166 go_to_and_drive_car $3180 
0319: set_actor $3166 running 1 
$3284 = 1 // $ = int 
jump @SERG1_10224 

:SERG1_10216
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_10224
jump @SERG1_10239 

:SERG1_10231
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_10239
if 
  $3284 == 1 // $ == int 
jf @SERG1_10351 
if 
  not Car.Wrecked($3180)
jf @SERG1_10351 
if 
  Actor.InCar($3166, $3180)
jf @SERG1_10343 
Car.SetMaxSpeed($3180, 24.0)
00AE: set_vehicle $3180 traffic_behavior_to 2 
Car.DriveTo($3180, 18.47, -1420.258, 10.318)
$3284 = 2 // $ = int 
jump @SERG1_10351 

:SERG1_10343
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_10351
if 
  $3284 == 2 // $ == int 
jf @SERG1_10454 
if 
  not Car.Wrecked($3180)
jf @SERG1_10454 
if 
0448:   actor $3166 sitting_in_car $3180 
jf @SERG1_10454 
if 
01AD:   car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 
jf @SERG1_10454 
Car.SetToPsychoDriver($3180)
$3284 = 3 // $ = int 

:SERG1_10454
if or
  $3284 == 2 // $ == int 
  $3284 == 3 // $ == int 
jf @SERG1_10503 
if 
  not Actor.Driving($3166)
jf @SERG1_10503 
01D0: actor $3166 avoid_player $PLAYER_CHAR 

:SERG1_10503
if 
  not Actor.Dead($3179)
jf @SERG1_10550 
if 
  not Actor.Driving($3179)
jf @SERG1_10550 
01CC: actor $3179 kill_player $PLAYER_CHAR 
0319: set_actor $3179 running 1 

:SERG1_10550
if 
  $3264 == 6 // $ == int 
jf @SERG1_10672 
if 
  $3299 == 0 // $ == int 
jf @SERG1_10672 
if 
8121:   not player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @SERG1_10672 
Car.RemoveReferences($3184)
Car.RemoveReferences($3185)
Car.RemoveReferences($3186)
Car.RemoveReferences($3187)
Car.RemoveReferences($3170)
Car.RemoveReferences($3188)
Actor.RemoveReferences($3161)
Actor.RemoveReferences($3162)
Actor.RemoveReferences($3163)
Actor.RemoveReferences($3164)
Actor.RemoveReferences($3165)
$3299 = 1 // $ = int 

:SERG1_10672
if 
  Actor.Dead($3166)
jf @SERG1_10713 
if 
  $3243 > 1 // $ > int 
jf @SERG1_10713 
jump @SERG1_10840 

:SERG1_10713
if 
  $3264 > 5 // $ > int 
jf @SERG1_10816 
if 
  not Actor.Dead($3166)
jf @SERG1_10816 
if 
80E9:   not player $PLAYER_CHAR 0 $3166 radius 210.0 210.0 
jf @SERG1_10816 
if 
82CB:   not actor $3166 bounding_sphere_visible 
jf @SERG1_10816 
00BC: text_highpriority 'TEX1_5' time 5000 1  // ~r~He got away!
jump @SERG1_10823 

:SERG1_10816
jump @SERG1_3060 

:SERG1_10823
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:SERG1_10840
$PASSED_TEX1_FOUR_IRON = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 500
0318: set_latest_mission_passed 'TEX_1'  // Four Iron
030C: progress_made += 1 
start_new_script @SER2 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 
$1267 = 1 // $ = int 
start_new_script @CLOTH3 
return 

:SERG1_10943
$ONMISSION = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#WMYGO)
Model.Destroy(#CADDY)
Model.Destroy(#GOLFCLUB)
Model.Destroy(#GREENWOO)
Model.Destroy(#COLT45)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Marker.Disable($3171)
Marker.Disable($3167)
Marker.Disable($3160)
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
if 
  $1278 == 1 // $ == int 
jf @SERG1_11061 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:SERG1_11061
if 
  $1277 == 1 // $ == int 
jf @SERG1_11101 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:SERG1_11101
if 
  $1300 == 1 // $ == int 
jf @SERG1_11141 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:SERG1_11141
if 
  $1265 == 1 // $ == int 
jf @SERG1_11181 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:SERG1_11181
if 
  $1266 == 1 // $ == int 
jf @SERG1_11221 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:SERG1_11221
if 
  $1267 == 1 // $ == int 
jf @SERG1_11279 
if 
   not $PASSED_TEX1_FOUR_IRON == 1 // $ == int 
jf @SERG1_11279 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:SERG1_11279
if 
  $1268 == 1 // $ == int 
jf @SERG1_11319 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:SERG1_11319
if 
  $1269 == 1 // $ == int 
jf @SERG1_11359 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:SERG1_11359
if 
  $1270 == 1 // $ == int 
jf @SERG1_11399 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:SERG1_11399
if 
  $1271 == 1 // $ == int 
jf @SERG1_11439 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:SERG1_11439
if 
  $1272 == 1 // $ == int 
jf @SERG1_11479 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:SERG1_11479
if 
  $1276 == 1 // $ == int 
jf @SERG1_11519 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:SERG1_11519
mission_cleanup 
return 

:SERG1_11523
if 
  not Actor.Dead($3166)
jf @SERG1_12550 
$3280 = 99999.9 // $ = float 
$3245 = -1 // $ = int 
Actor.StorePos($3166, $3276, $3277, $3278)
if 
  not Car.Wrecked($3184)
jf @SERG1_11788 
if 
82BF:   not car $3184 sunk 
jf @SERG1_11788 
046C: $3267 = car $3184 driver 
if 
  $3267 == -1 // $ == int 
jf @SERG1_11788 
if 
0203:   actor $3166 near_car_on_foot $3184 radius 35.0 35.0 unknown 0 
jf @SERG1_11788 
Car.StorePos($3184, $3273, $3274, $3275)
0086: $3269 = $3273 // $ = $ float 
0061: $3269 -= $3276 // $ -= $ float 
0086: $3270 = $3274 // $ = $ float 
0061: $3270 -= $3277 // $ -= $ float 
0086: $3272 = $3269 // $ = $ float 
0069: $3272 *= $3269 // $ *= $ float 
0086: $3271 = $3270 // $ = $ float 
0069: $3271 *= $3270 // $ *= $ float 
0086: $3279 = $3271 // $ = $ float 
0059: $3279 += $3272 // $ += $ float 
if 
0024:   $3280 > $3279 // $ > $ float 
jf @SERG1_11788 
0086: $3280 = $3279 // $ = $ float 
0084: $3245 = $3184 // $ = $ int 

:SERG1_11788
if 
  not Car.Wrecked($3185)
jf @SERG1_12006 
if 
82BF:   not car $3185 sunk 
jf @SERG1_12006 
046C: $3267 = car $3185 driver 
if 
  $3267 == -1 // $ == int 
jf @SERG1_12006 
if 
0203:   actor $3166 near_car_on_foot $3185 radius 35.0 35.0 unknown 0 
jf @SERG1_12006 
Car.StorePos($3185, $3273, $3274, $3275)
0086: $3269 = $3273 // $ = $ float 
0061: $3269 -= $3276 // $ -= $ float 
0086: $3270 = $3274 // $ = $ float 
0061: $3270 -= $3277 // $ -= $ float 
0086: $3272 = $3269 // $ = $ float 
0069: $3272 *= $3269 // $ *= $ float 
0086: $3271 = $3270 // $ = $ float 
0069: $3271 *= $3270 // $ *= $ float 
0086: $3279 = $3271 // $ = $ float 
0059: $3279 += $3272 // $ += $ float 
if 
0024:   $3280 > $3279 // $ > $ float 
jf @SERG1_12006 
0086: $3280 = $3279 // $ = $ float 
0084: $3245 = $3185 // $ = $ int 

:SERG1_12006
if 
  not Car.Wrecked($3186)
jf @SERG1_12224 
if 
82BF:   not car $3186 sunk 
jf @SERG1_12224 
046C: $3267 = car $3186 driver 
if 
  $3267 == -1 // $ == int 
jf @SERG1_12224 
if 
0203:   actor $3166 near_car_on_foot $3186 radius 35.0 35.0 unknown 0 
jf @SERG1_12224 
Car.StorePos($3186, $3273, $3274, $3275)
0086: $3269 = $3273 // $ = $ float 
0061: $3269 -= $3276 // $ -= $ float 
0086: $3270 = $3274 // $ = $ float 
0061: $3270 -= $3277 // $ -= $ float 
0086: $3272 = $3269 // $ = $ float 
0069: $3272 *= $3269 // $ *= $ float 
0086: $3271 = $3270 // $ = $ float 
0069: $3271 *= $3270 // $ *= $ float 
0086: $3279 = $3271 // $ = $ float 
0059: $3279 += $3272 // $ += $ float 
if 
0024:   $3280 > $3279 // $ > $ float 
jf @SERG1_12224 
0086: $3280 = $3279 // $ = $ float 
0084: $3245 = $3186 // $ = $ int 

:SERG1_12224
if 
  not Car.Wrecked($3187)
jf @SERG1_12442 
if 
82BF:   not car $3187 sunk 
jf @SERG1_12442 
046C: $3267 = car $3187 driver 
if 
  $3267 == -1 // $ == int 
jf @SERG1_12442 
if 
0203:   actor $3166 near_car_on_foot $3187 radius 35.0 35.0 unknown 0 
jf @SERG1_12442 
Car.StorePos($3187, $3273, $3274, $3275)
0086: $3269 = $3273 // $ = $ float 
0061: $3269 -= $3276 // $ -= $ float 
0086: $3270 = $3274 // $ = $ float 
0061: $3270 -= $3277 // $ -= $ float 
0086: $3272 = $3269 // $ = $ float 
0069: $3272 *= $3269 // $ *= $ float 
0086: $3271 = $3270 // $ = $ float 
0069: $3271 *= $3270 // $ *= $ float 
0086: $3279 = $3271 // $ = $ float 
0059: $3279 += $3272 // $ += $ float 
if 
0024:   $3280 > $3279 // $ > $ float 
jf @SERG1_12442 
0086: $3280 = $3279 // $ = $ float 
0084: $3245 = $3187 // $ = $ int 

:SERG1_12442
if or
  $3245 == -1 // $ == int 
  $3263 > 3 // $ > int 
jf @SERG1_12521 
011C: actor $3166 clear_objective 
009E: set_actor $3166 follow_path $3189 $3190 $3191 radius 15.0 move_stat 1 
0319: set_actor $3166 running 1 
$3264 = 4 // $ = int 
TIMERB = 0 // @ = int 
jump @SERG1_12550 

:SERG1_12521
01D5: actor $3166 go_to_and_drive_car $3245 
0319: set_actor $3166 running 1 
$3264 = 1 // $ = int 
$3263 += 1 // $ += int 

:SERG1_12550
return 

//-------------Mission 19---------------
// Originally: Demolition Man

:SERG3
script_name 'SERG3' 
gosub @SERG3_46 
if 
  wasted_or_busted 
jf @SERG3_37 
gosub @SERG3_23473 

:SERG3_37
gosub @SERG3_26347 
terminate_this_script 

:SERG3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$1084 = 1 // $ = int 
wait 0 
054C: use_GXT_table 'SERG3' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
fade 1 1500 
$3302 = 226.9151 // $ = float 
$3303 = -352.211 // $ = float 
$3304 = 9.9086 // $ = float 
$3305 = 79.9842 // $ = float 
$3328 = 226.192 // $ = float 
$3329 = -342.5692 // $ = float 
$3330 = 10.3744 // $ = float 
$3331 = 87.8676 // $ = float 
$3343 = 229.8516 // $ = float 
$3344 = -347.11 // $ = float 
$3345 = 10.0998 // $ = float 
$3346 = 229.8516 // $ = float 
$3347 = -344.0284 // $ = float 
$3348 = 10.1517 // $ = float 
$3349 = 229.8516 // $ = float 
$3350 = -341.11 // $ = float 
$3351 = 10.56018 // $ = float 
$3352 = 229.8516 // $ = float 
$3353 = -338.11 // $ = float 
$3354 = 10.46479 // $ = float 
$3367 = 97.574 // $ = float 
$3368 = -381.658 // $ = float 
$3369 = 7.6407 // $ = float 
$3370 = 156.5491 // $ = float 
$3371 = -348.0284 // $ = float 
$3372 = 16.8517 // $ = float 
$3373 = 88.1474 // $ = float 
$3374 = -361.8685 // $ = float 
$3375 = 26.076 // $ = float 
$3376 = 140.0079 // $ = float 
$3377 = -383.1253 // $ = float 
$3378 = 35.3172 // $ = float 
$3405 = 0 // $ = int 
$3406 = 0 // $ = int 
$3407 = 0 // $ = int 
$3408 = 0 // $ = int 
$3409 = 0 // $ = int 
$3410 = 0 // $ = int 
$3411 = 0 // $ = int 
$3412 = 0 // $ = int 
$3413 = 0 // $ = int 
$3391 = 0 // $ = int 
$3400 = 0 // $ = int 
$3392 = 0 // $ = int 
$3393 = 0 // $ = int 
$3394 = 0 // $ = int 
$3395 = 0 // $ = int 
$3396 = 0 // $ = int 
$3397 = 0 // $ = int 
$3398 = 0 // $ = int 
$3399 = 0 // $ = int 
$3401 = 0 // $ = int 
$3403 = 0 // $ = int 
$3404 = 0 // $ = int 
$3426 = 0 // $ = int 
$3427 = 0 // $ = int 
$3428 = 0 // $ = int 
$3429 = 0 // $ = int 
$3430 = 0 // $ = int 
$3431 = 0 // $ = int 
$3432 = 0 // $ = int 
$3434 = 0 // $ = int 
$3435 = 0 // $ = int 
$3436 = 0 // $ = int 
$3437 = 0 // $ = int 
$3433 = 0 // $ = int 
$3459 = 0 // $ = int 
$3439 = 0 // $ = int 
$3414 = 0 // $ = int 
$3440 = 0 // $ = int 
$3307 = 4 // $ = int 
$3457 = 0 // $ = int 
$3441 = 0 // $ = int 
$3442 = 0 // $ = int 
$3443 = 0 // $ = int 
$3444 = 0 // $ = int 
$3445 = 0 // $ = int 
$3446 = 0 // $ = int 
$3447 = 0 // $ = int 
$3448 = 0 // $ = int 
$3458 = 0 // $ = int 
$10186 = 0 // $ = int 
$10187 = 0 // $ = int 
$10188 = 0 // $ = int 
$10189 = 0 // $ = int 
$10190 = 0 // $ = int 
$10191 = 0 // $ = int 
$10192 = 0 // $ = int 
$10193 = 0 // $ = int 
$10194 = 0 // $ = int 
$10195 = 0 // $ = int 
set_weather 4 
02A3: enable_widescreen 1 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG3_997
if 
  not Model.Available(#STRETCH)
jf @SERG3_1024 
wait 0 
jump @SERG3_997 

:SERG3_1024
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($1602, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $1602 color_to 0 0 
Car.Angle($1602) = 0.0
fade 1 1500 

:SERG3_1097
if 
  fading 
jf @SERG3_1121 
wait 0 
jump @SERG3_1097 

:SERG3_1121
if 
  not Car.Wrecked($1602)
jf @SERG3_1157 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG3_1157
TIMERA = 0 // @ = int 

:SERG3_1164
if 
  1000 > TIMERA // int > @ 
jf @SERG3_1194 
wait 0 
jump @SERG3_1164 

:SERG3_1194
if 
  not Car.Wrecked($1602)
jf @SERG3_1219 
Camera.OnVehicle($1602, 15, 1)

:SERG3_1219
TIMERA = 0 // @ = int 

:SERG3_1226
if 
  3000 > TIMERA // int > @ 
jf @SERG3_1256 
wait 0 
jump @SERG3_1226 

:SERG3_1256
if 
  not Car.Wrecked($1602)
jf @SERG3_1297 
Car.StorePos($1602, $1599, $1600, $1601)
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG3_1297
fade 0 1500 

:SERG3_1304
if 
  fading 
jf @SERG3_1328 
wait 0 
jump @SERG3_1304 

:SERG3_1328
Car.Destroy($1602)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
TIMERA = 0 // @ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
038B: load_requested_models 

:SERG3_1396
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @SERG3_1426 
wait 0 
jump @SERG3_1396 

:SERG3_1426
if 
  not Model.Available(#CUTOBJ01)
jf @SERG3_1453 
wait 0 
jump @SERG3_1426 

:SERG3_1453
02E4: load_cutscene_data 'TEX_3' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $3460 = create_cutscene_object #CUTOBJ01 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
04E4: request_collision_at 265.129 -234.531 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG3_1623
if 
  1378 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1658 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1623 

:SERG3_1658
00BC: text_highpriority 'TEX3_A' time 10000 1  // Now look here, son. I got a problem and I reckon you could help me with it.

:SERG3_1673
if 
  6014 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1708 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1673 

:SERG3_1708
00BC: text_highpriority 'TEX3_B' time 10000 1  // I'm no builder.

:SERG3_1723
if 
  7125 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1758 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1723 

:SERG3_1758
00BC: text_highpriority 'TEX3_C' time 10000 1  // No, I was thinking more of your demolition skills.

:SERG3_1773
if 
  11052 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1808 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1773 

:SERG3_1808
00BC: text_highpriority 'TEX3_D' time 10000 1  // Now this here, this is the development as planned and this,

:SERG3_1823
if 
  15314 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1858 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1823 

:SERG3_1858
00BC: text_highpriority 'TEX3_E' time 10000 1  // this is the property that we're looking at.

:SERG3_1873
if 
  17674 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1908 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1873 

:SERG3_1908
00BC: text_highpriority 'TEX3_F' time 10000 1  // You're trying to say this new office block is kind of in the way.

:SERG3_1923
if 
  20508 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_1958 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1923 

:SERG3_1958
00BC: text_highpriority 'TEX3_G' time 10000 1  // You catch on quick.

:SERG3_1973
if 
  22010 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2008 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_1973 

:SERG3_2008
00BC: text_highpriority 'TEX3_H' time 10000 1  // Now I'm going to head out of town for a while

:SERG3_2023
if 
  24331 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2058 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2023 

:SERG3_2058
00BC: text_highpriority 'TEX3_I' time 10000 1  // and if that office development were to face sudden and insurmountable structural problems, then I..

:SERG3_2073
if 
  30049 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2108 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2073 

:SERG3_2108
00BC: text_highpriority 'TEX3_J' time 10000 1  // As a civil minded individual you'd feel obliged to step in and

:SERG3_2123
if 
  33978 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2160 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2123 

:SERG3_2160
00BC: text_highpriority 'TEX3_K' time 10000 1  // save the rejuvenation of an important area of the city?

:SERG3_2175
if 
  37030 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2175 

:SERG3_2212
00BC: text_highpriority 'TEX3_L' time 10000 1  // Where can I get more guys like you?

:SERG3_2227
if 
  39030 > $CUT_SCENE_TIME // int > $ 
jf @SERG3_2264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG3_2227 

:SERG3_2264
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:SERG3_2275
if 
  fading 
jf @SERG3_2299 
wait 0 
jump @SERG3_2275 

:SERG3_2299
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01B7: release_weather 
select_interior 0 
fade 1 1500 
Model.Load(#DYNAMITE)
Model.Load(#TOPFUN)
Model.Load(#WMYCW)
Model.Load(#HAMMER)
Model.Load(#RCRAIDER)
Model.Load(#BARREL2)
Model.Load(#GDA)
Model.Load(#COLT45)
Model.Load(#BAGGAGE)

:SERG3_2374
if or
  not Model.Available(#DYNAMITE)
  not Model.Available(#HAMMER)
  not Model.Available(#WMYCW)
  not Model.Available(#TOPFUN)
  not Model.Available(#BARREL2)
  not Model.Available(#COLT45)
jf @SERG3_2423 
wait 0 
jump @SERG3_2374 

:SERG3_2423
if and
  not Model.Available(#GDA)
  not Model.Available(#BAGGAGE)
jf @SERG3_2454 
wait 0 
jump @SERG3_2423 

:SERG3_2454
048A: enable_rc_vehicle_detonation 0 
0395: clear_area 0 at $3302 $3303 $3304 range 35.0 
Car.Create($3308, #TOPFUN, $3302, $3303, $3304)
$3457 = 1 // $ = int 
Car.Angle($3308) = $3305
Marker.CreateAboveCar($3306, $3308)
00BC: text_highpriority 'TEX3_16' time 7000 2  // ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished.
022B: create_forbidden_for_peds_cube 208.6046 -355.3371 -5.5941 248.6443 -338.1352 12.9291 
Car.LockInCurrentPosition($3308, True)

:SERG3_2570
wait 0 
if 
  not Car.Wrecked($3308)
jf @SERG3_2646 
if 
0442:   player $PLAYER_CHAR sitting_in_car $3308 
jf @SERG3_2646 
if 
  $3440 == 0 // $ == int 
jf @SERG3_2646 
020A: set_car $3308 door_status_to 2 
wait 1000 
$3440 = 1 // $ = int 

:SERG3_2646
if 
  not Car.Wrecked($3308)
jf @SERG3_2713 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $3308 
jf @SERG3_2713 
if 
  $3440 == 1 // $ == int 
jf @SERG3_2713 
020A: set_car $3308 door_status_to 1 
$3440 = 0 // $ = int 

:SERG3_2713
if 
  not Car.Wrecked($3308)
jf @SERG3_5629 
if 
00DC:   player $PLAYER_CHAR in_car $3308 
jf @SERG3_5629 
if and
  $3391 == 0 // $ == int 
  $3440 == 1 // $ == int 
jf @SERG3_5629 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Create($3311, 4, #WMYCW, 121.4188, -371.5533, 7.6307)
01B2: give_actor $3311 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3311) = 189.9082
0319: set_actor $3311 running 1 
Actor.Create($3312, 4, #WMYCW, 160.0738, -375.754, 7.6307)
01B2: give_actor $3312 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3312) = 268.8645
0319: set_actor $3312 running 1 
Actor.Create($3313, 4, #WMYCW, 116.1989, -348.1792, 16.8494)
01B2: give_actor $3313 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3313) = 288.6831
0319: set_actor $3313 running 1 
Actor.Create($3314, 4, #WMYCW, 117.5286, -348.1254, 16.8494)
01B2: give_actor $3314 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3314) = 110.9578
0319: set_actor $3314 running 1 
03F9: make_actors $3314 $3313 converse_in 800000 ms 
Actor.Create($3315, 4, #WMYCW, 160.1008, -356.3203, 16.8517)
01B2: give_actor $3315 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3315) = 277.8673
0319: set_actor $3315 running 1 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 
Actor.Create($3316, 4, #WMYCW, 160.3129, -375.7929, 16.8517)
01B2: give_actor $3316 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3316) = 261.674
0319: set_actor $3316 running 1 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 
Actor.Create($3317, 4, #WMYCW, 81.4138, -356.4398, 26.076)
01B2: give_actor $3317 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3317) = 87.3059
0319: set_actor $3317 running 1 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 
Actor.Create($3318, 4, #WMYCW, 81.5607, -354.9395, 26.076)
01B2: give_actor $3318 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3318) = 176.8125
0319: set_actor $3318 running 1 
0372: set_actor $3318 anim 19 wait_state_time 800000 ms 
Actor.Create($3319, 4, #GDA, 121.0359, -379.109, 26.0805)
01B2: give_actor $3319 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3319) = 15.4943
0319: set_actor $3319 running 1 
0489: set_actor $3319 muted 1 
Actor.Create($3320, 4, #WMYCW, 112.2413, -356.3021, 35.3172)
01B2: give_actor $3320 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3320) = 278.5729
0319: set_actor $3320 running 1 
Actor.Create($3321, 4, #WMYCW, 98.2973, -376.011, 35.3172)
01B2: give_actor $3321 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3321) = 76.4463
0319: set_actor $3321 running 1 
Actor.Create($3322, 4, #WMYCW, 160.5181, -356.3491, 35.3172)
01B2: give_actor $3322 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3322) = 278.5729
0319: set_actor $3322 running 1 
Actor.Create($3323, 4, #WMYCW, 129.3469, -366.2533, 35.3172)
01B2: give_actor $3323 weapon 7 ammo 1 // Load the weapon model before using this 
Actor.Angle($3323) = 84.4686
0319: set_actor $3323 running 1 
Actor.Create($3324, 4, #GDA, 120.1059, -346.0308, 35.3104)
01B2: give_actor $3324 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3324) = 185.866
0319: set_actor $3324 running 1 
02E2: set_actor $3324 weapon_accuracy_to 80 
0489: set_actor $3324 muted 1 
Actor.Create($3325, 4, #GDA, 123.3658, -380.2271, 35.3172)
01B2: give_actor $3325 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3325) = 358.9169
0319: set_actor $3325 running 1 
0489: set_actor $3325 muted 1 
Actor.Create($3326, 4, #GDA, 104.143, -346.1777, 26.268)
01B2: give_actor $3326 weapon 17 ammo 300000 // Load the weapon model before using this 
Actor.Angle($3326) = 185.866
0319: set_actor $3326 running 1 
0489: set_actor $3326 muted 1 
Car.Create($10186, #BAGGAGE, 99.3485, -416.0106, 9.0322)
Car.Angle($10186) = 273.6151
Car.SetImmunities($10186, 1, 1, 1, 1, 1)
0423: car $10186 improve_handling 1.5 
Car.SetMaxSpeed($10186, 35.0)
0129: $10187 = create_actor 4 #WMYCW in_car $10186 driverseat 
00AE: set_vehicle $10186 traffic_behavior_to 3 
03A2: set_vehicle $10186 action 0 
Car.Create($10188, #BAGGAGE, 92.5681, -387.5049, 17.9003)
Car.Angle($10188) = 273.6151
Car.SetImmunities($10188, 1, 1, 1, 1, 1)
0423: car $10188 improve_handling 1.5 
Car.SetMaxSpeed($10188, 40.0)
0129: $10189 = create_actor 4 #WMYCW in_car $10188 driverseat 
00AE: set_vehicle $10188 traffic_behavior_to 3 
03A2: set_vehicle $10188 action 0 
Car.Create($10190, #BAGGAGE, 135.4912, -374.0675, 27.1299)
Car.Angle($10190) = 89.0136
Car.SetImmunities($10190, 1, 1, 1, 1, 1)
0423: car $10190 improve_handling 1.5 
Car.SetMaxSpeed($10190, 45.0)
0129: $10191 = create_actor 4 #WMYCW in_car $10190 driverseat 
00AE: set_vehicle $10190 traffic_behavior_to 3 
03A2: set_vehicle $10190 action 0 
Car.Create($10192, #BAGGAGE, 127.0123, -374.4645, 36.3595)
Car.Angle($10192) = 88.4101
Car.SetImmunities($10192, 1, 1, 1, 1, 1)
0423: car $10192 improve_handling 1.5 
Car.SetMaxSpeed($10192, 50.0)
0129: $10193 = create_actor 4 #WMYCW in_car $10192 driverseat 
00AE: set_vehicle $10192 traffic_behavior_to 3 
03A2: set_vehicle $10192 action 0 
Marker.Disable($3306)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
$3310 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
046E: put_player $PLAYER_CHAR in_RC_mode_at $3328 $3329 $3330 angle $3331 RC_model #RCRAIDER 
$3327 = Player.RC_car($PLAYER_CHAR)
Car.Health($3327) = 1000
Object.Create($3335, #DYNAMITE, $3343, $3344, $3345)
Object.CollisionDetection($3335, True)
Object.ToggleInMovingList($3335, True)
Marker.CreateAboveObject($3339, $3335)
Object.Create($3336, #DYNAMITE, $3346, $3347, $3348)
Object.CollisionDetection($3336, True)
Object.ToggleInMovingList($3336, True)
Marker.CreateAboveObject($3340, $3336)
Object.Create($3337, #DYNAMITE, $3349, $3350, $3351)
Object.CollisionDetection($3337, True)
Object.ToggleInMovingList($3337, True)
Marker.CreateAboveObject($3341, $3337)
Object.Create($3338, #DYNAMITE, $3352, $3353, $3354)
Object.CollisionDetection($3338, True)
Object.ToggleInMovingList($3338, True)
Marker.CreateAboveObject($3342, $3338)
Camera.SetPosition(275.6989, -255.7764, 35.36815, 0.0, 0.0, 0.0)
Camera.PointAt(274.9049, -256.3752, 35.47337, 2)
0395: clear_area 0 at $3328 $3329 $3330 range 15.0 
TIMERA = 0 // @ = int 

:SERG3_4364
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4441 
wait 0 
00BC: text_highpriority 'TEX3_1' time 5000 2  // ~g~Use the RC helicopter to transport bombs to four demolition points on the building site.
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @SERG3_4434 
jump @SERG3_5477 

:SERG3_4434
jump @SERG3_4364 

:SERG3_4441
Camera.SetPosition(221.9318, -347.8253, 14.86874, 0.0, 0.0, 0.0)
Camera.PointAt(222.5816, -347.2625, 14.35743, 2)
TIMERA = 0 // @ = int 

:SERG3_4499
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4568 
wait 0 
00BC: text_highpriority 'TEX3_2' time 5000 2  // ~g~You must place one bomb at each target. You can place bombs in any order.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4561 
jump @SERG3_5477 

:SERG3_4561
jump @SERG3_4499 

:SERG3_4568
Camera.SetPosition(229.9853, -348.7427, 11.14897, 0.0, 0.0, 0.0)
Camera.PointAt(229.9513, -347.8613, 10.67796, 2)
TIMERA = 0 // @ = int 

:SERG3_4626
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4695 
wait 0 
00BC: text_highpriority 'TEX3_30' time 5000 2  // ~g~To pick up a bomb, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4688 
jump @SERG3_5477 

:SERG3_4688
jump @SERG3_4626 

:SERG3_4695
Camera.SetPosition(94.208, -381.946, 8.67, 0.0, 0.0, 0.0)
Camera.PointAt(95.28442, -381.862, 8.660458, 2)
0395: clear_area 0 at $3328 $3329 $3330 range 10.0 
TIMERA = 0 // @ = int 

:SERG3_4771
if 
  5000 > TIMERA // int > @ 
jf @SERG3_4885 
wait 0 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @SERG3_4839 
00BC: text_highpriority 'TEX3_39' time 5000 2  // ~g~To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~g~button.
jump @SERG3_4854 

:SERG3_4839
00BC: text_highpriority 'TEX3_4' time 5000 2  // ~g~To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~g~button.

:SERG3_4854
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_4878 
jump @SERG3_5477 

:SERG3_4878
jump @SERG3_4771 

:SERG3_4885
Camera.SetPosition(153.3567, -365.0051, 17.8099, 0.0, 0.0, 0.0)
Camera.PointAt(153.5378, -364.0217, 17.82351, 2)
TIMERA = 0 // @ = int 

:SERG3_4943
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5068 
wait 0 
00BC: text_highpriority 'TEX3_5' time 5000 2  // ~g~If you place a bomb unsuccessfully you can pick it up and try again.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5005 
jump @SERG3_5477 

:SERG3_5005
if 
  not Actor.Dead($3315)
jf @SERG3_5033 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 

:SERG3_5033
if 
  not Actor.Dead($3316)
jf @SERG3_5061 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 

:SERG3_5061
jump @SERG3_4943 

:SERG3_5068
Camera.SetPosition(93.85921, -360.9543, 27.00828, 0.0, 0.0, 0.0)
Camera.PointAt(92.8611, -361.0136, 26.99214, 2)
TIMERA = 0 // @ = int 

:SERG3_5126
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5223 
wait 0 
00BC: text_highpriority 'TEX3_6' time 5000 2  // ~g~Once you have picked up a bomb for the first time, the detonation timer will start.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5188 
jump @SERG3_5477 

:SERG3_5188
if 
  not Actor.Dead($3317)
jf @SERG3_5216 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 

:SERG3_5216
jump @SERG3_5126 

:SERG3_5223
Camera.SetPosition(120.767, -377.2256, 35.94569, 0.0, 0.0, 0.0)
Camera.PointAt(121.6996, -377.581, 36.00743, 2)
TIMERA = 0 // @ = int 

:SERG3_5281
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5350 
wait 0 
00BC: text_highpriority 'SBOB159' time 5000 2 
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5343 
jump @SERG3_5477 

:SERG3_5343
jump @SERG3_5281 

:SERG3_5350
Camera.SetPosition(117.7223, -388.8373, 10.20708, 0.0, 0.0, 0.0)
Camera.PointAt(117.7434, -387.8386, 10.25837, 2)
TIMERA = 0 // @ = int 

:SERG3_5408
if 
  5000 > TIMERA // int > @ 
jf @SERG3_5477 
wait 0 
00BC: text_highpriority 'TEX3_27' time 5000 2  // ~g~A central stairway allows access to all the floors in the building.
if 
00E1:   player 0 pressed_button 16 
jf @SERG3_5470 
jump @SERG3_5477 

:SERG3_5470
jump @SERG3_5408 

:SERG3_5477
wait 0 
02C2: car $10186 drive_to_point 134.1368 -414.9343 9.5055 
02C2: car $10188 drive_to_point 144.5354 -385.9916 17.9003 
02C2: car $10190 drive_to_point 110.712 -374.6062 27.1299 
02C2: car $10192 drive_to_point 102.6586 -372.2588 36.3595 
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
  not Car.Wrecked($3327)
jf @SERG3_5607 
Camera.OnVehicle($3327, 18, 2)
wait 0 
032A: set_behind_camera_mode_to 0 

:SERG3_5607
03C4: set_status_text_to $3307 0 'TEX3_11'  // targets left:
$3391 = 1 // $ = int 

:SERG3_5629
if 
  $3391 == 1 // $ == int 
jf @SERG3_5689 
if 
  $3441 == 0 // $ == int 
jf @SERG3_5689 
TIMERA = 0 // @ = int 
03E5: text_box 'TEX3_22'  // Pressing the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button increases the rotor speed, causing the helicopter to ~h~ascend.
$3441 = 1 // $ = int 

:SERG3_5689
if 
  $3391 == 1 // $ == int 
jf @SERG3_5768 
if 
  $3441 == 1 // $ == int 
jf @SERG3_5768 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5768 
03E5: text_box 'TEX3_23'  // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and ~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you wish to maneuver it.
TIMERA = 0 // @ = int 
$3441 = 2 // $ = int 

:SERG3_5768
if 
  $3391 == 1 // $ == int 
jf @SERG3_5847 
if 
  $3441 == 2 // $ == int 
jf @SERG3_5847 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5847 
03E5: text_box 'TEX3_25'  // Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to rotate the helicopter clockwise.
TIMERA = 0 // @ = int 
$3441 = 3 // $ = int 

:SERG3_5847
if 
  $3391 == 1 // $ == int 
jf @SERG3_5926 
if 
  $3441 == 3 // $ == int 
jf @SERG3_5926 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_5926 
03E5: text_box 'TEX3_24'  // Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate the helicopter counter-clockwise.
TIMERA = 0 // @ = int 
$3441 = 4 // $ = int 

:SERG3_5926
if 
  $3391 == 1 // $ == int 
jf @SERG3_6005 
if 
  $3441 == 4 // $ == int 
jf @SERG3_6005 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6005 
03E5: text_box 'TEX3_26'  // Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button ~w~decreases the rotor speed, causing the helicopter to~h~ descend.
TIMERA = 0 // @ = int 
$3441 = 5 // $ = int 

:SERG3_6005
if 
  $3391 == 1 // $ == int 
jf @SERG3_6084 
if 
  $3441 == 5 // $ == int 
jf @SERG3_6084 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6084 
03E5: text_box 'TEX3_32'  // You can ~h~look behind~w~ by simultaneously pressing the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons.
TIMERA = 0 // @ = int 
$3441 = 6 // $ = int 

:SERG3_6084
if 
  $3391 == 1 // $ == int 
jf @SERG3_6163 
if 
  $3441 == 6 // $ == int 
jf @SERG3_6163 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6163 
03E5: text_box 'TEX3_28'  // To ~h~pick up a bomb~w~, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
TIMERA = 0 // @ = int 
$3441 = 7 // $ = int 

:SERG3_6163
if 
  $3391 == 1 // $ == int 
jf @SERG3_6282 
if 
  $3441 == 7 // $ == int 
jf @SERG3_6282 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6282 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @SERG3_6258 
03E5: text_box 'TEX3_40'  // To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button.
jump @SERG3_6268 

:SERG3_6258
03E5: text_box 'TEX3_29'  // To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~w~button.

:SERG3_6268
TIMERA = 0 // @ = int 
$3441 = 8 // $ = int 

:SERG3_6282
if 
  $3391 == 1 // $ == int 
jf @SERG3_6361 
if 
  $3441 == 8 // $ == int 
jf @SERG3_6361 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6361 
03E5: text_box 'TEX3_33'  // Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter.
TIMERA = 0 // @ = int 
$3441 = 9 // $ = int 

:SERG3_6361
if 
  $3391 == 1 // $ == int 
jf @SERG3_6440 
if 
  $3441 == 9 // $ == int 
jf @SERG3_6440 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6440 
03E5: text_box 'TEX3_34'  // An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter.
TIMERA = 0 // @ = int 
$3441 = 10 // $ = int 

:SERG3_6440
if 
  $3391 == 1 // $ == int 
jf @SERG3_6519 
if 
  $3441 == 10 // $ == int 
jf @SERG3_6519 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6519 
03E5: text_box 'TEX3_35'  // A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter.
TIMERA = 0 // @ = int 
$3441 = 11 // $ = int 

:SERG3_6519
if 
  $3391 == 1 // $ == int 
jf @SERG3_6598 
if 
  $3441 == 11 // $ == int 
jf @SERG3_6598 
if 
  TIMERA > 9500 // @ > int 
jf @SERG3_6598 
03E5: text_box 'TEX3_36'  // A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter
TIMERA = 0 // @ = int 
$3441 = 12 // $ = int 

:SERG3_6598
if 
  $3391 == 1 // $ == int 
jf @SERG3_6709 
if 
  not Car.Wrecked($3327)
jf @SERG3_6709 
if 
81FC:   not player $PLAYER_CHAR near_car $3327 radius 200.0 200.0 0 
jf @SERG3_6709 
if 
01FC:   player $PLAYER_CHAR near_car $3327 radius 249.0 249.0 0 
jf @SERG3_6709 
00BC: text_highpriority 'TEX3_20' time 1000 1  // ~r~The RC Helicopter is nearly out of range!

:SERG3_6709
if 
  not Car.Wrecked($3327)
jf @SERG3_6797 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_6797 
Object.StorePos($3335, $3355, $3356, $3357)
Object.StorePos($3336, $3358, $3359, $3360)
Object.StorePos($3337, $3361, $3362, $3363)
Object.StorePos($3338, $3364, $3365, $3366)

:SERG3_6797
if 
  $3392 == 2 // $ == int 
jf @SERG3_6873 
if 
04DA:   has_object $3335 collided 
jf @SERG3_6873 
Object.ToggleInMovingList($3335, False)
Object.CollisionDetection($3335, False)
04D9: object $3335 set_scripted_collision_check 0 
$3392 = 0 // $ = int 
gosub @SERG3_23863 
gosub @SERG3_23737 

:SERG3_6873
if 
  $3393 == 2 // $ == int 
jf @SERG3_6949 
if 
04DA:   has_object $3336 collided 
jf @SERG3_6949 
Object.ToggleInMovingList($3336, False)
Object.CollisionDetection($3336, False)
04D9: object $3336 set_scripted_collision_check 0 
$3393 = 0 // $ = int 
gosub @SERG3_24484 
gosub @SERG3_23737 

:SERG3_6949
if 
  $3394 == 2 // $ == int 
jf @SERG3_7025 
if 
04DA:   has_object $3337 collided 
jf @SERG3_7025 
Object.ToggleInMovingList($3337, False)
Object.CollisionDetection($3337, False)
04D9: object $3337 set_scripted_collision_check 0 
$3394 = 0 // $ = int 
gosub @SERG3_25105 
gosub @SERG3_23737 

:SERG3_7025
if 
  $3395 == 2 // $ == int 
jf @SERG3_7101 
if 
04DA:   has_object $3338 collided 
jf @SERG3_7101 
Object.ToggleInMovingList($3338, False)
Object.CollisionDetection($3338, False)
04D9: object $3338 set_scripted_collision_check 0 
$3395 = 0 // $ = int 
gosub @SERG3_25726 
gosub @SERG3_23737 

:SERG3_7101
if 
  not Car.Wrecked($3327)
jf @SERG3_7531 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_7531 
if or
  $3393 == 0 // $ == int 
  $3393 == 3 // $ == int 
jf @SERG3_7531 
if or
  $3394 == 0 // $ == int 
  $3394 == 3 // $ == int 
jf @SERG3_7531 
if or
  $3395 == 0 // $ == int 
  $3395 == 3 // $ == int 
jf @SERG3_7531 
if 
  2 > $3392 // int > $ 
jf @SERG3_7531 
if or
01AF:   car $3327 0 $3355 $3356 $3357 radius 0.7 0.7 0.7 
  $3392 == 1 // $ == int 
jf @SERG3_7531 
Car.StorePos($3327, $3332, $3333, $3334)
035C: place_object $3335 relative_to_car $3327 offset 0.0 0.0 -0.4 
if 
  $3403 == 0 // $ == int 
jf @SERG3_7347 
$3403 = 1 // $ = int 
$3402 = 220000 // $ = int 

:SERG3_7347
Object.CollisionDetection($3335, False)
Object.ToggleInMovingList($3335, False)
02CE: $3387 = ground_z $3332 $3333 $3334 
0086: $3383 = $3334 // $ = $ float 
0061: $3383 -= $3387 // $ -= $ float 
if 
  $3392 == 0 // $ == int 
jf @SERG3_7416 
gosub @SERG3_23561 

:SERG3_7416
$3392 = 1 // $ = int 
if 
  $3392 == 1 // $ == int 
jf @SERG3_7531 
if 
  $3383 > 1.2 // $ > float 
jf @SERG3_7531 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_7531 
$3392 = 2 // $ = int 
Object.ToggleInMovingList($3335, True)
Object.CollisionDetection($3335, True)
04D9: object $3335 set_scripted_collision_check 1 
050E: sort_out_object $3335 collision_with_car $3327 
Object.Throw($3335, 0.0, 0.0, -2.0)

:SERG3_7531
if 
  not Car.Wrecked($3327)
jf @SERG3_7961 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_7961 
if or
  $3392 == 0 // $ == int 
  $3392 == 3 // $ == int 
jf @SERG3_7961 
if or
  $3394 == 0 // $ == int 
  $3394 == 3 // $ == int 
jf @SERG3_7961 
if or
  $3395 == 0 // $ == int 
  $3395 == 3 // $ == int 
jf @SERG3_7961 
if 
  2 > $3393 // int > $ 
jf @SERG3_7961 
if or
01AF:   car $3327 0 $3358 $3359 $3360 radius 0.7 0.7 0.7 
  $3393 == 1 // $ == int 
jf @SERG3_7961 
Car.StorePos($3327, $3332, $3333, $3334)
035C: place_object $3336 relative_to_car $3327 offset 0.0 0.0 -0.4 
if 
  $3403 == 0 // $ == int 
jf @SERG3_7777 
$3403 = 1 // $ = int 
$3402 = 220000 // $ = int 

:SERG3_7777
Object.CollisionDetection($3336, False)
Object.ToggleInMovingList($3336, False)
02CE: $3388 = ground_z $3332 $3333 $3334 
0086: $3384 = $3334 // $ = $ float 
0061: $3384 -= $3388 // $ -= $ float 
if 
  $3393 == 0 // $ == int 
jf @SERG3_7846 
gosub @SERG3_23561 

:SERG3_7846
$3393 = 1 // $ = int 
if 
  $3393 == 1 // $ == int 
jf @SERG3_7961 
if 
  $3384 > 1.2 // $ > float 
jf @SERG3_7961 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_7961 
$3393 = 2 // $ = int 
04D9: object $3336 set_scripted_collision_check 1 
Object.ToggleInMovingList($3336, True)
Object.CollisionDetection($3336, True)
050E: sort_out_object $3336 collision_with_car $3327 
Object.Throw($3336, 0.0, 0.0, -2.0)

:SERG3_7961
if 
  not Car.Wrecked($3327)
jf @SERG3_8391 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_8391 
if or
  $3392 == 0 // $ == int 
  $3392 == 3 // $ == int 
jf @SERG3_8391 
if or
  $3393 == 0 // $ == int 
  $3393 == 3 // $ == int 
jf @SERG3_8391 
if or
  $3395 == 0 // $ == int 
  $3395 == 3 // $ == int 
jf @SERG3_8391 
if 
  2 > $3394 // int > $ 
jf @SERG3_8391 
if or
01AF:   car $3327 0 $3361 $3362 $3363 radius 0.7 0.7 0.7 
  $3394 == 1 // $ == int 
jf @SERG3_8391 
Car.StorePos($3327, $3332, $3333, $3334)
035C: place_object $3337 relative_to_car $3327 offset 0.0 0.0 -0.4 
if 
  $3403 == 0 // $ == int 
jf @SERG3_8207 
$3403 = 1 // $ = int 
$3402 = 220000 // $ = int 

:SERG3_8207
Object.CollisionDetection($3337, False)
Object.ToggleInMovingList($3337, False)
02CE: $3389 = ground_z $3332 $3333 $3334 
0086: $3385 = $3334 // $ = $ float 
0061: $3385 -= $3389 // $ -= $ float 
if 
  $3394 == 0 // $ == int 
jf @SERG3_8276 
gosub @SERG3_23561 

:SERG3_8276
$3394 = 1 // $ = int 
if 
  $3394 == 1 // $ == int 
jf @SERG3_8391 
if 
  $3385 > 1.2 // $ > float 
jf @SERG3_8391 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_8391 
$3394 = 2 // $ = int 
04D9: object $3337 set_scripted_collision_check 1 
Object.ToggleInMovingList($3337, True)
Object.CollisionDetection($3337, True)
050E: sort_out_object $3337 collision_with_car $3327 
Object.Throw($3337, 0.0, 0.0, -2.0)

:SERG3_8391
if 
  not Car.Wrecked($3327)
jf @SERG3_8821 
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @SERG3_8821 
if or
  $3392 == 0 // $ == int 
  $3392 == 3 // $ == int 
jf @SERG3_8821 
if or
  $3393 == 0 // $ == int 
  $3393 == 3 // $ == int 
jf @SERG3_8821 
if or
  $3394 == 0 // $ == int 
  $3394 == 3 // $ == int 
jf @SERG3_8821 
if 
  2 > $3395 // int > $ 
jf @SERG3_8821 
if or
01AF:   car $3327 0 $3364 $3365 $3366 radius 0.7 0.7 0.7 
  $3395 == 1 // $ == int 
jf @SERG3_8821 
Car.StorePos($3327, $3332, $3333, $3334)
035C: place_object $3338 relative_to_car $3327 offset 0.0 0.0 -0.4 
if 
  $3403 == 0 // $ == int 
jf @SERG3_8637 
$3403 = 1 // $ = int 
$3402 = 220000 // $ = int 

:SERG3_8637
Object.CollisionDetection($3338, False)
Object.ToggleInMovingList($3338, False)
02CE: $3390 = ground_z $3332 $3333 $3334 
0086: $3386 = $3334 // $ = $ float 
0061: $3386 -= $3390 // $ -= $ float 
if 
  $3395 == 0 // $ == int 
jf @SERG3_8706 
gosub @SERG3_23561 

:SERG3_8706
$3395 = 1 // $ = int 
if 
  $3395 == 1 // $ == int 
jf @SERG3_8821 
if 
  $3386 > 1.2 // $ > float 
jf @SERG3_8821 
if 
0585:   in_car_fire_button_pressed 
jf @SERG3_8821 
$3395 = 2 // $ = int 
04D9: object $3338 set_scripted_collision_check 1 
Object.ToggleInMovingList($3338, True)
Object.CollisionDetection($3338, True)
050E: sort_out_object $3338 collision_with_car $3327 
Object.Throw($3338, 0.0, 0.0, -2.0)

:SERG3_8821
if 
  $3391 == 1 // $ == int 
jf @SERG3_9035 
if 
   not $3396 == 1 // $ == int 
jf @SERG3_8888 
04E6:   object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 3.5 flag 0 

:SERG3_8888
if 
   not $3397 == 1 // $ == int 
jf @SERG3_8937 
04E6:   object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 3.5 flag 0 

:SERG3_8937
if 
   not $3398 == 1 // $ == int 
jf @SERG3_8986 
04E6:   object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 3.5 flag 0 

:SERG3_8986
if 
   not $3399 == 1 // $ == int 
jf @SERG3_9035 
04E6:   object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 3.5 flag 0 

:SERG3_9035
if 
  not Actor.Dead($3311)
jf @SERG3_9097 
if 
  not Car.Wrecked($3327)
jf @SERG3_9097 
if 
  $3426 == 0 // $ == int 
jf @SERG3_9097 
0372: set_actor $3311 anim 13 wait_state_time 300000 ms 

:SERG3_9097
if 
  not Actor.Dead($3312)
jf @SERG3_9159 
if 
  not Car.Wrecked($3327)
jf @SERG3_9159 
if 
  $3427 == 0 // $ == int 
jf @SERG3_9159 
0372: set_actor $3312 anim 25 wait_state_time 300000 ms 

:SERG3_9159
if 
  not Car.Wrecked($10186)
jf @SERG3_9276 
Car.StorePos($10186, $3367, $3368, $3369)
if 
0448:   actor $10187 sitting_in_car $10186 
jf @SERG3_9276 
if 
01AF:   car $10186 0 134.1368 -414.9343 9.5055 radius 2.0 2.0 2.0 
jf @SERG3_9276 
02C2: car $10186 drive_to_point 136.9148 -386.5953 9.529 

:SERG3_9276
if 
  not Car.Wrecked($10186)
jf @SERG3_9379 
if 
0448:   actor $10187 sitting_in_car $10186 
jf @SERG3_9379 
if 
01AF:   car $10186 0 136.9148 -386.5953 9.529 radius 2.0 2.0 2.0 
jf @SERG3_9379 
02C2: car $10186 drive_to_point 102.2191 -383.5318 9.0124 

:SERG3_9379
if 
  not Car.Wrecked($10186)
jf @SERG3_9482 
if 
0448:   actor $10187 sitting_in_car $10186 
jf @SERG3_9482 
if 
01AF:   car $10186 0 102.2191 -383.5318 9.0124 radius 2.0 2.0 2.0 
jf @SERG3_9482 
02C2: car $10186 drive_to_point 99.3485 -416.0106 9.0322 

:SERG3_9482
if 
  not Car.Wrecked($10186)
jf @SERG3_9585 
if 
0448:   actor $10187 sitting_in_car $10186 
jf @SERG3_9585 
if 
01AF:   car $10186 0 99.3485 -416.0106 9.0322 radius 2.0 2.0 2.0 
jf @SERG3_9585 
02C2: car $10186 drive_to_point 134.1368 -414.9343 9.5055 

:SERG3_9585
if 
  not Car.Wrecked($10188)
jf @SERG3_9702 
Car.StorePos($10188, $3370, $3371, $3372)
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_9702 
if 
01AF:   car $10188 0 144.5354 -385.9916 17.9003 radius 2.0 2.0 2.0 
jf @SERG3_9702 
02C2: car $10188 drive_to_point 155.5592 -377.6605 17.9003 

:SERG3_9702
if 
  not Car.Wrecked($10188)
jf @SERG3_9805 
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_9805 
if 
01AF:   car $10188 0 155.5592 -377.6605 17.9003 radius 2.0 2.0 2.0 
jf @SERG3_9805 
02C2: car $10188 drive_to_point 156.0217 -338.9034 17.5598 

:SERG3_9805
if 
  not Car.Wrecked($10188)
jf @SERG3_9908 
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_9908 
if 
01AF:   car $10188 0 156.0217 -338.9034 17.5598 radius 3.0 3.0 3.0 
jf @SERG3_9908 
02C2: car $10188 drive_to_point 150.6765 -338.3466 17.5598 

:SERG3_9908
if 
  not Car.Wrecked($10188)
jf @SERG3_10011 
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_10011 
if 
01AF:   car $10188 0 150.6765 -338.3466 17.5598 radius 2.0 2.0 2.0 
jf @SERG3_10011 
02C2: car $10188 drive_to_point 126.8457 -337.9652 17.5598 

:SERG3_10011
if 
  not Car.Wrecked($10188)
jf @SERG3_10114 
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_10114 
if 
01AF:   car $10188 0 126.8457 -337.9652 17.5598 radius 2.0 2.0 2.0 
jf @SERG3_10114 
02C2: car $10188 drive_to_point 87.8335 -353.6672 17.9003 

:SERG3_10114
if 
  not Car.Wrecked($10188)
jf @SERG3_10217 
if 
0448:   actor $10189 sitting_in_car $10188 
jf @SERG3_10217 
if 
01AF:   car $10188 0 87.8335 -353.6672 17.9003 radius 2.0 2.0 2.0 
jf @SERG3_10217 
02C2: car $10188 drive_to_point 144.5354 -385.9916 17.9003 

:SERG3_10217
if 
  not Car.Wrecked($10190)
jf @SERG3_10334 
Car.StorePos($10190, $3373, $3374, $3375)
if 
0448:   actor $10191 sitting_in_car $10190 
jf @SERG3_10334 
if 
01AF:   car $10190 0 110.712 -374.6062 27.1299 radius 2.0 2.0 2.0 
jf @SERG3_10334 
02C2: car $10190 drive_to_point 108.9905 -348.0683 27.1299 

:SERG3_10334
if 
  not Car.Wrecked($10190)
jf @SERG3_10437 
if 
0448:   actor $10191 sitting_in_car $10190 
jf @SERG3_10437 
if 
01AF:   car $10190 0 108.9905 -348.0683 27.1299 radius 2.0 2.0 2.0 
jf @SERG3_10437 
02C2: car $10190 drive_to_point 132.7402 -347.3479 27.1299 

:SERG3_10437
if 
  not Car.Wrecked($10190)
jf @SERG3_10540 
if 
0448:   actor $10191 sitting_in_car $10190 
jf @SERG3_10540 
if 
01AF:   car $10190 0 132.7402 -347.3479 27.1299 radius 4.0 4.0 4.0 
jf @SERG3_10540 
02C2: car $10190 drive_to_point 131.7924 -374.5739 27.1299 

:SERG3_10540
if 
  not Car.Wrecked($10190)
jf @SERG3_10643 
if 
0448:   actor $10191 sitting_in_car $10190 
jf @SERG3_10643 
if 
01AF:   car $10190 0 131.7924 -374.5739 27.1299 radius 2.0 2.0 2.0 
jf @SERG3_10643 
02C2: car $10190 drive_to_point 110.712 -374.6062 27.1299 

:SERG3_10643
if 
  not Car.Wrecked($10192)
jf @SERG3_10760 
Car.StorePos($10192, $3376, $3377, $3378)
if 
0448:   actor $10193 sitting_in_car $10192 
jf @SERG3_10760 
if 
01AF:   car $10192 0 102.6586 -372.2588 36.3595 radius 2.0 2.0 2.0 
jf @SERG3_10760 
02C2: car $10192 drive_to_point 86.4339 -375.6875 36.3595 

:SERG3_10760
if 
  not Car.Wrecked($10192)
jf @SERG3_10877 
Car.StorePos($10192, $3376, $3377, $3378)
if 
0448:   actor $10193 sitting_in_car $10192 
jf @SERG3_10877 
if 
01AF:   car $10192 0 86.4339 -375.6875 36.3595 radius 2.0 2.0 2.0 
jf @SERG3_10877 
02C2: car $10192 drive_to_point 98.3491 -387.1753 36.3595 

:SERG3_10877
if 
  not Car.Wrecked($10192)
jf @SERG3_10994 
Car.StorePos($10192, $3376, $3377, $3378)
if 
0448:   actor $10193 sitting_in_car $10192 
jf @SERG3_10994 
if 
01AF:   car $10192 0 98.3491 -387.1753 36.3595 radius 2.0 2.0 2.0 
jf @SERG3_10994 
02C2: car $10192 drive_to_point 128.4558 -389.1602 36.3595 

:SERG3_10994
if 
  not Car.Wrecked($10192)
jf @SERG3_11111 
Car.StorePos($10192, $3376, $3377, $3378)
if 
0448:   actor $10193 sitting_in_car $10192 
jf @SERG3_11111 
if 
01AF:   car $10192 0 128.4558 -389.1602 36.3595 radius 2.0 2.0 2.0 
jf @SERG3_11111 
02C2: car $10192 drive_to_point 130.2778 -377.303 36.3595 

:SERG3_11111
if 
  not Car.Wrecked($10192)
jf @SERG3_11228 
Car.StorePos($10192, $3376, $3377, $3378)
if 
0448:   actor $10193 sitting_in_car $10192 
jf @SERG3_11228 
if 
01AF:   car $10192 0 130.2778 -377.303 36.3595 radius 2.0 2.0 2.0 
jf @SERG3_11228 
02C2: car $10192 drive_to_point 102.6586 -372.2588 36.3595 

:SERG3_11228
if 
  not Actor.Dead($3315)
jf @SERG3_11290 
if 
  not Car.Wrecked($3327)
jf @SERG3_11290 
if 
  $3429 == 0 // $ == int 
jf @SERG3_11290 
0372: set_actor $3315 anim 25 wait_state_time 300000 ms 

:SERG3_11290
if 
  not Actor.Dead($3316)
jf @SERG3_11352 
if 
  not Car.Wrecked($3327)
jf @SERG3_11352 
if 
  $3430 == 0 // $ == int 
jf @SERG3_11352 
0372: set_actor $3316 anim 25 wait_state_time 300000 ms 

:SERG3_11352
if 
  not Actor.Dead($3317)
jf @SERG3_11414 
if 
  not Car.Wrecked($3327)
jf @SERG3_11414 
if 
  $3431 == 0 // $ == int 
jf @SERG3_11414 
0372: set_actor $3317 anim 25 wait_state_time 300000 ms 

:SERG3_11414
if 
  not Actor.Dead($3319)
jf @SERG3_11476 
if 
  not Car.Wrecked($3327)
jf @SERG3_11476 
if 
  $3433 == 0 // $ == int 
jf @SERG3_11476 
0372: set_actor $3319 anim 13 wait_state_time 300000 ms 

:SERG3_11476
if 
  not Actor.Dead($3320)
jf @SERG3_11538 
if 
  not Car.Wrecked($3327)
jf @SERG3_11538 
if 
  $3434 == 0 // $ == int 
jf @SERG3_11538 
0372: set_actor $3320 anim 25 wait_state_time 300000 ms 

:SERG3_11538
if 
  not Actor.Dead($3321)
jf @SERG3_11600 
if 
  not Car.Wrecked($3327)
jf @SERG3_11600 
if 
  $3435 == 0 // $ == int 
jf @SERG3_11600 
0372: set_actor $3321 anim 25 wait_state_time 300000 ms 

:SERG3_11600
if 
  not Actor.Dead($3322)
jf @SERG3_11662 
if 
  not Car.Wrecked($3327)
jf @SERG3_11662 
if 
  $3436 == 0 // $ == int 
jf @SERG3_11662 
0372: set_actor $3322 anim 25 wait_state_time 300000 ms 

:SERG3_11662
if 
  not Actor.Dead($3323)
jf @SERG3_11724 
if 
  not Car.Wrecked($3327)
jf @SERG3_11724 
if 
  $3437 == 0 // $ == int 
jf @SERG3_11724 
0372: set_actor $3323 anim 25 wait_state_time 300000 ms 

:SERG3_11724
if 
  not Actor.Dead($3311)
jf @SERG3_11824 
if 
  not Car.Wrecked($3327)
jf @SERG3_11824 
if 
0205:   actor $3311 near_car $3327 radius 7.0 7.0 6.0 unknown 0 
jf @SERG3_11824 
0372: set_actor $3311 anim 0 wait_state_time 300 ms 
01D9: actor $3311 destroy_car $3327 
0319: set_actor $3311 running 1 
$3426 = 1 // $ = int 

:SERG3_11824
if 
  not Actor.Dead($3312)
jf @SERG3_11924 
if 
  not Car.Wrecked($3327)
jf @SERG3_11924 
if 
0205:   actor $3312 near_car $3327 radius 12.0 12.0 6.0 unknown 0 
jf @SERG3_11924 
0372: set_actor $3312 anim 0 wait_state_time 300 ms 
01D9: actor $3312 destroy_car $3327 
0319: set_actor $3312 running 1 
$3427 = 1 // $ = int 

:SERG3_11924
if 
  not Actor.Dead($3313)
jf @SERG3_12024 
if 
  not Car.Wrecked($3327)
jf @SERG3_12024 
if 
0205:   actor $3313 near_car $3327 radius 10.0 10.0 3.0 unknown 0 
jf @SERG3_12024 
0372: set_actor $3313 anim 0 wait_state_time 300 ms 
01D9: actor $3313 destroy_car $3327 
0319: set_actor $3313 running 1 
$3428 = 1 // $ = int 

:SERG3_12024
if 
  not Actor.Dead($3314)
jf @SERG3_12117 
if 
  not Car.Wrecked($3327)
jf @SERG3_12117 
if 
0205:   actor $3314 near_car $3327 radius 10.0 10.0 3.0 unknown 0 
jf @SERG3_12117 
0372: set_actor $3314 anim 0 wait_state_time 300 ms 
01D9: actor $3314 destroy_car $3327 
0319: set_actor $3314 running 1 

:SERG3_12117
if 
  not Actor.Dead($3315)
jf @SERG3_12217 
if 
  not Car.Wrecked($3327)
jf @SERG3_12217 
if 
0205:   actor $3315 near_car $3327 radius 7.0 7.0 5.0 unknown 0 
jf @SERG3_12217 
0372: set_actor $3315 anim 0 wait_state_time 300 ms 
01D9: actor $3315 destroy_car $3327 
0319: set_actor $3315 running 1 
$3429 = 1 // $ = int 

:SERG3_12217
if 
  not Actor.Dead($3316)
jf @SERG3_12317 
if 
  not Car.Wrecked($3327)
jf @SERG3_12317 
if 
0205:   actor $3316 near_car $3327 radius 15.0 15.0 4.0 unknown 0 
jf @SERG3_12317 
0372: set_actor $3316 anim 0 wait_state_time 300 ms 
01D9: actor $3316 destroy_car $3327 
0319: set_actor $3316 running 1 
$3430 = 1 // $ = int 

:SERG3_12317
if 
  not Actor.Dead($3317)
jf @SERG3_12417 
if 
  not Car.Wrecked($3327)
jf @SERG3_12417 
if 
0205:   actor $3317 near_car $3327 radius 15.0 15.0 3.0 unknown 0 
jf @SERG3_12417 
0372: set_actor $3317 anim 0 wait_state_time 300 ms 
01D9: actor $3317 destroy_car $3327 
0319: set_actor $3317 running 1 
$3431 = 1 // $ = int 

:SERG3_12417
if 
  not Actor.Dead($3318)
jf @SERG3_12517 
if 
  not Car.Wrecked($3327)
jf @SERG3_12517 
if 
0205:   actor $3318 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_12517 
0372: set_actor $3318 anim 0 wait_state_time 300 ms 
01D9: actor $3318 destroy_car $3327 
0319: set_actor $3318 running 1 
$3432 = 1 // $ = int 

:SERG3_12517
if 
  not Actor.Dead($3319)
jf @SERG3_12617 
if 
  not Car.Wrecked($3327)
jf @SERG3_12617 
if 
0205:   actor $3319 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_12617 
0372: set_actor $3319 anim 0 wait_state_time 300 ms 
01D9: actor $3319 destroy_car $3327 
0319: set_actor $3319 running 1 
$3433 = 1 // $ = int 

:SERG3_12617
if 
  not Actor.Dead($3320)
jf @SERG3_12717 
if 
  not Car.Wrecked($3327)
jf @SERG3_12717 
if 
0205:   actor $3320 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_12717 
0372: set_actor $3320 anim 0 wait_state_time 300 ms 
01D9: actor $3320 destroy_car $3327 
0319: set_actor $3320 running 1 
$3434 = 1 // $ = int 

:SERG3_12717
if 
  not Actor.Dead($3321)
jf @SERG3_12817 
if 
  not Car.Wrecked($3327)
jf @SERG3_12817 
if 
0205:   actor $3321 near_car $3327 radius 15.0 15.0 4.0 unknown 0 
jf @SERG3_12817 
0372: set_actor $3321 anim 0 wait_state_time 300 ms 
01D9: actor $3321 destroy_car $3327 
0319: set_actor $3321 running 1 
$3435 = 1 // $ = int 

:SERG3_12817
if 
  not Actor.Dead($3322)
jf @SERG3_12917 
if 
  not Car.Wrecked($3327)
jf @SERG3_12917 
if 
0205:   actor $3322 near_car $3327 radius 15.0 15.0 6.0 unknown 0 
jf @SERG3_12917 
0372: set_actor $3322 anim 0 wait_state_time 300 ms 
01D9: actor $3322 destroy_car $3327 
0319: set_actor $3322 running 1 
$3436 = 1 // $ = int 

:SERG3_12917
if 
  not Actor.Dead($3323)
jf @SERG3_13017 
if 
  not Car.Wrecked($3327)
jf @SERG3_13017 
if 
0205:   actor $3323 near_car $3327 radius 10.0 10.0 4.0 unknown 0 
jf @SERG3_13017 
0372: set_actor $3323 anim 0 wait_state_time 300 ms 
01D9: actor $3323 destroy_car $3327 
0319: set_actor $3323 running 1 
$3437 = 1 // $ = int 

:SERG3_13017
if 
  not Actor.Dead($3324)
jf @SERG3_13093 
if 
  not Car.Wrecked($3327)
jf @SERG3_13093 
if 
0205:   actor $3324 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_13093 
01D9: actor $3324 destroy_car $3327 

:SERG3_13093
if 
  not Actor.Dead($3325)
jf @SERG3_13176 
if 
  not Car.Wrecked($3327)
jf @SERG3_13176 
if 
0205:   actor $3325 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_13176 
01D9: actor $3325 destroy_car $3327 
$3459 = 1 // $ = int 

:SERG3_13176
if 
  not Actor.Dead($3326)
jf @SERG3_13252 
if 
  not Car.Wrecked($3327)
jf @SERG3_13252 
if 
0205:   actor $3326 near_car $3327 radius 18.0 18.0 3.0 unknown 0 
jf @SERG3_13252 
01D9: actor $3326 destroy_car $3327 

:SERG3_13252
if 
  not Actor.Dead($3311)
jf @SERG3_13532 
if 
  $3426 == 1 // $ == int 
jf @SERG3_13336 
if 
  $3444 == 0 // $ == int 
jf @SERG3_13336 
if 
  $3442 == 0 // $ == int 
jf @SERG3_13336 
$3442 = 1 // $ = int 
$3443 = 0 // $ = int 

:SERG3_13336
if 
  $3442 == 1 // $ == int 
jf @SERG3_13525 
if 
  $3443 == 0 // $ == int 
jf @SERG3_13398 
03CF: load_wav 'TEX3_2' as 1 
$3443 = 1 // $ = int 
jump @SERG3_13525 

:SERG3_13398
if 
  $3443 == 1 // $ == int 
jf @SERG3_13438 
if 
03D0:   wav 1 loaded 
jf @SERG3_13438 
$3443 = 2 // $ = int 

:SERG3_13438
if 
  $3443 == 2 // $ == int 
jf @SERG3_13467 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_13467
if 
  $3443 == 3 // $ == int 
jf @SERG3_13525 
if 
03D2:   wav 1 ended 
jf @SERG3_13525 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3444 = 1 // $ = int 

:SERG3_13525
jump @SERG3_13575 

:SERG3_13532
if 
  $3442 == 1 // $ == int 
jf @SERG3_13575 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3444 = 1 // $ = int 

:SERG3_13575
if 
  not Actor.Dead($3313)
jf @SERG3_13855 
if 
  $3428 == 1 // $ == int 
jf @SERG3_13659 
if 
  $3445 == 0 // $ == int 
jf @SERG3_13659 
if 
  $3442 == 0 // $ == int 
jf @SERG3_13659 
$3442 = 2 // $ = int 
$3443 = 0 // $ = int 

:SERG3_13659
if 
  $3442 == 2 // $ == int 
jf @SERG3_13848 
if 
  $3443 == 0 // $ == int 
jf @SERG3_13721 
03CF: load_wav 'TEX3_1' as 1 
$3443 = 1 // $ = int 
jump @SERG3_13848 

:SERG3_13721
if 
  $3443 == 1 // $ == int 
jf @SERG3_13761 
if 
03D0:   wav 1 loaded 
jf @SERG3_13761 
$3443 = 2 // $ = int 

:SERG3_13761
if 
  $3443 == 2 // $ == int 
jf @SERG3_13790 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_13790
if 
  $3443 == 3 // $ == int 
jf @SERG3_13848 
if 
03D2:   wav 1 ended 
jf @SERG3_13848 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3445 = 1 // $ = int 

:SERG3_13848
jump @SERG3_13898 

:SERG3_13855
if 
  $3442 == 2 // $ == int 
jf @SERG3_13898 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3445 = 1 // $ = int 

:SERG3_13898
if 
  not Actor.Dead($3317)
jf @SERG3_14178 
if 
  $3431 == 1 // $ == int 
jf @SERG3_13982 
if 
  $3446 == 0 // $ == int 
jf @SERG3_13982 
if 
  $3442 == 0 // $ == int 
jf @SERG3_13982 
$3442 = 3 // $ = int 
$3443 = 0 // $ = int 

:SERG3_13982
if 
  $3442 == 3 // $ == int 
jf @SERG3_14171 
if 
  $3443 == 0 // $ == int 
jf @SERG3_14044 
03CF: load_wav 'TEX3_3' as 1 
$3443 = 1 // $ = int 
jump @SERG3_14171 

:SERG3_14044
if 
  $3443 == 1 // $ == int 
jf @SERG3_14084 
if 
03D0:   wav 1 loaded 
jf @SERG3_14084 
$3443 = 2 // $ = int 

:SERG3_14084
if 
  $3443 == 2 // $ == int 
jf @SERG3_14113 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_14113
if 
  $3443 == 3 // $ == int 
jf @SERG3_14171 
if 
03D2:   wav 1 ended 
jf @SERG3_14171 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3446 = 1 // $ = int 

:SERG3_14171
jump @SERG3_14221 

:SERG3_14178
if 
  $3442 == 3 // $ == int 
jf @SERG3_14221 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3446 = 1 // $ = int 

:SERG3_14221
if 
  not Actor.Dead($3323)
jf @SERG3_14501 
if 
  $3437 == 1 // $ == int 
jf @SERG3_14305 
if 
  $3447 == 0 // $ == int 
jf @SERG3_14305 
if 
  $3442 == 0 // $ == int 
jf @SERG3_14305 
$3442 = 4 // $ = int 
$3443 = 0 // $ = int 

:SERG3_14305
if 
  $3442 == 4 // $ == int 
jf @SERG3_14494 
if 
  $3443 == 0 // $ == int 
jf @SERG3_14367 
03CF: load_wav 'TEX3_4' as 1 
$3443 = 1 // $ = int 
jump @SERG3_14494 

:SERG3_14367
if 
  $3443 == 1 // $ == int 
jf @SERG3_14407 
if 
03D0:   wav 1 loaded 
jf @SERG3_14407 
$3443 = 2 // $ = int 

:SERG3_14407
if 
  $3443 == 2 // $ == int 
jf @SERG3_14436 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_14436
if 
  $3443 == 3 // $ == int 
jf @SERG3_14494 
if 
03D2:   wav 1 ended 
jf @SERG3_14494 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3447 = 1 // $ = int 

:SERG3_14494
jump @SERG3_14544 

:SERG3_14501
if 
  $3442 == 4 // $ == int 
jf @SERG3_14544 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3447 = 1 // $ = int 

:SERG3_14544
if 
  not Actor.Dead($3319)
jf @SERG3_14824 
if 
  $3433 == 1 // $ == int 
jf @SERG3_14628 
if 
  $3448 == 0 // $ == int 
jf @SERG3_14628 
if 
  $3442 == 0 // $ == int 
jf @SERG3_14628 
$3442 = 5 // $ = int 
$3443 = 0 // $ = int 

:SERG3_14628
if 
  $3442 == 5 // $ == int 
jf @SERG3_14817 
if 
  $3443 == 0 // $ == int 
jf @SERG3_14690 
03CF: load_wav 'TEX3_8' as 1 
$3443 = 1 // $ = int 
jump @SERG3_14817 

:SERG3_14690
if 
  $3443 == 1 // $ == int 
jf @SERG3_14730 
if 
03D0:   wav 1 loaded 
jf @SERG3_14730 
$3443 = 2 // $ = int 

:SERG3_14730
if 
  $3443 == 2 // $ == int 
jf @SERG3_14759 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_14759
if 
  $3443 == 3 // $ == int 
jf @SERG3_14817 
if 
03D2:   wav 1 ended 
jf @SERG3_14817 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3448 = 1 // $ = int 

:SERG3_14817
jump @SERG3_14867 

:SERG3_14824
if 
  $3442 == 5 // $ == int 
jf @SERG3_14867 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3448 = 1 // $ = int 

:SERG3_14867
if 
  not Actor.Dead($3325)
jf @SERG3_15147 
if 
  $3459 == 1 // $ == int 
jf @SERG3_14951 
if 
  $3458 == 0 // $ == int 
jf @SERG3_14951 
if 
  $3442 == 0 // $ == int 
jf @SERG3_14951 
$3442 = 6 // $ = int 
$3443 = 0 // $ = int 

:SERG3_14951
if 
  $3442 == 6 // $ == int 
jf @SERG3_15140 
if 
  $3443 == 0 // $ == int 
jf @SERG3_15013 
03CF: load_wav 'TEX3_6' as 1 
$3443 = 1 // $ = int 
jump @SERG3_15140 

:SERG3_15013
if 
  $3443 == 1 // $ == int 
jf @SERG3_15053 
if 
03D0:   wav 1 loaded 
jf @SERG3_15053 
$3443 = 2 // $ = int 

:SERG3_15053
if 
  $3443 == 2 // $ == int 
jf @SERG3_15082 
03D1: play_wav 1 
$3443 = 3 // $ = int 

:SERG3_15082
if 
  $3443 == 3 // $ == int 
jf @SERG3_15140 
if 
03D2:   wav 1 ended 
jf @SERG3_15140 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3458 = 1 // $ = int 

:SERG3_15140
jump @SERG3_15190 

:SERG3_15147
if 
  $3442 == 6 // $ == int 
jf @SERG3_15190 
$3443 = 0 // $ = int 
$3442 = 0 // $ = int 
040D: unload_wav 1 
$3458 = 1 // $ = int 

:SERG3_15190
if 
  $3403 == 1 // $ == int 
jf @SERG3_15263 
if 
   not $3402 == 0 // $ == int 
jf @SERG3_15263 
03C3: set_timer_with_text_to $3402 type 1 text 'RACES'  // TIME:
00BC: text_highpriority 'TEX3_15' time 7000 1  // ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time!
$3403 = 2 // $ = int 

:SERG3_15263
if 
  $3404 == 0 // $ == int 
jf @SERG3_15376 
0084: $3408 = $3396 // $ = $ int 
0058: $3408 += $3397 // $ += $ int 
0084: $3411 = $3398 // $ = $ int 
0058: $3411 += $3399 // $ += $ int 
0084: $3405 = $3408 // $ = $ int 
0058: $3405 += $3411 // $ += $ int 
if 
  $3405 == 1 // $ == int 
jf @SERG3_15376 
$3307 = 3 // $ = int 
$3404 = 1 // $ = int 
00BC: text_highpriority 'TEX3_12' time 5000 2  // ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb.

:SERG3_15376
if 
  $3404 == 1 // $ == int 
jf @SERG3_15489 
0084: $3409 = $3396 // $ = $ int 
0058: $3409 += $3397 // $ += $ int 
0084: $3412 = $3398 // $ = $ int 
0058: $3412 += $3399 // $ += $ int 
0084: $3406 = $3409 // $ = $ int 
0058: $3406 += $3412 // $ += $ int 
if 
  $3406 == 2 // $ == int 
jf @SERG3_15489 
$3307 = 2 // $ = int 
$3404 = 2 // $ = int 
00BC: text_highpriority 'TEX3_13' time 5000 2  // ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb.

:SERG3_15489
if 
  $3404 == 2 // $ == int 
jf @SERG3_15602 
0084: $3410 = $3396 // $ = $ int 
0058: $3410 += $3397 // $ += $ int 
0084: $3413 = $3398 // $ = $ int 
0058: $3413 += $3399 // $ += $ int 
0084: $3407 = $3410 // $ = $ int 
0058: $3407 += $3413 // $ += $ int 
if 
  $3407 == 3 // $ == int 
jf @SERG3_15602 
$3307 = 1 // $ = int 
$3404 = 3 // $ = int 
00BC: text_highpriority 'TEX3_14' time 5000 2  // ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb.

:SERG3_15602
if and
  $3396 == 1 // $ == int 
  $3397 == 1 // $ == int 
  $3398 == 1 // $ == int 
  $3399 == 1 // $ == int 
jf @SERG3_15648 
jump @SERG3_16001 

:SERG3_15648
if 
  1 > $3402 // int > $ 
jf @SERG3_15706 
if 
  $3403 == 2 // $ == int 
jf @SERG3_15706 
00BC: text_highpriority 'TEX3_17' time 5000 1  // ~r~You ran out of time!
jump @SERG3_23473 

:SERG3_15706
if 
  Car.Wrecked($3327)
jf @SERG3_15762 
if 
  $3391 == 1 // $ == int 
jf @SERG3_15762 
00BC: text_highpriority 'TEX3_18' time 5000 2  // ~r~Your RC Helicopter has been destroyed!
jump @SERG3_23473 

:SERG3_15762
if 
  $3391 == 1 // $ == int 
jf @SERG3_15849 
if 
  not Car.Wrecked($3327)
jf @SERG3_15849 
if 
81FC:   not player $PLAYER_CHAR near_car $3327 radius 250.0 250.0 0 
jf @SERG3_15849 
00BC: text_highpriority 'TEX3_21' time 5000 1  // ~r~The RC Helicopter went out of range!
jump @SERG3_23473 

:SERG3_15849
if 
  $3391 == 1 // $ == int 
jf @SERG3_15920 
if or
04E7:   object $3335 in_water 
04E7:   object $3336 in_water 
04E7:   object $3337 in_water 
04E7:   object $3338 in_water 
jf @SERG3_15920 
00BC: text_highpriority 'TEX3_19' time 5000 1  // ~r~You dropped your bomb in the water! That ain't no way to fish!
jump @SERG3_23473 

:SERG3_15920
if 
  $3391 == 0 // $ == int 
jf @SERG3_15994 
if 
  $3457 == 1 // $ == int 
jf @SERG3_15994 
if 
  Car.Wrecked($3308)
jf @SERG3_15994 
00BC: text_highpriority 'TEX3_31' time 5000 1  // ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter!
jump @SERG3_23473 

:SERG3_15994
jump @SERG3_2570 

:SERG3_16001
014F: stop_timer $3402 
0151: remove_status_text $3307 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Model.Destroy(#DYNAMITE)
Model.Destroy(#HAMMER)
Model.Destroy(#BARREL4)
Model.Destroy(#GDA)
Model.Destroy(#GDA)
Model.Destroy(#BAGGAGE)
Actor.DestroyInstantly($3311)
Actor.DestroyInstantly($3312)
Actor.DestroyInstantly($3313)
Actor.DestroyInstantly($3314)
Actor.DestroyInstantly($3315)
Actor.DestroyInstantly($3316)
Actor.DestroyInstantly($3317)
Actor.DestroyInstantly($3318)
Actor.DestroyInstantly($3319)
Actor.DestroyInstantly($3320)
Actor.DestroyInstantly($3324)
Actor.DestroyInstantly($3325)
Actor.DestroyInstantly($3326)
if 
  not Car.Wrecked($3308)
jf @SERG3_16136 
Car.LockInCurrentPosition($3308, False)

:SERG3_16136
Camera.SetPosition(27.198, -352.651, 12.977, 0.0, 0.0, 0.0)
Camera.PointAt(28.1425, -352.8275, 13.2567, 2)
Model.Load(#BLDNGST2MESHDAM)

:SERG3_16191
if 
  not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_16217 
wait 0 
jump @SERG3_16191 

:SERG3_16217
Camera.Shake(2500)
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
020C: create_explosion 1 at 69.42 -371.249 30.28 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
020C: create_explosion 2 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
wait 10 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
wait 250 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 1 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 6 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
020C: create_explosion 6 at 72.875 -361.392 23.922 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 1 
020C: create_explosion 6 at 73.18 -368.699 13.236 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
wait 105 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 1 
020C: create_explosion 6 at 69.42 -371.249 30.28 
wait 105 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 73.18 -366.699 13.236 16.0 0.0 0.1 
wait 105 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
020C: create_explosion 6 at 71.554 -356.053 24.468 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 
wait 300 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 1 
020C: create_explosion 6 at 72.875 -361.392 23.922 
039D: scatter_particles 4 5.0 0 0 0 11000 at 69.42 -370.249 30.28 16.0 0.0 0.1 
wait 105 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 
020C: create_explosion 11 at 71.554 -354.053 24.468 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 
wait 400 
020C: create_explosion 2 at 67.421 -374.562 25.85 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 11 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 1 
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 6 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 2 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 11 
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 6 
wait 300 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 
020C: create_explosion 6 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 
wait 300 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 2 
020C: create_explosion 11 at 69.224 -371.249 26.28 
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 69.224 -371.249 26.28 16.0 0.0 0.1 
wait 200 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 
020C: create_explosion 11 at 72.875 -360.392 23.922 
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 72.875 -360.392 23.922 16.0 0.0 0.1 
wait 100 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 
020C: create_explosion 11 at 73.18 -366.699 13.236 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 
wait 50 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 
020C: create_explosion 6 at 71.554 -356.053 24.468 
039D: scatter_particles 4 5.0 0 0 0 5000 at 71.554 -356.053 24.468 16.0 0.0 0.1 
wait 250 
Model.Load(#BLDNGST2MESH)

:SERG3_18566
if 
  not Model.Available(#BLDNGST2MESH)
jf @SERG3_18592 
wait 0 
jump @SERG3_18566 

:SERG3_18592
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
Camera.SetPosition(95.42784, -431.413, 66.25831, 0.0, 0.0, 0.0)
Camera.PointAt(96.13597, -430.9128, 65.75952, 2)
031A: remove_all_fires 
Model.Destroy(#BLDNGST2MESH)
Model.Load(#BLDNGST2MESHDAM)

:SERG3_18679
if 
  not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_18705 
wait 0 
jump @SERG3_18679 

:SERG3_18705
Camera.Shake(2500)
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 2 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 11 
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 6 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 2 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 11 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 1 
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 6 
wait 105 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
wait 50 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 1 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 11 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
020C: create_explosion 6 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
020C: create_explosion 2 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
020C: create_explosion 11 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
020C: create_explosion 6 at 139.529 -397.04 34.706 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion 6 at 135.271 -390.0 31.704 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
020C: create_explosion 11 at 130.865 -399.556 45.108 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 
020C: create_explosion 6 at 130.865 -399.556 45.108 
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
wait 105 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 
020C: create_explosion 11 at 138.693 -399.751 45.107 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 1 
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 
wait 105 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
wait 105 
wait 100 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
wait 250 
020C: create_explosion 2 at 140.531 -399.2166 26.636 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 11000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
wait 105 
wait 105 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 
020C: create_explosion 11 at 138.234 -398.796 49.419 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
wait 105 
wait 105 
wait 50 
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 
020C: create_explosion 11 at 139.529 -397.04 34.706 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 
wait 250 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
020C: create_explosion 11 at 135.62 -399.96 41.42 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 
wait 50 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 130.865 -399.556 45.108 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 5000 at 139.529 -400.04 34.706 16.0 0.0 0.1 
wait 100 
Model.Load(#BLDNGST2MESH)

:SERG3_21072
if 
  not Model.Available(#BLDNGST2MESH)
jf @SERG3_21098 
wait 0 
jump @SERG3_21072 

:SERG3_21098
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
Camera.SetPosition(202.0835, -305.277, 12.0866, 0.0, 0.0, 0.0)
Camera.PointAt(201.496, -305.966, 12.247, 2)
031A: remove_all_fires 
Model.Destroy(#BLDNGST2MESH)
wait 750 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
020C: create_explosion 6 at 164.8878 -340.8933 16.268 
Camera.Shake(2000)
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
Model.Load(#BLDNGST2MESHDAM)

:SERG3_21309
if 
  not Model.Available(#BLDNGST2MESHDAM)
jf @SERG3_21335 
wait 0 
jump @SERG3_21309 

:SERG3_21335
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 105 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 50 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
020C: create_explosion 2 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion 6 at 168.692 -336.464 19.678 
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
020C: create_explosion 2 at 168.166 -361.913 15.148 
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 
020C: create_explosion 11 at 168.166 -366.913 15.206 
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 
wait 50 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 2 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 11 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 1 
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 6 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 2 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 11 
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 6 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 1 
020C: create_explosion 6 at 169.708 -351.357 18.075 
wait 105 
wait 300 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 
020C: create_explosion 6 at 168.692 -336.464 19.678 
Model.Destroy(#BLDNGST2MESHDAM)
wait 105 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 
020C: create_explosion 1 at 169.708 -351.357 18.075 
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 6 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 2 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 11 
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 6 
wait 105 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
020C: create_explosion 6 at 158.365 -335.0422 21.805 
wait 300 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 2 
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 11 
020C: create_explosion 6 at 154.231 -335.0846 20.826 
039D: scatter_particles 4 5.0 0 0 0 11000 at 154.231 -335.0846 20.826 16.0 0.0 0.1 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 2 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
wait 500 
020C: create_explosion 2 at 164.531 -334.908 19.209 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
wait 105 
wait 105 
wait 105 
wait 105 
020C: create_explosion 2 at 168.692 -336.464 19.678 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 2 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 11 
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 6 
wait 300 
020C: create_explosion 2 at 169.335 -337.878 19.478 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 1 
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 
039D: scatter_particles 4 5.0 0 0 0 5000 at 168.282 -335.453 18.769 16.0 0.0 0.1 
wait 500 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 2 
020C: create_explosion 11 at 143.1712 -335.231 22.164 
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 
wait 500 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 
wait 250 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 2 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 
wait 50 
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 
020C: create_explosion 11 at 158.365 -335.0422 21.805 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 168.692 -336.464 19.678 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 
039D: scatter_particles 4 10.0 0 0 0 14000 at 169.335 -337.878 19.478 16.0 0.0 0.1 
wait 3500 
jump @SERG3_23498 

:SERG3_23473
Player.WantedLevel($PLAYER_CHAR) = $3310
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:SERG3_23498
$245 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'TEX_3'  // Demolition Man
030C: progress_made += 1 
Marker.Disable($243)
return 

:SERG3_23561
if 
   not $3396 == 1 // $ == int 
jf @SERG3_23594 
Marker.CreateAboveCar($3379, $10186)
0165: set_marker $3379 color_to 5 

:SERG3_23594
if 
   not $3397 == 1 // $ == int 
jf @SERG3_23634 
jf @SERG3_23594 
Marker.CreateAboveCar($3380, $10188)
0165: set_marker $3380 color_to 5 

:SERG3_23634
if 
   not $3398 == 1 // $ == int 
jf @SERG3_23667 
Marker.CreateAboveCar($3381, $10190)
0165: set_marker $3381 color_to 5 

:SERG3_23667
if 
   not $3399 == 1 // $ == int 
jf @SERG3_23700 
Marker.CreateAboveCar($3382, $10192)
0165: set_marker $3382 color_to 5 

:SERG3_23700
Marker.Disable($3339)
Marker.Disable($3340)
Marker.Disable($3341)
Marker.Disable($3342)
00BC: text_highpriority 'TEX3_10' time 2000 2  // ~g~Drop the bomb at a target.
return 

:SERG3_23737
if 
   not $3392 == 3 // $ == int 
jf @SERG3_23763 
Marker.CreateAboveObject($3339, $3335)

:SERG3_23763
if 
   not $3393 == 3 // $ == int 
jf @SERG3_23789 
Marker.CreateAboveObject($3340, $3336)

:SERG3_23789
if 
   not $3394 == 3 // $ == int 
jf @SERG3_23815 
Marker.CreateAboveObject($3341, $3337)

:SERG3_23815
if 
   not $3395 == 3 // $ == int 
jf @SERG3_23841 
Marker.CreateAboveObject($3342, $3338)

:SERG3_23841
Marker.Disable($3379)
Marker.Disable($3380)
Marker.Disable($3381)
Marker.Disable($3382)
return 

:SERG3_23863
if 
  $3392 == 0 // $ == int 
jf @SERG3_24482 
if 
  $3396 == 0 // $ == int 
jf @SERG3_24023 
if 
04E6:   object $3335 near_point $3367 $3368 $3369 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24023 
018C: play_sound 16 at $3367 $3368 $3369 
$3392 = 3 // $ = int 
$3396 = 1 // $ = int 
035C: place_object $3335 relative_to_car $10186 offset 0.0 0.0 0.5 
046B: actor $10187 leave_car $10186 and_flee 
04BA: set_car $10186 speed_instantly 0.0 
Object.CollisionDetection($3335, False)
Object.ToggleInMovingList($3335, False)

:SERG3_24023
if 
  $3397 == 0 // $ == int 
jf @SERG3_24165 
if 
04E6:   object $3335 near_point $3370 $3371 $3372 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24165 
018C: play_sound 16 at $3370 $3371 $3372 
$3392 = 3 // $ = int 
$3397 = 1 // $ = int 
035C: place_object $3335 relative_to_car $10188 offset 0.0 0.0 0.5 
046B: actor $10189 leave_car $10188 and_flee 
04BA: set_car $10188 speed_instantly 0.0 
Object.CollisionDetection($3335, False)
Object.ToggleInMovingList($3335, False)

:SERG3_24165
if 
  $3398 == 0 // $ == int 
jf @SERG3_24307 
if 
04E6:   object $3335 near_point $3373 $3374 $3375 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24307 
018C: play_sound 16 at $3373 $3374 $3375 
$3392 = 3 // $ = int 
$3398 = 1 // $ = int 
035C: place_object $3335 relative_to_car $10190 offset 0.0 0.0 0.5 
046B: actor $10191 leave_car $10190 and_flee 
04BA: set_car $10190 speed_instantly 0.0 
Object.CollisionDetection($3335, False)
Object.ToggleInMovingList($3335, False)

:SERG3_24307
if 
  $3399 == 0 // $ == int 
jf @SERG3_24449 
if 
04E6:   object $3335 near_point $3376 $3377 $3378 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24449 
018C: play_sound 16 at $3376 $3377 $3378 
$3392 = 3 // $ = int 
$3399 = 1 // $ = int 
035C: place_object $3335 relative_to_car $10192 offset 0.0 0.0 0.5 
046B: actor $10193 leave_car $10192 and_flee 
04BA: set_car $10192 speed_instantly 0.0 
Object.CollisionDetection($3335, False)
Object.ToggleInMovingList($3335, False)

:SERG3_24449
if 
   not $3392 == 3 // $ == int 
jf @SERG3_24482 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_24482
return 

:SERG3_24484
if 
  $3393 == 0 // $ == int 
jf @SERG3_25103 
if 
  $3396 == 0 // $ == int 
jf @SERG3_24644 
if 
04E6:   object $3336 near_point $3367 $3368 $3369 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24644 
018C: play_sound 16 at $3367 $3368 $3369 
$3393 = 3 // $ = int 
$3396 = 1 // $ = int 
035C: place_object $3336 relative_to_car $10186 offset 0.0 0.0 0.5 
046B: actor $10187 leave_car $10186 and_flee 
04BA: set_car $10186 speed_instantly 0.0 
Object.CollisionDetection($3336, False)
Object.ToggleInMovingList($3336, False)

:SERG3_24644
if 
  $3397 == 0 // $ == int 
jf @SERG3_24786 
if 
04E6:   object $3336 near_point $3370 $3371 $3372 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24786 
018C: play_sound 16 at $3370 $3371 $3372 
$3393 = 3 // $ = int 
$3397 = 1 // $ = int 
035C: place_object $3336 relative_to_car $10188 offset 0.0 0.0 0.5 
046B: actor $10189 leave_car $10188 and_flee 
04BA: set_car $10188 speed_instantly 0.0 
Object.CollisionDetection($3336, False)
Object.ToggleInMovingList($3336, False)

:SERG3_24786
if 
  $3398 == 0 // $ == int 
jf @SERG3_24928 
if 
04E6:   object $3336 near_point $3373 $3374 $3375 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_24928 
018C: play_sound 16 at $3373 $3374 $3375 
$3393 = 3 // $ = int 
$3398 = 1 // $ = int 
035C: place_object $3336 relative_to_car $10190 offset 0.0 0.0 0.5 
046B: actor $10191 leave_car $10190 and_flee 
04BA: set_car $10190 speed_instantly 0.0 
Object.CollisionDetection($3336, False)
Object.ToggleInMovingList($3336, False)

:SERG3_24928
if 
  $3399 == 0 // $ == int 
jf @SERG3_25070 
if 
04E6:   object $3336 near_point $3376 $3377 $3378 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25070 
018C: play_sound 16 at $3376 $3377 $3378 
$3393 = 3 // $ = int 
$3399 = 1 // $ = int 
035C: place_object $3336 relative_to_car $10192 offset 0.0 0.0 0.5 
046B: actor $10193 leave_car $10192 and_flee 
04BA: set_car $10192 speed_instantly 0.0 
Object.CollisionDetection($3336, False)
Object.ToggleInMovingList($3336, False)

:SERG3_25070
if 
   not $3393 == 3 // $ == int 
jf @SERG3_25103 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_25103
return 

:SERG3_25105
if 
  $3394 == 0 // $ == int 
jf @SERG3_25724 
if 
  $3396 == 0 // $ == int 
jf @SERG3_25265 
if 
04E6:   object $3337 near_point $3367 $3368 $3369 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25265 
018C: play_sound 16 at $3367 $3368 $3369 
$3394 = 3 // $ = int 
$3396 = 1 // $ = int 
035C: place_object $3337 relative_to_car $10186 offset 0.0 0.0 0.5 
046B: actor $10187 leave_car $10186 and_flee 
04BA: set_car $10186 speed_instantly 0.0 
Object.CollisionDetection($3337, False)
Object.ToggleInMovingList($3337, False)

:SERG3_25265
if 
  $3397 == 0 // $ == int 
jf @SERG3_25407 
if 
04E6:   object $3337 near_point $3370 $3371 $3372 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25407 
018C: play_sound 16 at $3370 $3371 $3372 
$3394 = 3 // $ = int 
$3397 = 1 // $ = int 
035C: place_object $3337 relative_to_car $10188 offset 0.0 0.0 0.5 
046B: actor $10189 leave_car $10188 and_flee 
04BA: set_car $10188 speed_instantly 0.0 
Object.CollisionDetection($3337, False)
Object.ToggleInMovingList($3337, False)

:SERG3_25407
if 
  $3398 == 0 // $ == int 
jf @SERG3_25549 
if 
04E6:   object $3337 near_point $3373 $3374 $3375 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25549 
018C: play_sound 16 at $3373 $3374 $3375 
$3394 = 3 // $ = int 
$3398 = 1 // $ = int 
035C: place_object $3337 relative_to_car $10190 offset 0.0 0.0 0.5 
046B: actor $10191 leave_car $10190 and_flee 
04BA: set_car $10190 speed_instantly 0.0 
Object.CollisionDetection($3337, False)
Object.ToggleInMovingList($3337, False)

:SERG3_25549
if 
  $3399 == 0 // $ == int 
jf @SERG3_25691 
if 
04E6:   object $3337 near_point $3376 $3377 $3378 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25691 
018C: play_sound 16 at $3376 $3377 $3378 
$3394 = 3 // $ = int 
$3399 = 1 // $ = int 
035C: place_object $3337 relative_to_car $10192 offset 0.0 0.0 0.5 
046B: actor $10193 leave_car $10192 and_flee 
04BA: set_car $10192 speed_instantly 0.0 
Object.CollisionDetection($3337, False)
Object.ToggleInMovingList($3337, False)

:SERG3_25691
if 
   not $3394 == 3 // $ == int 
jf @SERG3_25724 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_25724
return 

:SERG3_25726
if 
  $3395 == 0 // $ == int 
jf @SERG3_26345 
if 
  $3396 == 0 // $ == int 
jf @SERG3_25886 
if 
04E6:   object $3338 near_point $3367 $3368 $3369 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_25886 
018C: play_sound 16 at $3367 $3368 $3369 
$3395 = 3 // $ = int 
$3396 = 1 // $ = int 
035C: place_object $3338 relative_to_car $10186 offset 0.0 0.0 0.5 
046B: actor $10187 leave_car $10186 and_flee 
04BA: set_car $10186 speed_instantly 0.0 
Object.CollisionDetection($3338, False)
Object.ToggleInMovingList($3338, False)

:SERG3_25886
if 
  $3397 == 0 // $ == int 
jf @SERG3_26028 
if 
04E6:   object $3338 near_point $3370 $3371 $3372 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_26028 
018C: play_sound 16 at $3370 $3371 $3372 
$3395 = 3 // $ = int 
$3397 = 1 // $ = int 
035C: place_object $3338 relative_to_car $10188 offset 0.0 0.0 0.5 
046B: actor $10189 leave_car $10188 and_flee 
04BA: set_car $10188 speed_instantly 0.0 
Object.CollisionDetection($3338, False)
Object.ToggleInMovingList($3338, False)

:SERG3_26028
if 
  $3398 == 0 // $ == int 
jf @SERG3_26170 
if 
04E6:   object $3338 near_point $3373 $3374 $3375 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_26170 
018C: play_sound 16 at $3373 $3374 $3375 
$3395 = 3 // $ = int 
$3398 = 1 // $ = int 
035C: place_object $3338 relative_to_car $10190 offset 0.0 0.0 0.5 
046B: actor $10191 leave_car $10190 and_flee 
04BA: set_car $10190 speed_instantly 0.0 
Object.CollisionDetection($3338, False)
Object.ToggleInMovingList($3338, False)

:SERG3_26170
if 
  $3399 == 0 // $ == int 
jf @SERG3_26312 
if 
04E6:   object $3338 near_point $3376 $3377 $3378 radius 2.0 2.0 2.0 flag 0 
jf @SERG3_26312 
018C: play_sound 16 at $3376 $3377 $3378 
$3395 = 3 // $ = int 
$3399 = 1 // $ = int 
035C: place_object $3338 relative_to_car $10192 offset 0.0 0.0 0.5 
046B: actor $10193 leave_car $10192 and_flee 
04BA: set_car $10192 speed_instantly 0.0 
Object.CollisionDetection($3338, False)
Object.ToggleInMovingList($3338, False)

:SERG3_26312
if 
   not $3395 == 3 // $ == int 
jf @SERG3_26345 
00BC: text_highpriority 'TEX3_8' time 3000 2  // ~g~You missed the target! Pick up a bomb and try again!

:SERG3_26345
return 

:SERG3_26347
$ONMISSION = 0 // $ = int 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
04DB: exit_rc_mode 
$1084 = 0 // $ = int 
Marker.Disable($3306)
Marker.Disable($3379)
Marker.Disable($3380)
Marker.Disable($3381)
Marker.Disable($3382)
Marker.Disable($3339)
Marker.Disable($3340)
Marker.Disable($3341)
Marker.Disable($3342)
Actor.DestroyInstantly($3311)
Actor.DestroyInstantly($3312)
Actor.DestroyInstantly($3313)
Actor.DestroyInstantly($3314)
Actor.DestroyInstantly($3315)
Actor.DestroyInstantly($3316)
Actor.DestroyInstantly($3317)
Actor.DestroyInstantly($3318)
Actor.DestroyInstantly($3319)
Actor.DestroyInstantly($3320)
014F: stop_timer $3402 
0151: remove_status_text $3307 
if 
  not Car.Wrecked($3308)
jf @SERG3_26502 
020A: set_car $3308 door_status_to 1 

:SERG3_26502
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
if 
  not Car.Wrecked($3308)
jf @SERG3_26532 
Car.LockInCurrentPosition($3308, False)

:SERG3_26532
Object.Destroy($3335)
Object.Destroy($3336)
Object.Destroy($3337)
Object.Destroy($3338)
Model.Destroy(#DYNAMITE)
Model.Destroy(#TOPFUN)
Model.Destroy(#WMYCW)
Model.Destroy(#HAMMER)
Model.Destroy(#RCGOBLIN)
Model.Destroy(#BARREL2)
Model.Destroy(#GDA)
Model.Destroy(#COLT45)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
031A: remove_all_fires 
mission_cleanup 
return 

//-------------Mission 20---------------
// Originally: Two Bit Hit

:SERG2
gosub @SERG2_36 
if 
  wasted_or_busted 
jf @SERG2_27 
gosub @SERG2_6294 

:SERG2_27
gosub @SERG2_6697 
terminate_this_script 

:SERG2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'SERG2' 
054C: use_GXT_table 'SERG2' 
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 
wait 0 
set_weather 0 
01B7: release_weather 
$3482 = 0 // $ = int 
$3483 = 0 // $ = int 
$3484 = 0 // $ = int 
$3485 = 0 // $ = int 
$3487 = 0 // $ = int 
$3490 = 0 // $ = int 
$3488 = 0 // $ = int 
$3489 = 0 // $ = int 
$3491 = 0 // $ = int 
$3492 = 0 // $ = int 
$3476 = 0 // $ = int 
$3477 = 0 // $ = int 
$3486 = 0 // $ = int 
$3503 = 0 // $ = int 
$3493 = 0 // $ = int 
$3494 = 0 // $ = int 
$99 = -1021.94 // $ = float 
$100 = -428.68 // $ = float 
$101 = 10.0 // $ = float 
$3218 = 10.5 // $ = float 
$3235 = -1064.0 // $ = float 
$3236 = 57.0 // $ = float 
$3237 = -1056.0 // $ = float 
$3238 = 52.0 // $ = float 
$3239 = -1037.7 // $ = float 
$3240 = 70.0 // $ = float 
8@ = -1055.0 // @ = float 
9@ = 26.0 // @ = float 
10@ = -1064.0 // @ = float 
11@ = 40.0 // @ = float 
$3496 = -1046.9 // $ = float 
$3497 = 71.3 // $ = float 
$3498 = 60.0 // $ = float 
12@ = -1090.0 // @ = float 
14@ = -1030.0 // @ = float 
13@ = 0.0 // @ = float 
15@ = 90.0 // @ = float 
$3478 = 0 // $ = int 
$3479 = 0 // $ = int 
$3480 = 0 // $ = int 
$3481 = 0 // $ = int 
$10186 = 0 // $ = int 
$10196 = 0 // $ = int 
$10197 = 0 // $ = int 
$10198 = 0 // $ = int 
$10199 = 0 // $ = int 
$10200 = 0 // $ = int 
$10201 = 0 // $ = int 
$10202 = 0 // $ = int 
$10203 = 0 // $ = int 
$10204 = 0 // $ = int 
$10205 = 0 // $ = int 
0395: clear_area 1 at 299.0 -205.0 10.5 range 5.0 
0395: clear_area 1 at 305.0 -219.5 10.5 range 10.0 
04E4: request_collision_at 299.0 -205.0 
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(318.5, -219.23, 22.4, 2)
Model.Load(#STRETCH)
Camera.SetAtPos(270.0, -218.0, 13.4)

:SERG2_687
if 
  not Model.Available(#STRETCH)
jf @SERG2_714 
wait 0 
jump @SERG2_687 

:SERG2_714
0395: clear_area 1 at 306.9 -241.65 12.3 range 15.0 
Car.Create($1602, #STRETCH, 306.9, -241.65, 12.3)
0229: set_car $1602 color_to 0 0 
Car.Angle($1602) = 0.0
02A3: enable_widescreen 1 
fade 1 1500 

:SERG2_791
if 
  fading 
jf @SERG2_815 
wait 0 
jump @SERG2_791 

:SERG2_815
if 
  not Car.Wrecked($1602)
jf @SERG2_851 
04BA: set_car $1602 speed_instantly 15.0 
0477: set_car $1602 action 8 time 8000 

:SERG2_851
TIMERA = 0 // @ = int 

:SERG2_858
if 
  1000 > TIMERA // int > @ 
jf @SERG2_888 
wait 0 
jump @SERG2_858 

:SERG2_888
if 
  not Car.Wrecked($1602)
jf @SERG2_913 
Camera.OnVehicle($1602, 15, 1)

:SERG2_913
TIMERA = 0 // @ = int 

:SERG2_920
if 
  3000 > TIMERA // int > @ 
jf @SERG2_950 
wait 0 
jump @SERG2_920 

:SERG2_950
if 
  not Car.Wrecked($1602)
jf @SERG2_991 
Car.StorePos($1602, $1599, $1600, $1601)
0211: actor $PLAYER_ACTOR walk_to $1599 $1600 

:SERG2_991
fade 0 1500 

:SERG2_998
if 
  fading 
jf @SERG2_1022 
wait 0 
jump @SERG2_998 

:SERG2_1022
Car.Destroy($1602)
Model.Destroy(#STRETCH)
Camera.Restore
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSAVERY' 
023C: load_special_actor 3 'CSDLOVE' 
02F3: load_object #CUTOBJ01 'CS_LIMO' 
Camera.SetAtPos(305.2, -211.9, 11.3)
038B: load_requested_models 

:SERG2_1112
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
jf @SERG2_1151 
wait 0 
jump @SERG2_1112 

:SERG2_1151
02E4: load_cutscene_data 'TEX_2' 
0244: set_cutscene_pos 305.2 -211.9 11.3 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $149 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $219 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $219 'CSDLOVE' 
02E5: $3460 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $3460 'CS_LIMO' 
0395: clear_area 1 at 265.129 -234.531 11.107 range 1.0 
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107 
0171: set_player $PLAYER_CHAR z_angle_to 78.21838 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:SERG2_1342
if 
  574 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1342 

:SERG2_1377
00BC: text_highpriority 'TEX2_A' time 10000 1  // Tommy, this is Donald Love. Donald, this here is Tommy Vercetti,

:SERG2_1392
if 
  4124 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1427 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1392 

:SERG2_1427
00BC: text_highpriority 'TEX2_B' time 10000 1  // the latest gunslinger to come to these parts.

:SERG2_1442
if 
  6167 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1442 

:SERG2_1477
00BC: text_highpriority 'TEX2_C' time 10000 1  // Yeh...uh...

:SERG2_1492
if 
  6740 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1527 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1492 

:SERG2_1527
00BC: text_highpriority 'TEX2_D' time 10000 1  // Donald, you just shut up and listen, and you might learn something.

:SERG2_1542
if 
  10018 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1577 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1542 

:SERG2_1577
00BC: text_highpriority 'TEX2_E' time 10000 1  // Now, nothing brings down real estate prices quicker than a good old-fashioned gang war -

:SERG2_1592
if 
  14794 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1592 

:SERG2_1627
00BC: text_highpriority 'TEX2_F' time 10000 1  // 'cept maybe a disaster, like a biblical plague or something,

:SERG2_1642
if 
  17966 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1677 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1642 

:SERG2_1677
00BC: text_highpriority 'TEX2_G' time 10000 1  // but, that may be going too far in this case.

:SERG2_1692
if 
  20378 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1727 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1692 

:SERG2_1727
00BC: text_highpriority 'TEX2_H' time 10000 1  // You getting this down, you four-eyed prick?

:SERG2_1742
if 
  23680 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1777 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1742 

:SERG2_1777
00BC: text_highpriority 'TEX2_I' time 10000 1  // Now recently a Haitian gang lord died. Apparently the Cubans did it, nobody's certain.

:SERG2_1792
if 
  28473 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1827 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1792 

:SERG2_1827
00BC: text_highpriority 'TEX2_J' time 10000 1  // But let's make them certain! You disguise yourself as a Cuban hombre,

:SERG2_1842
if 
  31827 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1877 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1842 

:SERG2_1877
00BC: text_highpriority 'TEX2_K' time 10000 1  // and head on down to crash that funeral. Mix it up, and then high tail it.

:SERG2_1892
if 
  35494 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1929 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1892 

:SERG2_1929
00BC: text_highpriority 'TEX2_L' time 10000 1  // You getting this down, Donald?

:SERG2_1944
if 
  37278 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_1981 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1944 

:SERG2_1981
00BC: text_highpriority 'TEX2_M' time 10000 1  // Well, that ought to put the coyote in the chicken coop, huh?

:SERG2_1996
if 
  40242 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_2033 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_1996 

:SERG2_2033
00BC: text_highpriority 'TEX2_N' time 10000 1  // And then we'll just sit back, and watch the prices tumble.

:SERG2_2048
if 
  43214 > $CUT_SCENE_TIME // int > $ 
jf @SERG2_2085 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @SERG2_2048 

:SERG2_2085
00BE: text_clear_all 
fade 0 1500 
00BE: text_clear_all 

:SERG2_2096
if 
  fading 
jf @SERG2_2120 
wait 0 
jump @SERG2_2096 

:SERG2_2120
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
select_interior 0 
fade 1 1500 
02A3: enable_widescreen 0 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#TEC9)
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#CBB)
023C: load_special_actor 12 'SKRELE' 
Model.Load(#SPECIAL12)
038B: load_requested_models 

:SERG2_2204
if 
  not Model.Available(#HNA)
jf @SERG2_2230 
wait 0 
jump @SERG2_2204 

:SERG2_2230
if 
  not Model.Available(#HNB)
jf @SERG2_2256 
wait 0 
jump @SERG2_2230 

:SERG2_2256
if and
  not Model.Available(#TEC9)
  not Model.Available(#CUBAN)
  not Model.Available(#CBA)
  not Model.Available(#CBB)
  not Model.Available(#SPECIAL12)
jf @SERG2_2300 
wait 0 
jump @SERG2_2256 

:SERG2_2300
if 
  $10186 == 0 // $ == int 
jf @SERG2_2958 
00BC: text_highpriority 'TEX_2C' time 5000 1  // ~g~Go get yourself some Cuban gang colors in Little Havana!
02A8: $3504 = create_marker 28 at $99 $100 $101 

:SERG2_2349
if 
80F6:   not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 
jf @SERG2_2402 
wait 0 
jump @SERG2_2349 

:SERG2_2402
$10186 = 1 // $ = int 
Marker.Disable($3504)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5 
0169: set_fade_color 0 0 1 
fade 0 1500 

:SERG2_2460
if 
  fading 
jf @SERG2_2484 
wait 0 
jump @SERG2_2460 

:SERG2_2484
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG2_2516 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @SERG2_2516 

:SERG2_2516
wait 1250 
011C: actor $PLAYER_ACTOR clear_objective 
00BC: text_highpriority 'SBOB161' time 5000 1 
0055: put_player $PLAYER_CHAR at -1023.5 -429.0 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0395: clear_area 0 at $99 $100 $101 range 1.0 
0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3 
fade 1 1500 

:SERG2_2615
if 
  fading 
jf @SERG2_2639 
wait 0 
jump @SERG2_2615 

:SERG2_2639
wait 1000 
0395: clear_area 1 at -1000.951 -430.5765 10.7756 range 25.0 
Car.Create($10187, #CUBAN, -1000.951, -430.5765, 9.7756)
Car.Angle($10187) = 8.2666
Car.Health($10187) = 1500
0129: $10188 = create_actor 7 #CBB in_car $10187 driverseat 
01C8: $10189 = create_actor_pedtype 7 model #CBA in_car $10187 passenger_seat 0 
wait 300 
Camera.SetPosition(-995.5522, -397.69, 10.9455, 0.0, 0.0, 0.0)
00BC: text_highpriority 'SBOB162' time 3000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\LAW1_7.WAV" loop 0 volume 0.5 
03A2: set_vehicle $10187 action 0 
04BA: set_car $10187 speed_instantly 10.0 
Car.DriveTo($10187, -997.9371, -400.5433, 10.9453)
Car.SetMaxSpeed($10187, 12.0)
Camera.OnVehicle($10187, 15, 2)
wait 3500 
01D3: actor $10188 leave_car $10187 
009C: set_actor $10188 wander_direction -1 
01D3: actor $10189 leave_car $10187 
01DE: tie_actor $10189 to_actor $10188 
0291: set_actor $10188 heed_threats 1 
0291: set_actor $10189 heed_threats 1 
wait 1400 
Camera.Restore_WithJumpCut
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 

:SERG2_2958
00BC: text_highpriority 'SBOB160' time 10000 1 
03F1: pedtype 8 add_threat 1 
018A: $3241 = create_checkpoint_at $3496 $3497 20.0 
01E8: create_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
$98 = 0.0 // $ = float 

:SERG2_3029
if 
  $10190 == 0 // $ == int 
jf @SERG2_3195 
if or
8184:   not actor $10188 health > 99 
8184:   not actor $10189 health > 99 
jf @SERG2_3195 
00BC: text_highpriority 'SBOB163' time 2500 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BIGTIME_TROUBLE.WAV" loop 0 volume 0.5 
01CA: actor $10188 kill_player $PLAYER_CHAR 
01E0: clear_leader $10189 
01CA: actor $10189 kill_player $PLAYER_CHAR 
01B2: give_actor $10188 weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $10189 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10188 weapon_accuracy_to 95 
02E2: set_actor $10189 weapon_accuracy_to 95 
$10190 = 1 // $ = int 

:SERG2_3195
if 
  $10190 == 0 // $ == int 
jf @SERG2_3420 
if 
8185:   not car $10187 health > 1499 
jf @SERG2_3420 
if or
00EC:   actor $10188 0 -997.9371 -400.5433 radius 25.0 25.0 
00EC:   actor $10189 0 -997.9371 -400.5433 radius 25.0 25.0 
jf @SERG2_3420 
00BC: text_highpriority 'SBOB163' time 2500 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BIGTIME_TROUBLE.WAV" loop 0 volume 0.5 
01CA: actor $10188 kill_player $PLAYER_CHAR 
01E0: clear_leader $10189 
01CA: actor $10189 kill_player $PLAYER_CHAR 
01B2: give_actor $10188 weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $10189 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10188 weapon_accuracy_to 95 
02E2: set_actor $10189 weapon_accuracy_to 95 
$10190 = 1 // $ = int 

:SERG2_3420
if 
  $10190 == 0 // $ == int 
jf @SERG2_3645 
if 
00DC:   player $PLAYER_CHAR in_car $10187 
jf @SERG2_3645 
if or
00EC:   actor $10188 0 -997.9371 -400.5433 radius 25.0 25.0 
00EC:   actor $10189 0 -997.9371 -400.5433 radius 25.0 25.0 
jf @SERG2_3645 
00BC: text_highpriority 'SBOB163' time 2500 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BIGTIME_TROUBLE.WAV" loop 0 volume 0.5 
01CA: actor $10188 kill_player $PLAYER_CHAR 
01E0: clear_leader $10189 
01CA: actor $10189 kill_player $PLAYER_CHAR 
01B2: give_actor $10188 weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $10189 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10188 weapon_accuracy_to 95 
02E2: set_actor $10189 weapon_accuracy_to 95 
$10190 = 1 // $ = int 

:SERG2_3645
if 
  $98 == 0.0 // $ == float 
jf @SERG2_3693 
wait 0 
02CE: $98 = ground_z $3496 $3497 50.0 
jump @SERG2_3029 

:SERG2_3693
01EB: set_traffic_density_multiplier_to 0.0 
Model.Load(#ROMERO)

:SERG2_3705
if 
  not Model.Available(#ROMERO)
jf @SERG2_3732 
wait 0 
jump @SERG2_3705 

:SERG2_3732
Model.Load(#VOODOO)

:SERG2_3737
if 
  not Model.Available(#VOODOO)
jf @SERG2_3764 
wait 0 
jump @SERG2_3737 

:SERG2_3764
Model.Load(#FAKETARGET)

:SERG2_3768
if 
  not Model.Available(#FAKETARGET)
jf @SERG2_3794 
wait 0 
jump @SERG2_3768 

:SERG2_3794
Model.Load(#M4)

:SERG2_3799
if 
  not Model.Available(#M4)
jf @SERG2_3826 
wait 0 
jump @SERG2_3799 

:SERG2_3826
Model.Load(#JW_COFFIN)

:SERG2_3830
if 
  not Model.Available(#JW_COFFIN)
jf @SERG2_3856 
wait 0 
jump @SERG2_3830 

:SERG2_3856
Actor.Create($10195, 8, #SPECIAL12, -1045.578, -489.1144, 11.1372)
Actor.Angle($10195) = 132.535
Car.Create($3461, #VOODOO, -1063.0, 40.0, 11.0)
Car.Angle($3461) = 180.0
020A: set_car $3461 door_status_to 3 
Car.SetImmunities($3461, 1, 1, 1, 1, 1)
0229: set_car $3461 color_to 0 0 
053F: set_car $3461 tires_vulnerable 0 
0129: $3468 = create_actor 8 #HNB in_car $3461 driverseat 
054A: set_actor $3468 can_be_shot_in_a_car 0 
01ED: clear_actor $3468 threat_search 
Car.SetToNormalDriver($3461)
Car.Create($3462, #ROMERO, -1063.0, 55.0, 11.0)
Car.Angle($3462) = 180.0
0423: car $3462 improve_handling 1.5 
0229: set_car $3462 color_to 0 0 
0129: $3469 = create_actor 8 #HNA in_car $3462 driverseat 
01ED: clear_actor $3469 threat_search 
Car.Health($3462) = 5000
Car.SetToNormalDriver($3462)
Car.Create($3463, #ROMERO, -1057.05, 69.64, 11.05)
Car.Angle($3463) = 90.0
0423: car $3463 improve_handling 1.5 
Car.ImmuneToNonPlayer($3463, True)
0129: $3470 = create_actor 8 #HNA in_car $3463 driverseat 
01ED: clear_actor $3470 threat_search 
Car.SetToNormalDriver($3463)
Car.SetImmunities($3463, 0, 1, 0, 0, 0)
Car.Health($3463) = 5000
01EC: make_car $3463 very_heavy 1 
Car.Create($3464, #VOODOO, -1070.0, 18.6, 11.0)
Car.Angle($3464) = 270.0
020A: set_car $3464 door_status_to 3 
Car.SetImmunities($3464, 1, 1, 1, 1, 1)
053F: set_car $3464 tires_vulnerable 0 
0129: $3471 = create_actor 8 #HNB in_car $3464 driverseat 
054A: set_actor $3471 can_be_shot_in_a_car 0 
01ED: clear_actor $3471 threat_search 
Car.SetToNormalDriver($3464)
Car.Create($3465, #VOODOO, -1070.0, 75.4, 11.0)
Car.Angle($3465) = 270.0
020A: set_car $3465 door_status_to 3 
Car.SetImmunities($3465, 1, 1, 1, 1, 1)
0129: $3472 = create_actor 8 #HNB in_car $3465 driverseat 
054A: set_actor $3472 can_be_shot_in_a_car 0 
01ED: clear_actor $3472 threat_search 
053F: set_car $3465 tires_vulnerable 0 
Car.SetToNormalDriver($3465)
Actor.Create(0@, 8, #HNB, $3235, $3236, $3218)
0243: set_actor 0@ ped_stats_to 16 
Actor.Angle(0@) = 75.0
01B2: give_actor 0@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 0@ anim 13 wait_state_time 999999 ms 
02E2: set_actor 0@ weapon_accuracy_to 90 
Actor.Create(1@, 8, #HNA, $3237, $3238, $3218)
0243: set_actor 1@ ped_stats_to 16 
Actor.Angle(1@) = 12.0
01B2: give_actor 1@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 1@ anim 3 wait_state_time 999999 ms 
02E2: set_actor 1@ weapon_accuracy_to 90 
Actor.Create(2@, 8, #HNB, $3239, $3240, $3218)
0243: set_actor 2@ ped_stats_to 16 
Actor.Angle(2@) = 280.0
01B2: give_actor 2@ weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor 2@ threat_search 
02E2: set_actor 2@ weapon_accuracy_to 90 
011A: set_actor 2@ search_threat 1 
0291: set_actor 2@ heed_threats 1 
0372: set_actor 2@ anim 13 wait_state_time 999999 ms 
Actor.Create(3@, 8, #HNA, 8@, 9@, $3218)
0243: set_actor 3@ ped_stats_to 16 
Actor.Angle(3@) = 165.0
01B2: give_actor 3@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 3@ anim 13 wait_state_time 999999 ms 
02E2: set_actor 3@ weapon_accuracy_to 90 
Actor.Create(4@, 8, #HNB, 10@, 11@, $3218)
0243: set_actor 4@ ped_stats_to 16 
Actor.Angle(4@) = 97.0
01B2: give_actor 4@ weapon 26 ammo 9999 // Load the weapon model before using this 
0372: set_actor 4@ anim 3 wait_state_time 999999 ms 
02E2: set_actor 4@ weapon_accuracy_to 90 
Actor.Create(6@, 8, #HNA, -1047.8, 54.8, 13.3)
0243: set_actor 6@ ped_stats_to 16 
011A: set_actor 6@ search_threat 1 
Actor.Angle(6@) = 140.0
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 6@ weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 6@ weapon_accuracy_to 90 
0372: set_actor 6@ anim 13 wait_state_time 999999 ms 
Actor.Create(7@, 8, #HNA, -1042.44, 64.96, 15.5)
0243: set_actor 7@ ped_stats_to 16 
011A: set_actor 7@ search_threat 1 
Actor.Angle(7@) = 80.0
0350: set_actor 6@ maintain_position_when_attacked 1 
01B2: give_actor 7@ weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 7@ weapon_accuracy_to 90 
0372: set_actor 7@ anim 13 wait_state_time 999999 ms 
Actor.Create($3466, 8, #HNA, $3496, $3497, $3218)
01ED: clear_actor $3466 threat_search 
Actor.Angle($3466) = $3498
02A9: set_actor $3466 immune_to_nonplayer 1 
$3496 -= 1.0 // $ -= float 
$3497 += 1.0 // $ += float 
Actor.Create(5@, 8, #HNB, $3496, $3497, $3218)
01ED: clear_actor 5@ threat_search 
020E: actor 5@ look_at_actor $3466 
$3496 += 1.0 // $ += float 
Actor.Create($3467, 8, #HNB, $3496, $3497, $3218)
01ED: clear_actor $3467 threat_search 
020E: actor $3467 look_at_actor $3466 
Marker.Disable($3241)
Marker.CreateAboveActor($3241, $3466)
01BD: $3473 = current_time_in_ms 

:SERG2_5011
if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
  $3483 == 0 // $ == int 
jf @SERG2_5087 
wait 0 
gosub @SERG2_9120 
gosub @SERG2_7251 
gosub @SERG2_7499 
gosub @SERG2_10054 
jump @SERG2_5011 

:SERG2_5087
$3488 = 1 // $ = int 

:SERG2_5094
if 
  $3483 == 0 // $ == int 
jf @SERG2_5174 
wait 0 
gosub @SERG2_9120 
if 
  Actor.Dead($3466)
jf @SERG2_5146 
jump @SERG2_6163 

:SERG2_5146
gosub @SERG2_7499 
gosub @SERG2_7251 
gosub @SERG2_10054 
jump @SERG2_5094 

:SERG2_5174
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN 
jf @SERG2_5291 
if 
  not Player.Wasted($PLAYER_CHAR)
jf @SERG2_6163 
wait 0 
gosub @SERG2_9120 
if or
00E4:   player $PLAYER_CHAR 0 $3496 $3497 radius 30.0 40.0 
00E5:   player $PLAYER_CHAR 0 $3496 $3497 radius 30.0 35.0 
jf @SERG2_5313 
gosub @SERG2_9986 
jump @SERG2_5313 

:SERG2_5291
00BC: text_highpriority 'SBOB164' time 5000 1 
jump @SERG2_6294 

:SERG2_5313
if and
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
  2 > $3483 // int > $ 
jf @SERG2_5404 
if 
  not Actor.Dead(1@)
jf @SERG2_5377 
0211: actor 1@ walk_to $3237 $3238 

:SERG2_5377
if 
  not Actor.Dead(3@)
jf @SERG2_5404 
0211: actor 3@ walk_to 8@ 9@ 

:SERG2_5404
gosub @SERG2_7251 
gosub @SERG2_7499 
if 
  not Actor.Dead($3466)
jf @SERG2_5857 
if 
  not Car.Wrecked($3463)
jf @SERG2_5545 
if 
  Actor.InCar($3466, $3463)
jf @SERG2_5538 
0084: $3495 = $3463 // $ = $ int 
00AF: set_car $3495 driver_behaviour_to 2 
Car.SetMaxSpeed($3495, 45.0)
gosub @SERG2_10807 
if 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
jf @SERG2_5538 
gosub @SERG2_10176 

:SERG2_5538
jump @SERG2_5850 

:SERG2_5545
if and
  not Car.Wrecked($3462)
  not Actor.Dead($3466)
jf @SERG2_5850 
if and
0202:   actor $3466 near_car $3462 radius 30.0 30.0 sphere 0 
  not Actor.InCar($3466, $3462)
jf @SERG2_5613 
01D5: actor $3466 go_to_and_drive_car $3462 

:SERG2_5613
if 
  Actor.InCar($3466, $3462)
jf @SERG2_5850 
0084: $3495 = $3462 // $ = $ int 
00AF: set_car $3495 driver_behaviour_to 2 
Car.SetMaxSpeed($3495, 45.0)
gosub @SERG2_10807 
if 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
jf @SERG2_5701 
gosub @SERG2_10176 

:SERG2_5701
if 
  $3492 == 1 // $ == int 
jf @SERG2_5803 
if 
8185:   not car $3462 health > 350 
jf @SERG2_5803 
01D3: actor $3466 leave_car $3462 
Car.SetMaxSpeed($3462, 0.0)
if 
  not Actor.Dead($3469)
jf @SERG2_5796 
01B2: give_actor $3469 weapon 26 ammo 60 // Load the weapon model before using this 
02E2: set_actor $3469 weapon_accuracy_to 90 
01CA: actor $3469 kill_player $PLAYER_CHAR 

:SERG2_5796
$3492 = 2 // $ = int 

:SERG2_5803
if 
  $3492 == 0 // $ == int 
jf @SERG2_5850 
Car.SetMaxSpeed($3462, 70.0)
00AE: set_vehicle $3462 traffic_behavior_to 3 
Car.SetToPsychoDriver($3462)
$3492 = 1 // $ = int 

:SERG2_5850
jump @SERG2_5864 

:SERG2_5857
jump @SERG2_6163 

:SERG2_5864
if and
  Car.Wrecked($3463)
  $3493 == 0 // $ == int 
jf @SERG2_5901 
$3492 = 0 // $ = int 
$3493 = 1 // $ = int 

:SERG2_5901
if 
  $3492 == 2 // $ == int 
jf @SERG2_5999 
if 
  not Actor.Driving($3466)
jf @SERG2_5999 
if 
  $3494 == 0 // $ == int 
jf @SERG2_5999 
011A: set_actor $3466 search_threat 1 
0291: set_actor $3466 heed_threats 1 
020F: actor $3466 look_at_player $PLAYER_CHAR 
01B2: give_actor $3466 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $3466 weapon_accuracy_to 90 
$3494 = 1 // $ = int 

:SERG2_5999
if 
  not Actor.Dead(5@)
jf @SERG2_6095 
if 
  not Car.Wrecked($3461)
jf @SERG2_6088 
if and
  Actor.InCar(5@, $3461)
  $3491 == 0 // $ == int 
jf @SERG2_6088 
Car.SetMaxSpeed($3461, 70.0)
00AE: set_vehicle $3461 traffic_behavior_to 2 
00AF: set_car $3461 driver_behaviour_to 2 
$3491 = 1 // $ = int 

:SERG2_6088
jump @SERG2_6149 

:SERG2_6095
if and
  not Car.Wrecked($3461)
  $3491 == 0 // $ == int 
jf @SERG2_6149 
Car.SetMaxSpeed($3461, 70.0)
00AE: set_vehicle $3461 traffic_behavior_to 2 
00AF: set_car $3461 driver_behaviour_to 3 
$3491 = 1 // $ = int 

:SERG2_6149
gosub @SERG2_10054 
jump @SERG2_5174 

:SERG2_6163
Marker.Disable($3241)
$3483 = 3 // $ = int 
$3475 = 7000 // $ = int 
gosub @SERG2_7499 
if 
  $3487 == 0 // $ == int 
jf @SERG2_6230 
00BC: text_highpriority 'TEX_2B' time 5000 1  // ~r~Fool! People have to WITNESS a Cuban doing the hit!
jump @SERG2_6294 

:SERG2_6230
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SERG2_6287 
wait 0 
gosub @SERG2_10054 
00BC: text_highpriority 'TEXEXIT' time 1000 1  // ~g~Now get out of Little Haiti!
jump @SERG2_6230 

:SERG2_6287
jump @SERG2_6311 

:SERG2_6294
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:SERG2_6311
055B: $1288 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
$1268 = 1 // $ = int 
start_new_script @CLOTH4 
$246 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2500
0318: set_latest_mission_passed 'TEX_2'  // Two Bit Hit
030C: progress_made += 1 
03F1: pedtype 8 add_threat 128 
03F1: pedtype 7 add_threat 256 
015C: set_zone_gang_info 'GHETTO1' 1 13 60 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 60 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 60 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 60 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 
Marker.Disable($243)
return 

:SERG2_6697
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 
03F2: pedtype 8 remove_threat 1 
Marker.Disable($3241)
Marker.Disable($3504)
if 
  not Actor.Dead(0@)
jf @SERG2_6783 
Actor.RemoveReferences(0@)

:SERG2_6783
if 
  not Actor.Dead(1@)
jf @SERG2_6804 
Actor.RemoveReferences(1@)

:SERG2_6804
if 
  not Actor.Dead(2@)
jf @SERG2_6825 
Actor.RemoveReferences(2@)

:SERG2_6825
if 
  not Actor.Dead(3@)
jf @SERG2_6846 
Actor.RemoveReferences(3@)

:SERG2_6846
if 
  not Actor.Dead(4@)
jf @SERG2_6867 
Actor.RemoveReferences(4@)

:SERG2_6867
if 
  not Actor.Dead(5@)
jf @SERG2_6888 
Actor.RemoveReferences(5@)

:SERG2_6888
if 
  not Actor.Dead($3466)
jf @SERG2_6909 
Actor.RemoveReferences($3466)

:SERG2_6909
if 
  not Actor.Dead($3467)
jf @SERG2_6930 
Actor.RemoveReferences($3467)

:SERG2_6930
if 
  not Actor.Dead($3471)
jf @SERG2_6951 
Actor.RemoveReferences($3471)

:SERG2_6951
if 
  not Actor.Dead($3472)
jf @SERG2_6972 
Actor.RemoveReferences($3472)

:SERG2_6972
if 
  not Actor.Dead(6@)
jf @SERG2_6993 
Actor.RemoveReferences(6@)

:SERG2_6993
if 
  not Actor.Dead(7@)
jf @SERG2_7014 
Actor.RemoveReferences(7@)

:SERG2_7014
if 
  not Actor.Dead($3468)
jf @SERG2_7035 
Actor.RemoveReferences($3468)

:SERG2_7035
if 
  not Actor.Dead($3469)
jf @SERG2_7056 
Actor.RemoveReferences($3469)

:SERG2_7056
if 
  not Actor.Dead($3470)
jf @SERG2_7077 
Actor.RemoveReferences($3470)

:SERG2_7077
if 
  not Car.Wrecked($3461)
jf @SERG2_7098 
Car.RemoveReferences($3461)

:SERG2_7098
if 
  not Car.Wrecked($3462)
jf @SERG2_7119 
Car.RemoveReferences($3462)

:SERG2_7119
if 
  not Car.Wrecked($3463)
jf @SERG2_7140 
Car.RemoveReferences($3463)

:SERG2_7140
if 
  not Car.Wrecked($3464)
jf @SERG2_7161 
Car.RemoveReferences($3464)

:SERG2_7161
if 
  not Car.Wrecked($3465)
jf @SERG2_7182 
Car.RemoveReferences($3465)

:SERG2_7182
0296: unload_special_actor 12 
Model.Destroy(#VOODOO)
Model.Destroy(#SKRELE)
Model.Destroy(#ROMERO)
Model.Destroy(#M4)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#FAKETARGET)
Model.Destroy(#JW_COFFIN)
Model.Destroy(#TEC9)
Model.Destroy(#CUBAN)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:SERG2_7251
if 
  2 > $3483 // int > $ 
jf @SERG2_7497 
01BD: $3474 = current_time_in_ms 
0084: $3475 = $3474 // $ = $ int 
0060: $3475 -= $3473 // $ -= $ int 
if 
  $3475 > 9000 // $ > int 
jf @SERG2_7324 
$3475 = 0 // $ = int 
0084: $3473 = $3474 // $ = $ int 

:SERG2_7324
0209: $3476 = random_int_in_ranges 1 13 
0084: $3477 = $3476 // $ = $ int 
$3477 *= 1000 // $ *= int 
if 
  3001 > $3475 // int > $ 
jf @SERG2_7393 
if 
  $3482 == 0 // $ == int 
jf @SERG2_7393 
gosub @SERG2_8614 

:SERG2_7393
if and
  6001 > $3475 // int > $ 
  $3475 > 3000 // $ > int 
jf @SERG2_7445 
if 
  $3482 == 1 // $ == int 
jf @SERG2_7445 
gosub @SERG2_8614 

:SERG2_7445
if and
  9001 > $3475 // int > $ 
  $3475 > 6000 // $ > int 
jf @SERG2_7497 
if 
  $3482 == 2 // $ == int 
jf @SERG2_7497 
gosub @SERG2_8614 

:SERG2_7497
return 

:SERG2_7499
if and
  $3483 > 0 // $ > int 
  $3489 == 0 // $ == int 
jf @SERG2_7656 
if 
  not Actor.Dead(1@)
jf @SERG2_7549 
0372: set_actor 1@ anim 0 wait_state_time 0 ms 

:SERG2_7549
if 
  not Actor.Dead(3@)
jf @SERG2_7574 
0372: set_actor 3@ anim 0 wait_state_time 0 ms 

:SERG2_7574
if 
  not Actor.Dead(0@)
jf @SERG2_7599 
0372: set_actor 0@ anim 0 wait_state_time 0 ms 

:SERG2_7599
if 
  not Actor.Dead(2@)
jf @SERG2_7624 
0372: set_actor 2@ anim 0 wait_state_time 0 ms 

:SERG2_7624
if 
  not Actor.Dead(4@)
jf @SERG2_7649 
0372: set_actor 4@ anim 0 wait_state_time 0 ms 

:SERG2_7649
$3489 = 1 // $ = int 

:SERG2_7656
if and
  $3483 == 1 // $ == int 
  $3484 == 0 // $ == int 
jf @SERG2_7808 
if 
  not Actor.Dead(1@)
jf @SERG2_7705 
01D2: actor 1@ follow_player $PLAYER_CHAR 

:SERG2_7705
if 
  not Actor.Dead(3@)
jf @SERG2_7729 
01D2: actor 3@ follow_player $PLAYER_CHAR 

:SERG2_7729
if 
  not Actor.Dead(0@)
jf @SERG2_7753 
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR 

:SERG2_7753
if 
  not Actor.Dead(2@)
jf @SERG2_7777 
022D: set_actor 2@ to_look_at_player $PLAYER_CHAR 

:SERG2_7777
if 
  not Actor.Dead(4@)
jf @SERG2_7801 
022D: set_actor 4@ to_look_at_player $PLAYER_CHAR 

:SERG2_7801
$3484 = 1 // $ = int 

:SERG2_7808
if and
  $3483 == 2 // $ == int 
  2 > $3484 // int > $ 
jf @SERG2_8153 
01BD: $3473 = current_time_in_ms 
if 
  not Actor.Dead(0@)
jf @SERG2_7864 
0372: set_actor 0@ anim 14 wait_state_time 3500 ms 

:SERG2_7864
if 
  not Actor.Dead(1@)
jf @SERG2_7923 
if 
  $3488 == 1 // $ == int 
jf @SERG2_7913 
01CC: actor 1@ kill_player $PLAYER_CHAR 
jump @SERG2_7923 

:SERG2_7913
0372: set_actor 1@ anim 14 wait_state_time 6000 ms 

:SERG2_7923
if 
  not Actor.Dead(2@)
jf @SERG2_7949 
0372: set_actor 2@ anim 14 wait_state_time 6000 ms 

:SERG2_7949
if 
  not Actor.Dead(3@)
jf @SERG2_8008 
if 
  $3488 == 1 // $ == int 
jf @SERG2_7998 
01CC: actor 3@ kill_player $PLAYER_CHAR 
jump @SERG2_8008 

:SERG2_7998
0372: set_actor 3@ anim 14 wait_state_time 6000 ms 

:SERG2_8008
if 
  not Actor.Dead(4@)
jf @SERG2_8034 
0372: set_actor 4@ anim 14 wait_state_time 3500 ms 

:SERG2_8034
if 
  not Actor.Dead(5@)
jf @SERG2_8069 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
0372: set_actor 5@ anim 14 wait_state_time 6000 ms 

:SERG2_8069
if 
  not Actor.Dead($3466)
jf @SERG2_8104 
0372: set_actor $3466 anim 0 wait_state_time 0 ms 
0372: set_actor $3466 anim 14 wait_state_time 3000 ms 

:SERG2_8104
if 
  not Actor.Dead($3467)
jf @SERG2_8139 
0372: set_actor $3467 anim 0 wait_state_time 0 ms 
0372: set_actor $3467 anim 14 wait_state_time 3500 ms 

:SERG2_8139
$3484 = 2 // $ = int 
$3483 = 3 // $ = int 

:SERG2_8153
if and
  $3483 == 3 // $ == int 
  3 > $3484 // int > $ 
jf @SERG2_8612 
01BD: $3474 = current_time_in_ms 
0084: $3475 = $3474 // $ = $ int 
0060: $3475 -= $3473 // $ -= $ int 
if and
  $3475 > 4000 // $ > int 
  $3485 == 0 // $ == int 
jf @SERG2_8475 
if 
  not Actor.Dead(0@)
jf @SERG2_8249 
01CC: actor 0@ kill_player $PLAYER_CHAR 

:SERG2_8249
if 
  not Actor.Dead(4@)
jf @SERG2_8273 
01CC: actor 4@ kill_player $PLAYER_CHAR 

:SERG2_8273
if 
  not Actor.Dead($3471)
jf @SERG2_8297 
01CC: actor $3471 kill_player $PLAYER_CHAR 

:SERG2_8297
if 
  not Actor.Dead($3472)
jf @SERG2_8321 
01CC: actor $3472 kill_player $PLAYER_CHAR 

:SERG2_8321
if 
  not Actor.Dead($3466)
jf @SERG2_8413 
011C: actor $3466 clear_objective 
0372: set_actor $3466 anim 0 wait_state_time 0 ms 
0319: set_actor $3466 running 1 
if 
  not Car.Wrecked($3463)
jf @SERG2_8389 
01D4: actor $3466 go_to_car $3463 and_enter_it_as_a_passenger 
jump @SERG2_8413 

:SERG2_8389
if 
  not Car.Wrecked($3461)
jf @SERG2_8413 
01D4: actor $3466 go_to_car $3461 and_enter_it_as_a_passenger 

:SERG2_8413
if 
  not Actor.Dead($3467)
jf @SERG2_8468 
011C: actor $3467 clear_objective 
0372: set_actor $3467 anim 0 wait_state_time 0 ms 
01B2: give_actor $3467 weapon 26 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $3467 weapon_accuracy_to 90 
01CC: actor $3467 kill_player $PLAYER_CHAR 

:SERG2_8468
$3485 = 1 // $ = int 

:SERG2_8475
if and
  $3475 > 6500 // $ > int 
  $3485 == 1 // $ == int 
jf @SERG2_8612 
if 
  not Actor.Dead(2@)
jf @SERG2_8525 
01CC: actor 2@ kill_player $PLAYER_CHAR 

:SERG2_8525
if 
  not Actor.Dead(5@)
jf @SERG2_8598 
011C: actor 5@ clear_objective 
0372: set_actor 5@ anim 0 wait_state_time 0 ms 
if 
  not Car.Wrecked($3461)
jf @SERG2_8593 
0319: set_actor 5@ running 1 
01D4: actor 5@ go_to_car $3461 and_enter_it_as_a_passenger 
jump @SERG2_8598 

:SERG2_8593
0193: set_actor 5@ objective_to_act_like_ped 

:SERG2_8598
$3485 = 2 // $ = int 
$3484 = 3 // $ = int 

:SERG2_8612
return 

:SERG2_8614
if and
  $3476 > 0 // $ > int 
  5 > $3476 // int > $ 
jf @SERG2_8646 
gosub @SERG2_8712 

:SERG2_8646
if and
  $3476 > 4 // $ > int 
  9 > $3476 // int > $ 
jf @SERG2_8678 
gosub @SERG2_8848 

:SERG2_8678
if and
  $3476 > 8 // $ > int 
  13 > $3476 // int > $ 
jf @SERG2_8710 
gosub @SERG2_8984 

:SERG2_8710
return 

:SERG2_8712
if and
  not Actor.Dead($3466)
  not Actor.Dead(5@)
jf @SERG2_8846 
0084: $3477 = $3476 // $ = $ int 
$3477 *= 1000 // $ *= int 
022F: set_actor 5@ stop_looking 
022F: set_actor $3466 stop_looking 
0372: set_actor 5@ anim 19 wait_state_time $3477 ms 
022C: set_actor 5@ to_look_at_actor $3466 
022C: set_actor $3466 to_look_at_actor 5@ 
if 
  not Actor.Dead($3467)
jf @SERG2_8814 
022F: set_actor $3467 stop_looking 
022C: set_actor $3467 to_look_at_actor 5@ 

:SERG2_8814
$3482 += 1 // $ += int 
if 
  $3482 > 2 // $ > int 
jf @SERG2_8846 
$3482 = 0 // $ = int 

:SERG2_8846
return 

:SERG2_8848
if and
  not Actor.Dead($3466)
  not Actor.Dead($3467)
jf @SERG2_8982 
0084: $3477 = $3476 // $ = $ int 
$3477 *= 1000 // $ *= int 
022F: set_actor $3467 stop_looking 
022F: set_actor $3466 stop_looking 
0372: set_actor $3466 anim 19 wait_state_time $3477 ms 
022C: set_actor $3467 to_look_at_actor $3466 
022C: set_actor $3466 to_look_at_actor $3467 
if 
  not Actor.Dead(5@)
jf @SERG2_8950 
022F: set_actor 5@ stop_looking 
022C: set_actor 5@ to_look_at_actor $3467 

:SERG2_8950
$3482 += 1 // $ += int 
if 
  $3482 > 2 // $ > int 
jf @SERG2_8982 
$3482 = 0 // $ = int 

:SERG2_8982
return 

:SERG2_8984
if and
  not Actor.Dead($3467)
  not Actor.Dead(5@)
jf @SERG2_9118 
0084: $3477 = $3476 // $ = $ int 
$3477 *= 750 // $ *= int 
022F: set_actor 5@ stop_looking 
022F: set_actor $3467 stop_looking 
0372: set_actor $3467 anim 19 wait_state_time $3477 ms 
022C: set_actor 5@ to_look_at_actor $3467 
022C: set_actor $3467 to_look_at_actor 5@ 
if 
  not Actor.Dead($3466)
jf @SERG2_9086 
022F: set_actor $3466 stop_looking 
022C: set_actor $3466 to_look_at_actor $3467 

:SERG2_9086
$3482 += 1 // $ += int 
if 
  $3482 > 2 // $ > int 
jf @SERG2_9118 
$3482 = 0 // $ = int 

:SERG2_9118
return 

:SERG2_9120
if 
  3 > $3483 // int > $ 
jf @SERG2_9502 
if 
  Actor.Dead($3468)
jf @SERG2_9166 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3468)

:SERG2_9166
if 
  Actor.Dead($3469)
jf @SERG2_9194 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3469)

:SERG2_9194
if 
  Actor.Dead($3470)
jf @SERG2_9222 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3470)

:SERG2_9222
if 
  Actor.Dead($3471)
jf @SERG2_9250 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3471)

:SERG2_9250
if 
  Actor.Dead($3472)
jf @SERG2_9278 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3472)

:SERG2_9278
if 
  Actor.Dead(0@)
jf @SERG2_9306 
$3483 = 2 // $ = int 
Actor.RemoveReferences(0@)

:SERG2_9306
if 
  Actor.Dead(1@)
jf @SERG2_9334 
$3483 = 2 // $ = int 
Actor.RemoveReferences(1@)

:SERG2_9334
if 
  Actor.Dead(2@)
jf @SERG2_9362 
$3483 = 2 // $ = int 
Actor.RemoveReferences(2@)

:SERG2_9362
if 
  Actor.Dead(3@)
jf @SERG2_9390 
$3483 = 2 // $ = int 
Actor.RemoveReferences(3@)

:SERG2_9390
if 
  Actor.Dead(4@)
jf @SERG2_9418 
$3483 = 2 // $ = int 
Actor.RemoveReferences(4@)

:SERG2_9418
if 
  Actor.Dead(5@)
jf @SERG2_9446 
$3483 = 2 // $ = int 
Actor.RemoveReferences(5@)

:SERG2_9446
if 
  Actor.Dead($3466)
jf @SERG2_9474 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3466)

:SERG2_9474
if 
  Actor.Dead($3467)
jf @SERG2_9502 
$3483 = 2 // $ = int 
Actor.RemoveReferences($3467)

:SERG2_9502
if 
  $3488 == 1 // $ == int 
jf @SERG2_9984 
if 
  3 > $3483 // int > $ 
jf @SERG2_9678 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FAGGIO 
jf @SERG2_9605 
gosub @SERG2_9986 
if 
  2 > $3483 // int > $ 
jf @SERG2_9605 
$3483 = 1 // $ = int 

:SERG2_9605
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @SERG2_9646 
gosub @SERG2_9986 
$3483 = 1 // $ = int 

:SERG2_9646
gosub @SERG2_9986 
if 
  2 > $3483 // int > $ 
jf @SERG2_9678 
$3483 = 1 // $ = int 

:SERG2_9678
if and
00E0:   player $PLAYER_CHAR in_any_car 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @SERG2_9748 
if 
0548:   player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 20.0 20.0 20.0 
jf @SERG2_9741 
gosub @SERG2_9986 

:SERG2_9741
jump @SERG2_9797 

:SERG2_9748
if 
0548:   player $PLAYER_CHAR check_for_ped_model #HNA #HNB radius 15.0 15.0 15.0 
jf @SERG2_9797 
gosub @SERG2_9986 
$10194 = 1 // $ = int 

:SERG2_9797
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN 
  3 > $3483 // int > $ 
jf @SERG2_9837 
gosub @SERG2_9986 
$3483 = 2 // $ = int 

:SERG2_9837
if and
02DF:   player $PLAYER_CHAR aggressive 
  3 > $3483 // int > $ 
jf @SERG2_9867 
$3483 = 2 // $ = int 

:SERG2_9867
if 
  not Actor.Dead($3466)
jf @SERG2_9984 
if and
00FB:   player $PLAYER_CHAR 0 $3466 radius 20.0 20.0 20.0 
  3 > $3483 // int > $ 
jf @SERG2_9984 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN 
jf @SERG2_9952 
gosub @SERG2_9986 

:SERG2_9952
$3483 = 2 // $ = int 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 0 
jf @SERG2_9984 
$3483 = 3 // $ = int 

:SERG2_9984
return 

:SERG2_9986
$3487 = 1 // $ = int 
if 
  $3490 == 0 // $ == int 
jf @SERG2_10052 
00BC: text_highpriority 'TEX_2A' time 5000 1  // ~g~Excellent! They've spotted you!
018C: play_sound 1 at 0.0 0.0 0.0 
$3490 = 1 // $ = int 

:SERG2_10052
return 

:SERG2_10054
if 
  not Actor.Dead($3466)
jf @SERG2_10133 
if or
8056:   not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 
80A3:   not actor $3466 0 12@ 13@ 14@ 15@ 
jf @SERG2_10126 
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_10126
jump @SERG2_10140 

:SERG2_10133
01EB: set_traffic_density_multiplier_to 1.0 

:SERG2_10140
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @SERG2_10174 
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)

:SERG2_10174
return 

:SERG2_10176
if 
01FC:   player $PLAYER_CHAR near_car $3495 radius 20.0 20.0 0 
jf @SERG2_10231 
Car.SetMaxSpeed($3495, 45.0)
00AF: set_car $3495 driver_behaviour_to 2 
jump @SERG2_10248 

:SERG2_10231
Car.SetMaxSpeed($3495, 45.0)
00AF: set_car $3495 driver_behaviour_to 2 

:SERG2_10248
if 
  $3486 == 0 // $ == int 
jf @SERG2_10627 
01EB: set_traffic_density_multiplier_to 1.0 
01EC: make_car $3495 very_heavy 0 
Car.StorePos($3495, $3499, $3500, $3501)
0407: create_coordinate $1599 $1600 $3508 from_car $3495 offset 0.0 -15.0 0.0 
0086: $1601 = $3508 // $ = $ float 
02CE: $3508 = ground_z $1599 $1600 $3508 
0086: $3509 = $3501 // $ = $ float 
$3509 += 1.0 // $ += float 
if 
00E3:   player $PLAYER_CHAR 0 $1599 $1600 radius 11.0 11.0 
jf @SERG2_10627 
Actor.RemoveReferences($10195)
0061: $1599 -= $3499 // $ -= $ float 
0061: $1600 -= $3500 // $ -= $ float 
0061: $1601 -= $3501 // $ -= $ float 
$1601 += 4.0 // $ += float 
Object.Create($3502, #JW_COFFIN, $3499, $3500, $3501)
Actor.Create($10195, 4, #SPECIAL12, -1045.578, -489.1144, 11.1372)
Actor.Angle($10195) = 132.535
00DA: $2108 = player $PLAYER_CHAR car 
0464: put_actor $10195 into_turret_on_car $3495 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 0 
0465: remove_actor $10195 from_turret_mode 
02AB: set_actor $10195 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01CC: actor $10195 kill_player $PLAYER_CHAR 
0319: set_actor $10195 running 1 
Object.CollisionDetection($3502, True)
Object.ToggleInMovingList($3502, True)
035C: place_object $3502 relative_to_car $3495 offset 0.0 -0.6 0.1 
050E: sort_out_object $3502 collision_with_car $3495 
038C: object $3502 scatter $1599 $1600 $1601 
$3486 = 1 // $ = int 

:SERG2_10627
if 
  $3486 == 1 // $ == int 
jf @SERG2_10740 
if 
0366:   object $3502 damaged 
jf @SERG2_10707 
Object.StorePos($3502, $1599, $1600, $1601)
020C: create_explosion 1 at $1599 $1600 $1601 
Object.Destroy($3502)
$3486 = 0 // $ = int 
jump @SERG2_10740 

:SERG2_10707
if 
82CC:   not object $3502 bounding_sphere_visible 
jf @SERG2_10740 
Object.Destroy($3502)
$3486 = 2 // $ = int 
01BD: $3505 = current_time_in_ms 

:SERG2_10740
if 
  $3486 == 2 // $ == int 
jf @SERG2_10805 
01BD: $3507 = current_time_in_ms 
0084: $3506 = $3507 // $ = $ int 
0060: $3506 -= $3505 // $ -= $ int 
if 
  $3506 > 3000 // $ > int 
jf @SERG2_10805 
$3486 = 0 // $ = int 

:SERG2_10805
return 

:SERG2_10807
if 
  $3492 == 0 // $ == int 
jf @SERG2_10919 
Car.SetMaxSpeed($3495, 45.0)
00AE: set_vehicle $3495 traffic_behavior_to 2 
00AF: set_car $3495 driver_behaviour_to 2 
0190: add_car $3495 to_upsidedown_check 
03CC: add_stuck_car_check $3495 distance 1.5 time 2000 
050B: open_trunk_of_car $3495 
if 
  not Car.Wrecked($3461)
jf @SERG2_10912 
Car.SetMaxSpeed($3461, 70.0)
00AE: set_vehicle $3461 traffic_behavior_to 3 
00AF: set_car $3461 driver_behaviour_to 2 

:SERG2_10912
$3492 = 1 // $ = int 

:SERG2_10919
if 
  $3492 == 1 // $ == int 
jf @SERG2_11787 
if 
  $3478 == 1 // $ == int 
jf @SERG2_10978 
if 
83CE:   not car $3495 stuck 
jf @SERG2_10978 
$3478 = 0 // $ = int 

:SERG2_10978
if 
03CE:   car $3495 stuck 
jf @SERG2_11113 
if 
  $3478 == 0 // $ == int 
jf @SERG2_11024 
01BD: $3480 = current_time_in_ms 
$3478 = 1 // $ = int 

:SERG2_11024
if 
  $3478 == 1 // $ == int 
jf @SERG2_11106 
01BD: $3479 = current_time_in_ms 
0084: $3481 = $3479 // $ = $ int 
0060: $3481 -= $3480 // $ -= $ int 
if 
  $3481 > 3000 // $ > int 
jf @SERG2_11106 
0477: set_car $3495 action 2 time 500 
00AF: set_car $3495 driver_behaviour_to 2 
$3478 = 0 // $ = int 

:SERG2_11106
jump @SERG2_11683 

:SERG2_11113
if 
  $3503 == 0 // $ == int 
jf @SERG2_11193 
if 
01AD:   car $3495 sphere 0 near_point -1062.0 -117.0 radius 10.0 10.0 
jf @SERG2_11193 
00AF: set_car $3495 driver_behaviour_to 2 
Car.SetMaxSpeed($3495, 45.0)
$3503 = 1 // $ = int 

:SERG2_11193
if 
  $3503 == 1 // $ == int 
jf @SERG2_11263 
if 
01AD:   car $3495 sphere 0 near_point -872.0 -284.0 radius 10.0 10.0 
jf @SERG2_11263 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 2 // $ = int 

:SERG2_11263
if 
  $3503 == 2 // $ == int 
jf @SERG2_11333 
if 
01AD:   car $3495 sphere 0 near_point -854.0 -498.0 radius 10.0 10.0 
jf @SERG2_11333 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 3 // $ = int 

:SERG2_11333
if 
  $3503 == 3 // $ == int 
jf @SERG2_11403 
if 
01AD:   car $3495 sphere 0 near_point 154.0 -445.0 radius 10.0 10.0 
jf @SERG2_11403 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 4 // $ = int 

:SERG2_11403
if 
  $3503 == 4 // $ == int 
jf @SERG2_11473 
if 
01AD:   car $3495 sphere 0 near_point 321.0 -54.0 radius 10.0 10.0 
jf @SERG2_11473 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 5 // $ = int 

:SERG2_11473
if 
  $3503 == 5 // $ == int 
jf @SERG2_11543 
if 
01AD:   car $3495 sphere 0 near_point 410.0 41.0 radius 10.0 10.0 
jf @SERG2_11543 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 6 // $ = int 

:SERG2_11543
if 
  $3503 == 6 // $ == int 
jf @SERG2_11613 
if 
01AD:   car $3495 sphere 0 near_point 295.0 230.0 radius 10.0 10.0 
jf @SERG2_11613 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 7 // $ = int 

:SERG2_11613
if 
  $3503 == 7 // $ == int 
jf @SERG2_11683 
if 
01AD:   car $3495 sphere 0 near_point -814.0 36.0 radius 10.0 10.0 
jf @SERG2_11683 
00AF: set_car $3495 driver_behaviour_to 2 
$3503 = 2 // $ = int 

:SERG2_11683
if or
8185:   not car $3495 health > 350 
018F:   is_car_stuck_on_roof $3495 
00DC:   player $PLAYER_CHAR in_car $3495 
jf @SERG2_11787 
01CE: actor $3466 avoid_player $PLAYER_CHAR 
Car.SetMaxSpeed($3495, 45.0)
00AF: set_car $3495 driver_behaviour_to 2 
if 
  not Actor.Dead($3470)
jf @SERG2_11780 
01B2: give_actor $3470 weapon 22 ammo 60 // Load the weapon model before using this 
02E2: set_actor $3470 weapon_accuracy_to 90 
01CA: actor $3470 kill_player $PLAYER_CHAR 

:SERG2_11780
$3492 = 2 // $ = int 

:SERG2_11787
return 

//-------------Mission 21---------------
// Originally: No Escape?

:BANKJO1
script_name 'BANKJO1' 
gosub @BANKJO1_46 
if 
  wasted_or_busted 
jf @BANKJO1_37 
gosub @BANKJO1_11769 

:BANKJO1_37
gosub @BANKJO1_11977 
terminate_this_script 

:BANKJO1_46
$ONMISSION = 1 // $ = int 
$986 = 0 // $ = int 
$997 = 1 // $ = int 
increment_mission_attempts 
$3511 = 0 // $ = int 
$3513 = 0 // $ = int 
$3514 = 0 // $ = int 
$3515 = 0 // $ = int 
$3518 = 0 // $ = int 
$3519 = 0 // $ = int 
$3520 = 0 // $ = int 
$3521 = 0 // $ = int 
$3522 = 0 // $ = int 
$3523 = 0 // $ = int 
$3524 = 0 // $ = int 
$3525 = 0 // $ = int 
$3526 = 0 // $ = int 
$3527 = 100 // $ = int 
$3529 = 0 // $ = int 
$3530 = 0 // $ = int 
$3531 = 0 // $ = int 
$3532 = 0 // $ = int 
$3533 = 0 // $ = int 
$3534 = 0 // $ = int 
$3535 = 0 // $ = int 
$3536 = 0 // $ = int 
$3537 = 0 // $ = int 
$3538 = 100 // $ = int 
$3540 = 0 // $ = int 
$3541 = 0 // $ = int 
$3542 = 0 // $ = int 
$3543 = 0 // $ = int 
$3544 = 0 // $ = int 
$3545 = 0 // $ = int 
$3546 = 0 // $ = int 
$3547 = 0 // $ = int 
$3548 = 0 // $ = int 
$3549 = 100 // $ = int 
$3551 = 0 // $ = int 
$3552 = 0 // $ = int 
$3553 = 0 // $ = int 
$3554 = 0 // $ = int 
$3555 = 0 // $ = int 
$3556 = 0 // $ = int 
$3557 = 0 // $ = int 
$3558 = 0 // $ = int 
$3559 = 0 // $ = int 
$3560 = 100 // $ = int 
$3562 = 0 // $ = int 
$3563 = 0 // $ = int 
$3564 = 100 // $ = int 
$3566 = 0 // $ = int 
$3567 = 0 // $ = int 
$3568 = 0 // $ = int 
$3569 = 0 // $ = int 
$3570 = 0 // $ = int 
$3571 = 0 // $ = int 
$3572 = 0 // $ = int 
$3573 = 0 // $ = int 
$3574 = 0 // $ = int 
$3575 = 100 // $ = int 
$3577 = 0 // $ = int 
$3578 = 0 // $ = int 
$3579 = 100 // $ = int 
$3580 = 0 // $ = int 
$3582 = 0 // $ = int 
$3583 = 0 // $ = int 
$3584 = 100 // $ = int 
$3586 = 0 // $ = int 
$3587 = 0 // $ = int 
$3588 = 100 // $ = int 
$3590 = 0 // $ = int 
$3591 = 0 // $ = int 
$3592 = 100 // $ = int 
$3594 = 0 // $ = int 
$3595 = 0 // $ = int 
$3596 = 100 // $ = int 
$3597 = 0 // $ = int 
$3598 = 0 // $ = int 
$3599 = 0 // $ = int 
$3600 = 0.0 // $ = float 
$3601 = 0.0 // $ = float 
$3602 = 0.0 // $ = float 
$3606 = 0 // $ = int 
$3607 = 0 // $ = int 
$3608 = 0 // $ = int 
$3609 = 0 // $ = int 
$3610 = 0 // $ = int 
$3611 = 0 // $ = int 
$3612 = 0 // $ = int 
$3613 = 0 // $ = int 
$3631 = 0 // $ = int 
$3632 = 0 // $ = int 
$3633 = 0 // $ = int 
$3615 = 0 // $ = int 
$3617 = 0 // $ = int 
$3619 = 0 // $ = int 
$3621 = 0 // $ = int 
$3623 = 0 // $ = int 
$3625 = 0 // $ = int 
$3627 = 0 // $ = int 
$3629 = 0 // $ = int 
$3630 = 0 // $ = int 
$3634 = 0 // $ = int 
$3635 = 0 // $ = int 
$3643 = 0 // $ = int 
$3638 = 0 // $ = int 
$3639 = 0 // $ = int 
$3640 = 0 // $ = int 
$3641 = 0 // $ = int 
$3642 = 0 // $ = int 
$3644 = 1 // $ = int 
$3645 = 1 // $ = int 
$3646 = 1 // $ = int 
$3647 = 1 // $ = int 
$3648 = 1 // $ = int 
$3649 = 1 // $ = int 
$3650 = 1 // $ = int 
$3651 = 1 // $ = int 
$3652 = 0 // $ = int 
$3654 = 0 // $ = int 
$3655 = 0 // $ = int 
$3656 = 0 // $ = int 
$3657 = 0 // $ = int 
$3658 = 0 // $ = int 
$3659 = 0 // $ = int 
$3660 = 0 // $ = int 
$3661 = 0 // $ = int 
$3662 = 0 // $ = int 
$3663 = 0 // $ = int 
$3666 = 0 // $ = int 
$3668 = 0 // $ = int 
$3671 = 0 // $ = int 
$10196 = 0 // $ = int 
$10197 = 0 // $ = int 
$10198 = 0 // $ = int 
$10199 = 0 // $ = int 
$10200 = 0 // $ = int 
$10201 = 0 // $ = int 
$10202 = 0 // $ = int 
$10203 = 0 // $ = int 
$10204 = 0 // $ = int 
$10205 = 0 // $ = int 
$10206 = 0 // $ = int 
$10207 = 0 // $ = int 
$10208 = 0 // $ = int 
$10209 = 0 // $ = int 
$10210 = 0 // $ = int 
$10211 = 0 // $ = int 
$10212 = 0 // $ = int 
$10213 = 0 // $ = int 
$10214 = 0 // $ = int 
$10215 = 0 // $ = int 
$10216 = 0 // $ = int 
$10217 = 0 // $ = int 
$10218 = 0 // $ = int 
$10219 = 0 // $ = int 
$10220 = 0 // $ = int 
$10221 = 0 // $ = int 
$10222 = 0 // $ = int 
$10223 = 0 // $ = int 
$10224 = 0 // $ = int 
$10225 = 0 // $ = int 
$10226 = 0 // $ = int 
$10227 = 0 // $ = int 
$10228 = 0 // $ = int 
$10229 = 0 // $ = int 
$10230 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ1' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
Pickup.Destroy($1297)
Pickup.Destroy($1298)
Pickup.Destroy($1284)
Pickup.Destroy($1285)
Pickup.Destroy($1286)
Pickup.Destroy($1287)
Pickup.Destroy($1288)
Pickup.Destroy($1289)
Pickup.Destroy($1290)
Pickup.Destroy($1291)
Pickup.Destroy($1292)
Pickup.Destroy($1296)
Pickup.Destroy($2009)
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
018D: $3665 = create_sound 0 at 385.49 -509.0 9.6 
018E: stop_sound $3665 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_1566 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_1566 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_1566
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO1_1639
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BANKJO1_1679 
wait 0 
jump @BANKJO1_1639 

:BANKJO1_1679
02E4: load_cutscene_data 'BANK_1' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO1_1881
if 
  9500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1916 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1881 

:BANKJO1_1916
00BC: text_highpriority 'BJM1_A' time 10000 1  // Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed!

:BANKJO1_1931
if 
  13934 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_1966 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1931 

:BANKJO1_1966
00BC: text_highpriority 'BJM1_B' time 10000 1  // We got a whole bar downstairs, Ken.

:BANKJO1_1981
if 
  17483 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2016 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_1981 

:BANKJO1_2016
00BC: text_highpriority 'BJM1_C' time 10000 1  // Yeah, yeah, whatever. Well, I got the chalkboard you asked for.

:BANKJO1_2031
if 
  20276 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2066 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2031 

:BANKJO1_2066
00BC: text_highpriority 'BJM1_D' time 10000 1  // Ah, that's the benefit of a law school education: the ability to follow instructions.

:BANKJO1_2081
if 
  25517 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2116 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2081 

:BANKJO1_2116
00BC: text_highpriority 'BJM1_E' time 10000 1  // Now, I need a safe man.

:BANKJO1_2131
if 
  27000 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2166 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2131 

:BANKJO1_2166
00BC: text_highpriority 'BJM1_F' time 10000 1  // Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away!

:BANKJO1_2181
if 
  33662 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2218 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2181 

:BANKJO1_2218
00BC: text_highpriority 'BJM1_G' time 10000 1  // Ahh, nah, that schmuck. He's on the inside.

:BANKJO1_2233
if 
  36542 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2270 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2233 

:BANKJO1_2270
00BC: text_highpriority 'BJM1_H' time 10000 1  // Where inside?

:BANKJO1_2285
if 
  38100 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2322 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2285 

:BANKJO1_2322
00BC: text_highpriority 'BJM1_I' time 10000 1  // In a police headquarter cell awaiting transfer.

:BANKJO1_2337
if 
  40677 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2374 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2337 

:BANKJO1_2374
00BC: text_highpriority 'BJM1_J' time 10000 1  // I think he's about to get paroled....

:BANKJO1_2389
if 
  43072 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2426 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2389 

:BANKJO1_2426
00BE: text_clear_all 

:BANKJO1_2428
if 
  47316 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO1_2465 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO1_2428 

:BANKJO1_2465
00BE: text_clear_all 
fade 0 2000 

:BANKJO1_2474
if 
  fading 
jf @BANKJO1_2498 
wait 0 
jump @BANKJO1_2474 

:BANKJO1_2498
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetBehindPlayer
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$986 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
if 
8366:   not object $1809 damaged 
jf @BANKJO1_2626 
01BC: put_object $1809 at 384.098 -505.893 9.68 

:BANKJO1_2626
018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 
Marker.Disable($3516)
03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 
03BD: destroy_sphere $3637 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 
Model.Load(#COP)
023C: load_special_actor 3 'IGMIKE' 
Model.Load(#UZI)
Model.Load(#SENTINEL)
Model.Load(#CHROMEGUN)
Model.Load(#FBIRANCH)
Model.Load(#RHINO)
Model.Load(#POLICE)
Model.Load(#ARMY)
Model.Load(#VICE2)

:BANKJO1_2755
if or
  not Model.Available(#COP)
  not Model.Available(#UZI)
823D:   not special_actor 3 loaded 
  not Model.Available(#SENTINEL)
  not Model.Available(#CHROMEGUN)
jf @BANKJO1_2800 
wait 0 
jump @BANKJO1_2755 

:BANKJO1_2800
if or
  not Model.Available(#RHINO)
  not Model.Available(#POLICE)
  not Model.Available(#FBIRANCH)
  not Model.Available(#ARMY)
  not Model.Available(#VICE2)
jf @BANKJO1_2845 
wait 0 
jump @BANKJO1_2755 

:BANKJO1_2845
Actor.Create($3510, 4, #SPECIAL03, 381.528, -504.34, 8.4)
01ED: clear_actor $3510 threat_search 
Actor.Angle($3510) = 132.535
04F5: set_actor $3510 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $3510 dismemberment_possible 0 
0568: set_actor $3510 untargetable 1 
0372: set_actor $3510 anim 21 wait_state_time 9000000 ms 
Actor.Health($3510) = 250
00BC: text_highpriority 'SBOB166' time 5000 1 
Marker.CreateAboveActor($3512, $3510)
Actor.Create($3517, 4, #COP, 388.3, -473.9, 11.34)
$3632 += 1 // $ += int 
0243: set_actor $3517 ped_stats_to 16 
01ED: clear_actor $3517 threat_search 
Actor.Angle($3517) = 217.58
0350: set_actor $3517 maintain_position_when_attacked 1 
0194: set_actor $3517 objective_to_guard_point 388.3 -473.9 11.34 
Actor.Create($3528, 4, #COP, 387.58, -471.051, 11.35)
$3632 += 1 // $ += int 
0243: set_actor $3528 ped_stats_to 16 
01ED: clear_actor $3528 threat_search 
0350: set_actor $3528 maintain_position_when_attacked 1 
Actor.Angle($3528) = 352.371
0372: set_actor $3528 anim 21 wait_state_time 9000000 ms 
Actor.Create($3539, 4, #COP, 384.196, -472.554, 11.35)
$3632 += 1 // $ += int 
0243: set_actor $3539 ped_stats_to 16 
01ED: clear_actor $3539 threat_search 
0350: set_actor $3539 maintain_position_when_attacked 1 
Actor.Angle($3539) = 105.497
0372: set_actor $3539 anim 21 wait_state_time 9000000 ms 
Actor.Create($3550, 4, #COP, 363.709, -475.485, 12.83)
$3632 += 1 // $ += int 
0243: set_actor $3550 ped_stats_to 16 
01ED: clear_actor $3550 threat_search 
0350: set_actor $3550 maintain_position_when_attacked 1 
Actor.Angle($3550) = 11.32
0372: set_actor $3550 anim 21 wait_state_time 9000000 ms 
Actor.Create($3561, 4, #COP, 362.483, -485.782, 12.83)
$3632 += 1 // $ += int 
0243: set_actor $3561 ped_stats_to 16 
01ED: clear_actor $3561 threat_search 
0350: set_actor $3561 maintain_position_when_attacked 1 
Actor.Angle($3561) = 137.47
0372: set_actor $3561 anim 19 wait_state_time 9000000 ms 
Actor.Create($3565, 4, #COP, 400.053, -493.559, 9.87)
$3632 += 1 // $ += int 
0243: set_actor $3565 ped_stats_to 16 
01ED: clear_actor $3565 threat_search 
0350: set_actor $3565 maintain_position_when_attacked 1 
Actor.Angle($3565) = 326.965
0372: set_actor $3565 anim 21 wait_state_time 9000000 ms 
Actor.Create($3581, 4, #COP, 360.686, -487.4, 12.8)
$3632 += 1 // $ += int 
0243: set_actor $3581 ped_stats_to 16 
01ED: clear_actor $3581 threat_search 
0350: set_actor $3581 maintain_position_when_attacked 1 
Actor.Angle($3581) = 289.756
0372: set_actor $3581 anim 21 wait_state_time 1000000 ms 
Actor.Create($3585, 4, #COP, 369.358, -477.192, 12.83)
$3632 += 1 // $ += int 
0243: set_actor $3585 ped_stats_to 16 
01ED: clear_actor $3585 threat_search 
Actor.Angle($3585) = 168.022
0372: set_actor $3585 anim 21 wait_state_time 9000000 ms 
Actor.Create($3589, 4, #COP, 373.331, -477.744, 12.8)
$3632 += 1 // $ += int 
0243: set_actor $3589 ped_stats_to 16 
01ED: clear_actor $3589 threat_search 
Actor.Angle($3589) = 177.095
0372: set_actor $3589 anim 21 wait_state_time 9000000 ms 
Actor.Create($3576, 4, #COP, 371.0, -482.2, 12.8)
$3632 += 1 // $ += int 
0243: set_actor $3576 ped_stats_to 16 
01ED: clear_actor $3576 threat_search 
Actor.Angle($3576) = 47.54
0372: set_actor $3576 anim 25 wait_state_time 9999000 ms 
$3580 = 1 // $ = int 
Actor.Create($3593, 4, #COP, 372.118, -490.603, 12.831)
$3632 += 1 // $ += int 
0243: set_actor $3593 ped_stats_to 16 
01ED: clear_actor $3593 threat_search 
Actor.Angle($3593) = 232.192
0372: set_actor $3593 anim 25 wait_state_time 9999000 ms 
$3597 = 1 // $ = int 
Pickup.Create($3604, #KEYCARD, 3, 364.99, -472.46, 14.1)
018D: $3667 = create_sound 6 at 405.565 -488.547 12.69 
$123 = 1 // $ = int 
TIMERA = 0 // @ = int 

:BANKJO1_3798
wait 0 
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_3873 
if 
00E3:   player $PLAYER_CHAR 0 408.0082 -486.25 radius 2.0 2.0 
jf @BANKJO1_3873 
00BC: text_highpriority 'SBOB165' time 4000 1 

:BANKJO1_3873
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_4237 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_4237 
if and
82D7:   not player $PLAYER_CHAR current_weapon == 0 
82D7:   not player $PLAYER_CHAR current_weapon == 1 
jf @BANKJO1_4237 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
$10196 = 1 // $ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 6)
jump @BANKJO1_4351 

:BANKJO1_4237
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_4725 
if 
00E3:   player $PLAYER_CHAR 0 389.455 -481.5268 radius 2.0 2.0 
jf @BANKJO1_4725 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
$10196 = 1 // $ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 6)
jump @BANKJO1_4351 

:BANKJO1_4351
if 
  not Actor.Dead($3517)
jf @BANKJO1_4385 
01B2: give_actor $3517 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3517 kill_player $PLAYER_CHAR 

:BANKJO1_4385
if 
  not Actor.Dead($3528)
jf @BANKJO1_4419 
01B2: give_actor $3528 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3528 kill_player $PLAYER_CHAR 

:BANKJO1_4419
if 
  not Actor.Dead($3539)
jf @BANKJO1_4453 
01B2: give_actor $3539 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3539 kill_player $PLAYER_CHAR 

:BANKJO1_4453
if 
  not Actor.Dead($3550)
jf @BANKJO1_4487 
01B2: give_actor $3550 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3550 kill_player $PLAYER_CHAR 

:BANKJO1_4487
if 
  not Actor.Dead($3561)
jf @BANKJO1_4521 
01B2: give_actor $3561 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3561 kill_player $PLAYER_CHAR 

:BANKJO1_4521
if 
  not Actor.Dead($3565)
jf @BANKJO1_4555 
01B2: give_actor $3565 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3565 kill_player $PLAYER_CHAR 

:BANKJO1_4555
if 
  not Actor.Dead($3581)
jf @BANKJO1_4589 
01B2: give_actor $3581 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3581 kill_player $PLAYER_CHAR 

:BANKJO1_4589
if 
  not Actor.Dead($3585)
jf @BANKJO1_4623 
01B2: give_actor $3585 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3585 kill_player $PLAYER_CHAR 

:BANKJO1_4623
if 
  not Actor.Dead($3589)
jf @BANKJO1_4657 
01B2: give_actor $3589 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3589 kill_player $PLAYER_CHAR 

:BANKJO1_4657
if 
  not Actor.Dead($3576)
jf @BANKJO1_4691 
01B2: give_actor $3576 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3576 kill_player $PLAYER_CHAR 

:BANKJO1_4691
if 
  not Actor.Dead($3593)
jf @BANKJO1_4725 
01B2: give_actor $3593 weapon 19 ammo 9999 // Load the weapon model before using this 
01CA: actor $3593 kill_player $PLAYER_CHAR 

:BANKJO1_4725
if 
  $3608 == 0 // $ == int 
jf @BANKJO1_4814 
if 
00F5:   player $PLAYER_CHAR 1 385.4262 -509.4613 9.3994 radius 1.0 1.0 1.0 
jf @BANKJO1_4814 
if 
  Pickup.Picked_up($3604)
jf @BANKJO1_4814 
jump @BANKJO1_21534 

:BANKJO1_4814
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_4926 
if or
  Actor.Dead($3517)
  Actor.Dead($3528)
  Actor.Dead($3539)
  Actor.Dead($3550)
  Actor.Dead($3561)
jf @BANKJO1_4926 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
$10196 = 1 // $ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 6)
jump @BANKJO1_4351 

:BANKJO1_4926
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_5038 
if or
  Actor.Dead($3565)
  Actor.Dead($3581)
  Actor.Dead($3585)
  Actor.Dead($3589)
  Actor.Dead($3576)
jf @BANKJO1_5038 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
$10196 = 1 // $ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 6)
jump @BANKJO1_4351 

:BANKJO1_5038
if 
  $10196 == 1 // $ == int 
jf @BANKJO1_5155 
if 
  Actor.Dead($3614)
jf @BANKJO1_5155 
$10197 += 10 // $ += int 
if 
  $10197 >= 1000 // $ >= int 
jf @BANKJO1_5155 
Actor.Create($3614, 4, #COP, 379.88, -493.05, 11.34)
0239: actor $3614 run_to 381.8234 -490.7729 
01B2: give_actor $3614 weapon 19 ammo 9999 // Load the weapon model before using this 
$10197 = -3000 // $ = int 

:BANKJO1_5155
if 
  not Actor.Dead($3614)
jf @BANKJO1_5217 
if 
00EC:   actor $3614 0 381.8234 -490.7729 radius 1.0 1.0 
jf @BANKJO1_5217 
01CA: actor $3614 kill_player $PLAYER_CHAR 

:BANKJO1_5217
if 
  Actor.Dead($3510)
jf @BANKJO1_5255 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_5255
if 
  $10196 == 0 // $ == int 
jf @BANKJO1_5340 
if 
  Actor.Dead($3593)
jf @BANKJO1_5340 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
$10196 = 1 // $ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 6)

:BANKJO1_5340
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6312 
if or
  Car.Wrecked($10201)
  Actor.Dead($10202)
jf @BANKJO1_6312 
Actor.RemoveReferences($10202)
Car.RemoveReferences($10201)
Actor.RemoveReferences($10203)
Actor.RemoveReferences($10204)
Actor.RemoveReferences($10205)
Actor.RemoveReferences($10206)
Actor.RemoveReferences($10207)
Actor.RemoveReferences($10208)
Actor.RemoveReferences($10209)
Car.Create($10201, #POLICE, 348.5848, -525.2623, 9.9326)
Car.Angle($10201) = 153.6469
Car.Health($10201) = 5000
Car.ImmuneToNonPlayer($10201, True)
Car.SetImmunities($10201, 0, 1, 1, 1, 1)
020A: set_car $10201 door_status_to 3 
Car.SetMaxSpeed($10201, 80.0)
0229: set_car $10201 color_to 11 33 
03AB: set_car $10201 strong 1 
01EC: make_car $10201 very_heavy 1 
053F: set_car $10201 tires_vulnerable 0 
0129: $10202 = create_actor 6 #COP in_car $10201 driverseat 
Actor.Health($10202) = 750
0446: set_actor $10202 dismemberment_possible 0 
0319: set_actor $10202 running 1 
01CC: actor $10202 kill_player $PLAYER_CHAR 
01B2: give_actor $10202 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10202 weapon_accuracy_to 100 
02A9: set_actor $10202 immune_to_nonplayer 1 
01ED: clear_actor $10202 threat_search 
011A: set_actor $10202 search_threat 1 
01C8: $10203 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 0 
Actor.Health($10203) = 750
0446: set_actor $10203 dismemberment_possible 0 
0319: set_actor $10203 running 1 
01CC: actor $10203 kill_player $PLAYER_CHAR 
01B2: give_actor $10203 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10203 weapon_accuracy_to 100 
02A9: set_actor $10203 immune_to_nonplayer 1 
01ED: clear_actor $10203 threat_search 
011A: set_actor $10203 search_threat 1 
01C8: $10204 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 1 
Actor.Health($10204) = 750
0446: set_actor $10204 dismemberment_possible 0 
0319: set_actor $10204 running 1 
01CC: actor $10204 kill_player $PLAYER_CHAR 
01B2: give_actor $10204 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10204 weapon_accuracy_to 100 
02A9: set_actor $10204 immune_to_nonplayer 1 
01ED: clear_actor $10204 threat_search 
011A: set_actor $10204 search_threat 1 
01C8: $10205 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 2 
Actor.Health($10205) = 750
0446: set_actor $10205 dismemberment_possible 0 
0319: set_actor $10205 running 1 
01CC: actor $10205 kill_player $PLAYER_CHAR 
01B2: give_actor $10205 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10205 weapon_accuracy_to 100 
02A9: set_actor $10205 immune_to_nonplayer 1 
01ED: clear_actor $10205 threat_search 
011A: set_actor $10205 search_threat 1 
Actor.Create($10206, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10206) = 750
0446: set_actor $10206 dismemberment_possible 0 
0319: set_actor $10206 running 1 
01CA: actor $10206 kill_player $PLAYER_CHAR 
02E2: set_actor $10206 weapon_accuracy_to 70 
02A9: set_actor $10206 immune_to_nonplayer 1 
02AB: set_actor $10206 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10206 into_turret_on_car $10201 at_car_offset 0.0 -0.0679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10207, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10207) = 750
0446: set_actor $10207 dismemberment_possible 0 
0319: set_actor $10207 running 1 
01CA: actor $10207 kill_player $PLAYER_CHAR 
02E2: set_actor $10207 weapon_accuracy_to 70 
02A9: set_actor $10207 immune_to_nonplayer 1 
02AB: set_actor $10207 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10207 into_turret_on_car $10201 at_car_offset 0.0 -0.7679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10208, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10208) = 750
0446: set_actor $10208 dismemberment_possible 0 
0319: set_actor $10208 running 1 
01CA: actor $10208 kill_player $PLAYER_CHAR 
02E2: set_actor $10208 weapon_accuracy_to 70 
02A9: set_actor $10208 immune_to_nonplayer 1 
02AB: set_actor $10208 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10208 into_turret_on_car $10201 at_car_offset 0.0 -1.9679 0.9022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10209, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10209) = 750
0446: set_actor $10209 dismemberment_possible 0 
0319: set_actor $10209 running 1 
01CA: actor $10209 kill_player $PLAYER_CHAR 
02E2: set_actor $10209 weapon_accuracy_to 70 
02A9: set_actor $10209 immune_to_nonplayer 1 
02AB: set_actor $10209 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10209 into_turret_on_car $10201 at_car_offset 0.0 1.9679 0.9022 position 3 angle 270.0 with_weapon 23 

:BANKJO1_6312
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6388 
if 
  $10222 == 0 // $ == int 
jf @BANKJO1_6388 
if 
  Pickup.Picked_up($10210)
jf @BANKJO1_6388 
Pickup.Destroy($10210)
Marker.Disable($10211)
$10222 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6388
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6464 
if 
  $10223 == 0 // $ == int 
jf @BANKJO1_6464 
if 
  Pickup.Picked_up($10212)
jf @BANKJO1_6464 
Pickup.Destroy($10212)
Marker.Disable($10213)
$10223 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6464
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6540 
if 
  $10224 == 0 // $ == int 
jf @BANKJO1_6540 
if 
  Pickup.Picked_up($10214)
jf @BANKJO1_6540 
Marker.Disable($10215)
Pickup.Destroy($10214)
$10224 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6540
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6616 
if 
  $10225 == 0 // $ == int 
jf @BANKJO1_6616 
if 
  Pickup.Picked_up($10216)
jf @BANKJO1_6616 
Pickup.Destroy($10216)
Marker.Disable($10217)
$10225 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6616
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6692 
if 
  $10226 == 0 // $ == int 
jf @BANKJO1_6692 
if 
  Pickup.Picked_up($10218)
jf @BANKJO1_6692 
Marker.Disable($10219)
Pickup.Destroy($10218)
$10226 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6692
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6768 
if 
  $10227 == 0 // $ == int 
jf @BANKJO1_6768 
if 
  Pickup.Picked_up($10220)
jf @BANKJO1_6768 
Pickup.Destroy($10220)
Marker.Disable($10221)
$10227 = 1 // $ = int 
$10228 -= 1 // $ -= int 

:BANKJO1_6768
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6822 
wait 0 
if and
  Player.WantedLevel($PLAYER_CHAR) > 0
  not Player.WantedLevel($PLAYER_CHAR) > 1
jf @BANKJO1_6822 
Player.WantedLevel($PLAYER_CHAR) = 1

:BANKJO1_6822
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6898 
if 
  $10228 == 5 // $ == int 
jf @BANKJO1_6898 
if 
  Player.WantedLevel($PLAYER_CHAR) > 5
jf @BANKJO1_6898 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_6898
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_6974 
if 
  $10228 == 4 // $ == int 
jf @BANKJO1_6974 
if 
  Player.WantedLevel($PLAYER_CHAR) > 4
jf @BANKJO1_6974 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_6974
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7050 
if 
  $10228 == 3 // $ == int 
jf @BANKJO1_7050 
if 
  Player.WantedLevel($PLAYER_CHAR) > 3
jf @BANKJO1_7050 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_7050
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7126 
if 
  $10228 == 2 // $ == int 
jf @BANKJO1_7126 
if 
  Player.WantedLevel($PLAYER_CHAR) > 2
jf @BANKJO1_7126 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_7126
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7202 
if 
  $10228 == 1 // $ == int 
jf @BANKJO1_7202 
if 
  Player.WantedLevel($PLAYER_CHAR) > 1
jf @BANKJO1_7202 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_7202
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7278 
if 
  $10228 == 0 // $ == int 
jf @BANKJO1_7278 
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_7278 
00BC: text_highpriority 'SBOB169' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_7278
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7342 
if 
80E9:   not player $PLAYER_CHAR 0 $3510 radius 58.0 58.0 
jf @BANKJO1_7342 
00BC: text_highpriority 'SBOB171' time 400 1 

:BANKJO1_7342
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7413 
if 
80E9:   not player $PLAYER_CHAR 0 $3510 radius 125.0 125.0 
jf @BANKJO1_7413 
00BC: text_highpriority 'SBOB170' time 5000 1 
jump @BANKJO1_11769 

:BANKJO1_7413
if 
  $10229 == 0 // $ == int 
jf @BANKJO1_7532 
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_7532 
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_7532 
wait 500 
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_7532 
00BC: text_highpriority 'SBOB174' time 5000 1 
$10229 = 1 // $ = int 
018A: $10230 = create_checkpoint_at -829.2139 -899.4312 11.1031 

:BANKJO1_7532
if 
  $10229 == 1 // $ == int 
jf @BANKJO1_3798 
if 
00F8:   player $PLAYER_CHAR stopped 1 -829.2139 -899.4312 11.1031 radius 3.0 3.0 3.0 
jf @BANKJO1_3798 
if 
00FE:   actor $3510 0 -829.2139 -899.4312 11.1031 radius 3.0 3.0 3.0 
jf @BANKJO1_3798 
jump @BANKJO1_10615 

:BANKJO1_7653
if or
8101:   not actor $3510 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0 6.0 sphere $123 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_10615 
wait 0 
if 
  $3673 == 0 // $ == int 
jf @BANKJO1_7813 
if 
  $3513 == 1 // $ == int 
jf @BANKJO1_7813 
0395: clear_area 0 at 381.942 -449.662 9.078 range 4.0 
Car.Create($3672, #SENTINEL, 381.942, -449.662, 9.078)
Car.Angle($3672) = 123.277
$3673 = 1 // $ = int 

:BANKJO1_7813
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
jf @BANKJO1_7898 
if 
  $3668 == 0 // $ == int 
jf @BANKJO1_7898 
TIMERB = 0 // @ = int 
$3668 = 1 // $ = int 

:BANKJO1_7898
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_8780 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_8348 
if 
  TIMERB >= 3000 // @ >= int 
jf @BANKJO1_8348 
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_8263 
if 
  $3663 == 0 // $ == int 
jf @BANKJO1_8256 
00BC: text_highpriority 'BJM1_3' time 6000 1  // ~g~You will find something useful in the station's locker room.
$3663 = 1 // $ = int 

:BANKJO1_8256
jump @BANKJO1_8348 

:BANKJO1_8263
if 
  $3606 == 0 // $ == int 
jf @BANKJO1_8348 
if 
  $3661 == 0 // $ == int 
jf @BANKJO1_8348 
if 
  TIMERA >= 6000 // @ >= int 
jf @BANKJO1_8348 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $3605 = create_marker_above_pickup $3604 
$3661 = 1 // $ = int 

:BANKJO1_8348
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_8780 
if 
  TIMERB > 4000 // @ > int 
jf @BANKJO1_8780 
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_8695 
if 
  $3663 == 0 // $ == int 
jf @BANKJO1_8688 
00BC: text_highpriority 'BJM1_3' time 6000 1  // ~g~You will find something useful in the station's locker room.
$3663 = 1 // $ = int 

:BANKJO1_8688
jump @BANKJO1_8780 

:BANKJO1_8695
if 
  $3606 == 0 // $ == int 
jf @BANKJO1_8780 
if 
  $3661 == 0 // $ == int 
jf @BANKJO1_8780 
if 
  TIMERA > 6000 // @ > int 
jf @BANKJO1_8780 
00BC: text_highpriority 'BJM1_21' time 5000 1  // ~g~The key card to the cells can be found upstairs in the station.
03DC: $3605 = create_marker_above_pickup $3604 
$3661 = 1 // $ = int 

:BANKJO1_8780
01BD: $3654 = current_time_in_ms 
if 
  $3598 == 1 // $ == int 
jf @BANKJO1_8989 
if 
  $3657 == 0 // $ == int 
jf @BANKJO1_8836 
0084: $3655 = $3654 // $ = $ int 
$3657 = 1 // $ = int 

:BANKJO1_8836
if 
  $3657 == 1 // $ == int 
jf @BANKJO1_8896 
0084: $3656 = $3654 // $ = $ int 
0060: $3656 -= $3655 // $ -= $ int 
if 
  $3656 >= 2000 // $ >= int 
jf @BANKJO1_8896 
$3657 = 2 // $ = int 

:BANKJO1_8896
if 
  $3658 == 0 // $ == int 
jf @BANKJO1_8929 
0084: $3660 = $3654 // $ = $ int 
$3658 = 1 // $ = int 

:BANKJO1_8929
if 
  $3658 == 1 // $ == int 
jf @BANKJO1_8989 
0084: $3659 = $3654 // $ = $ int 
0060: $3659 -= $3660 // $ -= $ int 
if 
  $3659 >= 2000 // $ >= int 
jf @BANKJO1_8989 
$3658 = 2 // $ = int 

:BANKJO1_8989
if 
  $3642 == 0 // $ == int 
jf @BANKJO1_9021 
TIMERB = 0 // @ = int 
$3642 = 1 // $ = int 

:BANKJO1_9021
if 
  $3642 == 1 // $ == int 
jf @BANKJO1_9130 
if 
  TIMERB >= 1000 // @ >= int 
jf @BANKJO1_9130 
if 
  $3598 == 1 // $ == int 
jf @BANKJO1_9130 
if 
  $3643 == 0 // $ == int 
jf @BANKJO1_9130 
018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
$3643 = 1 // $ = int 

:BANKJO1_9130
0054: store_player $PLAYER_CHAR position_to $3600 $3601 $3602 
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_9225 
if 
00E7:   player $PLAYER_CHAR stopped 0 407.9 -486.35 radius 1.0 1.0 
jf @BANKJO1_9225 
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_9225 
gosub @BANKJO1_30984 

:BANKJO1_9225
if 
  $3608 == 0 // $ == int 
jf @BANKJO1_9250 
gosub @BANKJO1_21354 

:BANKJO1_9250
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_9310 
gosub @BANKJO1_27796 
gosub @BANKJO1_25676 
gosub @BANKJO1_27207 
gosub @BANKJO1_31789 
gosub @BANKJO1_28372 
jump @BANKJO1_9315 

:BANKJO1_9310
03BD: destroy_sphere $3636 

:BANKJO1_9315
gosub @BANKJO1_12590 
gosub @BANKJO1_14595 
if 
  $3511 == 0 // $ == int 
jf @BANKJO1_10359 
if or
  Actor.Dead($3510)
  $3635 == 1 // $ == int 
jf @BANKJO1_9472 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3512)
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
jf @BANKJO1_9458 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)

:BANKJO1_9458
jump @BANKJO1_11769 
$3511 = 1 // $ = int 

:BANKJO1_9472
if 
  $3513 == 0 // $ == int 
jf @BANKJO1_9864 
if 
  $3608 == 1 // $ == int 
jf @BANKJO1_9852 
if 
00FC:   player $PLAYER_CHAR 0 $3510 on_foot radius 4.0 4.0 4.0 
jf @BANKJO1_9845 
01DF: tie_actor $3510 to_player $PLAYER_CHAR 
01B2: give_actor $3510 weapon 23 ammo 30000 // Load the weapon model before using this 
0319: set_actor $3510 running 1 
Marker.Disable($3512)
$3598 = 1 // $ = int 
if 
  $3640 == 0 // $ == int 
jf @BANKJO1_9845 
if 
  $3641 == 0 // $ == int 
jf @BANKJO1_9636 
03CF: load_wav 'BNK1_12' as 1 
$3641 = 1 // $ = int 

:BANKJO1_9636
if 
  $3641 == 1 // $ == int 
jf @BANKJO1_9676 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_9676 
$3641 = 2 // $ = int 

:BANKJO1_9676
if 
  $3641 == 2 // $ == int 
jf @BANKJO1_9722 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_12' time 100000 1  // Lose the heat and get me back to my place!
$3641 = 3 // $ = int 

:BANKJO1_9722
if 
  $3641 == 3 // $ == int 
jf @BANKJO1_9779 
if 
03D2:   wav 1 ended 
jf @BANKJO1_9779 
03D5: remove_text 'BNK1_12'  // Lose the heat and get me back to my place!
$3513 = 1 // $ = int 
$3641 = 4 // $ = int 

:BANKJO1_9779
if 
  $3641 == 4 // $ == int 
jf @BANKJO1_9845 
018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 
$3515 = 1 // $ = int 
$3640 = 1 // $ = int 
$3599 = 1 // $ = int 
$3641 = 5 // $ = int 

:BANKJO1_9845
jump @BANKJO1_9864 

:BANKJO1_9852
0372: set_actor $3510 anim 24 wait_state_time 1000000 ms 

:BANKJO1_9864
if 
  $3513 == 1 // $ == int 
jf @BANKJO1_10359 
if 
  $3599 == 1 // $ == int 
jf @BANKJO1_10285 
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_10047 
if 
  $3640 == 1 // $ == int 
jf @BANKJO1_10003 
if 
  $3515 == 0 // $ == int 
jf @BANKJO1_10003 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 
$123 = 0 // $ = int 
$3515 = 1 // $ = int 

:BANKJO1_10003
if 
  $3514 == 1 // $ == int 
jf @BANKJO1_10040 
$123 = 0 // $ = int 
Marker.Disable($3516)
$3514 = 0 // $ = int 

:BANKJO1_10040
jump @BANKJO1_10162 

:BANKJO1_10047
if 
  $3515 == 1 // $ == int 
jf @BANKJO1_10077 
Marker.Disable($3669)
$3515 = 0 // $ = int 

:BANKJO1_10077
if 
  $3640 == 1 // $ == int 
jf @BANKJO1_10162 
if 
  $3514 == 0 // $ == int 
jf @BANKJO1_10162 
$123 = 1 // $ = int 
018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 
00BC: text_highpriority 'BJM1_22' time 5000 1  // ~g~Get Cam back to his house!
$3514 = 1 // $ = int 

:BANKJO1_10162
if 
8320:   not actor $3510 in_range_of_player $PLAYER_CHAR 
jf @BANKJO1_10285 
Marker.CreateAboveActor($3512, $3510)
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
$123 = 0 // $ = int 
if 
  $3514 == 1 // $ == int 
jf @BANKJO1_10248 
$123 = 0 // $ = int 
Marker.Disable($3516)
$3514 = 0 // $ = int 

:BANKJO1_10248
if 
  $3515 == 1 // $ == int 
jf @BANKJO1_10278 
Marker.Disable($3669)
$3515 = 0 // $ = int 

:BANKJO1_10278
$3599 = 0 // $ = int 

:BANKJO1_10285
if 
  $3599 == 0 // $ == int 
jf @BANKJO1_10359 
if 
00FB:   player $PLAYER_CHAR 0 $3510 radius 8.0 8.0 8.0 
jf @BANKJO1_10359 
01DF: tie_actor $3510 to_player $PLAYER_CHAR 
Marker.Disable($3512)
$3599 = 1 // $ = int 

:BANKJO1_10359
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_10416 
if or
  $3610 == 1 // $ == int 
  $3612 == 1 // $ == int 
jf @BANKJO1_10409 
$3598 = 1 // $ = int 

:BANKJO1_10409
jump @BANKJO1_10487 

:BANKJO1_10416
if 
  $3630 == 0 // $ == int 
jf @BANKJO1_10448 
TIMERB = 0 // @ = int 
$3630 = 1 // $ = int 

:BANKJO1_10448
if 
  $3671 == 0 // $ == int 
jf @BANKJO1_10487 
gosub @BANKJO1_28932 
gosub @BANKJO1_29957 
gosub @BANKJO1_30101 

:BANKJO1_10487
if 
  $3513 == 1 // $ == int 
jf @BANKJO1_10608 
if 
  $3671 == 0 // $ == int 
jf @BANKJO1_10608 
if 
82B4:   not player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 
jf @BANKJO1_10608 
$3671 = 1 // $ = int 
if 
  $3671 == 1 // $ == int 
jf @BANKJO1_10608 
gosub @BANKJO1_32161 

:BANKJO1_10608
jump @BANKJO1_7653 

:BANKJO1_10615
Marker.Disable($10230)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-833.312, -904.83, 12.62, 0.0, 0.0, 0.0)
Camera.PointAt(-832.709, -904.049, 12.49, 2)
03CF: load_wav 'BNK1_13' as 1 
03CF: load_wav 'BNK1_14' as 2 

:BANKJO1_10720
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO1_10793 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_10786 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3512)
jump @BANKJO1_11769 

:BANKJO1_10786
jump @BANKJO1_10720 

:BANKJO1_10793
0470: $3664 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  not Actor.Dead($3510)
jf @BANKJO1_10838 
01B9: set_actor $3510 armed_weapon_to 0 
jump @BANKJO1_10865 

:BANKJO1_10838
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3512)
jump @BANKJO1_11769 

:BANKJO1_10865
if 
  not Actor.Driving($PLAYER_ACTOR)
jf @BANKJO1_10927 
020E: actor $PLAYER_ACTOR look_at_actor $3510 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' time 5000 1  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_10946 

:BANKJO1_10927
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_13' time 5000 1  // I'm gonna be doing a job and you're my safe cracker.

:BANKJO1_10946
if 
83D2:   not wav 1 ended 
jf @BANKJO1_11015 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_11008 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3512)
jump @BANKJO1_11769 

:BANKJO1_11008
jump @BANKJO1_10946 

:BANKJO1_11015
03D5: remove_text 'BNK1_13'  // I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
if 
  not Actor.Dead($3510)
jf @BANKJO1_11130 
if 
  not Actor.Driving($3510)
jf @BANKJO1_11104 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' time 5000 1  // Beats losing my ass in a cell!
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_11123 

:BANKJO1_11104
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_14' time 5000 1  // Beats losing my ass in a cell!

:BANKJO1_11123
jump @BANKJO1_11152 

:BANKJO1_11130
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11152
if 
83D2:   not wav 2 ended 
jf @BANKJO1_11227 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_11220 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
Marker.Disable($3512)
jump @BANKJO1_11769 

:BANKJO1_11220
jump @BANKJO1_11152 

:BANKJO1_11227
if 
  not Actor.Dead($3510)
jf @BANKJO1_11274 
03D5: remove_text 'BNK1_14'  // Beats losing my ass in a cell!
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
01E0: clear_leader $3510 
jump @BANKJO1_11296 

:BANKJO1_11274
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11296
if 
  not Actor.Dead($3510)
jf @BANKJO1_11484 
if 
  Actor.Driving($3510)
jf @BANKJO1_11477 
00D9: $3653 = actor $3510 car // add to mission cleanup 
01D3: actor $3510 leave_car $3653 

:BANKJO1_11344
if 
  Actor.Driving($3510)
jf @BANKJO1_11477 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_11402 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11402
if 
  Car.Wrecked($3653)
jf @BANKJO1_11470 
if 
  Actor.Dead($3510)
jf @BANKJO1_11463 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 
jump @BANKJO1_11470 

:BANKJO1_11463
jump @BANKJO1_11769 

:BANKJO1_11470
jump @BANKJO1_11344 

:BANKJO1_11477
jump @BANKJO1_11506 

:BANKJO1_11484
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11506
if 
  not Actor.Dead($3510)
jf @BANKJO1_11559 
Actor.PutAt($3510, -832.446, -902.456, 10.11)
Actor.Angle($3510) = 165.972
jump @BANKJO1_11581 

:BANKJO1_11559
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11581
Camera.SetPosition(-833.797, -908.45, 12.06, 0.0, 0.0, 0.0)
Camera.PointAt(-833.34, -907.569, 11.94, 2)
0211: actor $3510 walk_to -833.613 -908.439 
TIMERA = 0 // @ = int 

:BANKJO1_11654
if 
  3000 > TIMERA // int > @ 
jf @BANKJO1_11722 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_11715 
00BC: text_highpriority 'BJM1_2' time 5000 1  // ~r~You were supposed to bust Cam out, not get him killed!
jump @BANKJO1_11769 

:BANKJO1_11715
jump @BANKJO1_11654 

:BANKJO1_11722
Actor.DestroyInstantly($3510)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
jump @BANKJO1_11851 

:BANKJO1_11769
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
Marker.Disable($10211)
Marker.Disable($10213)
Marker.Disable($10215)
Marker.Disable($10217)
Marker.Disable($10219)
Marker.Disable($10230)
Marker.Disable($10221)
Pickup.Destroy($10210)
Pickup.Destroy($10212)
Pickup.Destroy($10214)
Pickup.Destroy($10216)
Pickup.Destroy($10218)
Pickup.Destroy($10220)
return 

:BANKJO1_11851
$248 = 1 // $ = int 
0318: set_latest_mission_passed 'BANK_1'  // No Escape?
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($10211)
Marker.Disable($10213)
Marker.Disable($10215)
Marker.Disable($10217)
Marker.Disable($10219)
Marker.Disable($10221)
Pickup.Destroy($10210)
Pickup.Destroy($10212)
Pickup.Destroy($10214)
Pickup.Destroy($10216)
Pickup.Destroy($10218)
Pickup.Destroy($10220)
start_new_script @BANK2 
return 

:BANKJO1_11977
$ONMISSION = 0 // $ = int 
$997 = 0 // $ = int 
Actor.DestroyWithFade($3510)
Pickup.Create($2009, #NITESTICK, 15, 402.4, -488.3, 12.4)
01EB: set_traffic_density_multiplier_to 1.0 
018E: stop_sound $3665 
018E: stop_sound $3667 
Pickup.Destroy($3604)
018E: stop_sound $3603 
Model.Destroy(#COP)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
0296: unload_special_actor 3 
03BD: destroy_sphere $3636 
03BD: destroy_sphere $3637 
Marker.Disable($3512)
Marker.Disable($3516)
Marker.Disable($3605)
Marker.Disable($3669)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $1278 == 1 // $ == int 
jf @BANKJO1_12146 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:BANKJO1_12146
if 
  $1300 == 1 // $ == int 
jf @BANKJO1_12186 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:BANKJO1_12186
if 
  $1277 == 1 // $ == int 
jf @BANKJO1_12226 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:BANKJO1_12226
if 
  $1265 == 1 // $ == int 
jf @BANKJO1_12266 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:BANKJO1_12266
if 
  $1266 == 1 // $ == int 
jf @BANKJO1_12306 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:BANKJO1_12306
if 
  $1267 == 1 // $ == int 
jf @BANKJO1_12346 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:BANKJO1_12346
if 
  $1268 == 1 // $ == int 
jf @BANKJO1_12386 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:BANKJO1_12386
if 
  $1269 == 1 // $ == int 
jf @BANKJO1_12426 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:BANKJO1_12426
if 
  $1270 == 1 // $ == int 
jf @BANKJO1_12466 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:BANKJO1_12466
if 
  $1271 == 1 // $ == int 
jf @BANKJO1_12506 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:BANKJO1_12506
if 
  $1272 == 1 // $ == int 
jf @BANKJO1_12546 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:BANKJO1_12546
if 
  $1276 == 1 // $ == int 
jf @BANKJO1_12586 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:BANKJO1_12586
mission_cleanup 
return 

:BANKJO1_12590
if 
  $3518 == 0 // $ == int 
jf @BANKJO1_12711 
if 
  Actor.Dead($3517)
jf @BANKJO1_12652 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3518 = 1 // $ = int 
jump @BANKJO1_12711 

:BANKJO1_12652
$3527 = Actor.Health($3517)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_12711 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3517 
  95 >= $3527 // int >= $ 
jf @BANKJO1_12711 
$3598 = 1 // $ = int 

:BANKJO1_12711
if 
  $3529 == 0 // $ == int 
jf @BANKJO1_12901 
if 
  Actor.Dead($3528)
jf @BANKJO1_12773 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3529 = 1 // $ = int 
jump @BANKJO1_12901 

:BANKJO1_12773
$3538 = Actor.Health($3528)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_12867 
if 
  $3644 == 1 // $ == int 
jf @BANKJO1_12827 
0372: set_actor $3528 anim 24 wait_state_time 1000 ms 

:BANKJO1_12827
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3528 
  95 >= $3538 // int >= $ 
jf @BANKJO1_12860 
$3598 = 1 // $ = int 

:BANKJO1_12860
jump @BANKJO1_12901 

:BANKJO1_12867
if 
  $3644 == 1 // $ == int 
jf @BANKJO1_12901 
0372: set_actor $3528 anim 0 wait_state_time 1 ms 
$3644 = 0 // $ = int 

:BANKJO1_12901
if 
  $3540 == 0 // $ == int 
jf @BANKJO1_13091 
if 
  Actor.Dead($3539)
jf @BANKJO1_12963 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3540 = 1 // $ = int 
jump @BANKJO1_13091 

:BANKJO1_12963
$3549 = Actor.Health($3539)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13057 
if 
  $3645 == 1 // $ == int 
jf @BANKJO1_13017 
0372: set_actor $3539 anim 24 wait_state_time 1000 ms 

:BANKJO1_13017
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3539 
  95 >= $3549 // int >= $ 
jf @BANKJO1_13050 
$3598 = 1 // $ = int 

:BANKJO1_13050
jump @BANKJO1_13091 

:BANKJO1_13057
if 
  $3645 == 1 // $ == int 
jf @BANKJO1_13091 
0372: set_actor $3539 anim 0 wait_state_time 1 ms 
$3645 = 0 // $ = int 

:BANKJO1_13091
if 
  $3551 == 0 // $ == int 
jf @BANKJO1_13281 
if 
  Actor.Dead($3550)
jf @BANKJO1_13153 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3551 = 1 // $ = int 
jump @BANKJO1_13281 

:BANKJO1_13153
$3560 = Actor.Health($3550)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13247 
if 
  $3646 == 1 // $ == int 
jf @BANKJO1_13207 
0372: set_actor $3550 anim 24 wait_state_time 1000 ms 

:BANKJO1_13207
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3550 
  95 >= $3560 // int >= $ 
jf @BANKJO1_13240 
$3598 = 1 // $ = int 

:BANKJO1_13240
jump @BANKJO1_13281 

:BANKJO1_13247
if 
  $3646 == 1 // $ == int 
jf @BANKJO1_13281 
0372: set_actor $3550 anim 0 wait_state_time 1 ms 
$3646 = 0 // $ = int 

:BANKJO1_13281
if 
  $3562 == 0 // $ == int 
jf @BANKJO1_13443 
if 
  Actor.Dead($3561)
jf @BANKJO1_13343 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3562 = 1 // $ = int 
jump @BANKJO1_13443 

:BANKJO1_13343
$3564 = Actor.Health($3561)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13409 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3561 
  95 >= $3564 // int >= $ 
jf @BANKJO1_13402 
$3598 = 1 // $ = int 

:BANKJO1_13402
jump @BANKJO1_13443 

:BANKJO1_13409
if 
  $3647 == 1 // $ == int 
jf @BANKJO1_13443 
0372: set_actor $3561 anim 0 wait_state_time 1 ms 
$3647 = 0 // $ = int 

:BANKJO1_13443
if 
  $3566 == 0 // $ == int 
jf @BANKJO1_13633 
if 
  Actor.Dead($3565)
jf @BANKJO1_13505 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3566 = 1 // $ = int 
jump @BANKJO1_13633 

:BANKJO1_13505
$3575 = Actor.Health($3565)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13599 
if 
  $3648 == 1 // $ == int 
jf @BANKJO1_13559 
0372: set_actor $3565 anim 24 wait_state_time 1000 ms 

:BANKJO1_13559
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3565 
  95 >= $3575 // int >= $ 
jf @BANKJO1_13592 
$3598 = 1 // $ = int 

:BANKJO1_13592
jump @BANKJO1_13633 

:BANKJO1_13599
if 
  $3648 == 1 // $ == int 
jf @BANKJO1_13633 
0372: set_actor $3565 anim 0 wait_state_time 1 ms 
$3648 = 0 // $ = int 

:BANKJO1_13633
if 
  $3577 == 0 // $ == int 
jf @BANKJO1_13828 
if 
  Actor.Dead($3576)
jf @BANKJO1_13695 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3577 = 1 // $ = int 
jump @BANKJO1_13828 

:BANKJO1_13695
$3579 = Actor.Health($3576)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13789 
if 
  $3580 == 1 // $ == int 
jf @BANKJO1_13749 
0372: set_actor $3576 anim 25 wait_state_time 1000 ms 

:BANKJO1_13749
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3576 
  95 >= $3579 // int >= $ 
jf @BANKJO1_13782 
$3598 = 1 // $ = int 

:BANKJO1_13782
jump @BANKJO1_13828 

:BANKJO1_13789
if 
  $3580 == 1 // $ == int 
jf @BANKJO1_13828 
0372: set_actor $3576 anim 0 wait_state_time 1 ms 
053D: clear_actor $3576 wait_state 
$3580 = 0 // $ = int 

:BANKJO1_13828
if 
  $3582 == 0 // $ == int 
jf @BANKJO1_14018 
if 
  Actor.Dead($3581)
jf @BANKJO1_13890 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3582 = 1 // $ = int 
jump @BANKJO1_14018 

:BANKJO1_13890
$3584 = Actor.Health($3581)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_13984 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3581 
  95 >= $3584 // int >= $ 
jf @BANKJO1_13949 
$3598 = 1 // $ = int 

:BANKJO1_13949
if 
  $3649 == 1 // $ == int 
jf @BANKJO1_13977 
0372: set_actor $3581 anim 24 wait_state_time 1000 ms 

:BANKJO1_13977
jump @BANKJO1_14018 

:BANKJO1_13984
if 
  $3649 == 1 // $ == int 
jf @BANKJO1_14018 
0372: set_actor $3581 anim 0 wait_state_time 1 ms 
$3649 = 0 // $ = int 

:BANKJO1_14018
if 
  $3586 == 0 // $ == int 
jf @BANKJO1_14208 
if 
  Actor.Dead($3585)
jf @BANKJO1_14080 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3586 = 1 // $ = int 
jump @BANKJO1_14208 

:BANKJO1_14080
$3588 = Actor.Health($3585)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_14174 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3585 
  95 >= $3588 // int >= $ 
jf @BANKJO1_14139 
$3598 = 1 // $ = int 

:BANKJO1_14139
if 
  $3650 == 1 // $ == int 
jf @BANKJO1_14167 
0372: set_actor $3585 anim 24 wait_state_time 1000 ms 

:BANKJO1_14167
jump @BANKJO1_14208 

:BANKJO1_14174
if 
  $3650 == 1 // $ == int 
jf @BANKJO1_14208 
0372: set_actor $3585 anim 0 wait_state_time 1 ms 
$3650 = 0 // $ = int 

:BANKJO1_14208
if 
  $3590 == 0 // $ == int 
jf @BANKJO1_14398 
if 
  Actor.Dead($3589)
jf @BANKJO1_14270 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3590 = 1 // $ = int 
jump @BANKJO1_14398 

:BANKJO1_14270
$3592 = Actor.Health($3589)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_14364 
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3589 
  95 >= $3592 // int >= $ 
jf @BANKJO1_14329 
$3598 = 1 // $ = int 

:BANKJO1_14329
if 
  $3651 == 1 // $ == int 
jf @BANKJO1_14357 
0372: set_actor $3589 anim 24 wait_state_time 1000 ms 

:BANKJO1_14357
jump @BANKJO1_14398 

:BANKJO1_14364
if 
  $3651 == 1 // $ == int 
jf @BANKJO1_14398 
0372: set_actor $3589 anim 0 wait_state_time 1 ms 
$3651 = 0 // $ = int 

:BANKJO1_14398
if 
  $3594 == 0 // $ == int 
jf @BANKJO1_14593 
if 
  Actor.Dead($3593)
jf @BANKJO1_14460 
$3632 -= 1 // $ -= int 
$3598 = 1 // $ = int 
$3594 = 1 // $ = int 
jump @BANKJO1_14593 

:BANKJO1_14460
$3596 = Actor.Health($3593)
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_14554 
if 
  $3597 == 1 // $ == int 
jf @BANKJO1_14514 
0372: set_actor $3593 anim 25 wait_state_time 1000 ms 

:BANKJO1_14514
if or
0457:   player $PLAYER_CHAR aiming_at_actor $3593 
  95 >= $3596 // int >= $ 
jf @BANKJO1_14547 
$3598 = 1 // $ = int 

:BANKJO1_14547
jump @BANKJO1_14593 

:BANKJO1_14554
if 
  $3597 == 1 // $ == int 
jf @BANKJO1_14593 
0372: set_actor $3593 anim 0 wait_state_time 1 ms 
053D: clear_actor $3593 wait_state 
$3597 = 0 // $ = int 

:BANKJO1_14593
return 

:BANKJO1_14595
if 
  $3598 == 1 // $ == int 
jf @BANKJO1_21327 
if 
  $3518 == 0 // $ == int 
jf @BANKJO1_15773 
if 
  Actor.Dead($3517)
jf @BANKJO1_14668 
$3632 -= 1 // $ -= int 
$3518 = 1 // $ = int 
jump @BANKJO1_15773 

:BANKJO1_14668
if 
  $3519 == 1 // $ == int 
jf @BANKJO1_14693 
$3520 += 1 // $ += int 

:BANKJO1_14693
if 
  $3520 >= 100 // $ >= int 
jf @BANKJO1_14718 
$3519 = 0 // $ = int 

:BANKJO1_14718
if 
  $3522 == 1 // $ == int 
jf @BANKJO1_14743 
$3521 += 1 // $ += int 

:BANKJO1_14743
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_15773 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_15531 
if 
00EA:   player $PLAYER_CHAR 0 $3517 radius 2.0 2.0 
jf @BANKJO1_15302 
if 
  $3525 == 0 // $ == int 
jf @BANKJO1_15124 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
$3525 = 1 // $ = int 

:BANKJO1_15124
if 
  $3519 == 0 // $ == int 
jf @BANKJO1_15149 
$3522 = 0 // $ = int 

:BANKJO1_15149
if 
  $3524 == 0 // $ == int 
jf @BANKJO1_15181 
$3526 = 0 // $ = int 
$3524 = 1 // $ = int 

:BANKJO1_15181
if 
  $3524 == 1 // $ == int 
jf @BANKJO1_15206 
$3526 += 1 // $ += int 

:BANKJO1_15206
if 
  $3526 >= 20 // $ >= int 
jf @BANKJO1_15295 
if 
  $3523 == 0 // $ == int 
jf @BANKJO1_15295 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
$3523 = 1 // $ = int 

:BANKJO1_15295
jump @BANKJO1_15524 

:BANKJO1_15302
$3524 = 0 // $ = int 
if 
  $3523 == 1 // $ == int 
jf @BANKJO1_15353 
011C: actor $3517 clear_objective 
01ED: clear_actor $3517 threat_search 
01B2: give_actor $3517 weapon 23 ammo 0 // Load the weapon model before using this 
$3523 = 0 // $ = int 

:BANKJO1_15353
if 
  $3519 == 0 // $ == int 
jf @BANKJO1_15419 
011C: actor $3517 clear_objective 
01ED: clear_actor $3517 threat_search 
0372: set_actor $3517 anim 14 wait_state_time 3000 ms 
$3520 = 0 // $ = int 
$3521 = 0 // $ = int 
$3522 = 1 // $ = int 
$3519 = 1 // $ = int 

:BANKJO1_15419
if and
  $3519 == 1 // $ == int 
  $3521 >= 30 // $ >= int 
jf @BANKJO1_15524 
0372: set_actor $3517 anim 0 wait_state_time 0 ms 
if 
  $3523 == 0 // $ == int 
jf @BANKJO1_15502 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
$3523 = 1 // $ = int 

:BANKJO1_15502
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 

:BANKJO1_15524
jump @BANKJO1_15773 

:BANKJO1_15531
if 
  $3525 == 0 // $ == int 
jf @BANKJO1_15602 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
$3525 = 1 // $ = int 

:BANKJO1_15602
if 
  $3519 == 0 // $ == int 
jf @BANKJO1_15627 
$3522 = 0 // $ = int 

:BANKJO1_15627
if 
  $3524 == 0 // $ == int 
jf @BANKJO1_15659 
$3526 = 0 // $ = int 
$3524 = 1 // $ = int 

:BANKJO1_15659
if 
  $3524 == 1 // $ == int 
jf @BANKJO1_15684 
$3526 += 1 // $ += int 

:BANKJO1_15684
if 
  $3526 >= 20 // $ >= int 
jf @BANKJO1_15773 
if 
  $3523 == 0 // $ == int 
jf @BANKJO1_15773 
01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3517 search_threat 1 
0350: set_actor $3517 maintain_position_when_attacked 1 
01CA: actor $3517 kill_player $PLAYER_CHAR 
$3523 = 1 // $ = int 

:BANKJO1_15773
if 
  $3529 == 0 // $ == int 
jf @BANKJO1_16967 
if 
  Actor.Dead($3528)
jf @BANKJO1_15828 
$3632 -= 1 // $ -= int 
$3529 = 1 // $ = int 
jump @BANKJO1_16967 

:BANKJO1_15828
if 
  $3530 == 1 // $ == int 
jf @BANKJO1_15853 
$3531 += 1 // $ += int 

:BANKJO1_15853
if 
  $3531 >= 100 // $ >= int 
jf @BANKJO1_15878 
$3530 = 0 // $ = int 

:BANKJO1_15878
if 
  $3533 == 1 // $ == int 
jf @BANKJO1_15903 
$3532 += 1 // $ += int 

:BANKJO1_15903
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_16940 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_16691 
if 
00EA:   player $PLAYER_CHAR 0 $3528 radius 2.0 2.0 
jf @BANKJO1_16462 
if 
  $3536 == 0 // $ == int 
jf @BANKJO1_16284 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
$3536 = 1 // $ = int 

:BANKJO1_16284
if 
  $3530 == 0 // $ == int 
jf @BANKJO1_16309 
$3533 = 0 // $ = int 

:BANKJO1_16309
if 
  $3535 == 0 // $ == int 
jf @BANKJO1_16341 
$3537 = 0 // $ = int 
$3535 = 1 // $ = int 

:BANKJO1_16341
if 
  $3535 == 1 // $ == int 
jf @BANKJO1_16366 
$3537 += 1 // $ += int 

:BANKJO1_16366
if 
  $3537 >= 20 // $ >= int 
jf @BANKJO1_16455 
if 
  $3534 == 0 // $ == int 
jf @BANKJO1_16455 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
$3534 = 1 // $ = int 

:BANKJO1_16455
jump @BANKJO1_16684 

:BANKJO1_16462
$3535 = 0 // $ = int 
if 
  $3534 == 1 // $ == int 
jf @BANKJO1_16513 
011C: actor $3528 clear_objective 
01ED: clear_actor $3528 threat_search 
01B2: give_actor $3528 weapon 23 ammo 0 // Load the weapon model before using this 
$3534 = 0 // $ = int 

:BANKJO1_16513
if 
  $3530 == 0 // $ == int 
jf @BANKJO1_16579 
011C: actor $3528 clear_objective 
01ED: clear_actor $3528 threat_search 
0372: set_actor $3528 anim 14 wait_state_time 3000 ms 
$3531 = 0 // $ = int 
$3532 = 0 // $ = int 
$3533 = 1 // $ = int 
$3530 = 1 // $ = int 

:BANKJO1_16579
if and
  $3530 == 1 // $ == int 
  $3532 >= 30 // $ >= int 
jf @BANKJO1_16684 
0372: set_actor $3528 anim 0 wait_state_time 0 ms 
if 
  $3534 == 0 // $ == int 
jf @BANKJO1_16662 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
$3534 = 1 // $ = int 

:BANKJO1_16662
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 

:BANKJO1_16684
jump @BANKJO1_16933 

:BANKJO1_16691
if 
  $3536 == 0 // $ == int 
jf @BANKJO1_16762 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
$3536 = 1 // $ = int 

:BANKJO1_16762
if 
  $3530 == 0 // $ == int 
jf @BANKJO1_16787 
$3533 = 0 // $ = int 

:BANKJO1_16787
if 
  $3535 == 0 // $ == int 
jf @BANKJO1_16819 
$3537 = 0 // $ = int 
$3535 = 1 // $ = int 

:BANKJO1_16819
if 
  $3535 == 1 // $ == int 
jf @BANKJO1_16844 
$3537 += 1 // $ += int 

:BANKJO1_16844
if 
  $3537 >= 20 // $ >= int 
jf @BANKJO1_16933 
if 
  $3534 == 0 // $ == int 
jf @BANKJO1_16933 
01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3528 search_threat 1 
0350: set_actor $3528 maintain_position_when_attacked 1 
01CA: actor $3528 kill_player $PLAYER_CHAR 
$3534 = 1 // $ = int 

:BANKJO1_16933
jump @BANKJO1_16967 

:BANKJO1_16940
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_16967 
0372: set_actor $3528 anim 24 wait_state_time 10 ms 

:BANKJO1_16967
if 
  $3540 == 0 // $ == int 
jf @BANKJO1_18161 
if 
  Actor.Dead($3539)
jf @BANKJO1_17022 
$3632 -= 1 // $ -= int 
$3540 = 1 // $ = int 
jump @BANKJO1_18161 

:BANKJO1_17022
if 
  $3541 == 1 // $ == int 
jf @BANKJO1_17047 
$3542 += 1 // $ += int 

:BANKJO1_17047
if 
  $3542 >= 50 // $ >= int 
jf @BANKJO1_17072 
$3541 = 0 // $ = int 

:BANKJO1_17072
if 
  $3544 == 1 // $ == int 
jf @BANKJO1_17097 
$3543 += 1 // $ += int 

:BANKJO1_17097
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_18134 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_17885 
if 
00EA:   player $PLAYER_CHAR 0 $3539 radius 2.0 2.0 
jf @BANKJO1_17656 
if 
  $3547 == 0 // $ == int 
jf @BANKJO1_17478 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
$3547 = 1 // $ = int 

:BANKJO1_17478
if 
  $3541 == 0 // $ == int 
jf @BANKJO1_17503 
$3544 = 0 // $ = int 

:BANKJO1_17503
if 
  $3546 == 0 // $ == int 
jf @BANKJO1_17535 
$3548 = 0 // $ = int 
$3546 = 1 // $ = int 

:BANKJO1_17535
if 
  $3546 == 1 // $ == int 
jf @BANKJO1_17560 
$3548 += 1 // $ += int 

:BANKJO1_17560
if 
  $3548 >= 20 // $ >= int 
jf @BANKJO1_17649 
if 
  $3545 == 0 // $ == int 
jf @BANKJO1_17649 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
$3545 = 1 // $ = int 

:BANKJO1_17649
jump @BANKJO1_17878 

:BANKJO1_17656
$3546 = 0 // $ = int 
if 
  $3545 == 1 // $ == int 
jf @BANKJO1_17707 
011C: actor $3539 clear_objective 
01ED: clear_actor $3539 threat_search 
01B2: give_actor $3539 weapon 23 ammo 0 // Load the weapon model before using this 
$3545 = 0 // $ = int 

:BANKJO1_17707
if 
  $3541 == 0 // $ == int 
jf @BANKJO1_17773 
011C: actor $3539 clear_objective 
01ED: clear_actor $3539 threat_search 
0372: set_actor $3539 anim 14 wait_state_time 3000 ms 
$3542 = 0 // $ = int 
$3543 = 0 // $ = int 
$3544 = 1 // $ = int 
$3541 = 1 // $ = int 

:BANKJO1_17773
if and
  $3541 == 1 // $ == int 
  $3543 >= 30 // $ >= int 
jf @BANKJO1_17878 
0372: set_actor $3539 anim 0 wait_state_time 0 ms 
if 
  $3545 == 0 // $ == int 
jf @BANKJO1_17856 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
$3545 = 1 // $ = int 

:BANKJO1_17856
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 

:BANKJO1_17878
jump @BANKJO1_18127 

:BANKJO1_17885
if 
  $3547 == 0 // $ == int 
jf @BANKJO1_17956 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
$3547 = 1 // $ = int 

:BANKJO1_17956
if 
  $3541 == 0 // $ == int 
jf @BANKJO1_17981 
$3544 = 0 // $ = int 

:BANKJO1_17981
if 
  $3546 == 0 // $ == int 
jf @BANKJO1_18013 
$3548 = 0 // $ = int 
$3546 = 1 // $ = int 

:BANKJO1_18013
if 
  $3546 == 1 // $ == int 
jf @BANKJO1_18038 
$3548 += 1 // $ += int 

:BANKJO1_18038
if 
  $3548 >= 20 // $ >= int 
jf @BANKJO1_18127 
if 
  $3545 == 0 // $ == int 
jf @BANKJO1_18127 
01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3539 search_threat 1 
0350: set_actor $3539 maintain_position_when_attacked 1 
01CA: actor $3539 kill_player $PLAYER_CHAR 
$3545 = 1 // $ = int 

:BANKJO1_18127
jump @BANKJO1_18161 

:BANKJO1_18134
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_18161 
0372: set_actor $3539 anim 24 wait_state_time 10 ms 

:BANKJO1_18161
if 
  $3551 == 0 // $ == int 
jf @BANKJO1_19179 
if 
  Actor.Dead($3550)
jf @BANKJO1_18216 
$3632 -= 1 // $ -= int 
$3551 = 1 // $ = int 
jump @BANKJO1_19179 

:BANKJO1_18216
if 
  $3552 == 1 // $ == int 
jf @BANKJO1_18241 
$3553 += 1 // $ += int 

:BANKJO1_18241
if 
  $3553 >= 80 // $ >= int 
jf @BANKJO1_18266 
$3552 = 0 // $ = int 

:BANKJO1_18266
if 
  $3555 == 1 // $ == int 
jf @BANKJO1_18291 
$3554 += 1 // $ += int 

:BANKJO1_18291
if or
02B3:   player $PLAYER_CHAR in_cube 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
jf @BANKJO1_19152 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_18903 
if 
00EA:   player $PLAYER_CHAR 0 $3550 radius 2.0 2.0 
jf @BANKJO1_18682 
if 
  $3558 == 0 // $ == int 
jf @BANKJO1_18504 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
$3558 = 1 // $ = int 

:BANKJO1_18504
if 
  $3552 == 0 // $ == int 
jf @BANKJO1_18529 
$3555 = 0 // $ = int 

:BANKJO1_18529
if 
  $3557 == 0 // $ == int 
jf @BANKJO1_18561 
$3559 = 0 // $ = int 
$3557 = 1 // $ = int 

:BANKJO1_18561
if 
  $3557 == 1 // $ == int 
jf @BANKJO1_18586 
$3559 += 1 // $ += int 

:BANKJO1_18586
if 
  $3559 >= 20 // $ >= int 
jf @BANKJO1_18675 
if 
  $3556 == 0 // $ == int 
jf @BANKJO1_18675 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
$3556 = 1 // $ = int 

:BANKJO1_18675
jump @BANKJO1_18896 

:BANKJO1_18682
$3557 = 0 // $ = int 
if 
  $3556 == 1 // $ == int 
jf @BANKJO1_18733 
011C: actor $3550 clear_objective 
01ED: clear_actor $3550 threat_search 
01B2: give_actor $3550 weapon 23 ammo 0 // Load the weapon model before using this 
$3556 = 0 // $ = int 

:BANKJO1_18733
if 
  $3552 == 0 // $ == int 
jf @BANKJO1_18799 
011C: actor $3550 clear_objective 
01ED: clear_actor $3550 threat_search 
0372: set_actor $3550 anim 14 wait_state_time 3000 ms 
$3553 = 0 // $ = int 
$3554 = 0 // $ = int 
$3555 = 1 // $ = int 
$3552 = 1 // $ = int 

:BANKJO1_18799
if and
  $3552 == 1 // $ == int 
  $3554 >= 30 // $ >= int 
jf @BANKJO1_18896 
0372: set_actor $3550 anim 0 wait_state_time 0 ms 
if 
  $3556 == 0 // $ == int 
jf @BANKJO1_18882 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
$3556 = 1 // $ = int 

:BANKJO1_18882
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 

:BANKJO1_18896
jump @BANKJO1_19145 

:BANKJO1_18903
if 
  $3558 == 0 // $ == int 
jf @BANKJO1_18974 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
$3558 = 1 // $ = int 

:BANKJO1_18974
if 
  $3552 == 0 // $ == int 
jf @BANKJO1_18999 
$3555 = 0 // $ = int 

:BANKJO1_18999
if 
  $3557 == 0 // $ == int 
jf @BANKJO1_19031 
$3559 = 0 // $ = int 
$3557 = 1 // $ = int 

:BANKJO1_19031
if 
  $3557 == 1 // $ == int 
jf @BANKJO1_19056 
$3559 += 1 // $ += int 

:BANKJO1_19056
if 
  $3559 >= 20 // $ >= int 
jf @BANKJO1_19145 
if 
  $3556 == 0 // $ == int 
jf @BANKJO1_19145 
01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3550 search_threat 1 
0350: set_actor $3550 maintain_position_when_attacked 1 
01CA: actor $3550 kill_player $PLAYER_CHAR 
$3556 = 1 // $ = int 

:BANKJO1_19145
jump @BANKJO1_19179 

:BANKJO1_19152
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_19179 
0372: set_actor $3550 anim 24 wait_state_time 10 ms 

:BANKJO1_19179
if 
  $3562 == 0 // $ == int 
jf @BANKJO1_19345 
if 
  Actor.Dead($3561)
jf @BANKJO1_19234 
$3632 -= 1 // $ -= int 
$3562 = 1 // $ = int 
jump @BANKJO1_19345 

:BANKJO1_19234
if 
  $3563 == 0 // $ == int 
jf @BANKJO1_19298 
01B2: give_actor $3561 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3561 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3561 kill_player $PLAYER_CHAR 
$3563 = 1 // $ = int 

:BANKJO1_19298
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_19345 
009E: set_actor $3561 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3561 kill_player $PLAYER_CHAR 

:BANKJO1_19345
if 
  $3566 == 0 // $ == int 
jf @BANKJO1_20497 
if 
  Actor.Dead($3565)
jf @BANKJO1_19400 
$3632 -= 1 // $ -= int 
$3566 = 1 // $ = int 
jump @BANKJO1_20497 

:BANKJO1_19400
if 
  $3567 == 1 // $ == int 
jf @BANKJO1_19425 
$3568 += 1 // $ += int 

:BANKJO1_19425
if 
  $3568 >= 80 // $ >= int 
jf @BANKJO1_19450 
$3567 = 0 // $ = int 

:BANKJO1_19450
if 
  $3570 == 1 // $ == int 
jf @BANKJO1_19475 
$3569 += 1 // $ += int 

:BANKJO1_19475
if or
02B3:   player $PLAYER_CHAR in_cube 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B3:   player $PLAYER_CHAR in_cube 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_20470 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_20221 
if 
00EA:   player $PLAYER_CHAR 0 $3565 radius 2.0 2.0 
jf @BANKJO1_19992 
if 
  $3573 == 0 // $ == int 
jf @BANKJO1_19814 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
$3573 = 1 // $ = int 

:BANKJO1_19814
if 
  $3567 == 0 // $ == int 
jf @BANKJO1_19839 
$3570 = 0 // $ = int 

:BANKJO1_19839
if 
  $3572 == 0 // $ == int 
jf @BANKJO1_19871 
$3574 = 0 // $ = int 
$3572 = 1 // $ = int 

:BANKJO1_19871
if 
  $3572 == 1 // $ == int 
jf @BANKJO1_19896 
$3574 += 1 // $ += int 

:BANKJO1_19896
if 
  $3574 >= 20 // $ >= int 
jf @BANKJO1_19985 
if 
  $3571 == 0 // $ == int 
jf @BANKJO1_19985 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
$3571 = 1 // $ = int 

:BANKJO1_19985
jump @BANKJO1_20214 

:BANKJO1_19992
$3572 = 0 // $ = int 
if 
  $3571 == 1 // $ == int 
jf @BANKJO1_20043 
011C: actor $3565 clear_objective 
01ED: clear_actor $3565 threat_search 
01B2: give_actor $3565 weapon 23 ammo 0 // Load the weapon model before using this 
$3571 = 0 // $ = int 

:BANKJO1_20043
if 
  $3567 == 0 // $ == int 
jf @BANKJO1_20109 
011C: actor $3565 clear_objective 
01ED: clear_actor $3565 threat_search 
0372: set_actor $3565 anim 14 wait_state_time 3000 ms 
$3568 = 0 // $ = int 
$3569 = 0 // $ = int 
$3570 = 1 // $ = int 
$3567 = 1 // $ = int 

:BANKJO1_20109
if and
  $3567 == 1 // $ == int 
  $3569 >= 30 // $ >= int 
jf @BANKJO1_20214 
0372: set_actor $3565 anim 0 wait_state_time 0 ms 
if 
  $3571 == 0 // $ == int 
jf @BANKJO1_20192 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
$3571 = 1 // $ = int 

:BANKJO1_20192
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 

:BANKJO1_20214
jump @BANKJO1_20463 

:BANKJO1_20221
if 
  $3573 == 0 // $ == int 
jf @BANKJO1_20292 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
0350: set_actor $3565 maintain_position_when_attacked 1 
$3573 = 1 // $ = int 

:BANKJO1_20292
if 
  $3567 == 0 // $ == int 
jf @BANKJO1_20317 
$3570 = 0 // $ = int 

:BANKJO1_20317
if 
  $3572 == 0 // $ == int 
jf @BANKJO1_20349 
$3574 = 0 // $ = int 
$3572 = 1 // $ = int 

:BANKJO1_20349
if 
  $3572 == 1 // $ == int 
jf @BANKJO1_20374 
$3574 += 1 // $ += int 

:BANKJO1_20374
if 
  $3574 >= 20 // $ >= int 
jf @BANKJO1_20463 
if 
  $3571 == 0 // $ == int 
jf @BANKJO1_20463 
01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 
01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 
011A: set_actor $3565 search_threat 1 
0350: set_actor $3565 maintain_position_when_attacked 1 
01CA: actor $3565 kill_player $PLAYER_CHAR 
$3571 = 1 // $ = int 

:BANKJO1_20463
jump @BANKJO1_20497 

:BANKJO1_20470
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_20497 
0372: set_actor $3565 anim 24 wait_state_time 10 ms 

:BANKJO1_20497
if 
  $3577 == 0 // $ == int 
jf @BANKJO1_20663 
if 
  Actor.Dead($3576)
jf @BANKJO1_20552 
$3632 -= 1 // $ -= int 
$3577 = 1 // $ = int 
jump @BANKJO1_20663 

:BANKJO1_20552
if 
  $3578 == 0 // $ == int 
jf @BANKJO1_20616 
01B2: give_actor $3576 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3576 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3576 kill_player $PLAYER_CHAR 
$3578 = 1 // $ = int 

:BANKJO1_20616
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_20663 
009E: set_actor $3576 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3576 kill_player $PLAYER_CHAR 

:BANKJO1_20663
if 
  $3582 == 0 // $ == int 
jf @BANKJO1_20829 
if 
  Actor.Dead($3581)
jf @BANKJO1_20718 
$3632 -= 1 // $ -= int 
$3582 = 1 // $ = int 
jump @BANKJO1_20829 

:BANKJO1_20718
if 
  $3583 == 0 // $ == int 
jf @BANKJO1_20782 
01B2: give_actor $3581 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3581 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3581 kill_player $PLAYER_CHAR 
$3583 = 1 // $ = int 

:BANKJO1_20782
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_20829 
009E: set_actor $3581 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3581 kill_player $PLAYER_CHAR 

:BANKJO1_20829
if 
  $3586 == 0 // $ == int 
jf @BANKJO1_20995 
if 
  Actor.Dead($3585)
jf @BANKJO1_20884 
$3632 -= 1 // $ -= int 
$3586 = 1 // $ = int 
jump @BANKJO1_20995 

:BANKJO1_20884
if 
  $3587 == 0 // $ == int 
jf @BANKJO1_20948 
01B2: give_actor $3585 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3585 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3585 kill_player $PLAYER_CHAR 
$3587 = 1 // $ = int 

:BANKJO1_20948
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_20995 
009E: set_actor $3585 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3585 kill_player $PLAYER_CHAR 

:BANKJO1_20995
if 
  $3590 == 0 // $ == int 
jf @BANKJO1_21161 
if 
  Actor.Dead($3589)
jf @BANKJO1_21050 
$3632 -= 1 // $ -= int 
$3590 = 1 // $ = int 
jump @BANKJO1_21161 

:BANKJO1_21050
if 
  $3591 == 0 // $ == int 
jf @BANKJO1_21114 
01B2: give_actor $3589 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3589 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3589 kill_player $PLAYER_CHAR 
$3591 = 1 // $ = int 

:BANKJO1_21114
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_21161 
009E: set_actor $3589 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3589 kill_player $PLAYER_CHAR 

:BANKJO1_21161
if 
  $3594 == 0 // $ == int 
jf @BANKJO1_21327 
if 
  Actor.Dead($3593)
jf @BANKJO1_21216 
$3632 -= 1 // $ -= int 
$3594 = 1 // $ = int 
jump @BANKJO1_21327 

:BANKJO1_21216
if 
  $3595 == 0 // $ == int 
jf @BANKJO1_21280 
01B2: give_actor $3593 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3593 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3593 kill_player $PLAYER_CHAR 
$3595 = 1 // $ = int 

:BANKJO1_21280
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_21327 
009E: set_actor $3593 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3593 kill_player $PLAYER_CHAR 

:BANKJO1_21327
if 
  $3657 == 2 // $ == int 
jf @BANKJO1_21352 
$3657 = 0 // $ = int 

:BANKJO1_21352
return 

:BANKJO1_21354
if 
  $3606 == 0 // $ == int 
jf @BANKJO1_21534 
if 
00F6:   player $PLAYER_CHAR 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 
jf @BANKJO1_21467 
if 
  $3662 == 0 // $ == int 
jf @BANKJO1_21460 
00BC: text_highpriority 'BJM1_23' time 5000 1  // ~g~You need to get the key card first!
$3662 = 1 // $ = int 

:BANKJO1_21460
jump @BANKJO1_21474 

:BANKJO1_21467
$3662 = 0 // $ = int 

:BANKJO1_21474
if 
  Pickup.Picked_up($3604)
jf @BANKJO1_21527 
Marker.Disable($3605)
03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 
$3606 = 1 // $ = int 

:BANKJO1_21527
jump @BANKJO1_25674 

:BANKJO1_21534
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0470: $3664 = actor $PLAYER_ACTOR armed_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03BD: destroy_sphere $3637 
0395: clear_area 0 at 387.22 -506.517 9.194 range 1.0 
Camera.SetPosition(387.22, -506.517, 9.194, 0.0, 0.0, 0.0)
Camera.PointAt(386.633, -507.287, 9.43, 2)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 384.932 -510.077 9.848 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 100000 ms 
TIMERA = 0 // @ = int 

:BANKJO1_21693
if 
  3000 > TIMERA // int > @ 
jf @BANKJO1_21809 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_21739 
$3635 = 1 // $ = int 

:BANKJO1_21739
if 
  TIMERA >= 2000 // @ >= int 
jf @BANKJO1_21802 
if 
  $3666 == 0 // $ == int 
jf @BANKJO1_21802 
018C: play_sound 18 at 384.932 -510.077 9.848 
$3666 = 1 // $ = int 

:BANKJO1_21802
jump @BANKJO1_21693 

:BANKJO1_21809
053D: clear_actor $PLAYER_ACTOR wait_state 
Camera.PointAt(386.25, -506.384, 9.373, 2)
03CF: load_wav 'BNK1_7' as 1 
03CF: load_wav 'BNK1_10' as 2 
if 
  $3607 == 0 // $ == int 
jf @BANKJO1_22112 

:BANKJO1_21875
if or
834E:   not move_object $1809 to 383.252 -506.903 9.68 speed 0.01 0.01 0.0 collision_check 0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO1_22056 
wait 0 
if 
  $3639 == 0 // $ == int 
jf @BANKJO1_21979 
018C: play_sound 3 at 383.252 -506.903 9.68 
$3639 = 1 // $ = int 

:BANKJO1_21979
if 
  $3639 == 1 // $ == int 
jf @BANKJO1_22026 
018D: $3665 = create_sound 2 at 383.252 -506.903 9.68 
$3639 = 2 // $ = int 

:BANKJO1_22026
if 
  Actor.Dead($3510)
jf @BANKJO1_22049 
$3635 = 1 // $ = int 

:BANKJO1_22049
jump @BANKJO1_21875 

:BANKJO1_22056
018E: stop_sound $3665 
if 
  $3639 == 2 // $ == int 
jf @BANKJO1_22105 
018C: play_sound 3 at 383.252 -506.903 9.68 
$3639 = 3 // $ = int 

:BANKJO1_22105
$3607 = 1 // $ = int 

:BANKJO1_22112
0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38 
TIMERA = 0 // @ = int 
if 
  not Actor.Dead($3510)
jf @BANKJO1_22181 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
0211: actor $3510 walk_to 383.523 -505.34 
jump @BANKJO1_22188 

:BANKJO1_22181
$3635 = 1 // $ = int 

:BANKJO1_22188
if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
jf @BANKJO1_22337 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_22253 
$3635 = 1 // $ = int 

:BANKJO1_22253
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_22330 
if 
80ED:   not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 
jf @BANKJO1_22330 
Actor.PutAt($PLAYER_ACTOR, 384.12, -507.38, 8.4)

:BANKJO1_22330
jump @BANKJO1_22188 

:BANKJO1_22337
TIMERB = 0 // @ = int 

:BANKJO1_22344
if 
80ED:   not actor $3510 0 383.523 -505.34 radius 0.5 0.5 
jf @BANKJO1_22500 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_22416 
$3635 = 1 // $ = int 
jump @BANKJO1_22493 

:BANKJO1_22416
if 
  TIMERB > 8000 // @ > int 
jf @BANKJO1_22493 
if 
80ED:   not actor $3510 0 383.523 -505.34 radius 0.5 0.5 
jf @BANKJO1_22493 
Actor.PutAt($3510, 383.523, -505.34, 8.4)

:BANKJO1_22493
jump @BANKJO1_22344 

:BANKJO1_22500
020E: actor $PLAYER_ACTOR look_at_actor $3510 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_7' time 5000 1  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_22539
if 
83D2:   not wav 1 ended 
jf @BANKJO1_22588 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_22581 
$3635 = 1 // $ = int 

:BANKJO1_22581
jump @BANKJO1_22539 

:BANKJO1_22588
03D5: remove_text 'BNK1_7'  // Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03CF: load_wav 'BNK1_8' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_10' time 10000 1  // Yeah, that's me..
if 
  not Actor.Dead($3510)
jf @BANKJO1_22673 
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_22680 

:BANKJO1_22673
$3635 = 1 // $ = int 

:BANKJO1_22680
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @BANKJO1_22733 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_22726 
$3635 = 1 // $ = int 

:BANKJO1_22726
jump @BANKJO1_22680 

:BANKJO1_22733
03D5: remove_text 'BNK1_10'  // Yeah, that's me..
if 
  not Actor.Dead($3510)
jf @BANKJO1_22775 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
jump @BANKJO1_22782 

:BANKJO1_22775
$3635 = 1 // $ = int 

:BANKJO1_22782
03CF: load_wav 'BNK1_11' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'BNK1_8' time 10000 1  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO1_22825
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
jf @BANKJO1_22878 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_22871 
$3635 = 1 // $ = int 

:BANKJO1_22871
jump @BANKJO1_22825 

:BANKJO1_22878
03D5: remove_text 'BNK1_8'  // I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D1: play_wav 2 
00BC: text_highpriority 'BNK1_11' time 10000 1  // Whatever you say!
if 
  not Actor.Dead($3510)
jf @BANKJO1_22951 
0372: set_actor $3510 anim 19 wait_state_time 1000000 ms 
jump @BANKJO1_22958 

:BANKJO1_22951
$3635 = 1 // $ = int 

:BANKJO1_22958
if 
83D2:   not wav 2 ended 
jf @BANKJO1_23007 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_23000 
$3635 = 1 // $ = int 

:BANKJO1_23000
jump @BANKJO1_22958 

:BANKJO1_23007
03D5: remove_text 'BNK1_11'  // Whatever you say!
if 
  not Actor.Dead($3510)
jf @BANKJO1_23049 
0372: set_actor $3510 anim 0 wait_state_time 1 ms 
jump @BANKJO1_23056 

:BANKJO1_23049
$3635 = 1 // $ = int 

:BANKJO1_23056
0395: clear_area 0 at 389.95 -503.077 9.114 range 1.0 
Camera.SetPosition(389.95, -503.077, 9.114, 0.0, 0.0, 0.0)
Camera.PointAt(389.151, -503.666, 9.229, 2)
0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7 
TIMERB = 0 // @ = int 

:BANKJO1_23153
if 
  750 > TIMERB // int > @ 
jf @BANKJO1_23206 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_23199 
$3635 = 1 // $ = int 

:BANKJO1_23199
jump @BANKJO1_23153 

:BANKJO1_23206
if 
  not Actor.Dead($3510)
jf @BANKJO1_23237 
0211: actor $3510 walk_to 385.48 -506.76 

:BANKJO1_23237
TIMERA = 0 // @ = int 

:BANKJO1_23244
if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
jf @BANKJO1_23393 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_23309 
$3635 = 1 // $ = int 

:BANKJO1_23309
if 
  TIMERA > 5000 // @ > int 
jf @BANKJO1_23386 
if 
80ED:   not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 
jf @BANKJO1_23386 
Actor.PutAt($PLAYER_ACTOR, 387.64, -505.7, 8.41)

:BANKJO1_23386
jump @BANKJO1_23244 

:BANKJO1_23393
TIMERB = 0 // @ = int 

:BANKJO1_23400
if 
80ED:   not actor $3510 0 385.48 -506.76 radius 0.5 0.5 
jf @BANKJO1_23556 
wait 0 
if 
  Actor.Dead($3510)
jf @BANKJO1_23472 
$3635 = 1 // $ = int 
jump @BANKJO1_23549 

:BANKJO1_23472
if 
  TIMERB > 5000 // @ > int 
jf @BANKJO1_23549 
if 
80ED:   not actor $PLAYER_ACTOR 0 385.48 -506.76 radius 0.5 0.5 
jf @BANKJO1_23549 
Actor.PutAt($PLAYER_ACTOR, 385.48, -506.76, 8.41)

:BANKJO1_23549
jump @BANKJO1_23400 

:BANKJO1_23556
Actor.Angle($PLAYER_ACTOR) = 333.85
if 
  not Actor.Dead($3510)
jf @BANKJO1_23599 
Actor.Angle($3510) = 333.85
jump @BANKJO1_23606 

:BANKJO1_23599
$3635 = 1 // $ = int 

:BANKJO1_23606
fade 0 600 
wait 600 
select_interior 0 
Car.Create($10198, #POLICE, -456.0653, -490.2524, 11.0561)
Car.Angle($10198) = 272.0485
0229: set_car $10198 color_to 11 33 
Car.SetMaxSpeed($10198, 50.0)
04BA: set_car $10198 speed_instantly 40.0 
Car.DriveTo($10198, 190.7785, -453.4586, 10.8722)
Camera.SetPosition(-305.1063, -473.2182, 14.9404, 0.0, 0.0, 0.0)
Camera.OnVehicle($10198, 15, 2)
Actor.Create($10206, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10206) = 750
0446: set_actor $10206 dismemberment_possible 0 
0319: set_actor $10206 running 1 
01CA: actor $10206 kill_player $PLAYER_CHAR 
02E2: set_actor $10206 weapon_accuracy_to 70 
02A9: set_actor $10206 immune_to_nonplayer 1 
01ED: clear_actor $10206 threat_search 
011A: set_actor $10206 search_threat 1 
02AB: set_actor $10206 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10206 into_turret_on_car $10198 at_car_offset 0.0 -0.0679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10207, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10207) = 750
0446: set_actor $10207 dismemberment_possible 0 
0319: set_actor $10207 running 1 
01CA: actor $10207 kill_player $PLAYER_CHAR 
02E2: set_actor $10207 weapon_accuracy_to 70 
02A9: set_actor $10207 immune_to_nonplayer 1 
01ED: clear_actor $10207 threat_search 
011A: set_actor $10207 search_threat 1 
02AB: set_actor $10207 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10207 into_turret_on_car $10198 at_car_offset 0.0 -0.7679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10208, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10208) = 750
0446: set_actor $10208 dismemberment_possible 0 
0319: set_actor $10208 running 1 
01CA: actor $10208 kill_player $PLAYER_CHAR 
02E2: set_actor $10208 weapon_accuracy_to 70 
02A9: set_actor $10208 immune_to_nonplayer 1 
01ED: clear_actor $10208 threat_search 
011A: set_actor $10208 search_threat 1 
02AB: set_actor $10208 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10208 into_turret_on_car $10198 at_car_offset 0.0 -1.9679 0.9022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10209, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10209) = 750
0446: set_actor $10209 dismemberment_possible 0 
0319: set_actor $10209 running 1 
01CA: actor $10209 kill_player $PLAYER_CHAR 
02E2: set_actor $10209 weapon_accuracy_to 70 
02A9: set_actor $10209 immune_to_nonplayer 1 
01ED: clear_actor $10209 threat_search 
011A: set_actor $10209 search_threat 1 
02AB: set_actor $10209 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10209 into_turret_on_car $10198 at_car_offset 0.0 1.9679 0.9022 position 3 angle 270.0 with_weapon 23 
wait 10 
fade 1 600 
00BC: text_highpriority 'SBOB167' time 50000 1 
wait 2500 
00BC: text_highpriority 'SBOB168' time 4000 1 
wait 3700 
fade 0 600 
wait 600 
fade 1 600 
select_interior 12 
Car.RemoveReferences($10198)
Actor.RemoveReferences($10206)
Actor.RemoveReferences($10207)
Actor.RemoveReferences($10208)
Actor.RemoveReferences($10209)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$3608 = 1 // $ = int 
00BC: text_highpriority 'BNK1_12' time 4000 1  // Lose the heat and get me back to my place!
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BNK1_12.WAV" loop 0 volume 0.3 
Car.Create($10201, #POLICE, 348.5848, -525.2623, 9.9326)
Car.Angle($10201) = 153.6469
Car.Health($10201) = 5000
Car.ImmuneToNonPlayer($10201, True)
Car.SetImmunities($10201, 0, 1, 1, 1, 1)
020A: set_car $10201 door_status_to 3 
Car.SetMaxSpeed($10201, 80.0)
0229: set_car $10201 color_to 11 33 
03AB: set_car $10201 strong 1 
01EC: make_car $10201 very_heavy 1 
053F: set_car $10201 tires_vulnerable 0 
0129: $10202 = create_actor 6 #COP in_car $10201 driverseat 
Actor.Health($10202) = 750
0446: set_actor $10202 dismemberment_possible 0 
0319: set_actor $10202 running 1 
01CC: actor $10202 kill_player $PLAYER_CHAR 
01B2: give_actor $10202 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10202 weapon_accuracy_to 100 
02A9: set_actor $10202 immune_to_nonplayer 1 
01ED: clear_actor $10202 threat_search 
011A: set_actor $10202 search_threat 1 
01C8: $10203 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 0 
Actor.Health($10203) = 750
0446: set_actor $10203 dismemberment_possible 0 
0319: set_actor $10203 running 1 
01CC: actor $10203 kill_player $PLAYER_CHAR 
01B2: give_actor $10203 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10203 weapon_accuracy_to 100 
02A9: set_actor $10203 immune_to_nonplayer 1 
01ED: clear_actor $10203 threat_search 
011A: set_actor $10203 search_threat 1 
01C8: $10204 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 1 
Actor.Health($10204) = 750
0446: set_actor $10204 dismemberment_possible 0 
0319: set_actor $10204 running 1 
01CC: actor $10204 kill_player $PLAYER_CHAR 
01B2: give_actor $10204 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10204 weapon_accuracy_to 100 
02A9: set_actor $10204 immune_to_nonplayer 1 
01ED: clear_actor $10204 threat_search 
011A: set_actor $10204 search_threat 1 
01C8: $10205 = create_actor_pedtype 6 model #COP in_car $10201 passenger_seat 2 
Actor.Health($10205) = 750
0446: set_actor $10205 dismemberment_possible 0 
0319: set_actor $10205 running 1 
01CC: actor $10205 kill_player $PLAYER_CHAR 
01B2: give_actor $10205 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10205 weapon_accuracy_to 100 
02A9: set_actor $10205 immune_to_nonplayer 1 
01ED: clear_actor $10205 threat_search 
011A: set_actor $10205 search_threat 1 
Actor.Create($10206, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10206) = 750
0446: set_actor $10206 dismemberment_possible 0 
0319: set_actor $10206 running 1 
01CA: actor $10206 kill_player $PLAYER_CHAR 
02E2: set_actor $10206 weapon_accuracy_to 70 
02A9: set_actor $10206 immune_to_nonplayer 1 
02AB: set_actor $10206 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10206 into_turret_on_car $10201 at_car_offset 0.0 -0.0679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10207, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10207) = 750
0446: set_actor $10207 dismemberment_possible 0 
0319: set_actor $10207 running 1 
01CA: actor $10207 kill_player $PLAYER_CHAR 
02E2: set_actor $10207 weapon_accuracy_to 70 
02A9: set_actor $10207 immune_to_nonplayer 1 
02AB: set_actor $10207 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10207 into_turret_on_car $10201 at_car_offset 0.0 -0.7679 1.5022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10208, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10208) = 750
0446: set_actor $10208 dismemberment_possible 0 
0319: set_actor $10208 running 1 
01CA: actor $10208 kill_player $PLAYER_CHAR 
02E2: set_actor $10208 weapon_accuracy_to 70 
02A9: set_actor $10208 immune_to_nonplayer 1 
02AB: set_actor $10208 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10208 into_turret_on_car $10201 at_car_offset 0.0 -1.9679 0.9022 position 3 angle 270.0 with_weapon 23 
Actor.Create($10209, 6, #COP, 381.528, -504.34, 8.4)
Actor.Health($10209) = 750
0446: set_actor $10209 dismemberment_possible 0 
0319: set_actor $10209 running 1 
01CA: actor $10209 kill_player $PLAYER_CHAR 
02E2: set_actor $10209 weapon_accuracy_to 70 
02A9: set_actor $10209 immune_to_nonplayer 1 
02AB: set_actor $10209 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0464: put_actor $10209 into_turret_on_car $10201 at_car_offset 0.0 1.9679 0.9022 position 3 angle 270.0 with_weapon 23 
Pickup.Create($10210, #BRIBE, 15, -98.0293, -880.6202, 25.3707)
018A: $10211 = create_checkpoint_at -98.0293 -880.6202 25.3707 
0165: set_marker $10211 color_to 3 
Pickup.Create($10212, #BRIBE, 15, -13.5366, -1156.681, 10.4633)
018A: $10213 = create_checkpoint_at -13.5366 -1156.681 10.4633 
0165: set_marker $10213 color_to 3 
Pickup.Create($10214, #BRIBE, 15, 205.8506, -1397.139, 12.0664)
018A: $10215 = create_checkpoint_at 205.8506 -1397.139 12.0664 
0165: set_marker $10215 color_to 3 
Pickup.Create($10216, #BRIBE, 15, 106.3385, -347.427, 8.6767)
018A: $10217 = create_checkpoint_at 106.3385 -347.427 8.6767 
0165: set_marker $10217 color_to 3 
Pickup.Create($10218, #BRIBE, 15, 408.9653, 101.8895, 11.3972)
018A: $10219 = create_checkpoint_at 408.9653 101.8895 11.3972 
0165: set_marker $10219 color_to 3 
Pickup.Create($10220, #BRIBE, 15, 152.7058, 653.1581, 9.7008)
018A: $10221 = create_checkpoint_at 152.7058 653.1581 9.7008 
0165: set_marker $10221 color_to 3 
01DF: tie_actor $3510 to_player $PLAYER_CHAR 
Player.WantedLevel($PLAYER_CHAR) = 6
$10228 = 6 // $ = int 
jump @BANKJO1_3798 

:BANKJO1_25674
return 

:BANKJO1_25676
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_27205 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_26453 
if and
82D7:   not player $PLAYER_CHAR current_weapon == 0 
82D7:   not player $PLAYER_CHAR current_weapon == 1 
jf @BANKJO1_26432 
if 
  $3638 == 0 // $ == int 
jf @BANKJO1_26019 
03CF: load_wav 'BJM1_20' as 1 
$3638 = 1 // $ = int 

:BANKJO1_26019
if 
  $3638 == 1 // $ == int 
jf @BANKJO1_26059 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_26059 
$3638 = 2 // $ = int 

:BANKJO1_26059
if 
  $3638 == 2 // $ == int 
jf @BANKJO1_26103 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' time 5000 1  // Put the weapon away or face the consequences!
$3638 = 3 // $ = int 

:BANKJO1_26103
if 
  $3638 == 3 // $ == int 
jf @BANKJO1_26153 
if 
03D2:   wav 1 ended 
jf @BANKJO1_26153 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
$3638 = 4 // $ = int 

:BANKJO1_26153
if 
  $3638 == 4 // $ == int 
jf @BANKJO1_26185 
TIMERB = 0 // @ = int 
$3638 = 5 // $ = int 

:BANKJO1_26185
if 
  $3638 == 5 // $ == int 
jf @BANKJO1_26259 
if 
  TIMERB >= 4000 // @ >= int 
jf @BANKJO1_26259 
if 
  $3611 == 0 // $ == int 
jf @BANKJO1_26259 
03CF: load_wav 'BJM1_4' as 2 
$3611 = 1 // $ = int 

:BANKJO1_26259
if 
  $3611 == 1 // $ == int 
jf @BANKJO1_26299 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_26299 
$3611 = 2 // $ = int 

:BANKJO1_26299
if 
  $3611 == 2 // $ == int 
jf @BANKJO1_26343 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' time 5000 1  // He's armed! Kill him!
$3611 = 3 // $ = int 

:BANKJO1_26343
if 
  $3611 == 3 // $ == int 
jf @BANKJO1_26393 
if 
03D2:   wav 2 ended 
jf @BANKJO1_26393 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
$3611 = 4 // $ = int 

:BANKJO1_26393
if 
  $3611 == 4 // $ == int 
jf @BANKJO1_26425 
$3610 = 1 // $ = int 
$3611 = 5 // $ = int 

:BANKJO1_26425
jump @BANKJO1_26453 

:BANKJO1_26432
$3611 = 0 // $ = int 
$3638 = 0 // $ = int 
$3610 = 0 // $ = int 

:BANKJO1_26453
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_27205 
if 
82D7:   not player $PLAYER_CHAR current_weapon == 0 
jf @BANKJO1_27184 
if 
  $3638 == 0 // $ == int 
jf @BANKJO1_26771 
03CF: load_wav 'BJM1_20' as 1 
$3638 = 1 // $ = int 

:BANKJO1_26771
if 
  $3638 == 1 // $ == int 
jf @BANKJO1_26811 
if 
03D0:   wav 1 loaded 
jf @BANKJO1_26811 
$3638 = 2 // $ = int 

:BANKJO1_26811
if 
  $3638 == 2 // $ == int 
jf @BANKJO1_26855 
03D1: play_wav 1 
00BC: text_highpriority 'BJM1_20' time 5000 1  // Put the weapon away or face the consequences!
$3638 = 3 // $ = int 

:BANKJO1_26855
if 
  $3638 == 3 // $ == int 
jf @BANKJO1_26905 
if 
03D2:   wav 1 ended 
jf @BANKJO1_26905 
03D5: remove_text 'BJM1_20'  // Put the weapon away or face the consequences!
$3638 = 4 // $ = int 

:BANKJO1_26905
if 
  $3638 == 4 // $ == int 
jf @BANKJO1_26937 
TIMERB = 0 // @ = int 
$3638 = 5 // $ = int 

:BANKJO1_26937
if 
  $3638 == 5 // $ == int 
jf @BANKJO1_27011 
if 
  TIMERB >= 4000 // @ >= int 
jf @BANKJO1_27011 
if 
  $3611 == 0 // $ == int 
jf @BANKJO1_27011 
03CF: load_wav 'BJM1_4' as 2 
$3611 = 1 // $ = int 

:BANKJO1_27011
if 
  $3611 == 1 // $ == int 
jf @BANKJO1_27051 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_27051 
$3611 = 2 // $ = int 

:BANKJO1_27051
if 
  $3611 == 2 // $ == int 
jf @BANKJO1_27095 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_4' time 5000 1  // He's armed! Kill him!
$3611 = 3 // $ = int 

:BANKJO1_27095
if 
  $3611 == 3 // $ == int 
jf @BANKJO1_27145 
if 
03D2:   wav 2 ended 
jf @BANKJO1_27145 
03D5: remove_text 'BJM1_4'  // He's armed! Kill him!
$3611 = 4 // $ = int 

:BANKJO1_27145
if 
  $3611 == 4 // $ == int 
jf @BANKJO1_27177 
$3610 = 1 // $ = int 
$3611 = 5 // $ = int 

:BANKJO1_27177
jump @BANKJO1_27205 

:BANKJO1_27184
$3611 = 0 // $ = int 
$3638 = 0 // $ = int 
$3610 = 0 // $ = int 

:BANKJO1_27205
return 

:BANKJO1_27207
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_27794 
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_27303 
if 
  $3613 == 0 // $ == int 
jf @BANKJO1_27303 
$3613 = 1 // $ = int 

:BANKJO1_27303
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_27591 
if 
  $3613 == 0 // $ == int 
jf @BANKJO1_27591 
$3613 = 1 // $ = int 

:BANKJO1_27591
if 
  $3613 == 1 // $ == int 
jf @BANKJO1_27628 
03CF: load_wav 'BJM1_5' as 2 
$3613 = 2 // $ = int 

:BANKJO1_27628
if 
  $3613 == 2 // $ == int 
jf @BANKJO1_27668 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_27668 
$3613 = 3 // $ = int 

:BANKJO1_27668
if 
  $3613 == 3 // $ == int 
jf @BANKJO1_27712 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' time 5000 1  // Only authorized personnel beyond this point!
$3613 = 4 // $ = int 

:BANKJO1_27712
if 
  $3613 == 4 // $ == int 
jf @BANKJO1_27762 
if 
03D2:   wav 2 ended 
jf @BANKJO1_27762 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
$3613 = 5 // $ = int 

:BANKJO1_27762
if 
  $3613 == 5 // $ == int 
jf @BANKJO1_27794 
$3612 = 1 // $ = int 
$3613 = 6 // $ = int 

:BANKJO1_27794
return 

:BANKJO1_27796
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_28370 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @BANKJO1_28370 
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_28100 
$3598 = 1 // $ = int 

:BANKJO1_28100
if or
02B4:   player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_28370 
$3598 = 1 // $ = int 

:BANKJO1_28370
return 

:BANKJO1_28372
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_28930 
if or
02B5:   player $PLAYER_CHAR in_cube_in_car 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 
jf @BANKJO1_28660 
$3598 = 1 // $ = int 

:BANKJO1_28660
if or
02B5:   player $PLAYER_CHAR in_cube_in_car 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 
02B5:   player $PLAYER_CHAR in_cube_in_car 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 
jf @BANKJO1_28930 
$3598 = 1 // $ = int 

:BANKJO1_28930
return 

:BANKJO1_28932
if 
  $3671 == 0 // $ == int 
jf @BANKJO1_29955 
if 
  20 >= $3631 // int >= $ 
jf @BANKJO1_29955 
if 
  6 > $3632 // int > $ 
jf @BANKJO1_29955 
if 
  $3633 == 2 // $ == int 
jf @BANKJO1_29018 
TIMERB = 0 // @ = int 
$3633 = 0 // $ = int 

:BANKJO1_29018
if 
8339:   not anything_in_cube_cornerA 380.0 -491.64 8.0 cornerB 375.62 -493.57 16.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @BANKJO1_29955 
if 
  TIMERB >= 5000 // @ >= int 
jf @BANKJO1_29955 
if 
  $3633 == 0 // $ == int 
jf @BANKJO1_29955 
$3634 = -1 // $ = int 
if or
  $3615 == 0 // $ == int 
  $3615 == 2 // $ == int 
jf @BANKJO1_29210 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3614, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3614 // $ = $ int 
$3615 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29210
if or
  $3617 == 0 // $ == int 
  $3617 == 2 // $ == int 
jf @BANKJO1_29305 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3616, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3616 // $ = $ int 
$3617 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29305
if or
  $3619 == 0 // $ == int 
  $3619 == 2 // $ == int 
jf @BANKJO1_29400 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3618, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3618 // $ = $ int 
$3619 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29400
if or
  $3621 == 0 // $ == int 
  $3621 == 2 // $ == int 
jf @BANKJO1_29495 
0395: clear_area 0 at -379.88 -493.05 11.34 range 4.0 
Actor.Create($3620, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3620 // $ = $ int 
$3621 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29495
if or
  $3623 == 0 // $ == int 
  $3623 == 2 // $ == int 
jf @BANKJO1_29590 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3622, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3622 // $ = $ int 
$3623 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29590
if or
  $3625 == 0 // $ == int 
  $3625 == 2 // $ == int 
jf @BANKJO1_29685 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3624, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3624 // $ = $ int 
$3625 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29685
if or
  $3627 == 0 // $ == int 
  $3627 == 2 // $ == int 
jf @BANKJO1_29780 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3626, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3626 // $ = $ int 
$3627 = 1 // $ = int 
jump @BANKJO1_29868 

:BANKJO1_29780
if or
  $3629 == 0 // $ == int 
  $3629 == 2 // $ == int 
jf @BANKJO1_29868 
0395: clear_area 0 at 379.88 -493.05 11.34 range 4.0 
Actor.Create($3628, 4, #COP, 379.88, -493.05, 11.34)
0084: $3634 = $3628 // $ = $ int 
$3629 = 1 // $ = int 

:BANKJO1_29868
if 
  not Actor.Dead($3634)
jf @BANKJO1_29955 
if 
   not $3634 == -1 // $ == int 
jf @BANKJO1_29955 
0243: set_actor $3634 ped_stats_to 16 
Actor.Angle($3634) = 180.0
0239: actor $3634 run_to 381.53 -490.91 
$3632 += 1 // $ += int 
$3631 += 1 // $ += int 
$3633 = 1 // $ = int 

:BANKJO1_29955
return 

:BANKJO1_29957
if 
  $3633 == 1 // $ == int 
jf @BANKJO1_30099 
if 
  not Actor.Dead($3634)
jf @BANKJO1_30092 
if 
00FF:   actor $3634 0 381.53 -490.91 11.35 radius 1.0 1.0 2.0 
jf @BANKJO1_30085 
01B2: give_actor $3634 weapon 23 ammo 30000 // Load the weapon model before using this 
009E: set_actor $3634 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3634 kill_player $PLAYER_CHAR 
$3633 = 2 // $ = int 

:BANKJO1_30085
jump @BANKJO1_30099 

:BANKJO1_30092
$3633 = 2 // $ = int 

:BANKJO1_30099
return 

:BANKJO1_30101
if 
  $3615 == 1 // $ == int 
jf @BANKJO1_30208 
if 
  Actor.Dead($3614)
jf @BANKJO1_30161 
Actor.DestroyWithFade($3614)
$3632 -= 1 // $ -= int 
$3615 = 2 // $ = int 
jump @BANKJO1_30208 

:BANKJO1_30161
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30208 
009E: set_actor $3614 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3614 kill_player $PLAYER_CHAR 

:BANKJO1_30208
if 
  $3617 == 1 // $ == int 
jf @BANKJO1_30315 
if 
  Actor.Dead($3616)
jf @BANKJO1_30268 
Actor.DestroyWithFade($3616)
$3632 -= 1 // $ -= int 
$3617 = 2 // $ = int 
jump @BANKJO1_30315 

:BANKJO1_30268
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30315 
009E: set_actor $3616 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3616 kill_player $PLAYER_CHAR 

:BANKJO1_30315
if 
  $3619 == 1 // $ == int 
jf @BANKJO1_30422 
if 
  Actor.Dead($3618)
jf @BANKJO1_30375 
Actor.DestroyWithFade($3618)
$3632 -= 1 // $ -= int 
$3619 = 2 // $ = int 
jump @BANKJO1_30422 

:BANKJO1_30375
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30422 
009E: set_actor $3618 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3618 kill_player $PLAYER_CHAR 

:BANKJO1_30422
if 
  $3621 == 1 // $ == int 
jf @BANKJO1_30529 
if 
  Actor.Dead($3620)
jf @BANKJO1_30482 
Actor.DestroyWithFade($3620)
$3632 -= 1 // $ -= int 
$3621 = 2 // $ = int 
jump @BANKJO1_30529 

:BANKJO1_30482
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30529 
009E: set_actor $3620 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3620 kill_player $PLAYER_CHAR 

:BANKJO1_30529
if 
  $3623 == 1 // $ == int 
jf @BANKJO1_30636 
if 
  Actor.Dead($3622)
jf @BANKJO1_30589 
Actor.DestroyWithFade($3622)
$3632 -= 1 // $ -= int 
$3623 = 2 // $ = int 
jump @BANKJO1_30636 

:BANKJO1_30589
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30636 
009E: set_actor $3622 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3622 kill_player $PLAYER_CHAR 

:BANKJO1_30636
if 
  $3625 == 1 // $ == int 
jf @BANKJO1_30743 
if 
  Actor.Dead($3624)
jf @BANKJO1_30696 
Actor.DestroyWithFade($3624)
$3632 -= 1 // $ -= int 
$3625 = 2 // $ = int 
jump @BANKJO1_30743 

:BANKJO1_30696
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30743 
009E: set_actor $3624 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3624 kill_player $PLAYER_CHAR 

:BANKJO1_30743
if 
  $3627 == 1 // $ == int 
jf @BANKJO1_30850 
if 
  Actor.Dead($3626)
jf @BANKJO1_30803 
Actor.DestroyWithFade($3626)
$3632 -= 1 // $ -= int 
$3627 = 2 // $ = int 
jump @BANKJO1_30850 

:BANKJO1_30803
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30850 
009E: set_actor $3626 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3626 kill_player $PLAYER_CHAR 

:BANKJO1_30850
if 
  $3629 == 1 // $ == int 
jf @BANKJO1_30957 
if 
  Actor.Dead($3628)
jf @BANKJO1_30910 
Actor.DestroyWithFade($3628)
$3632 -= 1 // $ -= int 
$3629 = 2 // $ = int 
jump @BANKJO1_30957 

:BANKJO1_30910
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30957 
009E: set_actor $3628 follow_path $3600 $3601 $3602 radius 0.5 move_stat 1 
01CA: actor $3628 kill_player $PLAYER_CHAR 

:BANKJO1_30957
if 
  $3658 == 2 // $ == int 
jf @BANKJO1_30982 
$3658 = 0 // $ = int 

:BANKJO1_30982
return 

:BANKJO1_30984
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_31787 
03BD: destroy_sphere $3636 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Camera.SetPosition(399.925, -485.48, 14.542, 0.0, 0.0, 0.0)
Camera.PointAt(400.831, -485.674, 14.162, 2)
0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36 
TIMERA = 0 // @ = int 

:BANKJO1_31113
if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
jf @BANKJO1_31296 
wait 0 
if 
  $3635 == 0 // $ == int 
jf @BANKJO1_31196 
if 
  Actor.Dead($3510)
jf @BANKJO1_31196 
$3635 = 1 // $ = int 

:BANKJO1_31196
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_31289 
if 
80ED:   not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 
jf @BANKJO1_31289 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_31289 
Actor.PutAt($PLAYER_ACTOR, 409.56, -484.36, 11.35)

:BANKJO1_31289
jump @BANKJO1_31113 

:BANKJO1_31296
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_31348 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_31348 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO1_31348
0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13 
TIMERA = 0 // @ = int 

:BANKJO1_31370
if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
jf @BANKJO1_31553 
wait 0 
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_31505 
if 
80ED:   not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 
jf @BANKJO1_31505 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_31505 
Actor.PutAt($PLAYER_ACTOR, 407.77, -487.13, 11.35)

:BANKJO1_31505
if 
  $3635 == 0 // $ == int 
jf @BANKJO1_31546 
if 
  Actor.Dead($3510)
jf @BANKJO1_31546 
$3635 = 1 // $ = int 

:BANKJO1_31546
jump @BANKJO1_31370 

:BANKJO1_31553
0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14 

:BANKJO1_31568
if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
jf @BANKJO1_31751 
wait 0 
if 
  $3635 == 0 // $ == int 
jf @BANKJO1_31651 
if 
  Actor.Dead($3510)
jf @BANKJO1_31651 
$3635 = 1 // $ = int 

:BANKJO1_31651
if 
  TIMERA > 8000 // @ > int 
jf @BANKJO1_31744 
if 
80ED:   not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 
jf @BANKJO1_31744 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO1_31744 
Actor.PutAt($PLAYER_ACTOR, 406.16, -487.14, 11.35)

:BANKJO1_31744
jump @BANKJO1_31568 

:BANKJO1_31751
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$3609 = 1 // $ = int 

:BANKJO1_31787
return 

:BANKJO1_31789
if 
  $3598 == 0 // $ == int 
jf @BANKJO1_32159 
if 
  $3609 == 0 // $ == int 
jf @BANKJO1_32159 
if 
02B4:   player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 8.0 386.992 -478.052 15.0 radius 8.2 sphere 0 
jf @BANKJO1_31903 
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO1_31903 
$3598 = 1 // $ = int 

:BANKJO1_31903
if 
02B3:   player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0 radius 10.0 sphere 0 
jf @BANKJO1_31981 
if 
  $3652 == 0 // $ == int 
jf @BANKJO1_31981 
$3652 = 1 // $ = int 

:BANKJO1_31981
if 
  $3652 == 1 // $ == int 
jf @BANKJO1_32018 
03CF: load_wav 'BJM1_5' as 2 
$3652 = 2 // $ = int 

:BANKJO1_32018
if 
  $3652 == 2 // $ == int 
jf @BANKJO1_32058 
if 
03D0:   wav 2 loaded 
jf @BANKJO1_32058 
$3652 = 3 // $ = int 

:BANKJO1_32058
if 
  $3652 == 3 // $ == int 
jf @BANKJO1_32102 
03D1: play_wav 2 
00BC: text_highpriority 'BJM1_5' time 5000 1  // Only authorized personnel beyond this point!
$3652 = 4 // $ = int 

:BANKJO1_32102
if 
  $3652 == 4 // $ == int 
jf @BANKJO1_32159 
if 
03D2:   wav 2 ended 
jf @BANKJO1_32159 
03D5: remove_text 'BJM1_5'  // Only authorized personnel beyond this point!
$3598 = 1 // $ = int 
$3652 = 5 // $ = int 

:BANKJO1_32159
return 

:BANKJO1_32161
Actor.RemoveReferences($3517)
Actor.RemoveReferences($3528)
Actor.RemoveReferences($3539)
Actor.RemoveReferences($3550)
Actor.RemoveReferences($3561)
Actor.RemoveReferences($3565)
Actor.RemoveReferences($3576)
Actor.RemoveReferences($3581)
Actor.RemoveReferences($3585)
Actor.RemoveReferences($3589)
Actor.RemoveReferences($3593)
Actor.RemoveReferences($3614)
Actor.RemoveReferences($3616)
Actor.RemoveReferences($3618)
Actor.RemoveReferences($3620)
Actor.RemoveReferences($3622)
Actor.RemoveReferences($3624)
Actor.RemoveReferences($3626)
Actor.RemoveReferences($3628)
$3671 = 2 // $ = int 
return 

//-------------Mission 22---------------
// Originally: The Shootist

:BANKJO2
script_name 'BANKJO2' 
gosub @BANKJO2_67 
if 
  wasted_or_busted 
jf @BANKJO2_37 
gosub @BANKJO2_29421 

:BANKJO2_37
gosub @BANKJO2_29533 
terminate_this_script 
$3970 = 0 // $ = int 
$3971 = 0 // $ = int 
$3972 = 0 // $ = int 

:BANKJO2_67
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$986 = 0 // $ = int 
$3677 = 121000 // $ = int 
$3674 = 0 // $ = int 
$3676 = 0 // $ = int 
$3680 = 0 // $ = int 
$3681 = 0 // $ = int 
$3682 = 0 // $ = int 
$3683 = 0 // $ = int 
$3684 = 0 // $ = int 
$3685 = 0 // $ = int 
$3687 = 0 // $ = int 
$3688 = 0 // $ = int 
$3689 = 0 // $ = int 
$3690 = 0 // $ = int 
$3691 = 0 // $ = int 
$3692 = 0 // $ = int 
$3699 = 0.0 // $ = float 
$3700 = 0.0 // $ = float 
$3701 = 0.0 // $ = float 
$3686 = 0 // $ = int 
$3762 = 0 // $ = int 
$3763 = 0 // $ = int 
$3699 = -673.29 // $ = float 
$3700 = 1238.52 // $ = float 
$3701 = 11.5 // $ = float 
$3707 = 0 // $ = int 
$3708 = 0 // $ = int 
$3709 = 0 // $ = int 
$3710 = 0 // $ = int 
$3711 = 0 // $ = int 
$3712 = 0 // $ = int 
$3719 = 0.0 // $ = float 
$3720 = 0.0 // $ = float 
$3721 = 0.0 // $ = float 
$3706 = 0 // $ = int 
$3722 = 0.0 // $ = float 
$3723 = 0.0 // $ = float 
$3724 = 0.0 // $ = float 
$3725 = 0 // $ = int 
$3719 = -676.11 // $ = float 
$3720 = 1227.0 // $ = float 
$3721 = 11.5 // $ = float 
$3727 = 0 // $ = int 
$3728 = 0 // $ = int 
$3729 = 0 // $ = int 
$3730 = 0 // $ = int 
$3731 = 0 // $ = int 
$3732 = 0 // $ = int 
$3739 = 0.0 // $ = float 
$3740 = 0.0 // $ = float 
$3741 = 0.0 // $ = float 
$3726 = 0 // $ = int 
$3742 = 0.0 // $ = float 
$3743 = 0.0 // $ = float 
$3744 = 0.0 // $ = float 
$3745 = 0 // $ = int 
$3739 = -679.04 // $ = float 
$3740 = 1238.52 // $ = float 
$3741 = 11.5 // $ = float 
$3746 = 0 // $ = int 
$3747 = 0 // $ = int 
$3835 = 0 // $ = int 
$3749 = 0 // $ = int 
$3750 = 0.0 // $ = float 
$3751 = 0.0 // $ = float 
$3752 = 0.0 // $ = float 
$3753 = 0.0 // $ = float 
$3755 = 0 // $ = int 
$3756 = 0 // $ = int 
$3757 = 0.0 // $ = float 
$3758 = 0.0 // $ = float 
$3759 = 0.0 // $ = float 
$3760 = 0 // $ = int 
$3761 = 0 // $ = int 
$3764 = 0.0 // $ = float 
$3765 = 0.0 // $ = float 
$3766 = 0.0 // $ = float 
$3767 = 0.0 // $ = float 
$3769 = 0 // $ = int 
$3770 = 0 // $ = int 
$3771 = 0.0 // $ = float 
$3772 = 0.0 // $ = float 
$3773 = 0.0 // $ = float 
$3774 = 0 // $ = int 
$3775 = 0 // $ = int 
$3778 = 0.0 // $ = float 
$3779 = 0.0 // $ = float 
$3780 = 0.0 // $ = float 
$3781 = 0.0 // $ = float 
$3783 = 0 // $ = int 
$3784 = 0 // $ = int 
$3785 = 0.0 // $ = float 
$3786 = 0.0 // $ = float 
$3787 = 0.0 // $ = float 
$3788 = 0 // $ = int 
$3789 = 0 // $ = int 
$3792 = 0.0 // $ = float 
$3793 = 0.0 // $ = float 
$3794 = 0.0 // $ = float 
$3795 = 0.0 // $ = float 
$3797 = 0 // $ = int 
$3798 = 0 // $ = int 
$3799 = 0.0 // $ = float 
$3800 = 0.0 // $ = float 
$3801 = 0.0 // $ = float 
$3802 = 0 // $ = int 
$3803 = 0 // $ = int 
$3806 = 0.0 // $ = float 
$3807 = 0.0 // $ = float 
$3808 = 0.0 // $ = float 
$3809 = 0.0 // $ = float 
$3811 = 0 // $ = int 
$3812 = 0 // $ = int 
$3813 = 0.0 // $ = float 
$3814 = 0.0 // $ = float 
$3815 = 0.0 // $ = float 
$3816 = 0 // $ = int 
$3817 = 0 // $ = int 
$3820 = 0.0 // $ = float 
$3821 = 0.0 // $ = float 
$3822 = 0.0 // $ = float 
$3823 = 0.0 // $ = float 
$3825 = 0 // $ = int 
$3826 = 0 // $ = int 
$3827 = 0.0 // $ = float 
$3828 = 0.0 // $ = float 
$3829 = 0.0 // $ = float 
$3830 = 0 // $ = int 
$3831 = 0 // $ = int 
$3834 = 0 // $ = int 
$3838 = 0 // $ = int 
$3839 = 0 // $ = int 
$3844 = -674.16 // $ = float 
$3845 = 1288.23 // $ = float 
$3846 = 9.81 // $ = float 
$3840 = 0.0 // $ = float 
$3841 = 0.0 // $ = float 
$3842 = 0.0 // $ = float 
$3843 = 0 // $ = int 
$3848 = 0 // $ = int 
$3849 = 0 // $ = int 
$3854 = -673.46 // $ = float 
$3855 = 1279.29 // $ = float 
$3856 = 9.81 // $ = float 
$3850 = 0.0 // $ = float 
$3851 = 0.0 // $ = float 
$3852 = 0.0 // $ = float 
$3853 = 0 // $ = int 
$3858 = 0 // $ = int 
$3859 = 0 // $ = int 
$3864 = -683.23 // $ = float 
$3865 = 1281.5 // $ = float 
$3866 = 9.81 // $ = float 
$3860 = 0.0 // $ = float 
$3861 = 0.0 // $ = float 
$3862 = 0.0 // $ = float 
$3863 = 0 // $ = int 
$3868 = 0 // $ = int 
$3869 = 0 // $ = int 
$3874 = -683.73 // $ = float 
$3875 = 1289.19 // $ = float 
$3876 = 9.81 // $ = float 
$3870 = 0.0 // $ = float 
$3871 = 0.0 // $ = float 
$3872 = 0.0 // $ = float 
$3873 = 0 // $ = int 
$3878 = 0 // $ = int 
$3879 = 0 // $ = int 
$3884 = -678.21 // $ = float 
$3885 = 1293.04 // $ = float 
$3886 = 8.0 // $ = float 
$3880 = 0.0 // $ = float 
$3881 = 0.0 // $ = float 
$3882 = 0.0 // $ = float 
$3883 = 0 // $ = int 
$3888 = 0 // $ = int 
$3889 = 0 // $ = int 
$3894 = -682.67 // $ = float 
$3895 = 1279.42 // $ = float 
$3896 = 13.0 // $ = float 
$3890 = 0.0 // $ = float 
$3891 = 0.0 // $ = float 
$3892 = 0.0 // $ = float 
$3893 = 0 // $ = int 
$3898 = 0 // $ = int 
$3899 = 0 // $ = int 
$3904 = -673.1 // $ = float 
$3905 = 1277.8 // $ = float 
$3906 = 13.0 // $ = float 
$3900 = 0.0 // $ = float 
$3901 = 0.0 // $ = float 
$3902 = 0.0 // $ = float 
$3903 = 0 // $ = int 
$3705 = 0 // $ = int 
$3750 = -683.07 // $ = float 
$3751 = 1269.74 // $ = float 
$3752 = 9.81 // $ = float 
$3753 = 90.0 // $ = float 
$3764 = -683.11 // $ = float 
$3765 = 1272.55 // $ = float 
$3766 = 9.81 // $ = float 
$3767 = 90.0 // $ = float 
$3778 = -683.23 // $ = float 
$3779 = 1275.01 // $ = float 
$3780 = 9.81 // $ = float 
$3781 = 90.0 // $ = float 
$3792 = -683.64 // $ = float 
$3793 = 1278.1 // $ = float 
$3794 = 12.56 // $ = float 
$3795 = 90.0 // $ = float 
$3806 = -683.54 // $ = float 
$3807 = 1275.25 // $ = float 
$3808 = 12.62 // $ = float 
$3809 = 90.0 // $ = float 
$3820 = -683.54 // $ = float 
$3821 = 1272.39 // $ = float 
$3822 = 12.62 // $ = float 
$3823 = 90.0 // $ = float 
$3911 = 0 // $ = int 
$3912 = 0 // $ = int 
$3913 = 0 // $ = int 
$3914 = 0 // $ = int 
$3915 = 0 // $ = int 
$3916 = 0 // $ = int 
$3917 = 0 // $ = int 
$3918 = 61000 // $ = int 
$3919 = 61000 // $ = int 
$3920 = 0 // $ = int 
$3921 = 0 // $ = int 
$3922 = 0 // $ = int 
$3923 = 0 // $ = int 
$3924 = 0 // $ = int 
$3925 = 0 // $ = int 
$3926 = 0 // $ = int 
$3927 = 0 // $ = int 
$3928 = 0 // $ = int 
$3929 = 0 // $ = int 
$3930 = 0 // $ = int 
$3931 = 0 // $ = int 
$3932 = 0 // $ = int 
$3933 = 0 // $ = int 
$3934 = 0 // $ = int 
$3935 = 0 // $ = int 
$3936 = 0 // $ = int 
$3937 = 0 // $ = int 
$3938 = 0 // $ = int 
$3939 = 0 // $ = int 
$3940 = 0 // $ = int 
$3941 = 0 // $ = int 
$3942 = 0 // $ = int 
$3943 = 0 // $ = int 
$3947 = 0 // $ = int 
$3948 = 0 // $ = int 
$3949 = 0 // $ = int 
$3950 = 0 // $ = int 
$3951 = 0 // $ = int 
$3952 = 0 // $ = int 
$3953 = 0 // $ = int 
$3954 = 0 // $ = int 
$3955 = 0 // $ = int 
$3957 = 0 // $ = int 
$3958 = 0 // $ = int 
$3959 = 0 // $ = int 
$3960 = 0 // $ = int 
$3961 = 0 // $ = int 
$3962 = 0 // $ = int 
$3963 = 0 // $ = int 
$3964 = 0 // $ = int 
$3965 = 0 // $ = int 
$3973 = 0 // $ = int 
$3974 = 0 // $ = int 
$3975 = 0 // $ = int 
$3976 = 0 // $ = int 
$3977 = 0 // $ = int 
$3979 = 0 // $ = int 
$3980 = 0 // $ = int 
$3981 = 0 // $ = int 
$3982 = 0 // $ = int 
$3983 = 0 // $ = int 
$3984 = 0 // $ = int 
$3985 = 0 // $ = int 
$3986 = 0 // $ = int 
$3987 = 0 // $ = int 
$3988 = 250 // $ = int 
$3989 = 0 // $ = int 
$3968 = 0 // $ = int 
$3969 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ2' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO2_2612
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BANKJO2_2656 
wait 0 
jump @BANKJO2_2612 

:BANKJO2_2656
02E4: load_cutscene_data 'BANK_2A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $188 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $188 'CSCAMJ' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_2878
if 
  4027 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_2913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2878 

:BANKJO2_2913
00BC: text_highpriority 'BJM2_A' time 10000 1  // We need a stick up man. You know one?

:BANKJO2_2928
if 
  6132 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_2963 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2928 

:BANKJO2_2963
00BC: text_highpriority 'BJM2_B' time 10000 1  // Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man.

:BANKJO2_2978
if 
  8289 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3013 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_2978 

:BANKJO2_3013
00BC: text_highpriority 'BJM2_C' time 10000 1  // WoooOOOooo!

:BANKJO2_3028
if 
  9182 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3063 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3028 

:BANKJO2_3063
00BC: text_highpriority 'BJM2_D' time 10000 1  // I could be your stick up man! Stick 'em up! Stick 'em up!

:BANKJO2_3078
if 
  11691 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3078 

:BANKJO2_3113
00BC: text_highpriority 'BJM2_E' time 10000 1  // You ain't a stick up man, you're an idiot.

:BANKJO2_3128
if 
  13719 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3163 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3128 

:BANKJO2_3163
00BC: text_highpriority 'BJM2_F' time 10000 1  // Now get yourself a drink and shut up.

:BANKJO2_3178
if 
  16291 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3213 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3178 

:BANKJO2_3213
00BC: text_highpriority 'BJM2_G' time 10000 1  // Hey, get outta my way! Yeh yeh yeh - ow ow ow!

:BANKJO2_3228
if 
  18784 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3263 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3228 

:BANKJO2_3263
00BC: text_highpriority 'BJM2_N' time 10000 1  // Relax

:BANKJO2_3278
if 
  19689 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3313 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3278 

:BANKJO2_3313
00BC: text_highpriority 'BJM2_H' time 10000 1  // Cam, what do you think?

:BANKJO2_3328
if 
  21204 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3328 

:BANKJO2_3363
00BC: text_highpriority 'BJM2_I' time 10000 1  // Well, the best shooter in this town is a guy named Cassidy.

:BANKJO2_3378
if 
  23822 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3413 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3378 

:BANKJO2_3413
00BC: text_highpriority 'BJM2_J' time 10000 1  // Is that so?

:BANKJO2_3428
if 
  24473 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3463 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3428 

:BANKJO2_3463
00BC: text_highpriority 'BJM2_K' time 10000 1  // Yeah. A military guy, or he thinks he is.

:BANKJO2_3478
if 
  27111 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3513 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3478 

:BANKJO2_3513
00BC: text_highpriority 'BJM2_L' time 10000 1  // I doubt he was ever in the army, but he certainly knows how to get a hold of guns.

:BANKJO2_3528
if 
  30697 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3563 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3528 

:BANKJO2_3563
00BC: text_highpriority 'BJM2_M' time 10000 1  // He'll be down at the shooting range.

:BANKJO2_3578
if 
  32448 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3613 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3578 

:BANKJO2_3613
00BE: text_clear_all 

:BANKJO2_3615
if 
  32758 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_3650 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_3615 

:BANKJO2_3650
fade 0 2000 
00BE: text_clear_all 

:BANKJO2_3659
if 
  fading 
jf @BANKJO2_3683 
wait 0 
jump @BANKJO2_3659 

:BANKJO2_3683
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
01EB: set_traffic_density_multiplier_to 1.0 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
Camera.SetAtPos(493.1, -82.4, 9.8)
$986 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 
00BC: text_highpriority 'BJM2_1' time 5000 1  // ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy.
018A: $3675 = create_checkpoint_at -667.85 1211.9 10.08 
03BC: $3966 = create_sphere -667.85 1211.9 10.08 1.5 
$995 = 1 // $ = int 

:BANKJO2_3866
if 
80F6:   not player $PLAYER_CHAR 1 -667.8 1221.0 10.5 radius 1.5 1.5 3.0 
jf @BANKJO2_3978 
wait 0 
if 
00F6:   player $PLAYER_CHAR 0 -667.85 1211.9 10.08 radius 1.5 1.5 3.0 
jf @BANKJO2_3971 
03BD: destroy_sphere $3966 

:BANKJO2_3971
jump @BANKJO2_3866 

:BANKJO2_3978
03BD: destroy_sphere $3966 
Marker.Disable($3675)
Player.CanMove($PLAYER_CHAR, False)
03AD: set_rubbish 0 
03AF: set_streaming 0 

:BANKJO2_4003
if 
  fading 
jf @BANKJO2_4027 
wait 0 
jump @BANKJO2_4003 

:BANKJO2_4027
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:BANKJO2_4039
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @BANKJO2_4095 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @BANKJO2_4039 

:BANKJO2_4095
Player.MakeSafe($PLAYER_CHAR)
0522: disable_cutscene_shadows 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
023C: load_special_actor 3 'SHOOTRA' 
023C: load_special_actor 4 'SHOOTRB' 
02F3: load_object #CUTOBJ01 'DEAGL' 
02F3: load_object #CUTOBJ02 'CPYTH' 
Camera.SetAtPos(-661.91, 1231.87, 10.08)
038B: load_requested_models 

:BANKJO2_4199
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 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BANKJO2_4247 
wait 0 
jump @BANKJO2_4199 

:BANKJO2_4247
02E4: load_cutscene_data 'BANK_2B' 
0244: set_cutscene_pos -666.305 1225.687 10.031 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $182 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $182 'SHOOTRA' 
02E5: $183 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $183 'SHOOTRB' 
02E5: $184 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $184 'DEAGL01' 
02E5: $185 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $185 'DEAGL02' 
02E5: $133 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $133 'CPYTH01' 
02E5: $134 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $134 'CPYTH02' 
0395: clear_area 1 at -666.46 1231.72 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 84.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO2_4521
if 
  333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4556 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4521 

:BANKJO2_4556
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4601 
058A: create_gun_flash_from -667.67 1227.545 11.559 to -667.921 1227.529 11.568 

:BANKJO2_4601
if 
  3433 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4636 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4601 

:BANKJO2_4636
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4681 
058A: create_gun_flash_from -667.682 1229.793 11.764 to -667.921 1229.807 11.769 

:BANKJO2_4681
if 
  11500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4716 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4681 

:BANKJO2_4716
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4761 
058A: create_gun_flash_from -667.742 1233.778 11.661 to -667.96 1233.741 11.668 

:BANKJO2_4761
if 
  12256 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4796 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4761 

:BANKJO2_4796
00BC: text_highpriority 'BJM2_2A' time 10000 1  // You Phil Cassidy?

:BANKJO2_4811
if 
  13731 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4846 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4811 

:BANKJO2_4846
00BC: text_highpriority 'BJM2_2B' time 10000 1  // Why?

:BANKJO2_4861
if 
  14800 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4896 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4861 

:BANKJO2_4896
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_4941 
058A: create_gun_flash_from -667.788 1264.023 11.613 to -667.96 1234.055 11.611 

:BANKJO2_4941
if 
  15378 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_4976 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4941 

:BANKJO2_4976
00BC: text_highpriority 'BJM2_2C' time 10000 1  // I'm looking for a man who can handle a gun. From this setup, I'm not too convinced.

:BANKJO2_4991
if 
  17100 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5026 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_4991 

:BANKJO2_5026
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5071 
058A: create_gun_flash_from -667.763 1233.782 11.634 to -667.977 1233.746 11.665 

:BANKJO2_5071
if 
  19500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5106 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5071 

:BANKJO2_5106
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5151 
058A: create_gun_flash_from -667.79 1233.966 11.617 to -667.992 1234.007 11.6 

:BANKJO2_5151
if 
  20669 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5186 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5151 

:BANKJO2_5186
00BC: text_highpriority 'BJM2_2D' time 10000 1  // Son, I could shoot a fly off your head at 80 feet.

:BANKJO2_5201
if 
  24067 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5236 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5201 

:BANKJO2_5236
00BC: text_highpriority 'BJM2_2E' time 10000 1  // Oh really?

:BANKJO2_5251
if 
  24900 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5286 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5251 

:BANKJO2_5286
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5331 
058A: create_gun_flash_from -667.723 1233.882 11.51 to -667.925 1233.924 11.507 

:BANKJO2_5331
if 
  25633 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5366 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5331 

:BANKJO2_5366
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5411 
058A: create_gun_flash_from -667.621 1233.834 11.589 to -667.807 1233.785 11.676 

:BANKJO2_5411
if 
  25716 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5446 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5411 

:BANKJO2_5446
00BC: text_highpriority 'BJM2_2F' time 10000 1  // Yeah. I learnt in the army.

:BANKJO2_5461
if 
  26500 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5496 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5461 

:BANKJO2_5496
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5541 
058A: create_gun_flash_from -667.651 1233.901 11.568 to -667.851 1233.951 11.575 

:BANKJO2_5541
if 
  27333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5576 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5541 

:BANKJO2_5576
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5621 
058A: create_gun_flash_from -667.597 1233.878 11.597 to -667.792 1233.853 11.688 

:BANKJO2_5621
if 
  27997 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5656 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5621 

:BANKJO2_5656
00BC: text_highpriority 'BJM2_2G' time 10000 1  // Fly shooting real popular in the army? Glad I don't pay tax.

:BANKJO2_5671
if 
  28333 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5706 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5671 

:BANKJO2_5706
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5751 
058A: create_gun_flash_from -667.668 1233.848 11.601 to -667.875 1233.869 11.598 

:BANKJO2_5751
if 
  29266 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5751 

:BANKJO2_5786
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO2_5831 
058A: create_gun_flash_from -667.597 1233.892 11.522 to -667.802 1233.843 11.555 

:BANKJO2_5831
if 
  31594 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5866 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5831 

:BANKJO2_5866
00BC: text_highpriority 'BJM2_2H' time 10000 1  // You tryin' to be funny kid?

:BANKJO2_5881
if 
  34852 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5918 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5881 

:BANKJO2_5918
00BC: text_highpriority 'BJM2_2I' time 10000 1  // Ha ha ha ha ha!

:BANKJO2_5933
if 
  37052 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_5970 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5933 

:BANKJO2_5970
00BC: text_highpriority 'BJM2_2J' time 10000 1  // Let's shoot.

:BANKJO2_5985
if 
  39168 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_6022 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_5985 

:BANKJO2_6022
00BE: text_clear_all 

:BANKJO2_6024
if 
  41968 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO2_6061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO2_6024 

:BANKJO2_6061
fade 0 2000 
00BE: text_clear_all 

:BANKJO2_6070
if 
  fading 
jf @BANKJO2_6094 
wait 0 
jump @BANKJO2_6070 

:BANKJO2_6094
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetAtPos(-663.95, 1231.29, 10.08)
$995 = 0 // $ = int 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#MALE01)
Model.Load(#TAR_GUN1)
Model.Load(#TAR_GUN2)
Model.Load(#COLT45)
Model.Load(#TAR_FRAME)
Model.Load(#TAR_DOWNLEFT)
Model.Load(#TAR_DOWNRIGHT)
Model.Load(#TAR_TOP)
Model.Load(#TAR_UPLEFT)
Model.Load(#TAR_UPRIGHT)
Model.Load(#FAKETARGET)
023C: load_special_actor 5 'IGPHIL' 
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:BANKJO2_6260
if or
  not Model.Available(#MALE01)
  not Model.Available(#COLT45)
  not Model.Available(#TAR_GUN1)
823D:   not special_actor 5 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_6308 
wait 0 
jump @BANKJO2_6260 

:BANKJO2_6308
if or
  not Model.Available(#TAR_FRAME)
  not Model.Available(#TAR_DOWNLEFT)
  not Model.Available(#TAR_DOWNRIGHT)
  not Model.Available(#TAR_TOP)
  not Model.Available(#TAR_UPLEFT)
  not Model.Available(#TAR_UPRIGHT)
jf @BANKJO2_6360 
wait 0 
jump @BANKJO2_6308 

:BANKJO2_6360
if or
  not Model.Available(#FAKETARGET)
  not Model.Available(#TAR_GUN2)
jf @BANKJO2_6391 
wait 0 
jump @BANKJO2_6360 

:BANKJO2_6391
Actor.Create($3908, 4, #SPECIAL05, -665.99, 1234.17, 10.08)
01ED: clear_actor $3908 threat_search 
01B2: give_actor $3908 weapon 17 ammo 1 // Load the weapon model before using this 
Actor.Angle($3908) = 90.0
Actor.Create($3909, 4, #MALE01, -666.29, 1229.32, 10.08)
01ED: clear_actor $3909 threat_search 
01B2: give_actor $3909 weapon 17 ammo 1 // Load the weapon model before using this 
Actor.Angle($3909) = 90.0
Object.Init($3944, #FAKETARGET, -668.42, 1231.65, 10.08)
Object.RemoveFromMissionCleanupList($3944)
Object.Angle($3944) = 90.0
Object.Init($3945, #FAKETARGET, -664.73, 1269.09, 9.81)
Object.RemoveFromMissionCleanupList($3945)
Object.Angle($3945) = 90.0
Object.Init($3946, #FAKETARGET, -677.75, 1272.03, 9.81)
Object.RemoveFromMissionCleanupList($3946)
Object.Angle($3946) = 0.0
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
$3911 = 100 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 2000 

:BANKJO2_6696
if 
  fading 
jf @BANKJO2_6866 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_6751 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_6751
if 
  Actor.Dead($3909)
jf @BANKJO2_6789 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_6789
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_6859 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_6859
jump @BANKJO2_6696 

:BANKJO2_6866
00BC: text_highpriority 'SBOB175' time 8000 1 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_6929 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_6929 
jump @BANKJO2_8643 

:BANKJO2_6929
TIMERA = 0 // @ = int 

:BANKJO2_6936
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8643 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_8643 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_8643 
jump @BANKJO2_8643 
if 
  Actor.Dead($3908)
jf @BANKJO2_7045 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_7045
if 
  Actor.Dead($3909)
jf @BANKJO2_7083 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_7083
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7153 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_7153
jump @BANKJO2_6936 
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_7182
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7406 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_7253 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7253 
jump @BANKJO2_8643 

:BANKJO2_7253
if 
  Actor.Dead($3908)
jf @BANKJO2_7291 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_7291
if 
  Actor.Dead($3909)
jf @BANKJO2_7329 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_7329
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7399 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_7399
jump @BANKJO2_7182 

:BANKJO2_7406
00BC: text_highpriority 'BJM2_24' time 8000 1  // ~g~The closest target is worth one point.
TIMERA = 0 // @ = int 

:BANKJO2_7428
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7652 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_7499 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7499 
jump @BANKJO2_8643 

:BANKJO2_7499
if 
  Actor.Dead($3908)
jf @BANKJO2_7537 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_7537
if 
  Actor.Dead($3909)
jf @BANKJO2_7575 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_7575
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7645 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_7645
jump @BANKJO2_7428 

:BANKJO2_7652
00BC: text_highpriority 'BJM2_25' time 8000 1  // ~g~The middle target is worth two points.
TIMERA = 0 // @ = int 

:BANKJO2_7674
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_7898 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_7745 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7745 
jump @BANKJO2_8643 

:BANKJO2_7745
if 
  Actor.Dead($3908)
jf @BANKJO2_7783 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_7783
if 
  Actor.Dead($3909)
jf @BANKJO2_7821 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_7821
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_7891 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_7891
jump @BANKJO2_7674 

:BANKJO2_7898
00BC: text_highpriority 'BJM2_26' time 8000 1  // ~g~The far target is worth three points.
TIMERA = 0 // @ = int 

:BANKJO2_7920
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8144 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_7991 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_7991 
jump @BANKJO2_8643 

:BANKJO2_7991
if 
  Actor.Dead($3908)
jf @BANKJO2_8029 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_8029
if 
  Actor.Dead($3909)
jf @BANKJO2_8067 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_8067
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8137 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_8137
jump @BANKJO2_7920 

:BANKJO2_8144
00BC: text_highpriority 'BJM2_2' time 8000 1  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
TIMERA = 0 // @ = int 

:BANKJO2_8166
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8390 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_8237 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_8237 
jump @BANKJO2_8643 

:BANKJO2_8237
if 
  Actor.Dead($3908)
jf @BANKJO2_8275 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_8275
if 
  Actor.Dead($3909)
jf @BANKJO2_8313 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_8313
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8383 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_8383
jump @BANKJO2_8166 

:BANKJO2_8390
00BC: text_highpriority 'BJM2_23' time 8000 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
TIMERA = 0 // @ = int 

:BANKJO2_8412
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_8636 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_8483 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_8483 
jump @BANKJO2_8643 

:BANKJO2_8483
if 
  Actor.Dead($3908)
jf @BANKJO2_8521 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_8521
if 
  Actor.Dead($3909)
jf @BANKJO2_8559 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_8559
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8629 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_8629
jump @BANKJO2_8412 

:BANKJO2_8636
$109 = 1 // $ = int 

:BANKJO2_8643
wait 3200 
00BC: text_highpriority 'SBOB176' time 5000 1 
wait 3000 
00BC: text_highpriority 'SBOB177' time 5000 1 
wait 3000 
00BC: text_highpriority 'SBOB178' time 5000 1 
wait 3000 
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'BNK2_1' time 5000 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
$123 = 1 // $ = int 

:BANKJO2_8755
if 
83D2:   not wav 1 ended 
jf @BANKJO2_8927 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_8812 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_8812
if 
  Actor.Dead($3909)
jf @BANKJO2_8850 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_8850
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_8920 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_8920
jump @BANKJO2_8755 

:BANKJO2_8927
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03CF: load_wav 'BNK2_5' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 5000 1  // AIM 3-2-1 FIRE!

:BANKJO2_8968
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @BANKJO2_9144 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_9029 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_9029
if 
  Actor.Dead($3909)
jf @BANKJO2_9067 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_9067
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_9137 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_9137
jump @BANKJO2_8968 

:BANKJO2_9144
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
03CF: load_wav 'BNK2_4' as 2 
$3941 = 0 // $ = int 
$3942 = 1 // $ = int 
014E: start_timer_at $3677 count_in_direction 1 
04F7: status_text $3988 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $3968 0 line 1 'BJM2_15'  // SCORE:
TIMERA = 0 // @ = int 
018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 

:BANKJO2_9250
if 
  $3676 == 0 // $ == int 
jf @BANKJO2_13550 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_9342 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_9342
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_9366 
$3676 = 1 // $ = int 

:BANKJO2_9366
if 
  $3941 == 0 // $ == int 
jf @BANKJO2_9406 
if 
03D0:   wav 2 loaded 
jf @BANKJO2_9406 
$3941 = 1 // $ = int 

:BANKJO2_9406
if 
  $3941 == 1 // $ == int 
jf @BANKJO2_9540 
if 
  $3942 == 1 // $ == int 
jf @BANKJO2_9540 
if 
  TIMERA >= 60000 // @ >= int 
jf @BANKJO2_9540 
if 
  $3674 >= 60 // $ >= int 
jf @BANKJO2_9514 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_4' time 5000 1  // Hoooeee!
$3941 = 2 // $ = int 
jump @BANKJO2_9540 

:BANKJO2_9514
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_5' time 5000 1  // Couldn't hit a barn door!
$3942 = 2 // $ = int 

:BANKJO2_9540
if 
  $3941 == 2 // $ == int 
jf @BANKJO2_9598 
if 
03D2:   wav 2 ended 
jf @BANKJO2_9598 
03D5: remove_text 'BNK2_4'  // Hoooeee!
040D: unload_wav 1 
040D: unload_wav 2 
$3941 = 3 // $ = int 

:BANKJO2_9598
if 
  $3942 == 2 // $ == int 
jf @BANKJO2_9656 
if 
03D2:   wav 1 ended 
jf @BANKJO2_9656 
03D5: remove_text 'BNK2_5'  // Couldn't hit a barn door!
040D: unload_wav 1 
040D: unload_wav 2 
$3942 = 3 // $ = int 

:BANKJO2_9656
if or
  $3941 == 3 // $ == int 
  $3942 == 3 // $ == int 
jf @BANKJO2_9730 
if 
  $3943 == 0 // $ == int 
jf @BANKJO2_9730 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
$3943 = 1 // $ = int 

:BANKJO2_9730
if 
  $3943 == 1 // $ == int 
jf @BANKJO2_9774 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @BANKJO2_9774 
$3943 = 2 // $ = int 

:BANKJO2_9774
if 
  Actor.Dead($3908)
jf @BANKJO2_9812 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_9812
if 
  Actor.Dead($3909)
jf @BANKJO2_9850 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_9850
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $3677 == 0 // $ == int 
  $3680 == 0 // $ == int 
jf @BANKJO2_9999 
if 
  $3970 == 0 // $ == int 
jf @BANKJO2_9929 
TIMERA = 0 // @ = int 
$3970 = 1 // $ = int 
jump @BANKJO2_9999 

:BANKJO2_9929
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_9999 
if 
  $3943 == 2 // $ == int 
jf @BANKJO2_9992 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$3947 = 1 // $ = int 

:BANKJO2_9992
$3676 = 1 // $ = int 

:BANKJO2_9999
01BD: $3978 = current_time_in_ms 
if 
  $3979 == 0 // $ == int 
jf @BANKJO2_10042 
01BD: $3978 = current_time_in_ms 
0084: $3980 = $3978 // $ = $ int 
$3979 = 1 // $ = int 

:BANKJO2_10042
if 
  $3979 == 1 // $ == int 
jf @BANKJO2_10076 
0084: $3981 = $3978 // $ = $ int 
0060: $3981 -= $3980 // $ -= $ int 

:BANKJO2_10076
if 
  $3981 >= 2000 // $ >= int 
jf @BANKJO2_10331 
if 
  $3686 == 0 // $ == int 
jf @BANKJO2_10331 
Object.Create($3693, #TAR_FRAME, $3699, $3700, $3701)
Object.Angle($3693) = 90.0
Object.Create($3694, #TAR_DOWNLEFT, $3699, $3700, $3701)
Object.Angle($3694) = 90.0
Object.Create($3695, #TAR_DOWNRIGHT, $3699, $3700, $3701)
Object.Angle($3695) = 90.0
Object.Create($3696, #TAR_TOP, $3699, $3700, $3701)
Object.Angle($3696) = 90.0
Object.Create($3697, #TAR_UPLEFT, $3699, $3700, $3701)
Object.Angle($3697) = 90.0
Object.Create($3698, #TAR_UPRIGHT, $3699, $3700, $3701)
Object.Angle($3698) = 90.0
$3687 = 0 // $ = int 
$3688 = 0 // $ = int 
$3689 = 0 // $ = int 
$3690 = 0 // $ = int 
$3691 = 0 // $ = int 
$3692 = 0 // $ = int 
$3705 = 0 // $ = int 
$3686 = 1 // $ = int 

:BANKJO2_10331
if 
  $3686 == 1 // $ == int 
jf @BANKJO2_10622 
if 
  $3687 == 0 // $ == int 
jf @BANKJO2_10519 
if 
8366:   not object $3693 damaged 
jf @BANKJO2_10397 
Object.StorePos($3693, $3702, $3703, $3704)

:BANKJO2_10397
if 
  $3705 == 0 // $ == int 
jf @BANKJO2_10467 
if 
  1228.7 >= $3703 // float >= $ 
jf @BANKJO2_10450 
$3705 = 1 // $ = int 
jump @BANKJO2_10460 

:BANKJO2_10450
007E: $3703 -= frame_delta_time * 0.35 // float 

:BANKJO2_10460
jump @BANKJO2_10512 

:BANKJO2_10467
if 
  $3703 >= 1236.5 // $ >= float 
jf @BANKJO2_10502 
$3705 = 0 // $ = int 
jump @BANKJO2_10512 

:BANKJO2_10502
0078: $3703 += frame_delta_time * 0.35 // float 

:BANKJO2_10512
jump @BANKJO2_10622 

:BANKJO2_10519
if 
8366:   not object $3693 damaged 
jf @BANKJO2_10622 
Object.StorePos($3693, $3702, $3703, $3704)
if 
  $3703 >= 1239.0 // $ >= float 
jf @BANKJO2_10612 
if 
8366:   not object $3693 damaged 
jf @BANKJO2_10591 
Object.Destroy($3693)

:BANKJO2_10591
$3686 = 0 // $ = int 
$3979 = 0 // $ = int 
jump @BANKJO2_10622 

:BANKJO2_10612
0078: $3703 += frame_delta_time * 0.35 // float 

:BANKJO2_10622
if 
  $3686 == 1 // $ == int 
jf @BANKJO2_11249 
01BC: put_object $3693 at $3702 $3703 $3704 
if 
  $3687 == 0 // $ == int 
jf @BANKJO2_11249 
if and
  $3688 == 1 // $ == int 
  $3689 == 1 // $ == int 
  $3690 == 1 // $ == int 
  $3691 == 1 // $ == int 
  $3692 == 1 // $ == int 
jf @BANKJO2_10879 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3979 = 0 // $ = int 
$3687 = 1 // $ = int 

:BANKJO2_10879
if 
  $3688 == 0 // $ == int 
jf @BANKJO2_10953 
if 
0366:   object $3694 damaged 
jf @BANKJO2_10939 
Object.Destroy($3694)
$3681 += 1 // $ += int 
$3688 = 1 // $ = int 
jump @BANKJO2_10953 

:BANKJO2_10939
01BC: put_object $3694 at $3702 $3703 $3704 

:BANKJO2_10953
if 
  $3689 == 0 // $ == int 
jf @BANKJO2_11027 
if 
0366:   object $3695 damaged 
jf @BANKJO2_11013 
Object.Destroy($3695)
$3681 += 1 // $ += int 
$3689 = 1 // $ = int 
jump @BANKJO2_11027 

:BANKJO2_11013
01BC: put_object $3695 at $3702 $3703 $3704 

:BANKJO2_11027
if 
  $3690 == 0 // $ == int 
jf @BANKJO2_11101 
if 
0366:   object $3696 damaged 
jf @BANKJO2_11087 
Object.Destroy($3696)
$3681 += 1 // $ += int 
$3690 = 1 // $ = int 
jump @BANKJO2_11101 

:BANKJO2_11087
01BC: put_object $3696 at $3702 $3703 $3704 

:BANKJO2_11101
if 
  $3691 == 0 // $ == int 
jf @BANKJO2_11175 
if 
0366:   object $3697 damaged 
jf @BANKJO2_11161 
Object.Destroy($3697)
$3681 += 1 // $ += int 
$3691 = 1 // $ = int 
jump @BANKJO2_11175 

:BANKJO2_11161
01BC: put_object $3697 at $3702 $3703 $3704 

:BANKJO2_11175
if 
  $3692 == 0 // $ == int 
jf @BANKJO2_11249 
if 
0366:   object $3698 damaged 
jf @BANKJO2_11235 
Object.Destroy($3698)
$3681 += 1 // $ += int 
$3692 = 1 // $ = int 
jump @BANKJO2_11249 

:BANKJO2_11235
01BC: put_object $3698 at $3702 $3703 $3704 

:BANKJO2_11249
if 
  $3982 == 0 // $ == int 
jf @BANKJO2_11287 
01BD: $3978 = current_time_in_ms 
0084: $3983 = $3978 // $ = $ int 
$3982 = 1 // $ = int 

:BANKJO2_11287
if 
  $3982 == 1 // $ == int 
jf @BANKJO2_11321 
0084: $3984 = $3978 // $ = $ int 
0060: $3984 -= $3983 // $ -= $ int 

:BANKJO2_11321
if 
  $3984 >= 2000 // $ >= int 
jf @BANKJO2_11576 
if 
  $3706 == 0 // $ == int 
jf @BANKJO2_11576 
Object.Create($3713, #TAR_FRAME, $3719, $3720, $3721)
Object.Angle($3713) = 90.0
Object.Create($3714, #TAR_DOWNLEFT, $3719, $3720, $3721)
Object.Angle($3714) = 90.0
Object.Create($3715, #TAR_DOWNRIGHT, $3719, $3720, $3721)
Object.Angle($3715) = 90.0
Object.Create($3716, #TAR_TOP, $3719, $3720, $3721)
Object.Angle($3716) = 90.0
Object.Create($3717, #TAR_UPLEFT, $3719, $3720, $3721)
Object.Angle($3717) = 90.0
Object.Create($3718, #TAR_UPRIGHT, $3719, $3720, $3721)
Object.Angle($3718) = 90.0
$3707 = 0 // $ = int 
$3708 = 0 // $ = int 
$3709 = 0 // $ = int 
$3710 = 0 // $ = int 
$3711 = 0 // $ = int 
$3712 = 0 // $ = int 
$3725 = 1 // $ = int 
$3706 = 1 // $ = int 

:BANKJO2_11576
if 
  $3706 == 1 // $ == int 
jf @BANKJO2_11867 
if 
  $3707 == 0 // $ == int 
jf @BANKJO2_11764 
if 
8366:   not object $3713 damaged 
jf @BANKJO2_11642 
Object.StorePos($3713, $3722, $3723, $3724)

:BANKJO2_11642
if 
  $3725 == 0 // $ == int 
jf @BANKJO2_11712 
if 
  1228.7 >= $3723 // float >= $ 
jf @BANKJO2_11695 
$3725 = 1 // $ = int 
jump @BANKJO2_11705 

:BANKJO2_11695
007E: $3723 -= frame_delta_time * 0.21 // float 

:BANKJO2_11705
jump @BANKJO2_11757 

:BANKJO2_11712
if 
  $3723 >= 1236.5 // $ >= float 
jf @BANKJO2_11747 
$3725 = 0 // $ = int 
jump @BANKJO2_11757 

:BANKJO2_11747
0078: $3723 += frame_delta_time * 0.21 // float 

:BANKJO2_11757
jump @BANKJO2_11867 

:BANKJO2_11764
if 
8366:   not object $3713 damaged 
jf @BANKJO2_11867 
Object.StorePos($3713, $3722, $3723, $3724)
if 
  1227.0 >= $3723 // float >= $ 
jf @BANKJO2_11857 
if 
8366:   not object $3713 damaged 
jf @BANKJO2_11836 
Object.Destroy($3713)

:BANKJO2_11836
$3706 = 0 // $ = int 
$3982 = 0 // $ = int 
jump @BANKJO2_11867 

:BANKJO2_11857
007E: $3723 -= frame_delta_time * 0.21 // float 

:BANKJO2_11867
if 
  $3706 == 1 // $ == int 
jf @BANKJO2_12410 
01BC: put_object $3713 at $3722 $3723 $3724 
if 
  $3707 == 0 // $ == int 
jf @BANKJO2_12410 
if and
  $3708 == 1 // $ == int 
  $3709 == 1 // $ == int 
  $3710 == 1 // $ == int 
  $3711 == 1 // $ == int 
  $3712 == 1 // $ == int 
jf @BANKJO2_12040 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3982 = 0 // $ = int 
$3707 = 1 // $ = int 

:BANKJO2_12040
if 
  $3708 == 0 // $ == int 
jf @BANKJO2_12114 
if 
0366:   object $3714 damaged 
jf @BANKJO2_12100 
Object.Destroy($3714)
$3681 += 1 // $ += int 
$3708 = 1 // $ = int 
jump @BANKJO2_12114 

:BANKJO2_12100
01BC: put_object $3714 at $3722 $3723 $3724 

:BANKJO2_12114
if 
  $3709 == 0 // $ == int 
jf @BANKJO2_12188 
if 
0366:   object $3715 damaged 
jf @BANKJO2_12174 
Object.Destroy($3715)
$3681 += 1 // $ += int 
$3709 = 1 // $ = int 
jump @BANKJO2_12188 

:BANKJO2_12174
01BC: put_object $3715 at $3722 $3723 $3724 

:BANKJO2_12188
if 
  $3710 == 0 // $ == int 
jf @BANKJO2_12262 
if 
0366:   object $3716 damaged 
jf @BANKJO2_12248 
Object.Destroy($3716)
$3681 += 1 // $ += int 
$3710 = 1 // $ = int 
jump @BANKJO2_12262 

:BANKJO2_12248
01BC: put_object $3716 at $3722 $3723 $3724 

:BANKJO2_12262
if 
  $3711 == 0 // $ == int 
jf @BANKJO2_12336 
if 
0366:   object $3717 damaged 
jf @BANKJO2_12322 
Object.Destroy($3717)
$3681 += 1 // $ += int 
$3711 = 1 // $ = int 
jump @BANKJO2_12336 

:BANKJO2_12322
01BC: put_object $3717 at $3722 $3723 $3724 

:BANKJO2_12336
if 
  $3712 == 0 // $ == int 
jf @BANKJO2_12410 
if 
0366:   object $3718 damaged 
jf @BANKJO2_12396 
Object.Destroy($3718)
$3681 += 1 // $ += int 
$3712 = 1 // $ = int 
jump @BANKJO2_12410 

:BANKJO2_12396
01BC: put_object $3718 at $3722 $3723 $3724 

:BANKJO2_12410
if 
  $3985 == 0 // $ == int 
jf @BANKJO2_12448 
01BD: $3978 = current_time_in_ms 
0084: $3986 = $3978 // $ = $ int 
$3985 = 1 // $ = int 

:BANKJO2_12448
if 
  $3985 == 1 // $ == int 
jf @BANKJO2_12482 
0084: $3987 = $3978 // $ = $ int 
0060: $3987 -= $3986 // $ -= $ int 

:BANKJO2_12482
if 
  $3987 >= 2000 // $ >= int 
jf @BANKJO2_12737 
if 
  $3726 == 0 // $ == int 
jf @BANKJO2_12737 
Object.Create($3733, #TAR_FRAME, $3739, $3740, $3741)
Object.Angle($3733) = 90.0
Object.Create($3734, #TAR_DOWNLEFT, $3739, $3740, $3741)
Object.Angle($3734) = 90.0
Object.Create($3735, #TAR_DOWNRIGHT, $3739, $3740, $3741)
Object.Angle($3735) = 90.0
Object.Create($3736, #TAR_TOP, $3739, $3740, $3741)
Object.Angle($3736) = 90.0
Object.Create($3737, #TAR_UPLEFT, $3739, $3740, $3741)
Object.Angle($3737) = 90.0
Object.Create($3738, #TAR_UPRIGHT, $3739, $3740, $3741)
Object.Angle($3738) = 90.0
$3727 = 0 // $ = int 
$3728 = 0 // $ = int 
$3729 = 0 // $ = int 
$3730 = 0 // $ = int 
$3731 = 0 // $ = int 
$3732 = 0 // $ = int 
$3745 = 0 // $ = int 
$3726 = 1 // $ = int 

:BANKJO2_12737
if 
  $3726 == 1 // $ == int 
jf @BANKJO2_13028 
if 
  $3727 == 0 // $ == int 
jf @BANKJO2_12925 
if 
8366:   not object $3733 damaged 
jf @BANKJO2_12803 
Object.StorePos($3733, $3742, $3743, $3744)

:BANKJO2_12803
if 
  $3745 == 0 // $ == int 
jf @BANKJO2_12873 
if 
  1228.7 >= $3743 // float >= $ 
jf @BANKJO2_12856 
$3745 = 1 // $ = int 
jump @BANKJO2_12866 

:BANKJO2_12856
007E: $3743 -= frame_delta_time * 0.14 // float 

:BANKJO2_12866
jump @BANKJO2_12918 

:BANKJO2_12873
if 
  $3743 >= 1236.5 // $ >= float 
jf @BANKJO2_12908 
$3745 = 0 // $ = int 
jump @BANKJO2_12918 

:BANKJO2_12908
0078: $3743 += frame_delta_time * 0.14 // float 

:BANKJO2_12918
jump @BANKJO2_13028 

:BANKJO2_12925
if 
8366:   not object $3733 damaged 
jf @BANKJO2_13028 
Object.StorePos($3733, $3742, $3743, $3744)
if 
  $3743 >= 1239.0 // $ >= float 
jf @BANKJO2_13018 
if 
8366:   not object $3733 damaged 
jf @BANKJO2_12997 
Object.Destroy($3733)

:BANKJO2_12997
$3726 = 0 // $ = int 
$3987 = 0 // $ = int 
jump @BANKJO2_13028 

:BANKJO2_13018
0078: $3743 += frame_delta_time * 0.14 // float 

:BANKJO2_13028
if 
  $3726 == 1 // $ == int 
jf @BANKJO2_13543 
01BC: put_object $3733 at $3742 $3743 $3744 
if 
  $3727 == 0 // $ == int 
jf @BANKJO2_13543 
if and
  $3728 == 1 // $ == int 
  $3729 == 1 // $ == int 
  $3730 == 1 // $ == int 
  $3731 == 1 // $ == int 
  $3732 == 1 // $ == int 
jf @BANKJO2_13173 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3987 = 0 // $ = int 
$3727 = 1 // $ = int 

:BANKJO2_13173
if 
  $3728 == 0 // $ == int 
jf @BANKJO2_13247 
if 
0366:   object $3734 damaged 
jf @BANKJO2_13233 
Object.Destroy($3734)
$3681 += 1 // $ += int 
$3728 = 1 // $ = int 
jump @BANKJO2_13247 

:BANKJO2_13233
01BC: put_object $3734 at $3742 $3743 $3744 

:BANKJO2_13247
if 
  $3729 == 0 // $ == int 
jf @BANKJO2_13321 
if 
0366:   object $3735 damaged 
jf @BANKJO2_13307 
Object.Destroy($3735)
$3681 += 1 // $ += int 
$3729 = 1 // $ = int 
jump @BANKJO2_13321 

:BANKJO2_13307
01BC: put_object $3735 at $3742 $3743 $3744 

:BANKJO2_13321
if 
  $3730 == 0 // $ == int 
jf @BANKJO2_13395 
if 
0366:   object $3736 damaged 
jf @BANKJO2_13381 
Object.Destroy($3736)
$3681 += 1 // $ += int 
$3730 = 1 // $ = int 
jump @BANKJO2_13395 

:BANKJO2_13381
01BC: put_object $3736 at $3742 $3743 $3744 

:BANKJO2_13395
if 
  $3731 == 0 // $ == int 
jf @BANKJO2_13469 
if 
0366:   object $3737 damaged 
jf @BANKJO2_13455 
Object.Destroy($3737)
$3681 += 1 // $ += int 
$3731 = 1 // $ = int 
jump @BANKJO2_13469 

:BANKJO2_13455
01BC: put_object $3737 at $3742 $3743 $3744 

:BANKJO2_13469
if 
  $3732 == 0 // $ == int 
jf @BANKJO2_13543 
if 
0366:   object $3738 damaged 
jf @BANKJO2_13529 
Object.Destroy($3738)
$3681 += 1 // $ += int 
$3732 = 1 // $ = int 
jump @BANKJO2_13543 

:BANKJO2_13529
01BC: put_object $3738 at $3742 $3743 $3744 

:BANKJO2_13543
jump @BANKJO2_9250 

:BANKJO2_13550
018E: stop_sound $3967 
if 
  $3947 == 1 // $ == int 
jf @BANKJO2_13745 

:BANKJO2_13573
if 
83D2:   not wav 1 ended 
jf @BANKJO2_13745 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_13630 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_13630
if 
  Actor.Dead($3909)
jf @BANKJO2_13668 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_13668
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_13738 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_13738
jump @BANKJO2_13573 

:BANKJO2_13745
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3912 = $3911 // $ = $ int 
0060: $3912 -= $3680 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($3944)
014F: stop_timer $3677 
01E3: text_1number_styled 'BJM2_4' number $3674 time 3000 style 1  // SCORE ROUND ONE: ~1~
00BC: text_highpriority 'BJM2_9' time 2000 1  // ~g~Get to round two's starting point.
018A: $3678 = create_checkpoint_at -664.73 1269.09 9.81 
$123 = 1 // $ = int 

:BANKJO2_13883
if 
80F6:   not player $PLAYER_CHAR $123 -664.73 1269.09 9.81 radius 2.0 2.0 2.0 
jf @BANKJO2_14089 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_13974 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_13974
if 
  Actor.Dead($3909)
jf @BANKJO2_14012 
00BC: text_highpriority 'BJM2_12' time 5000 1  // ~r~One of the shooters is dead!
jump @BANKJO2_29421 

:BANKJO2_14012
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14082 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_14082
jump @BANKJO2_13883 

:BANKJO2_14089
Marker.Disable($3678)
Player.CanMove($PLAYER_CHAR, False)
if 
  not Actor.Dead($3909)
jf @BANKJO2_14122 
Actor.RemoveReferences($3909)

:BANKJO2_14122
if 
  not Actor.Dead($3908)
jf @BANKJO2_14148 
Actor.Angle($3908) = 270.0

:BANKJO2_14148
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
if 
  Actor.Dead($3908)
jf @BANKJO2_14205 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_14205
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14275 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_14275
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3945 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50 
$3913 = 50 // $ = int 
Object.Destroy($3693)
Object.Destroy($3694)
Object.Destroy($3695)
Object.Destroy($3696)
Object.Destroy($3697)
Object.Destroy($3698)
Object.Destroy($3713)
Object.Destroy($3714)
Object.Destroy($3715)
Object.Destroy($3716)
Object.Destroy($3717)
Object.Destroy($3718)
Object.Destroy($3733)
Object.Destroy($3734)
Object.Destroy($3735)
Object.Destroy($3736)
Object.Destroy($3737)
Object.Destroy($3738)
00BC: text_highpriority 'SBOB175' time 8000 1 
TIMERA = 0 // @ = int 

:BANKJO2_14435
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_15037 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_14506 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14506 
jump @BANKJO2_15037 

:BANKJO2_14506
if 
  Actor.Dead($3908)
jf @BANKJO2_14544 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_14544
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14614 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_14614
jump @BANKJO2_14435 
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_14643
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_14829 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_14714 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14714 
jump @BANKJO2_15037 

:BANKJO2_14714
if 
  Actor.Dead($3908)
jf @BANKJO2_14752 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_14752
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_14822 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_14822
jump @BANKJO2_14643 

:BANKJO2_14829
00BC: text_highpriority 'BJM2_27' time 8000 1  // ~g~All targets this round are worth one point.
TIMERA = 0 // @ = int 

:BANKJO2_14851
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_15037 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_14922 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_14922 
jump @BANKJO2_15037 

:BANKJO2_14922
if 
  Actor.Dead($3908)
jf @BANKJO2_14960 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_14960
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15030 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_15030
jump @BANKJO2_14851 

:BANKJO2_15037
03CF: load_wav 'BNK2_2' as 2 
03CF: load_wav 'BNK2_3' as 1 

:BANKJO2_15061
if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
jf @BANKJO2_15199 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_15122 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_15122
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15192 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_15192
jump @BANKJO2_15061 

:BANKJO2_15199
00BC: text_highpriority 'SBOB179' time 4000 1 
wait 3500 
00BC: text_highpriority 'SBOB181' time 4000 1 
wait 3500 
Player.CanMove($PLAYER_CHAR, True)
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:BANKJO2_15265
if 
83D2:   not wav 2 ended 
jf @BANKJO2_15399 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_15322 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_15322
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15392 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_15392
jump @BANKJO2_15265 

:BANKJO2_15399
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $3918 count_in_direction 1 
018D: $3967 = create_sound 11 at -682.092 1273.931 10.818 

:BANKJO2_15438
if 
  $3747 == 0 // $ == int 
jf @BANKJO2_20307 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_15530 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_15530
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_15554 
$3747 = 1 // $ = int 

:BANKJO2_15554
01BD: $3749 = current_time_in_ms 
if 
  $3920 == 0 // $ == int 
jf @BANKJO2_15597 
01BD: $3749 = current_time_in_ms 
0084: $3921 = $3749 // $ = $ int 
$3920 = 1 // $ = int 

:BANKJO2_15597
if 
  $3920 == 1 // $ == int 
jf @BANKJO2_15631 
0084: $3922 = $3749 // $ = $ int 
0060: $3922 -= $3921 // $ -= $ int 

:BANKJO2_15631
if 
  $3922 >= 500 // $ >= int 
jf @BANKJO2_16321 
if 
  $3761 == 0 // $ == int 
jf @BANKJO2_15721 
Object.Init($3754, #TAR_GUN1, $3750, $3751, $3752)
Object.Angle($3754) = $3753
$3755 = 0 // $ = int 
$3756 = 0 // $ = int 
$3760 = 0 // $ = int 
$3761 = 1 // $ = int 

:BANKJO2_15721
if 
  $3761 == 1 // $ == int 
jf @BANKJO2_16321 
if and
  $3755 == 0 // $ == int 
  $3756 == 0 // $ == int 
jf @BANKJO2_16321 
if 
8366:   not object $3754 damaged 
jf @BANKJO2_16191 
Object.StorePos($3754, $3757, $3758, $3759)
if 
  $3760 == 0 // $ == int 
jf @BANKJO2_15888 
if 
  1271.36 > $3758 // float > $ 
jf @BANKJO2_15850 
0078: $3758 += frame_delta_time * 0.06 // float 
jump @BANKJO2_15888 

:BANKJO2_15850
if 
  $3760 == 0 // $ == int 
jf @BANKJO2_15888 
01BD: $3749 = current_time_in_ms 
0084: $3763 = $3749 // $ = $ int 
$3760 = 1 // $ = int 

:BANKJO2_15888
if 
  $3760 == 1 // $ == int 
jf @BANKJO2_16145 
0084: $3762 = $3749 // $ = $ int 
0060: $3762 -= $3763 // $ -= $ int 
if 
  $3762 >= 800 // $ >= int 
jf @BANKJO2_16145 
if 
  $3758 > 1268.74 // $ > float 
jf @BANKJO2_15979 
007E: $3758 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_16145 

:BANKJO2_15979
Object.Destroy($3754)
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3761 = 0 // $ = int 
$3920 = 0 // $ = int 
$3756 = 1 // $ = int 

:BANKJO2_16145
if and
  $3756 == 0 // $ == int 
  $3755 == 0 // $ == int 
jf @BANKJO2_16184 
01BC: put_object $3754 at $3757 $3758 $3759 

:BANKJO2_16184
jump @BANKJO2_16321 

:BANKJO2_16191
if 
  $3756 == 0 // $ == int 
jf @BANKJO2_16321 
if 
0366:   object $3754 damaged 
jf @BANKJO2_16321 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3754)
$3920 = 0 // $ = int 
$3761 = 0 // $ = int 
$3755 = 1 // $ = int 

:BANKJO2_16321
if 
  $3923 == 0 // $ == int 
jf @BANKJO2_16359 
01BD: $3749 = current_time_in_ms 
0084: $3924 = $3749 // $ = $ int 
$3923 = 1 // $ = int 

:BANKJO2_16359
if 
  $3923 == 1 // $ == int 
jf @BANKJO2_16393 
0084: $3925 = $3749 // $ = $ int 
0060: $3925 -= $3924 // $ -= $ int 

:BANKJO2_16393
if 
  $3925 >= 4000 // $ >= int 
jf @BANKJO2_16483 
if 
  $3775 == 0 // $ == int 
jf @BANKJO2_16483 
Object.Init($3768, #TAR_GUN2, $3764, $3765, $3766)
Object.Angle($3768) = $3767
$3769 = 0 // $ = int 
$3770 = 0 // $ = int 
$3774 = 0 // $ = int 
$3775 = 1 // $ = int 

:BANKJO2_16483
if 
  $3775 == 1 // $ == int 
jf @BANKJO2_17083 
if and
  $3769 == 0 // $ == int 
  $3770 == 0 // $ == int 
jf @BANKJO2_17083 
if 
8366:   not object $3768 damaged 
jf @BANKJO2_16953 
Object.StorePos($3768, $3771, $3772, $3773)
if 
  $3774 == 0 // $ == int 
jf @BANKJO2_16650 
if 
  1273.73 > $3772 // float > $ 
jf @BANKJO2_16612 
0078: $3772 += frame_delta_time * 0.06 // float 
jump @BANKJO2_16650 

:BANKJO2_16612
if 
  $3774 == 0 // $ == int 
jf @BANKJO2_16650 
01BD: $3749 = current_time_in_ms 
0084: $3777 = $3749 // $ = $ int 
$3774 = 1 // $ = int 

:BANKJO2_16650
if 
  $3774 == 1 // $ == int 
jf @BANKJO2_16907 
0084: $3776 = $3749 // $ = $ int 
0060: $3776 -= $3777 // $ -= $ int 
if 
  $3776 >= 1000 // $ >= int 
jf @BANKJO2_16907 
if 
  $3772 > 1272.55 // $ > float 
jf @BANKJO2_16741 
007E: $3772 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_16907 

:BANKJO2_16741
Object.Destroy($3768)
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3923 = 0 // $ = int 
$3775 = 0 // $ = int 
$3770 = 1 // $ = int 

:BANKJO2_16907
if and
  $3770 == 0 // $ == int 
  $3769 == 0 // $ == int 
jf @BANKJO2_16946 
01BC: put_object $3768 at $3771 $3772 $3773 

:BANKJO2_16946
jump @BANKJO2_17083 

:BANKJO2_16953
if 
  $3770 == 0 // $ == int 
jf @BANKJO2_17083 
if 
0366:   object $3768 damaged 
jf @BANKJO2_17083 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3768)
$3923 = 0 // $ = int 
$3775 = 0 // $ = int 
$3769 = 1 // $ = int 

:BANKJO2_17083
if 
  $3926 == 0 // $ == int 
jf @BANKJO2_17121 
01BD: $3749 = current_time_in_ms 
0084: $3927 = $3749 // $ = $ int 
$3926 = 1 // $ = int 

:BANKJO2_17121
if 
  $3926 == 1 // $ == int 
jf @BANKJO2_17155 
0084: $3928 = $3749 // $ = $ int 
0060: $3928 -= $3927 // $ -= $ int 

:BANKJO2_17155
if 
  $3928 >= 1300 // $ >= int 
jf @BANKJO2_17245 
if 
  $3789 == 0 // $ == int 
jf @BANKJO2_17245 
Object.Init($3782, #TAR_GUN1, $3778, $3779, $3780)
Object.Angle($3782) = $3781
$3783 = 0 // $ = int 
$3784 = 0 // $ = int 
$3788 = 0 // $ = int 
$3789 = 1 // $ = int 

:BANKJO2_17245
if 
  $3789 == 1 // $ == int 
jf @BANKJO2_17845 
if and
  $3783 == 0 // $ == int 
  $3784 == 0 // $ == int 
jf @BANKJO2_17845 
if 
8366:   not object $3782 damaged 
jf @BANKJO2_17715 
Object.StorePos($3782, $3785, $3786, $3787)
if 
  $3788 == 0 // $ == int 
jf @BANKJO2_17412 
if 
  1276.8 > $3786 // float > $ 
jf @BANKJO2_17374 
0078: $3786 += frame_delta_time * 0.06 // float 
jump @BANKJO2_17412 

:BANKJO2_17374
if 
  $3788 == 0 // $ == int 
jf @BANKJO2_17412 
01BD: $3749 = current_time_in_ms 
0084: $3791 = $3749 // $ = $ int 
$3788 = 1 // $ = int 

:BANKJO2_17412
if 
  $3788 == 1 // $ == int 
jf @BANKJO2_17669 
0084: $3790 = $3749 // $ = $ int 
0060: $3790 -= $3791 // $ -= $ int 
if 
  $3790 >= 1500 // $ >= int 
jf @BANKJO2_17669 
if 
  $3786 > 1275.01 // $ > float 
jf @BANKJO2_17503 
007E: $3786 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_17669 

:BANKJO2_17503
Object.Destroy($3782)
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3926 = 0 // $ = int 
$3789 = 0 // $ = int 
$3784 = 1 // $ = int 

:BANKJO2_17669
if and
  $3784 == 0 // $ == int 
  $3783 == 0 // $ == int 
jf @BANKJO2_17708 
01BC: put_object $3782 at $3785 $3786 $3787 

:BANKJO2_17708
jump @BANKJO2_17845 

:BANKJO2_17715
if 
  $3784 == 0 // $ == int 
jf @BANKJO2_17845 
if 
0366:   object $3782 damaged 
jf @BANKJO2_17845 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3782)
$3926 = 0 // $ = int 
$3789 = 0 // $ = int 
$3783 = 1 // $ = int 

:BANKJO2_17845
if 
  $3929 == 0 // $ == int 
jf @BANKJO2_17883 
01BD: $3749 = current_time_in_ms 
0084: $3930 = $3749 // $ = $ int 
$3929 = 1 // $ = int 

:BANKJO2_17883
if 
  $3929 == 1 // $ == int 
jf @BANKJO2_17917 
0084: $3931 = $3749 // $ = $ int 
0060: $3931 -= $3930 // $ -= $ int 

:BANKJO2_17917
if 
  $3931 >= 2800 // $ >= int 
jf @BANKJO2_18007 
if 
  $3803 == 0 // $ == int 
jf @BANKJO2_18007 
Object.Init($3796, #TAR_GUN2, $3792, $3793, $3794)
Object.Angle($3796) = $3795
$3797 = 0 // $ = int 
$3798 = 0 // $ = int 
$3802 = 0 // $ = int 
$3803 = 1 // $ = int 

:BANKJO2_18007
if 
  $3803 == 1 // $ == int 
jf @BANKJO2_18607 
if and
  $3797 == 0 // $ == int 
  $3798 == 0 // $ == int 
jf @BANKJO2_18607 
if 
8366:   not object $3796 damaged 
jf @BANKJO2_18477 
Object.StorePos($3796, $3799, $3800, $3801)
if 
  $3802 == 0 // $ == int 
jf @BANKJO2_18174 
if 
  $3800 > 1276.8 // $ > float 
jf @BANKJO2_18136 
007E: $3800 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_18174 

:BANKJO2_18136
if 
  $3802 == 0 // $ == int 
jf @BANKJO2_18174 
01BD: $3749 = current_time_in_ms 
0084: $3805 = $3749 // $ = $ int 
$3802 = 1 // $ = int 

:BANKJO2_18174
if 
  $3802 == 1 // $ == int 
jf @BANKJO2_18431 
0084: $3804 = $3749 // $ = $ int 
0060: $3804 -= $3805 // $ -= $ int 
if 
  $3804 >= 1250 // $ >= int 
jf @BANKJO2_18431 
if 
  1281.1 > $3800 // float > $ 
jf @BANKJO2_18265 
0078: $3800 += frame_delta_time * 0.06 // float 
jump @BANKJO2_18431 

:BANKJO2_18265
Object.Destroy($3796)
$3929 = 0 // $ = int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3803 = 0 // $ = int 
$3798 = 1 // $ = int 

:BANKJO2_18431
if and
  $3798 == 0 // $ == int 
  $3797 == 0 // $ == int 
jf @BANKJO2_18470 
01BC: put_object $3796 at $3799 $3800 $3801 

:BANKJO2_18470
jump @BANKJO2_18607 

:BANKJO2_18477
if 
  $3798 == 0 // $ == int 
jf @BANKJO2_18607 
if 
0366:   object $3796 damaged 
jf @BANKJO2_18607 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3796)
$3929 = 0 // $ = int 
$3803 = 0 // $ = int 
$3797 = 1 // $ = int 

:BANKJO2_18607
if 
  $3932 == 0 // $ == int 
jf @BANKJO2_18645 
01BD: $3749 = current_time_in_ms 
0084: $3933 = $3749 // $ = $ int 
$3932 = 1 // $ = int 

:BANKJO2_18645
if 
  $3932 == 1 // $ == int 
jf @BANKJO2_18679 
0084: $3934 = $3749 // $ = $ int 
0060: $3934 -= $3933 // $ -= $ int 

:BANKJO2_18679
if 
  $3934 >= 600 // $ >= int 
jf @BANKJO2_18769 
if 
  $3817 == 0 // $ == int 
jf @BANKJO2_18769 
Object.Init($3810, #TAR_GUN1, $3806, $3807, $3808)
Object.Angle($3810) = $3809
$3811 = 0 // $ = int 
$3812 = 0 // $ = int 
$3816 = 0 // $ = int 
$3817 = 1 // $ = int 

:BANKJO2_18769
if 
  $3817 == 1 // $ == int 
jf @BANKJO2_19369 
if and
  $3811 == 0 // $ == int 
  $3812 == 0 // $ == int 
jf @BANKJO2_19369 
if 
8366:   not object $3810 damaged 
jf @BANKJO2_19239 
Object.StorePos($3810, $3813, $3814, $3815)
if 
  $3816 == 0 // $ == int 
jf @BANKJO2_18936 
if 
  $3814 > 1273.87 // $ > float 
jf @BANKJO2_18898 
007E: $3814 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_18936 

:BANKJO2_18898
if 
  $3816 == 0 // $ == int 
jf @BANKJO2_18936 
01BD: $3749 = current_time_in_ms 
0084: $3819 = $3749 // $ = $ int 
$3816 = 1 // $ = int 

:BANKJO2_18936
if 
  $3816 == 1 // $ == int 
jf @BANKJO2_19193 
0084: $3818 = $3749 // $ = $ int 
0060: $3818 -= $3819 // $ -= $ int 
if 
  $3818 >= 1500 // $ >= int 
jf @BANKJO2_19193 
if 
  1275.25 > $3814 // float > $ 
jf @BANKJO2_19027 
0078: $3814 += frame_delta_time * 0.06 // float 
jump @BANKJO2_19193 

:BANKJO2_19027
Object.Destroy($3810)
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3932 = 0 // $ = int 
$3817 = 0 // $ = int 
$3812 = 1 // $ = int 

:BANKJO2_19193
if and
  $3812 == 0 // $ == int 
  $3811 == 0 // $ == int 
jf @BANKJO2_19232 
01BC: put_object $3810 at $3813 $3814 $3815 

:BANKJO2_19232
jump @BANKJO2_19369 

:BANKJO2_19239
if 
  $3812 == 0 // $ == int 
jf @BANKJO2_19369 
if 
0366:   object $3810 damaged 
jf @BANKJO2_19369 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3810)
$3932 = 0 // $ = int 
$3817 = 0 // $ = int 
$3811 = 1 // $ = int 

:BANKJO2_19369
if 
  $3935 == 0 // $ == int 
jf @BANKJO2_19407 
01BD: $3749 = current_time_in_ms 
0084: $3936 = $3749 // $ = $ int 
$3935 = 1 // $ = int 

:BANKJO2_19407
if 
  $3935 == 1 // $ == int 
jf @BANKJO2_19441 
0084: $3937 = $3749 // $ = $ int 
0060: $3937 -= $3936 // $ -= $ int 

:BANKJO2_19441
if 
  $3937 >= 2000 // $ >= int 
jf @BANKJO2_19531 
if 
  $3831 == 0 // $ == int 
jf @BANKJO2_19531 
Object.Init($3824, #TAR_GUN1, $3820, $3821, $3822)
Object.Angle($3824) = $3823
$3825 = 0 // $ = int 
$3826 = 0 // $ = int 
$3830 = 0 // $ = int 
$3831 = 1 // $ = int 

:BANKJO2_19531
if 
  $3831 == 1 // $ == int 
jf @BANKJO2_20131 
if and
  $3825 == 0 // $ == int 
  $3826 == 0 // $ == int 
jf @BANKJO2_20131 
if 
8366:   not object $3824 damaged 
jf @BANKJO2_20001 
Object.StorePos($3824, $3827, $3828, $3829)
if 
  $3830 == 0 // $ == int 
jf @BANKJO2_19698 
if 
  $3828 > 1270.67 // $ > float 
jf @BANKJO2_19660 
007E: $3828 -= frame_delta_time * 0.06 // float 
jump @BANKJO2_19698 

:BANKJO2_19660
if 
  $3830 == 0 // $ == int 
jf @BANKJO2_19698 
01BD: $3749 = current_time_in_ms 
0084: $3833 = $3749 // $ = $ int 
$3830 = 1 // $ = int 

:BANKJO2_19698
if 
  $3830 == 1 // $ == int 
jf @BANKJO2_19955 
0084: $3832 = $3749 // $ = $ int 
0060: $3832 -= $3833 // $ -= $ int 
if 
  $3832 >= 500 // $ >= int 
jf @BANKJO2_19955 
if 
  1272.29 > $3828 // float > $ 
jf @BANKJO2_19789 
0078: $3828 += frame_delta_time * 0.06 // float 
jump @BANKJO2_19955 

:BANKJO2_19789
Object.Destroy($3824)
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3746 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3935 = 0 // $ = int 
$3831 = 0 // $ = int 
$3826 = 1 // $ = int 

:BANKJO2_19955
if and
  $3826 == 0 // $ == int 
  $3825 == 0 // $ == int 
jf @BANKJO2_19994 
01BC: put_object $3824 at $3827 $3828 $3829 

:BANKJO2_19994
jump @BANKJO2_20131 

:BANKJO2_20001
if 
  $3826 == 0 // $ == int 
jf @BANKJO2_20131 
if 
0366:   object $3824 damaged 
jf @BANKJO2_20131 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3746 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
Object.Destroy($3824)
$3935 = 0 // $ = int 
$3831 = 0 // $ = int 
$3825 = 1 // $ = int 

:BANKJO2_20131
if 
  Actor.Dead($3908)
jf @BANKJO2_20169 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_20169
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $3748 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $3918 == 0 // $ == int 
  $3748 == 0 // $ == int 
jf @BANKJO2_20300 
if 
  $3971 == 0 // $ == int 
jf @BANKJO2_20248 
TIMERA = 0 // @ = int 
$3971 = 1 // $ = int 
jump @BANKJO2_20300 

:BANKJO2_20248
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_20300 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$3948 = 1 // $ = int 
$3747 = 1 // $ = int 

:BANKJO2_20300
jump @BANKJO2_15438 

:BANKJO2_20307
018E: stop_sound $3967 
if 
  $3948 == 1 // $ == int 
jf @BANKJO2_20464 

:BANKJO2_20330
if 
83D2:   not wav 1 ended 
jf @BANKJO2_20464 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20419 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_20419
if 
  Actor.Dead($3908)
jf @BANKJO2_20457 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_20457
jump @BANKJO2_20330 

:BANKJO2_20464
01E3: text_1number_styled 'BJM2_6' number $3746 time 5000 style 1  // SCORE ROUND TWO: ~1~
0084: $3682 = $3746 // $ = $ int 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3914 = $3913 // $ = $ int 
0060: $3914 -= $3748 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($3945)
Actor.PutAt($PLAYER_ACTOR, -664.73, 1269.09, 9.81)
014F: stop_timer $3918 
00BC: text_highpriority 'BJM2_14' time 5000 1  // ~g~Move on to the next area!
018A: $3907 = create_checkpoint_at -677.75 1272.03 9.81 
03CF: load_wav 'BNK2_3' as 1 
03CF: load_wav 'BNK2_2' as 2 
$123 = 1 // $ = int 

:BANKJO2_20624
if or
80F6:   not player $PLAYER_CHAR $123 -677.75 1272.03 9.81 radius 2.0 2.0 2.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_20800 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_20723 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_20723
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20793 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_20793
jump @BANKJO2_20624 

:BANKJO2_20800
Marker.Disable($3907)
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
if 
  Actor.Dead($3908)
jf @BANKJO2_20869 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_20869
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_20939 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_20939
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3946 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 50.0 with_weapon 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 30 
$3915 = 30 // $ = int 
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
Object.Destroy($3754)
Object.Destroy($3768)
Object.Destroy($3782)
Object.Destroy($3796)
Object.Destroy($3810)
Object.Destroy($3824)
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
TIMERA = 0 // @ = int 

:BANKJO2_21049
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_21235 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_21120 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_21120 
jump @BANKJO2_21651 

:BANKJO2_21120
if 
  Actor.Dead($3908)
jf @BANKJO2_21158 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_21158
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_21228 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_21228
jump @BANKJO2_21049 

:BANKJO2_21235
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:BANKJO2_21257
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_21443 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_21328 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_21328 
jump @BANKJO2_21651 

:BANKJO2_21328
if 
  Actor.Dead($3908)
jf @BANKJO2_21366 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_21366
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_21436 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_21436
jump @BANKJO2_21257 

:BANKJO2_21443
00BC: text_highpriority 'SBOB179' time 8000 1 
TIMERA = 0 // @ = int 

:BANKJO2_21465
if 
  5000 > TIMERA // int > @ 
jf @BANKJO2_21651 
wait 0 
if 
  $109 == 1 // $ == int 
jf @BANKJO2_21536 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BANKJO2_21536 
jump @BANKJO2_21651 

:BANKJO2_21536
if 
  Actor.Dead($3908)
jf @BANKJO2_21574 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_21574
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_21644 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_21644
jump @BANKJO2_21465 

:BANKJO2_21651
00BC: text_highpriority 'SBOB182' time 4000 1 
wait 3500 
Player.CanMove($PLAYER_CHAR, True)
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 4000 1  // AIM 3-2-1 FIRE!

:BANKJO2_21697
if 
83D2:   not wav 2 ended 
jf @BANKJO2_21831 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_21754 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_21754
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_21824 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_21824
jump @BANKJO2_21697 

:BANKJO2_21831
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
TIMERB = 0 // @ = int 
014E: start_timer_at $3919 count_in_direction 1 
018D: $3967 = create_sound 11 at -670.111 1291.234 10.818 

:BANKJO2_21877
if 
  $3835 == 0 // $ == int 
jf @BANKJO2_26494 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_21969 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_21969
if 
  $3957 == 0 // $ == int 
jf @BANKJO2_22244 
if 
  $3950 == 0 // $ == int 
jf @BANKJO2_22036 
$3956 = 0 // $ = int 
0209: $3956 = random_int_in_ranges 1 8 
0084: $3953 = $3956 // $ = $ int 
$3950 = 1 // $ = int 

:BANKJO2_22036
if 
  $3950 == 1 // $ == int 
jf @BANKJO2_22136 
if 
  $3951 == 0 // $ == int 
jf @BANKJO2_22136 
$3956 = 0 // $ = int 
0209: $3956 = random_int_in_ranges 1 8 
if 
803A:   not  $3956 == $3953 // $ == $ int 
jf @BANKJO2_22129 
0084: $3954 = $3956 // $ = $ int 
$3951 = 1 // $ = int 
jump @BANKJO2_22136 

:BANKJO2_22129
$3951 = 0 // $ = int 

:BANKJO2_22136
if 
  $3951 == 1 // $ == int 
jf @BANKJO2_22244 
if 
  $3952 == 0 // $ == int 
jf @BANKJO2_22244 
$3956 = 0 // $ = int 
0209: $3956 = random_int_in_ranges 1 8 
if and
803A:   not  $3956 == $3953 // $ == $ int 
803A:   not  $3956 == $3954 // $ == $ int 
jf @BANKJO2_22237 
0084: $3955 = $3956 // $ = $ int 
$3952 = 1 // $ = int 
jump @BANKJO2_22244 

:BANKJO2_22237
$3952 = 0 // $ = int 

:BANKJO2_22244
if and
  $3950 == 1 // $ == int 
  $3951 == 1 // $ == int 
  $3952 == 1 // $ == int 
jf @BANKJO2_22283 
$3957 = 1 // $ = int 

:BANKJO2_22283
if 
  $3958 == 3 // $ == int 
jf @BANKJO2_22420 
$3838 = 0 // $ = int 
$3848 = 0 // $ = int 
$3858 = 0 // $ = int 
$3868 = 0 // $ = int 
$3878 = 0 // $ = int 
$3888 = 0 // $ = int 
$3898 = 0 // $ = int 
$3973 = 0 // $ = int 
$3974 = 0 // $ = int 
$3975 = 0 // $ = int 
$3976 = 0 // $ = int 
$3977 = 0 // $ = int 
$3950 = 0 // $ = int 
$3951 = 0 // $ = int 
$3952 = 0 // $ = int 
$3957 = 0 // $ = int 
$3958 = 0 // $ = int 

:BANKJO2_22420
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO2_22444 
$3835 = 1 // $ = int 

:BANKJO2_22444
if 
  $3957 == 1 // $ == int 
jf @BANKJO2_26318 
if or
  $3953 == 1 // $ == int 
  $3954 == 1 // $ == int 
  $3955 == 1 // $ == int 
jf @BANKJO2_22567 
if 
  $3838 == 0 // $ == int 
jf @BANKJO2_22567 
Object.Init($3837, #TAR_GUN2, $3844, $3845, $3846)
Object.Angle($3837) = 0.0
$3959 = 0 // $ = int 
$3839 = 0 // $ = int 
$3843 = 0 // $ = int 
$3838 = 1 // $ = int 

:BANKJO2_22567
if 
  $3838 == 1 // $ == int 
jf @BANKJO2_22995 
if 
  $3839 == 0 // $ == int 
jf @BANKJO2_22995 
if 
8366:   not object $3837 damaged 
jf @BANKJO2_22890 
Object.StorePos($3837, $3840, $3841, $3842)
if 
  $3843 == 0 // $ == int 
jf @BANKJO2_22703 
if 
  -676.53 >= $3840 // float >= $ 
jf @BANKJO2_22686 
$3843 = 1 // $ = int 
jump @BANKJO2_22696 

:BANKJO2_22686
007E: $3840 -= frame_delta_time * 0.03 // float 

:BANKJO2_22696
jump @BANKJO2_22755 

:BANKJO2_22703
if 
  $3840 >= -674.16 // $ >= float 
jf @BANKJO2_22745 
$3959 = 1 // $ = int 
$3843 = 0 // $ = int 
jump @BANKJO2_22755 

:BANKJO2_22745
0078: $3840 += frame_delta_time * 0.03 // float 

:BANKJO2_22755
if 
  $3959 == 1 // $ == int 
jf @BANKJO2_22869 
Object.Destroy($3837)
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3958 += 1 // $ += int 
$3839 = 1 // $ = int 
jump @BANKJO2_22883 

:BANKJO2_22869
01BC: put_object $3837 at $3840 $3841 $3842 

:BANKJO2_22883
jump @BANKJO2_22995 

:BANKJO2_22890
if 
0366:   object $3837 damaged 
jf @BANKJO2_22995 
Object.Destroy($3837)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3839 = 1 // $ = int 

:BANKJO2_22995
if or
  $3953 == 2 // $ == int 
  $3954 == 2 // $ == int 
  $3955 == 2 // $ == int 
jf @BANKJO2_23100 
if 
  $3848 == 0 // $ == int 
jf @BANKJO2_23100 
Object.Init($3847, #TAR_GUN1, $3854, $3855, $3856)
Object.Angle($3847) = 0.0
$3960 = 0 // $ = int 
$3849 = 0 // $ = int 
$3853 = 0 // $ = int 
$3848 = 1 // $ = int 

:BANKJO2_23100
if 
  $3848 == 1 // $ == int 
jf @BANKJO2_23528 
if 
  $3849 == 0 // $ == int 
jf @BANKJO2_23528 
if 
8366:   not object $3847 damaged 
jf @BANKJO2_23423 
Object.StorePos($3847, $3850, $3851, $3852)
if 
  $3853 == 0 // $ == int 
jf @BANKJO2_23236 
if 
  -677.95 >= $3850 // float >= $ 
jf @BANKJO2_23219 
$3853 = 1 // $ = int 
jump @BANKJO2_23229 

:BANKJO2_23219
007E: $3850 -= frame_delta_time * 0.04 // float 

:BANKJO2_23229
jump @BANKJO2_23288 

:BANKJO2_23236
if 
  $3850 >= -673.46 // $ >= float 
jf @BANKJO2_23278 
$3960 = 1 // $ = int 
$3853 = 0 // $ = int 
jump @BANKJO2_23288 

:BANKJO2_23278
0078: $3850 += frame_delta_time * 0.04 // float 

:BANKJO2_23288
if 
  $3960 == 1 // $ == int 
jf @BANKJO2_23402 
Object.Destroy($3847)
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3958 += 1 // $ += int 
$3849 = 1 // $ = int 
jump @BANKJO2_23416 

:BANKJO2_23402
01BC: put_object $3847 at $3850 $3851 $3852 

:BANKJO2_23416
jump @BANKJO2_23528 

:BANKJO2_23423
if 
0366:   object $3847 damaged 
jf @BANKJO2_23528 
Object.Destroy($3847)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3849 = 1 // $ = int 

:BANKJO2_23528
if or
  $3953 == 3 // $ == int 
  $3954 == 3 // $ == int 
  $3955 == 3 // $ == int 
jf @BANKJO2_23633 
if 
  $3858 == 0 // $ == int 
jf @BANKJO2_23633 
Object.Init($3857, #TAR_GUN1, $3864, $3865, $3866)
Object.Angle($3857) = 0.0
$3961 = 0 // $ = int 
$3859 = 0 // $ = int 
$3863 = 0 // $ = int 
$3858 = 1 // $ = int 

:BANKJO2_23633
if 
  $3858 == 1 // $ == int 
jf @BANKJO2_24086 
if 
  $3859 == 0 // $ == int 
jf @BANKJO2_24086 
if 
8366:   not object $3857 damaged 
jf @BANKJO2_23981 
Object.StorePos($3857, $3860, $3861, $3862)
if 
  $3863 == 0 // $ == int 
jf @BANKJO2_23794 
if 
  -683.24 >= $3860 // float >= $ 
jf @BANKJO2_23777 
if 
  $3973 == 1 // $ == int 
jf @BANKJO2_23763 
$3961 = 1 // $ = int 

:BANKJO2_23763
$3863 = 1 // $ = int 
jump @BANKJO2_23787 

:BANKJO2_23777
007E: $3860 -= frame_delta_time * 0.06 // float 

:BANKJO2_23787
jump @BANKJO2_23846 

:BANKJO2_23794
if 
  $3860 >= -680.49 // $ >= float 
jf @BANKJO2_23836 
$3863 = 0 // $ = int 
$3973 = 1 // $ = int 
jump @BANKJO2_23846 

:BANKJO2_23836
0078: $3860 += frame_delta_time * 0.06 // float 

:BANKJO2_23846
if 
  $3961 == 1 // $ == int 
jf @BANKJO2_23960 
Object.Destroy($3857)
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3958 += 1 // $ += int 
$3859 = 1 // $ = int 
jump @BANKJO2_23974 

:BANKJO2_23960
01BC: put_object $3857 at $3860 $3861 $3862 

:BANKJO2_23974
jump @BANKJO2_24086 

:BANKJO2_23981
if 
0366:   object $3857 damaged 
jf @BANKJO2_24086 
Object.Destroy($3857)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3859 = 1 // $ = int 

:BANKJO2_24086
if or
  $3953 == 4 // $ == int 
  $3954 == 4 // $ == int 
  $3955 == 4 // $ == int 
jf @BANKJO2_24191 
if 
  $3868 == 0 // $ == int 
jf @BANKJO2_24191 
Object.Init($3867, #TAR_GUN2, $3874, $3875, $3876)
Object.Angle($3867) = 0.0
$3962 = 0 // $ = int 
$3869 = 0 // $ = int 
$3873 = 0 // $ = int 
$3868 = 1 // $ = int 

:BANKJO2_24191
if 
  $3868 == 1 // $ == int 
jf @BANKJO2_24644 
if 
  $3869 == 0 // $ == int 
jf @BANKJO2_24644 
if 
8366:   not object $3867 damaged 
jf @BANKJO2_24539 
Object.StorePos($3867, $3870, $3871, $3872)
if 
  $3873 == 0 // $ == int 
jf @BANKJO2_24352 
if 
  -683.73 >= $3870 // float >= $ 
jf @BANKJO2_24335 
if 
  $3974 == 1 // $ == int 
jf @BANKJO2_24321 
$3962 = 1 // $ = int 

:BANKJO2_24321
$3873 = 1 // $ = int 
jump @BANKJO2_24345 

:BANKJO2_24335
007E: $3870 -= frame_delta_time * 0.05 // float 

:BANKJO2_24345
jump @BANKJO2_24404 

:BANKJO2_24352
if 
  $3870 >= -681.59 // $ >= float 
jf @BANKJO2_24394 
$3873 = 0 // $ = int 
$3974 = 1 // $ = int 
jump @BANKJO2_24404 

:BANKJO2_24394
0078: $3870 += frame_delta_time * 0.05 // float 

:BANKJO2_24404
if 
  $3962 == 1 // $ == int 
jf @BANKJO2_24518 
Object.Destroy($3867)
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3958 += 1 // $ += int 
$3869 = 1 // $ = int 
jump @BANKJO2_24532 

:BANKJO2_24518
01BC: put_object $3867 at $3870 $3871 $3872 

:BANKJO2_24532
jump @BANKJO2_24644 

:BANKJO2_24539
if 
0366:   object $3867 damaged 
jf @BANKJO2_24644 
Object.Destroy($3867)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3869 = 1 // $ = int 

:BANKJO2_24644
if or
  $3953 == 5 // $ == int 
  $3954 == 5 // $ == int 
  $3955 == 5 // $ == int 
jf @BANKJO2_24749 
if 
  $3878 == 0 // $ == int 
jf @BANKJO2_24749 
Object.Init($3877, #TAR_GUN1, $3884, $3885, $3886)
Object.Angle($3877) = 0.0
$3963 = 0 // $ = int 
$3879 = 0 // $ = int 
$3883 = 0 // $ = int 
$3878 = 1 // $ = int 

:BANKJO2_24749
if 
  $3878 == 1 // $ == int 
jf @BANKJO2_25202 
if 
  $3879 == 0 // $ == int 
jf @BANKJO2_25202 
if 
8366:   not object $3877 damaged 
jf @BANKJO2_25097 
Object.StorePos($3877, $3880, $3881, $3882)
if 
  $3883 == 0 // $ == int 
jf @BANKJO2_24910 
if 
  8.0 >= $3882 // float >= $ 
jf @BANKJO2_24893 
if 
  $3975 == 1 // $ == int 
jf @BANKJO2_24879 
$3963 = 1 // $ = int 

:BANKJO2_24879
$3883 = 1 // $ = int 
jump @BANKJO2_24903 

:BANKJO2_24893
007E: $3882 -= frame_delta_time * 0.06 // float 

:BANKJO2_24903
jump @BANKJO2_24962 

:BANKJO2_24910
if 
  $3882 >= 15.0 // $ >= float 
jf @BANKJO2_24952 
$3883 = 0 // $ = int 
$3975 = 1 // $ = int 
jump @BANKJO2_24962 

:BANKJO2_24952
0078: $3882 += frame_delta_time * 0.06 // float 

:BANKJO2_24962
if 
  $3963 == 1 // $ == int 
jf @BANKJO2_25076 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
Object.Destroy($3877)
$3958 += 1 // $ += int 
$3879 = 1 // $ = int 
jump @BANKJO2_25090 

:BANKJO2_25076
01BC: put_object $3877 at $3880 $3881 $3882 

:BANKJO2_25090
jump @BANKJO2_25202 

:BANKJO2_25097
if 
0366:   object $3877 damaged 
jf @BANKJO2_25202 
Object.Destroy($3877)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3879 = 1 // $ = int 

:BANKJO2_25202
if or
  $3953 == 6 // $ == int 
  $3954 == 6 // $ == int 
  $3955 == 6 // $ == int 
jf @BANKJO2_25307 
if 
  $3888 == 0 // $ == int 
jf @BANKJO2_25307 
Object.Init($3887, #TAR_GUN2, $3894, $3895, $3896)
Object.Angle($3887) = 90.0
$3964 = 0 // $ = int 
$3889 = 0 // $ = int 
$3893 = 0 // $ = int 
$3888 = 1 // $ = int 

:BANKJO2_25307
if 
  $3888 == 1 // $ == int 
jf @BANKJO2_25760 
if 
  $3889 == 0 // $ == int 
jf @BANKJO2_25760 
if 
8366:   not object $3887 damaged 
jf @BANKJO2_25655 
Object.StorePos($3887, $3890, $3891, $3892)
if 
  $3893 == 0 // $ == int 
jf @BANKJO2_25468 
if 
  1279.42 >= $3891 // float >= $ 
jf @BANKJO2_25451 
if 
  $3976 == 1 // $ == int 
jf @BANKJO2_25437 
$3964 = 1 // $ = int 

:BANKJO2_25437
$3893 = 1 // $ = int 
jump @BANKJO2_25461 

:BANKJO2_25451
007E: $3891 -= frame_delta_time * 0.05 // float 

:BANKJO2_25461
jump @BANKJO2_25520 

:BANKJO2_25468
if 
  $3891 >= 1283.7 // $ >= float 
jf @BANKJO2_25510 
$3893 = 0 // $ = int 
$3976 = 1 // $ = int 
jump @BANKJO2_25520 

:BANKJO2_25510
0078: $3891 += frame_delta_time * 0.05 // float 

:BANKJO2_25520
if 
  $3964 == 1 // $ == int 
jf @BANKJO2_25634 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
Object.Destroy($3887)
$3958 += 1 // $ += int 
$3889 = 1 // $ = int 
jump @BANKJO2_25648 

:BANKJO2_25634
01BC: put_object $3887 at $3890 $3891 $3892 

:BANKJO2_25648
jump @BANKJO2_25760 

:BANKJO2_25655
if 
0366:   object $3887 damaged 
jf @BANKJO2_25760 
Object.Destroy($3887)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3889 = 1 // $ = int 

:BANKJO2_25760
if or
  $3953 == 7 // $ == int 
  $3954 == 7 // $ == int 
  $3955 == 7 // $ == int 
jf @BANKJO2_25865 
if 
  $3898 == 0 // $ == int 
jf @BANKJO2_25865 
Object.Init($3897, #TAR_GUN1, $3904, $3905, $3906)
Object.Angle($3897) = 90.0
$3965 = 0 // $ = int 
$3899 = 0 // $ = int 
$3903 = 0 // $ = int 
$3898 = 1 // $ = int 

:BANKJO2_25865
if 
  $3898 == 1 // $ == int 
jf @BANKJO2_26318 
if 
  $3899 == 0 // $ == int 
jf @BANKJO2_26318 
if 
8366:   not object $3897 damaged 
jf @BANKJO2_26213 
Object.StorePos($3897, $3900, $3901, $3902)
if 
  $3903 == 0 // $ == int 
jf @BANKJO2_26026 
if 
  1277.8 >= $3901 // float >= $ 
jf @BANKJO2_26009 
if 
  $3977 == 1 // $ == int 
jf @BANKJO2_25995 
$3965 = 1 // $ = int 

:BANKJO2_25995
$3903 = 1 // $ = int 
jump @BANKJO2_26019 

:BANKJO2_26009
007E: $3901 -= frame_delta_time * 0.04 // float 

:BANKJO2_26019
jump @BANKJO2_26078 

:BANKJO2_26026
if 
  $3901 >= 1282.51 // $ >= float 
jf @BANKJO2_26068 
$3903 = 0 // $ = int 
$3977 = 1 // $ = int 
jump @BANKJO2_26078 

:BANKJO2_26068
0078: $3901 += frame_delta_time * 0.04 // float 

:BANKJO2_26078
if 
  $3965 == 1 // $ == int 
jf @BANKJO2_26192 
Object.Destroy($3897)
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3834 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3968 -= 1 // $ -= int 
$3958 += 1 // $ += int 
$3899 = 1 // $ = int 
jump @BANKJO2_26206 

:BANKJO2_26192
01BC: put_object $3897 at $3900 $3901 $3902 

:BANKJO2_26206
jump @BANKJO2_26318 

:BANKJO2_26213
if 
0366:   object $3897 damaged 
jf @BANKJO2_26318 
Object.Destroy($3897)
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3834 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3958 += 1 // $ += int 
$3899 = 1 // $ = int 

:BANKJO2_26318
if 
  Actor.Dead($3908)
jf @BANKJO2_26356 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_26356
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $3836 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $3919 == 0 // $ == int 
  $3836 == 0 // $ == int 
jf @BANKJO2_26487 
if 
  $3972 == 0 // $ == int 
jf @BANKJO2_26435 
TIMERA = 0 // @ = int 
$3972 = 1 // $ = int 
jump @BANKJO2_26487 

:BANKJO2_26435
if 
  TIMERA > 200 // @ > int 
jf @BANKJO2_26487 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$3949 = 1 // $ = int 
$3835 = 1 // $ = int 

:BANKJO2_26487
jump @BANKJO2_21877 

:BANKJO2_26494
018E: stop_sound $3967 
if 
  $3949 == 1 // $ == int 
jf @BANKJO2_26651 

:BANKJO2_26517
if 
83D2:   not wav 1 ended 
jf @BANKJO2_26651 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_26574 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_26574
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26644 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_26644
jump @BANKJO2_26517 

:BANKJO2_26651
014F: stop_timer $3919 
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3916 = $3915 // $ = $ int 
0060: $3916 -= $3836 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
03C8: set_camera_directly_before_player 
01E3: text_1number_styled 'BJM2_28' number $3834 time 4000 style 1  // SCORE ROUND THREE: ~1~
0084: $3683 = $3834 // $ = $ int 
0151: remove_status_text $3968 
0151: remove_status_text $3988 
wait 4000 
if 
  Actor.Dead($3908)
jf @BANKJO2_26770 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_26770
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26840 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_26840
03D6: remove_styled_text 'BJM2_6'  // SCORE ROUND TWO: ~1~
01E3: text_1number_styled 'BJM2_7' number $3968 time 4000 style 1  // TOTAL SCORE FOR SHOOT: ~1~
wait 4000 
if 
  Actor.Dead($3908)
jf @BANKJO2_26911 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_26911
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_26981 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_26981
03D6: remove_styled_text 'BJM2_7'  // TOTAL SCORE FOR SHOOT: ~1~
0084: $3917 = $3912 // $ = $ int 
0058: $3917 += $3914 // $ += $ int 
0084: $3969 = $3917 // $ = $ int 
0058: $3969 += $3916 // $ += $ int 
0084: $3684 = $3681 // $ = $ int 
0058: $3684 += $3682 // $ += $ int 
0084: $3685 = $3684 // $ = $ int 
0058: $3685 += $3683 // $ += $ int 
0084: $3910 = $3685 // $ = $ int 
$3910 *= 100 // $ *= int 
if 
  $3917 > 0 // $ > int 
jf @BANKJO2_27103 
0070: $3910 /= $3969 // $ /= $ int 
jump @BANKJO2_27110 

:BANKJO2_27103
$3910 = 0 // $ = int 

:BANKJO2_27110
01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1  // HIT RATE: ~1~%
wait 4000 
if 
  Actor.Dead($3908)
jf @BANKJO2_27171 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27171
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_27241 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_27241
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($3946)
Actor.PutAt($PLAYER_ACTOR, -677.75, 1272.03, 9.81)
00BC: text_highpriority 'BJM2_17' time 5000 1  // ~g~Go and talk to Phil.
018A: $3679 = create_checkpoint_at -665.99 1234.17 10.08 
$123 = 1 // $ = int 
03CF: load_wav 'BNK2_7' as 1 
03CF: load_wav 'BNK2_8' as 2 

:BANKJO2_27347
if or
80F6:   not player $PLAYER_CHAR 0 -651.18 1260.08 9.82 radius 3.0 3.0 6.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BANKJO2_27522 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_27445 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27445
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_27515 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_27515
jump @BANKJO2_27347 

:BANKJO2_27522
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
  not Actor.Dead($3908)
jf @BANKJO2_27567 
01B9: set_actor $3908 armed_weapon_to 0 
jump @BANKJO2_27589 

:BANKJO2_27567
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27589
Player.CanMove($PLAYER_CHAR, False)

:BANKJO2_27596
if 
  fading 
jf @BANKJO2_27728 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_27651 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27651
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_27721 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_27721
jump @BANKJO2_27596 

:BANKJO2_27728
00BE: text_clear_all 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
Object.Destroy($3837)
Object.Destroy($3847)
Object.Destroy($3857)
Object.Destroy($3867)
Object.Destroy($3877)
Object.Destroy($3887)
Object.Destroy($3897)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Marker.Disable($3679)
Camera.SetAtPos(-665.99, 1234.17, 9.08)
009F: set_actor $PLAYER_ACTOR idle 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, -664.58, 1233.74, 10.1)
Actor.Angle($PLAYER_ACTOR) = 87.36
009F: set_actor $PLAYER_ACTOR idle 
if 
  not Actor.Dead($3908)
jf @BANKJO2_27896 
020E: actor $PLAYER_ACTOR look_at_actor $3908 
jump @BANKJO2_27918 

:BANKJO2_27896
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27918
0169: set_fade_color 0 0 0 
if 
  not Actor.Dead($3908)
jf @BANKJO2_27957 
020E: actor $3908 look_at_actor $PLAYER_ACTOR 
jump @BANKJO2_27979 

:BANKJO2_27957
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_27979
fade 1 1000 
Camera.SetPosition(-662.67, 1229.52, 10.84, 0.0, 0.0, 0.0)
Camera.PointAt(-663.27, 1230.3, 11.06, 2)

:BANKJO2_28037
if 
  fading 
jf @BANKJO2_28169 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_28092 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28092
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_28162 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_28162
jump @BANKJO2_28037 

:BANKJO2_28169
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_7' time 5000 1  // So you wanna do me a favor, and help me put together a job?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 

:BANKJO2_28200
if 
83D2:   not wav 1 ended 
jf @BANKJO2_28334 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_28257 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28257
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_28327 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_28327
jump @BANKJO2_28200 

:BANKJO2_28334
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
03D5: remove_text 'BNK2_7'  // So you wanna do me a favor, and help me put together a job?
03CF: load_wav 'BNK2_9' as 1 

:BANKJO2_28365
if 
83D0:   not wav 1 loaded 
jf @BANKJO2_28499 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_28422 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28422
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_28492 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_28492
jump @BANKJO2_28365 

:BANKJO2_28499
if 
001C:   $3968 > $3988 // $ > $ int 
jf @BANKJO2_28556 
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_8' time 5000 1  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0372: set_actor $3908 anim 19 wait_state_time 1000000 ms 
jump @BANKJO2_28587 

:BANKJO2_28556
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_9A' time 10000 1  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
0372: set_actor $3908 anim 19 wait_state_time 1000000 ms 

:BANKJO2_28587
if 
001C:   $3968 > $3988 // $ > $ int 
jf @BANKJO2_28841 

:BANKJO2_28606
if 
83D2:   not wav 2 ended 
jf @BANKJO2_28770 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_28693 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28693
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_28763 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_28763
jump @BANKJO2_28606 

:BANKJO2_28770
if 
  not Actor.Dead($3908)
jf @BANKJO2_28802 
0372: set_actor $3908 anim 0 wait_state_time 1 ms 
jump @BANKJO2_28824 

:BANKJO2_28802
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28824
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
jump @BANKJO2_29079 

:BANKJO2_28841
if 
83D2:   not wav 1 ended 
jf @BANKJO2_29005 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_28928 
03D5: remove_text 'BNK2_8'  // Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_28928
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_28998 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_28998
jump @BANKJO2_28841 

:BANKJO2_29005
if 
  not Actor.Dead($3908)
jf @BANKJO2_29037 
0372: set_actor $3908 anim 0 wait_state_time 1 ms 
jump @BANKJO2_29059 

:BANKJO2_29037
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 

:BANKJO2_29059
03D5: remove_text 'BNK2_9A'  // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text 'BNK2_9B'  // You can't shoot nothin'.

:BANKJO2_29079
0211: actor $3908 walk_to -664.41 1228.08 
TIMERA = 0 // @ = int 

:BANKJO2_29101
if 
80ED:   not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 
jf @BANKJO2_29349 
wait 0 
if 
  Actor.Dead($3908)
jf @BANKJO2_29188 
00BC: text_highpriority 'BJM2_11' time 5000 1  // ~r~Phil's dead!
jump @BANKJO2_29421 
jump @BANKJO2_29272 

:BANKJO2_29188
if 
  TIMERA >= 10000 // @ >= int 
jf @BANKJO2_29272 
if 
80ED:   not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 
jf @BANKJO2_29272 
Actor.PutAt($3908, -664.41, 1228.08, 10.08)
jump @BANKJO2_29349 

:BANKJO2_29272
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @BANKJO2_29342 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @BANKJO2_29421 

:BANKJO2_29342
jump @BANKJO2_29101 

:BANKJO2_29349
Actor.DestroyInstantly($3908)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
001C:   $3968 > $3988 // $ > $ int 
jf @BANKJO2_29414 
jump @BANKJO2_29438 
jump @BANKJO2_29421 

:BANKJO2_29414
jump @BANKJO2_29421 

:BANKJO2_29421
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BANKJO2_29438
$249 = 1 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
0318: set_latest_mission_passed 'BANK_2'  // The Shootist
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
042F: register_highest_int_stat 0 to $3968 
042F: register_highest_int_stat 1 to $3910 
start_new_script @BANK3 
start_new_script @SHOOT 
return 

:BANKJO2_29533
018E: stop_sound $3967 
Actor.DestroyWithFade($3908)
Object.Destroy($3693)
Object.Destroy($3694)
Object.Destroy($3695)
Object.Destroy($3696)
Object.Destroy($3697)
Object.Destroy($3698)
Object.Destroy($3713)
Object.Destroy($3714)
Object.Destroy($3715)
Object.Destroy($3716)
Object.Destroy($3717)
Object.Destroy($3718)
Object.Destroy($3733)
Object.Destroy($3734)
Object.Destroy($3735)
Object.Destroy($3736)
Object.Destroy($3737)
Object.Destroy($3738)
Object.Destroy($3754)
Object.Destroy($3768)
Object.Destroy($3782)
Object.Destroy($3796)
Object.Destroy($3810)
Object.Destroy($3824)
Object.Destroy($3837)
Object.Destroy($3847)
Object.Destroy($3857)
Object.Destroy($3867)
Object.Destroy($3877)
Object.Destroy($3887)
Object.Destroy($3897)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
  $3939 > 0 // $ > int 
jf @BANKJO2_29726 
Model.Load($3940)

:BANKJO2_29726
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 
Model.Destroy($3940)
$ONMISSION = 0 // $ = int 
$995 = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03BD: destroy_sphere $3966 
Object.Destroy($3944)
Object.Destroy($3945)
Object.Destroy($3946)
Marker.Disable($3675)
Marker.Disable($3678)
Marker.Disable($3679)
Marker.Disable($3907)
0151: remove_status_text $3968 
0151: remove_status_text $3988 
014F: stop_timer $3677 
014F: stop_timer $3918 
014F: stop_timer $3919 
Model.Destroy(#MALE01)
Model.Destroy(#COLT45)
Model.Destroy(#TAR_GUN1)
Model.Destroy(#TAR_GUN2)
Model.Destroy(#TAR_FRAME)
Model.Destroy(#TAR_DOWNLEFT)
Model.Destroy(#TAR_DOWNRIGHT)
Model.Destroy(#TAR_TOP)
Model.Destroy(#TAR_UPLEFT)
Model.Destroy(#TAR_UPRIGHT)
Model.Destroy(#FAKETARGET)
0296: unload_special_actor 5 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 23---------------
// Originally: The Driver

:BANKJO3
script_name 'BANKJO3' 
gosub @BANKJO3_46 
if 
  wasted_or_busted 
jf @BANKJO3_37 
gosub @BANKJO3_16907 

:BANKJO3_37
gosub @BANKJO3_17107 
terminate_this_script 

:BANKJO3_46
0AAD: stop_audio_stream 
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$986 = 0 // $ = int 
$4085 = 0 // $ = int 
$4013 = 0 // $ = int 
$3997 = 0 // $ = int 
$3994 = 7.0 // $ = float 
$4088 = 0 // $ = int 
$4089 = 0 // $ = int 
$4090 = 0 // $ = int 
$4092 = 0 // $ = int 
$4087 = 0 // $ = int 
$4094 = 0 // $ = int 
$4095 = 0 // $ = int 
$4096 = 0 // $ = int 
$4097 = 0 // $ = int 
$4098 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ3' 
03CF: load_wav 'MONO13' as 1 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
02F3: load_object #CUTOBJ03 'COLPHON' 
select_interior 17 
Camera.SetAtPos(481.03, -64.21, 8.98)
038B: load_requested_models 

:BANKJO3_311
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
jf @BANKJO3_360 
wait 0 
jump @BANKJO3_311 

:BANKJO3_360
02E4: load_cutscene_data 'BANK_3A' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $137 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $189 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E6: set_cutscene_anim $189 'GCFAN' 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
02E5: $211 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $211 'COLPHON' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
fade 1 3000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_603
if 
  2827 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_638 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_603 

:BANKJO3_638
00BC: text_highpriority 'BJM3_A' time 10000 1  // Things are starting to come together nicely here.

:BANKJO3_653
if 
  4964 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_688 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_653 

:BANKJO3_688
00BC: text_highpriority 'BJM3_B' time 10000 1  // What's the plan, Tommy? Que pasa, amigo?

:BANKJO3_703
if 
  7438 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_738 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_703 

:BANKJO3_738
00BC: text_highpriority 'BJM3_C' time 10000 1  // The plan is you keep doing that like a moron. Anyhow, we need a driver.

:BANKJO3_753
if 
  12291 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_788 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_753 

:BANKJO3_788
00BC: text_highpriority 'BJM3_D' time 10000 1  // Tommy, I'll do it. I can drive.

:BANKJO3_803
if 
  14893 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_838 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_803 

:BANKJO3_838
00BC: text_highpriority 'BJM3_E' time 10000 1  // You want Hilary, mister. Not some smart-talking law school chump.

:BANKJO3_853
if 
  19162 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_888 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_853 

:BANKJO3_888
00BC: text_highpriority 'BJM3_F' time 10000 1  // Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here.

:BANKJO3_903
if 
  26056 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_938 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_903 

:BANKJO3_938
00BC: text_highpriority 'BJM3_G' time 10000 1  // Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor?

:BANKJO3_953
if 
  34674 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_990 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_953 

:BANKJO3_990
00BC: text_highpriority 'BJM3_H' time 10000 1  // I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver.

:BANKJO3_1005
if 
  40799 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1042 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1005 

:BANKJO3_1042
00BC: text_highpriority 'BJM3_I' time 10000 1  // For a bit of action. Okay, I understand.

:BANKJO3_1057
if 
  46343 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1094 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1057 

:BANKJO3_1094
00BC: text_highpriority 'BJM3_J' time 10000 1  // What'd he say?

:BANKJO3_1109
if 
  47448 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1146 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1109 

:BANKJO3_1146
00BC: text_highpriority 'BJM3_K' time 10000 1  // Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues.

:BANKJO3_1161
if 
  52709 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1198 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1161 

:BANKJO3_1198
00BC: text_highpriority 'BJM3_L' time 10000 1  // Seems he won't work for anyone who can't beat him. Something to do with his momma.

:BANKJO3_1213
if 
  56624 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1250 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1213 

:BANKJO3_1250
00BC: text_highpriority 'BJM3_M' time 10000 1  // Anyway, he wants to race you first, said he'd meet you outside..

:BANKJO3_1265
if 
  59809 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1302 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1265 

:BANKJO3_1302
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @BANKJO3_1350 
if 
03D0:   wav 1 loaded 
jf @BANKJO3_1350 
03D1: play_wav 1 

:BANKJO3_1350
if 
  fading 
jf @BANKJO3_1374 
wait 0 
jump @BANKJO3_1350 

:BANKJO3_1374
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03AD: set_rubbish 1 
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 1.0 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(449.89, -116.18, 9.74)
$986 = 0 // $ = int 
01E8: create_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
03BA: clear_cars_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
042B: clear_peds_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSHLARY' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
Camera.SetAtPos(479.09, -149.436, 9.0)
038B: load_requested_models 

:BANKJO3_1615
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
jf @BANKJO3_1650 
wait 0 
jump @BANKJO3_1615 

:BANKJO3_1650
02E4: load_cutscene_data 'BANK_3B' 
0244: set_cutscene_pos 479.09 -149.436 9.0 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $186 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $186 'CSHLARY' 
02E5: $187 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $187 'HLRYCAR' 
0395: clear_area 1 at 449.89 -116.18 9.74 range 1.0 
0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74 
0171: set_player $PLAYER_CHAR z_angle_to 310.41 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO3_1821
if 
  4501 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1856 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1821 

:BANKJO3_1856
00BC: text_highpriority 'BJM3_2A' time 10000 1  // You Tommy? Of course you're Tommy, I mean,

:BANKJO3_1871
if 
  7978 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1906 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1871 

:BANKJO3_1906
00BC: text_highpriority 'BJM3_2B' time 10000 1  // Why else would anyone want to speak to me?

:BANKJO3_1921
if 
  9549 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_1956 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1921 

:BANKJO3_1956
00BC: text_highpriority 'BJM3_2C' time 10000 1  // OK. Consider it this way -

:BANKJO3_1971
if 
  11840 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2006 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_1971 

:BANKJO3_2006
00BC: text_highpriority 'BJM3_2D' time 10000 1  // I'll drive for you IF, and only IF, you can drive properly.

:BANKJO3_2021
if 
  17081 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2056 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2021 

:BANKJO3_2056
00BC: text_highpriority 'BJM3_2E' time 10000 1  // Leave me alone - and I'll never forgive you.

:BANKJO3_2071
if 
  20480 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2106 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2071 

:BANKJO3_2106
00BE: text_clear_all 

:BANKJO3_2108
if 
  24056 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO3_2143 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO3_2108 

:BANKJO3_2143
fade 0 2000 
00BE: text_clear_all 

:BANKJO3_2152
if 
  fading 
jf @BANKJO3_2176 
wait 0 
jump @BANKJO3_2152 

:BANKJO3_2176
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
$3999 = 479.09 // $ = float 
$4000 = -149.436 // $ = float 
$4001 = 9.0 // $ = float 
$3990 = 185.022 // $ = float 
$4020 = 18 // $ = int 
$4007 = 483.19 // $ = float 
$4008 = -149.436 // $ = float 
$4009 = 9.0 // $ = float 
$4021 = 479.06 // $ = float 
$4022 = -174.68 // $ = float 
$4023 = 9.0 // $ = float 
$4024 = 477.68 // $ = float 
$4025 = -213.29 // $ = float 
$4026 = 10.77 // $ = float 
$4027 = 458.74 // $ = float 
$4028 = -315.75 // $ = float 
$4029 = 9.08 // $ = float 
$4030 = 418.92 // $ = float 
$4031 = -397.27 // $ = float 
$4032 = 8.95 // $ = float 
$4033 = 230.78 // $ = float 
$4034 = -697.36 // $ = float 
$4035 = 9.28 // $ = float 
$4036 = 71.23 // $ = float 
$4037 = -1006.72 // $ = float 
$4038 = 9.31 // $ = float 
$4039 = 171.8 // $ = float 
$4040 = -1132.57 // $ = float 
$4041 = 9.28 // $ = float 
$4042 = 0 // $ = int 
$4043 = 0 // $ = int 
$4044 = 0 // $ = int 
$4045 = 0 // $ = int 
$4046 = 0 // $ = int 
$4047 = 9.31 // $ = float 
$4048 = 124.88 // $ = float 
$4049 = -800.59 // $ = float 
$4050 = 0 // $ = int 
$4051 = 0 // $ = int 
$4052 = 0 // $ = int 
$4053 = 0 // $ = int 
$4054 = 0 // $ = int 
$4055 = 0 // $ = int 
$4056 = 9.31 // $ = float 
$4057 = 124.88 // $ = float 
$4058 = -800.59 // $ = float 
$4059 = 9.31 // $ = float 
$4060 = 183.11 // $ = float 
$4061 = -496.49 // $ = float 
$4062 = 0 // $ = int 
$4063 = 0 // $ = int 
$4064 = 0 // $ = int 
$4065 = 0 // $ = int 
$4066 = 0 // $ = int 
$4067 = 0 // $ = int 
$4068 = 0 // $ = int 
$4069 = 0 // $ = int 
$4070 = 0 // $ = int 
$4071 = 0 // $ = int 
$4072 = 0 // $ = int 
$4073 = 0 // $ = int 
$4074 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 0.3 
Model.Load(#BAGGAGE)
Model.Load(#SENTINEL)
Model.Load(#BLOODRA)
Model.Load(#LANDSTAL)
Model.Load(#COMET)
Model.Load(#PHEONIX)
Model.Load(#VOODOO)
023C: load_special_actor 3 'IGHLARY' 
03CF: load_wav 'CARREV' as 1 
03CF: load_wav 'BNK3_3A' as 2 

:BANKJO3_2832
if or
  not Model.Available(#BAGGAGE)
  not Model.Available(#SENTINEL)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
823D:   not special_actor 3 loaded 
jf @BANKJO3_2876 
wait 0 
jump @BANKJO3_2832 

:BANKJO3_2876
if or
  not Model.Available(#BLOODRA)
  not Model.Available(#LANDSTAL)
  not Model.Available(#COMET)
  not Model.Available(#PHEONIX)
  not Model.Available(#VOODOO)
jf @BANKJO3_2923 
wait 0 
jump @BANKJO3_2876 

:BANKJO3_2923
0055: put_player $PLAYER_CHAR at 504.273 -44.6718 10.5117 
0395: clear_area 1 at 526.2 -76.85 10.78 range 5.0 
Car.Create($3996, #BAGGAGE, $3999, $4000, $4001)
Car.SetImmunities($3996, 1, 1, 1, 1, 1)
020A: set_car $3996 door_status_to 2 
Car.SetImmunities($3996, 1, 1, 1, 0, 1)
039C: set_car $3996 watertight 1 
03AB: set_car $3996 strong 1 
0423: car $3996 improve_handling 1.5 
03ED: set_car $3996 not_damaged_when_upside_down 1 
0129: $4005 = create_actor 4 #SPECIAL03 in_car $3996 driverseat 
01ED: clear_actor $4005 threat_search 
039E: set_actor $4005 locked_while_in_vehicle 1 
Car.Angle($3996) = $3990
Car.SetToNormalDriver($3996)
00AE: set_vehicle $3996 traffic_behavior_to 2 
Car.SetMaxSpeed($3996, 45.0)
Car.ImmuneToNonPlayer($3996, True)
0395: clear_area 0 at 473.713 -149.895 10.546 range 1.0 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 1 at 465.9307 -5.0725 10.8941 range 25.0 
Car.Create($4063, #BLOODRA, 456.0734, 7.9606, 10.9804)
Car.Angle($4063) = 269.252
Car.Create($4064, #LANDSTAL, 456.5632, -0.3378, 10.971)
Car.Angle($4064) = 269.252
Car.Create($4065, #SENTINEL, 456.8924, -9.6915, 10.8587)
Car.Angle($4065) = 269.5653
0229: set_car $4065 color_to 0 0 
Car.Create($4066, #COMET, 457.3792, -22.1525, 10.6938)
Car.Angle($4066) = 269.8787
Car.Create($4067, #PHEONIX, 478.9539, -22.0635, 10.6372)
Car.Angle($4067) = 89.7337
Car.Create($4068, #VOODOO, 478.0595, -15.6105, 10.7105)
Car.Angle($4068) = 92.5772
wait 800 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(493.5216, -7.7344, 13.0304, 0.0, 0.0, 0.0)
Camera.PointAt(499.5865, -34.9911, 13.0304, 2)
0239: actor $PLAYER_ACTOR run_to 488.9706 -9.9454 
fade 1 600 
wait 400 
00BC: text_highpriority 'SBOB184' time 6000 1 
wait 6000 
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at 478.45 3.837 10.0713 
0171: set_player $PLAYER_CHAR z_angle_to 96.964 
Camera.SetPosition(487.8572, 14.4323, 18.0713, 0.0, 0.0, 0.0)
Camera.PointAt(464.1879, -0.1995, 14.5713, 2)
00BC: text_highpriority 'SBOB185' time 6000 1 
wait 5000 
Camera.SetPosition(484.2516, -30.3471, 17.0713, 0.0, 0.0, 0.0)
Camera.PointAt(464.7758, -2.4778, 14.0713, 2)
00BC: text_highpriority 'SBOB186' time 6000 1 
wait 5400 
Camera.SetPosition(452.6848, -25.2421, 12.5713, 0.0, 0.0, 0.0)
Camera.PointAt(474.3872, -3.1077, 12.0713, 2)
00BC: text_highpriority 'SBOB188' time 6000 1 
wait 5400 
fade 0 600 
wait 600 
Car.Destroy($4063)
Car.Destroy($4064)
Car.Destroy($4065)
Car.Destroy($4066)
Car.Destroy($4067)
Car.Destroy($4068)
jump @BANKJO3_3807 

:BANKJO3_3807
TIMERA = 900 // @ = int 
if 
  $4069 == 0 // $ == int 
jf @BANKJO3_3866 
Car.Create($4063, #BLOODRA, 456.0734, 7.9606, 10.9804)
Car.Angle($4063) = 269.252

:BANKJO3_3866
if 
  $4070 == 0 // $ == int 
jf @BANKJO3_3917 
Car.Create($4064, #LANDSTAL, 456.5632, -0.3378, 10.971)
Car.Angle($4064) = 269.252

:BANKJO3_3917
if 
  $4071 == 0 // $ == int 
jf @BANKJO3_3977 
Car.Create($4065, #SENTINEL, 456.8924, -9.6915, 10.8587)
Car.Angle($4065) = 269.5653
0229: set_car $4065 color_to 0 0 

:BANKJO3_3977
if 
  $4072 == 0 // $ == int 
jf @BANKJO3_4028 
Car.Create($4066, #COMET, 457.3792, -22.1525, 10.6938)
Car.Angle($4066) = 269.8787

:BANKJO3_4028
if 
  $4073 == 0 // $ == int 
jf @BANKJO3_4079 
Car.Create($4067, #PHEONIX, 478.9539, -22.0635, 10.6372)
Car.Angle($4067) = 89.7337

:BANKJO3_4079
if 
  $4074 == 0 // $ == int 
jf @BANKJO3_4130 
Car.Create($4068, #VOODOO, 478.0595, -15.6105, 10.7105)
Car.Angle($4068) = 92.5772

:BANKJO3_4130
if and
  $4069 == 1 // $ == int 
  $4070 == 0 // $ == int 
jf @BANKJO3_4169 
$4062 = 1 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4169
if and
  $4070 == 1 // $ == int 
  $4071 == 0 // $ == int 
jf @BANKJO3_4208 
$4062 = 2 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4208
if and
  $4071 == 1 // $ == int 
  $4072 == 0 // $ == int 
jf @BANKJO3_4247 
$4062 = 3 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4247
if and
  $4072 == 1 // $ == int 
  $4073 == 0 // $ == int 
jf @BANKJO3_4286 
$4062 = 4 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4286
if and
  $4073 == 1 // $ == int 
  $4074 == 0 // $ == int 
jf @BANKJO3_4325 
$4062 = 5 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4325
if 
  $4069 == 0 // $ == int 
jf @BANKJO3_4357 
$4062 = 0 // $ = int 
jump @BANKJO3_4357 

:BANKJO3_4357
wait 700 
fade 1 600 
jump @BANKJO3_4376 

:BANKJO3_4376
wait 0 
if 
  $4062 == 0 // $ == int 
jf @BANKJO3_4454 
Camera.SetPosition(465.509, 6.8223, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4063, 15, 2)
00BC: text_highpriority 'SBOB187' time 500 1 

:BANKJO3_4454
if 
  $4062 == 1 // $ == int 
jf @BANKJO3_4528 
Camera.SetPosition(465.2936, -1.1748, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4064, 15, 2)
00BC: text_highpriority 'SBOB189' time 500 1 

:BANKJO3_4528
if 
  $4062 == 2 // $ == int 
jf @BANKJO3_4602 
Camera.SetPosition(465.3841, -11.1476, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4065, 15, 2)
00BC: text_highpriority 'SBOB190' time 500 1 

:BANKJO3_4602
if 
  $4062 == 3 // $ == int 
jf @BANKJO3_4676 
Camera.SetPosition(465.4427, -21.1335, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4066, 15, 2)
00BC: text_highpriority 'SBOB191' time 500 1 

:BANKJO3_4676
if 
  $4062 == 4 // $ == int 
jf @BANKJO3_4750 
Camera.SetPosition(472.8831, -22.9961, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4067, 15, 2)
00BC: text_highpriority 'SBOB192' time 500 1 

:BANKJO3_4750
if 
  $4062 == 5 // $ == int 
jf @BANKJO3_4824 
Camera.SetPosition(467.1124, -15.0873, 12.3003, 0.0, 0.0, 0.0)
Camera.OnVehicle($4068, 15, 2)
00BC: text_highpriority 'SBOB193' time 500 1 

:BANKJO3_4824
if 
00E1:   player 0 pressed_button 14 
jf @BANKJO3_5244 
if 
  TIMERA > 540 // @ > int 
jf @BANKJO3_5244 
if 
  $4062 == 0 // $ == int 
jf @BANKJO3_4885 
jump @BANKJO3_5049 

:BANKJO3_4885
if 
  $4062 == 1 // $ == int 
jf @BANKJO3_4910 
jump @BANKJO3_5088 

:BANKJO3_4910
if 
  $4062 == 2 // $ == int 
jf @BANKJO3_4935 
jump @BANKJO3_5127 

:BANKJO3_4935
if 
  $4062 == 3 // $ == int 
jf @BANKJO3_4960 
jump @BANKJO3_5166 

:BANKJO3_4960
if 
  $4062 == 4 // $ == int 
jf @BANKJO3_4985 
jump @BANKJO3_5205 

:BANKJO3_4985
if 
  $4062 == 5 // $ == int 
jf @BANKJO3_4824 
jump @BANKJO3_5010 

:BANKJO3_5010
if 
  $4069 == 0 // $ == int 
jf @BANKJO3_5049 
TIMERA = 0 // @ = int 
$4062 = 0 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5049
if 
  $4070 == 0 // $ == int 
jf @BANKJO3_5088 
TIMERA = 0 // @ = int 
$4062 = 1 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5088
if 
  $4071 == 0 // $ == int 
jf @BANKJO3_5127 
TIMERA = 0 // @ = int 
$4062 = 2 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5127
if 
  $4072 == 0 // $ == int 
jf @BANKJO3_5166 
TIMERA = 0 // @ = int 
$4062 = 3 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5166
if 
  $4073 == 0 // $ == int 
jf @BANKJO3_5205 
TIMERA = 0 // @ = int 
$4062 = 4 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5205
if 
  $4074 == 0 // $ == int 
jf @BANKJO3_5010 
TIMERA = 0 // @ = int 
$4062 = 5 // $ = int 
jump @BANKJO3_4376 

:BANKJO3_5244
if 
00E1:   player 0 pressed_button 17 
jf @BANKJO3_4376 
018C: play_sound 9 at 0.0 0.0 0.0 
00BC: text_highpriority 'SBOB194' time 2000 1 
wait 2000 
fade 0 600 
wait 600 
if 
  $4046 > 4 // $ > int 
jf @BANKJO3_5360 
$4007 = 581.888 // $ = float 
$4008 = -75.0213 // $ = float 
$4009 = 9.439 // $ = float 

:BANKJO3_5360
if 
  $4062 == 0 // $ == int 
jf @BANKJO3_6501 
$4069 = 1 // $ = int 
Car.PutAt($4063, $4007, $4008, $4009)
Car.Angle($4063) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4063 
020A: set_car $4063 door_status_to 4 
Car.SetImmunities($3996, 1, 0, 0, 0, 0)
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4063) = 1600
jump @BANKJO3_5464 

:BANKJO3_5464
if 
   not $4069 == 1 // $ == int 
jf @BANKJO3_5487 
Car.Destroy($4063)

:BANKJO3_5487
if 
   not $4070 == 1 // $ == int 
jf @BANKJO3_5510 
Car.Destroy($4064)

:BANKJO3_5510
if 
   not $4071 == 1 // $ == int 
jf @BANKJO3_5533 
Car.Destroy($4065)

:BANKJO3_5533
if 
   not $4072 == 1 // $ == int 
jf @BANKJO3_5556 
Car.Destroy($4066)

:BANKJO3_5556
if 
   not $4073 == 1 // $ == int 
jf @BANKJO3_5579 
Car.Destroy($4067)

:BANKJO3_5579
if 
   not $4074 == 1 // $ == int 
jf @BANKJO3_5602 
Car.Destroy($4068)

:BANKJO3_5602
wait 800 
022C: set_actor $4005 to_look_at_actor $PLAYER_ACTOR 
022C: set_actor $PLAYER_ACTOR to_look_at_actor $4005 
$4042 = 0 // $ = int 
Car.PutAt($3996, $3999, $4000, $4001)
Car.Angle($3996) = $3990
gosub @BANKJO3_6324 
fade 1 600 
Camera.SetPosition(473.713, -149.895, 10.546, 0.0, 0.0, 0.0)
Camera.PointAt(474.708, -149.824, 10.479, 2)
wait 600 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\CARREV.WAV" loop 0 volume 0.5 
00BA: text_styled 'RACE2' 1500 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1500 
0395: clear_area 0 at 481.704 -155.509 10.9 range 1.0 
Camera.SetPosition(481.704, -155.509, 10.9, 0.0, 0.0, 0.0)
Camera.PointAt(481.675, -154.522, 10.741, 2)
00BA: text_styled 'RACE3' 1500 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1500 
0395: clear_area 0 at 487.907 -148.861 11.167 range 1.0 
Camera.SetPosition(487.907, -148.861, 11.167, 0.0, 0.0, 0.0)
Camera.PointAt(486.924, -148.899, 10.98, 2)
00BA: text_styled 'RACE4' 1500 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1500 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
TIMERA = 0 // @ = int 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02A3: enable_widescreen 0 
022F: set_actor $PLAYER_ACTOR stop_looking 
03C3: set_timer_with_text_to $4087 type 0 text 'R_TIME'  // RACE TIME:
$4056 = 482.4294 // $ = float 
$4057 = -189.384 // $ = float 
$4058 = 10.315 // $ = float 
$4059 = 465.6893 // $ = float 
$4060 = -297.5074 // $ = float 
$4061 = 10.06 // $ = float 
$4047 = 482.4294 // $ = float 
$4048 = -189.384 // $ = float 
$4049 = 10.315 // $ = float 
0190: add_car $3996 to_upsidedown_check 
03CC: add_stuck_car_check $3996 distance 0.5 time 3500 
0167: $4054 = create_marker_at $4056 $4057 $4058 color 5 display 2 
0168: set_marker $4054 size 3 
0167: $4053 = create_marker_at $4059 $4060 $4061 color 5 display 2 
0168: set_marker $4053 size 2 
0166: set_marker $4053 brightness_to 1 
Marker.CreateAboveCar($4052, $3996)
018B: set_marker $4052 display 1 
if 
  not Actor.Dead($4005)
jf @BANKJO3_7017 
022F: set_actor $4005 stop_looking 
jump @BANKJO3_7017 

:BANKJO3_6324
if 
  $4046 > 0 // $ > int 
jf @BANKJO3_6499 
00BC: text_highpriority 'SBOB211' time 4500 1 
set_weather 2 
if 
  $4046 > 1 // $ > int 
jf @BANKJO3_6499 
00BC: text_highpriority 'SBOB210' time 4500 1 
if 
  $4046 > 2 // $ > int 
jf @BANKJO3_6499 
00BC: text_highpriority 'SBOB209' time 4500 1 
if 
  $4046 > 3 // $ > int 
jf @BANKJO3_6499 
00BC: text_highpriority 'SBOB208' time 4500 1 
if 
  $4046 > 4 // $ > int 
jf @BANKJO3_6499 
041E: set_radio_station 10 -1 
00BC: text_highpriority 'SBOB207' time 4500 1 

:BANKJO3_6499
return 

:BANKJO3_6501
if 
  $4062 == 1 // $ == int 
jf @BANKJO3_6605 
$4070 = 1 // $ = int 
Car.PutAt($4064, $4007, $4008, $4009)
Car.Angle($4064) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4064 
020A: set_car $4064 door_status_to 4 
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4064) = 1600
Car.SetImmunities($4064, 1, 1, 1, 1, 1)
jump @BANKJO3_5464 

:BANKJO3_6605
if 
  $4062 == 2 // $ == int 
jf @BANKJO3_6701 
$4071 = 1 // $ = int 
Car.PutAt($4065, $4007, $4008, $4009)
Car.Angle($4065) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4065 
020A: set_car $4065 door_status_to 4 
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4065) = 1750
03AB: set_car $4065 strong 1 
jump @BANKJO3_5464 

:BANKJO3_6701
if 
  $4062 == 3 // $ == int 
jf @BANKJO3_6805 
$4072 = 1 // $ = int 
Car.PutAt($4066, $4007, $4008, $4009)
Car.Angle($4066) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4066 
020A: set_car $4066 door_status_to 4 
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4066) = 2200
Car.SetImmunities($4066, 0, 0, 0, 1, 0)
jump @BANKJO3_5464 

:BANKJO3_6805
if 
  $4062 == 4 // $ == int 
jf @BANKJO3_6894 
$4073 = 1 // $ = int 
Car.PutAt($4067, $4007, $4008, $4009)
Car.Angle($4067) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4067 
020A: set_car $4067 door_status_to 4 
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4067) = 1600
jump @BANKJO3_5464 

:BANKJO3_6894
if 
  $4062 == 5 // $ == int 
jf @BANKJO3_6894 
$4074 = 1 // $ = int 
Car.PutAt($4068, $4007, $4008, $4009)
Car.Angle($4068) = 184.0615
0369: put_player $PLAYER_CHAR in_car $4068 
020A: set_car $4068 door_status_to 4 
Car.SetMaxSpeed($3996, 50.0)
Car.Health($4068) = 2800
jump @BANKJO3_5464 
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
jump @BANKJO3_16977 

:BANKJO3_7017
if 
  $4046 > 1 // $ > int 
jf @BANKJO3_7160 
015D: set_gamespeed 1.6 
if 
  $4046 > 4 // $ > int 
jf @BANKJO3_7102 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\4MOTHERKILL.WAV" loop 1 volume 0.5 

:BANKJO3_7102
if 
  $4046 > 3 // $ > int 
jf @BANKJO3_7160 
$4045 = 2100 // $ = int 
0084: $4044 = $4045 // $ = $ int 
$4044 /= 21 // $ /= int 
04F7: status_text $4044 1 line 2 'SBOB195' 

:BANKJO3_7160
wait 0 
if 
  Actor.Dead($4005)
jf @BANKJO3_7202 
00BC: text_highpriority 'SBOB196' time 5000 1 
jump @BANKJO3_16907 

:BANKJO3_7202
if 
  $4046 > 3 // $ > int 
jf @BANKJO3_7251 
if 
   not $4045 >= 0 // $ >= int 
jf @BANKJO3_7251 
00DA: $2108 = player $PLAYER_CHAR car 
020B: explode_car $2108 

:BANKJO3_7251
$4045 -= 6 // $ -= int 
if 
  $4045 > 2100 // $ > int 
jf @BANKJO3_7291 
$4044 = 100 // $ = int 
jump @BANKJO3_7306 

:BANKJO3_7291
0084: $4044 = $4045 // $ = $ int 
$4044 /= 21 // $ /= int 

:BANKJO3_7306
if 
  $4046 > 4 // $ > int 
jf @BANKJO3_7330 
041E: set_radio_station 10 -1 

:BANKJO3_7330
if 
  $4046 > 4 // $ > int 
jf @BANKJO3_7360 
Camera.Shake(160)
jump @BANKJO3_7411 

:BANKJO3_7360
if 
  $4046 > 3 // $ > int 
jf @BANKJO3_7389 
Camera.Shake(120)
jump @BANKJO3_7411 

:BANKJO3_7389
if 
  $4046 > 2 // $ > int 
jf @BANKJO3_7411 
Camera.Shake(90)

:BANKJO3_7411
if 
  $4051 == 35 // $ == int 
jf @BANKJO3_7463 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4056 $4057 $4058 
jump @BANKJO3_7499 

:BANKJO3_7463
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $4056 $4057 $4058 
jump @BANKJO3_7499 

:BANKJO3_7499
if 
00DC:   player $PLAYER_CHAR in_car $4063 
jf @BANKJO3_7542 
if 
8185:   not car $4063 health > 1350 
jf @BANKJO3_7542 
020B: explode_car $4063 

:BANKJO3_7542
if 
00DC:   player $PLAYER_CHAR in_car $4064 
jf @BANKJO3_7671 
if 
  TIMERA >= 27000 // @ >= int 
jf @BANKJO3_7671 
04FE: set_vehicle $4064 deflate_tire 1 
if 
  TIMERA >= 74000 // @ >= int 
jf @BANKJO3_7671 
04FE: set_vehicle $4064 deflate_tire 2 
if 
  TIMERA >= 115000 // @ >= int 
jf @BANKJO3_7671 
04FE: set_vehicle $4064 deflate_tire 3 
if 
  TIMERA >= 190000 // @ >= int 
jf @BANKJO3_7671 
04FE: set_vehicle $4064 deflate_tire 0 

:BANKJO3_7671
if 
00DC:   player $PLAYER_CHAR in_car $4066 
jf @BANKJO3_7777 
if 
00E1:   player 0 pressed_button 16 
jf @BANKJO3_7714 
$4043 = 1 // $ = int 

:BANKJO3_7714
if and
80E1:   not player 0 pressed_button 16 
  $4043 == 1 // $ == int 
jf @BANKJO3_7743 
020B: explode_car $4066 

:BANKJO3_7743
if or
00E1:   player 0 pressed_button 15 
00E1:   player 0 pressed_button 14 
00E1:   player 0 pressed_button 6 
jf @BANKJO3_7777 
020B: explode_car $4066 

:BANKJO3_7777
if 
00DC:   player $PLAYER_CHAR in_car $4067 
jf @BANKJO3_7803 
03FD: set_player $PLAYER_CHAR handling_responsiveness 8 

:BANKJO3_7803
if 
00DC:   player $PLAYER_CHAR in_car $4068 
jf @BANKJO3_7898 
if 
  TIMERA >= 12500 // @ >= int 
jf @BANKJO3_7898 
TIMERA = 0 // @ = int 
Camera.Shake(250)
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\FARD.WAV" loop 0 volume 0.5 
04BA: set_car $4068 speed_instantly 80.0 

:BANKJO3_7898
if and
  $4051 == 0 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8008 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 427.7312 // $ = float 
$4060 = -393.7636 // $ = float 
$4061 = 10.0823 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8008
if and
  $4051 == 1 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8118 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 341.6153 // $ = float 
$4060 = -471.1227 // $ = float 
$4061 = 9.8841 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8118
if and
  $4051 == 2 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8228 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 275.0907 // $ = float 
$4060 = -568.1763 // $ = float 
$4061 = 9.8841 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8228
if and
  $4051 == 3 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8338 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 229.5441 // $ = float 
$4060 = -712.5355 // $ = float 
$4061 = 10.2818 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8338
if and
  $4051 == 4 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8448 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 179.1292 // $ = float 
$4060 = -806.2277 // $ = float 
$4061 = 10.2818 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8448
if and
  $4051 == 5 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8558 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 97.1012 // $ = float 
$4060 = -927.7097 // $ = float 
$4061 = 10.2855 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8558
if and
  $4051 == 6 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8668 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -6.0268 // $ = float 
$4060 = -1031.086 // $ = float 
$4061 = 10.3137 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8668
if and
  $4051 == 7 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8778 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -77.9284 // $ = float 
$4060 = -1048.19 // $ = float 
$4061 = 10.3135 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8778
if and
  $4051 == 8 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8888 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -56.4408 // $ = float 
$4060 = -1156.471 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8888
if and
  $4051 == 9 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_8998 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -2.8061 // $ = float 
$4060 = -1183.973 // $ = float 
$4061 = 10.3137 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_8998
if and
  $4051 == 10 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9108 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 63.472 // $ = float 
$4060 = -1185.932 // $ = float 
$4061 = 10.3137 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9108
if and
  $4051 == 11 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9218 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 73.8298 // $ = float 
$4060 = -1260.568 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9218
if and
  $4051 == 12 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9328 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 53.1786 // $ = float 
$4060 = -1347.397 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9328
if and
  $4051 == 13 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9438 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 2.8086 // $ = float 
$4060 = -1346.911 // $ = float 
$4061 = 10.3137 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9438
if and
  $4051 == 14 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9548 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -41.1656 // $ = float 
$4060 = -1388.378 // $ = float 
$4061 = 10.3078 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9548
if and
  $4051 == 15 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9658 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -54.5794 // $ = float 
$4060 = -1542.518 // $ = float 
$4061 = 10.2833 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9658
if and
  $4051 == 16 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_9768 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -109.6096 // $ = float 
$4060 = -1517.302 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9768
if and
  $4051 == 17 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 6.0 6.0 6.0 
jf @BANKJO3_9878 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -169.7598 // $ = float 
$4060 = -1379.558 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9878
if and
  $4051 == 18 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 6.0 6.0 6.0 
jf @BANKJO3_9988 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -191.0278 // $ = float 
$4060 = -1246.412 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_9988
if and
  $4051 == 19 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 6.0 6.0 6.0 
jf @BANKJO3_10098 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -188.4033 // $ = float 
$4060 = -1135.713 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10098
if and
  $4051 == 20 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 6.0 6.0 6.0 
jf @BANKJO3_10208 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -63.5098 // $ = float 
$4060 = -1060.498 // $ = float 
$4061 = 10.3136 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10208
if and
  $4051 == 21 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10318 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = -97.2951 // $ = float 
$4060 = -893.476 // $ = float 
$4061 = 10.3134 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10318
if and
  $4051 == 22 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10428 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 22.9649 // $ = float 
$4060 = -866.3597 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10428
if and
  $4051 == 23 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10538 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 117.7571 // $ = float 
$4060 = -808.4503 // $ = float 
$4061 = 10.3133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10538
if and
  $4051 == 24 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10648 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 166.1817 // $ = float 
$4060 = -685.5574 // $ = float 
$4061 = 10.9727 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10648
if and
  $4051 == 25 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10758 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 174.4067 // $ = float 
$4060 = -620.9278 // $ = float 
$4061 = 18.6163 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10758
if and
  $4051 == 26 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10868 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 179.3333 // $ = float 
$4060 = -518.0056 // $ = float 
$4061 = 11.0881 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10868
if and
  $4051 == 27 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_10978 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 198.0256 // $ = float 
$4060 = -366.9844 // $ = float 
$4061 = 10.5431 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_10978
if and
  $4051 == 28 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11088 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 261.43 // $ = float 
$4060 = -209.2884 // $ = float 
$4061 = 10.9016 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_11088
if and
  $4051 == 29 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11198 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 333.8938 // $ = float 
$4060 = -193.7448 // $ = float 
$4061 = 11.8117 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_11198
if and
  $4051 == 30 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11308 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 356.3851 // $ = float 
$4060 = -301.8048 // $ = float 
$4061 = 11.8117 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_11308
if and
  $4051 == 31 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11418 
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 385.3719 // $ = float 
$4060 = -347.2217 // $ = float 
$4061 = 15.8133 // $ = float 
gosub @BANKJO3_16709 

:BANKJO3_11418
if and
  $4051 == 32 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11621 
$4051 += 1 // $ += int 
gosub @BANKJO3_16535 
018C: play_sound 9 at 0.0 0.0 0.0 
Marker.Disable($4054)
Marker.Disable($4053)
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 461.6918 // $ = float 
$4060 = -315.336 // $ = float 
$4061 = 10.0202 // $ = float 
0167: $4054 = create_marker_at $4056 $4057 $4058 color 5 display 2 
0168: set_marker $4054 size 3 
0167: $4053 = create_marker_at $4059 $4060 $4061 color 5 display 2 
0168: set_marker $4053 size 2 
0166: set_marker $4053 brightness_to 1 

:BANKJO3_11621
if and
  $4051 == 33 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11824 
$4051 += 1 // $ += int 
gosub @BANKJO3_16535 
018C: play_sound 9 at 0.0 0.0 0.0 
Marker.Disable($4053)
Marker.Disable($4054)
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
$4059 = 482.1907 // $ = float 
$4060 = -140.3394 // $ = float 
$4061 = 10.0177 // $ = float 
0167: $4054 = create_marker_at $4056 $4057 $4058 color 5 display 2 
0168: set_marker $4054 size 3 
0167: $4053 = create_marker_at $4059 $4060 $4061 color 0 display 2 
0168: set_marker $4053 size 2 
0166: set_marker $4053 brightness_to 1 

:BANKJO3_11824
if and
  $4051 == 34 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_11972 
$4051 += 1 // $ += int 
gosub @BANKJO3_16535 
018C: play_sound 9 at 0.0 0.0 0.0 
Marker.Disable($4053)
Marker.Disable($4054)
0084: $4056 = $4059 // $ = $ int 
0084: $4057 = $4060 // $ = $ int 
0084: $4058 = $4061 // $ = $ int 
0167: $4054 = create_marker_at $4056 $4057 $4058 color 0 display 2 
0168: set_marker $4054 size 3 
0166: set_marker $4054 brightness_to 1 

:BANKJO3_11972
if and
  $4051 == 35 // $ == int 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $4056 $4057 $4058 radius 7.0 7.0 7.0 
jf @BANKJO3_12545 
$4046 += 1 // $ += int 
0AAD: stop_audio_stream 
018C: play_sound 9 at 0.0 0.0 0.0 
0191: remove_car $3996 from_upsidedown_check 
03CD: car $3996 remove_from_stuck_car_check 
Marker.Disable($4054)
Marker.Disable($4052)
014F: stop_timer $4087 
0151: remove_status_text $4044 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.WantedLevel($PLAYER_CHAR) = 0
052C: set_player $PLAYER_CHAR drunk_visuals 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
015D: set_gamespeed 1.0 
Player.CanMove($PLAYER_CHAR, False)
$4051 = 0 // $ = int 
00DA: $2108 = player $PLAYER_CHAR car 
Car.SetToNormalDriver($3996)
gosub @BANKJO3_16288 
wait 3000 
0084: $4096 = $4087 // $ = $ int 
$4096 /= 1000 // $ /= int 
042E: register_lowest_int_stat 1 to $4096 
0084: $4094 = $4096 // $ = $ int 
$4094 /= 60 // $ /= int 
0084: $4095 = $4094 // $ = $ int 
$4095 *= 60 // $ *= int 
0060: $4096 -= $4095 // $ -= $ int 
02FD: text_2numbers_highpriority 'RACETM' $4094 $4096 time 5000 1  // ~b~RACE TIME: ~1~:~1~
wait 3000 
$4087 = 0 // $ = int 
fade 0 600 
wait 900 
if 
  $4046 == 5 // $ == int 
jf @BANKJO3_16498 
Car.PutAt($2108, 484.7125, -143.6986, 10.0177)
Car.Angle($2108) = 1.1061
Car.PutAt($3996, 479.9678, -143.978, 10.0177)
Car.Angle($3996) = 1.1061
Camera.SetPosition(465.4738, -151.4774, 17.5177, 0.0, 0.0, 0.0)
Camera.PointAt(480.4781, -145.9457, 10.0177, 1)
wait 1800 
fade 1 600 
wait 800 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BNK3_1.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'BNK3_1' time 2700 1  // Ok. I'll drive for you, but please, treat me bad.
wait 2700 
041E: set_radio_station 10 -1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\KRAKATOA.WAV" loop 0 volume 0.5 
04BA: set_car $3996 speed_instantly 200.0 
Camera.Shake(1100)
wait 3500 
020A: set_car $2108 door_status_to 1 
jump @BANKJO3_16977 

:BANKJO3_12545
if and
  not Car.Wrecked($3996)
  $4042 == 0 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_12636 
$4042 += 1 // $ += int 
$4047 = 465.6893 // $ = float 
$4048 = -297.5074 // $ = float 
$4049 = 10.06 // $ = float 

:BANKJO3_12636
if and
  not Car.Wrecked($3996)
  $4042 == 1 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_12727 
$4042 += 1 // $ += int 
$4047 = 427.7312 // $ = float 
$4048 = -393.7636 // $ = float 
$4049 = 10.0823 // $ = float 

:BANKJO3_12727
if and
  not Car.Wrecked($3996)
  $4042 == 2 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_12818 
$4042 += 1 // $ += int 
$4047 = 341.6153 // $ = float 
$4048 = -471.1227 // $ = float 
$4049 = 9.8841 // $ = float 

:BANKJO3_12818
if and
  not Car.Wrecked($3996)
  $4042 == 3 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_12909 
$4042 += 1 // $ += int 
$4047 = 275.0907 // $ = float 
$4048 = -568.1763 // $ = float 
$4049 = 9.8841 // $ = float 

:BANKJO3_12909
if and
  not Car.Wrecked($3996)
  $4042 == 4 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13000 
$4042 += 1 // $ += int 
$4047 = 229.5441 // $ = float 
$4048 = -712.5355 // $ = float 
$4049 = 10.2818 // $ = float 

:BANKJO3_13000
if and
  not Car.Wrecked($3996)
  $4042 == 5 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13091 
$4042 += 1 // $ += int 
$4047 = 179.1292 // $ = float 
$4048 = -806.2277 // $ = float 
$4049 = 10.2818 // $ = float 

:BANKJO3_13091
if and
  not Car.Wrecked($3996)
  $4042 == 6 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13182 
$4042 += 1 // $ += int 
$4047 = 97.1012 // $ = float 
$4048 = -927.7097 // $ = float 
$4049 = 10.2855 // $ = float 

:BANKJO3_13182
if and
  not Car.Wrecked($3996)
  $4042 == 7 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13273 
$4042 += 1 // $ += int 
$4047 = -6.0268 // $ = float 
$4048 = -1031.086 // $ = float 
$4049 = 10.3137 // $ = float 

:BANKJO3_13273
if and
  not Car.Wrecked($3996)
  $4042 == 8 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13364 
$4042 += 1 // $ += int 
$4047 = -77.9284 // $ = float 
$4048 = -1048.19 // $ = float 
$4049 = 10.3135 // $ = float 

:BANKJO3_13364
if and
  not Car.Wrecked($3996)
  $4042 == 9 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13455 
$4042 += 1 // $ += int 
$4047 = -56.4408 // $ = float 
$4048 = -1156.471 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_13455
if and
  not Car.Wrecked($3996)
  $4042 == 10 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13546 
$4042 += 1 // $ += int 
$4047 = -2.8061 // $ = float 
$4048 = -1183.973 // $ = float 
$4049 = 10.3137 // $ = float 

:BANKJO3_13546
if and
  not Car.Wrecked($3996)
  $4042 == 11 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13637 
$4042 += 1 // $ += int 
$4047 = 63.472 // $ = float 
$4048 = -1185.932 // $ = float 
$4049 = 10.3137 // $ = float 

:BANKJO3_13637
if and
  not Car.Wrecked($3996)
  $4042 == 12 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13728 
$4042 += 1 // $ += int 
$4047 = 73.8298 // $ = float 
$4048 = -1260.568 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_13728
if and
  not Car.Wrecked($3996)
  $4042 == 13 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13819 
$4042 += 1 // $ += int 
$4047 = 53.1786 // $ = float 
$4048 = -1347.397 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_13819
if and
  not Car.Wrecked($3996)
  $4042 == 14 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_13910 
$4042 += 1 // $ += int 
$4047 = 2.8086 // $ = float 
$4048 = -1346.911 // $ = float 
$4049 = 10.3137 // $ = float 

:BANKJO3_13910
if and
  not Car.Wrecked($3996)
  $4042 == 15 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14001 
$4042 += 1 // $ += int 
$4047 = -41.1656 // $ = float 
$4048 = -1388.378 // $ = float 
$4049 = 10.3078 // $ = float 

:BANKJO3_14001
if and
  not Car.Wrecked($3996)
  $4042 == 16 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14092 
$4042 += 1 // $ += int 
$4047 = -54.5794 // $ = float 
$4048 = -1542.518 // $ = float 
$4049 = 10.2833 // $ = float 

:BANKJO3_14092
if and
  not Car.Wrecked($3996)
  $4042 == 17 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14183 
$4042 += 1 // $ += int 
$4047 = -109.6096 // $ = float 
$4048 = -1517.302 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14183
if and
  not Car.Wrecked($3996)
  $4042 == 18 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14274 
$4042 += 1 // $ += int 
$4047 = -169.7598 // $ = float 
$4048 = -1379.558 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14274
if and
  not Car.Wrecked($3996)
  $4042 == 19 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14365 
$4042 += 1 // $ += int 
$4047 = -191.0278 // $ = float 
$4048 = -1246.412 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14365
if and
  not Car.Wrecked($3996)
  $4042 == 20 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14456 
$4042 += 1 // $ += int 
$4047 = -188.4033 // $ = float 
$4048 = -1135.713 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14456
if and
  not Car.Wrecked($3996)
  $4042 == 21 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14547 
$4042 += 1 // $ += int 
$4047 = -63.5098 // $ = float 
$4048 = -1060.498 // $ = float 
$4049 = 10.3136 // $ = float 

:BANKJO3_14547
if and
  not Car.Wrecked($3996)
  $4042 == 22 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14638 
$4042 += 1 // $ += int 
$4047 = -97.2951 // $ = float 
$4048 = -893.476 // $ = float 
$4049 = 10.3134 // $ = float 

:BANKJO3_14638
if and
  not Car.Wrecked($3996)
  $4042 == 23 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14729 
$4042 += 1 // $ += int 
$4047 = 22.9649 // $ = float 
$4048 = -866.3597 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14729
if and
  not Car.Wrecked($3996)
  $4042 == 24 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14820 
$4042 += 1 // $ += int 
$4047 = 117.7571 // $ = float 
$4048 = -808.4503 // $ = float 
$4049 = 10.3133 // $ = float 

:BANKJO3_14820
if and
  not Car.Wrecked($3996)
  $4042 == 25 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_14911 
$4042 += 1 // $ += int 
$4047 = 166.1817 // $ = float 
$4048 = -685.5574 // $ = float 
$4049 = 10.9727 // $ = float 

:BANKJO3_14911
if and
  not Car.Wrecked($3996)
  $4042 == 26 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15002 
$4042 += 1 // $ += int 
$4047 = 174.4067 // $ = float 
$4048 = -620.9278 // $ = float 
$4049 = 18.6163 // $ = float 

:BANKJO3_15002
if and
  not Car.Wrecked($3996)
  $4042 == 27 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15093 
$4042 += 1 // $ += int 
$4047 = 179.3333 // $ = float 
$4048 = -518.0056 // $ = float 
$4049 = 11.0881 // $ = float 

:BANKJO3_15093
if and
  not Car.Wrecked($3996)
  $4042 == 28 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15184 
$4042 += 1 // $ += int 
$4047 = 198.0256 // $ = float 
$4048 = -366.9844 // $ = float 
$4049 = 10.5431 // $ = float 

:BANKJO3_15184
if and
  not Car.Wrecked($3996)
  $4042 == 29 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15275 
$4042 += 1 // $ += int 
$4047 = 261.43 // $ = float 
$4048 = -209.2884 // $ = float 
$4049 = 10.9016 // $ = float 

:BANKJO3_15275
if and
  not Car.Wrecked($3996)
  $4042 == 30 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15366 
$4042 += 1 // $ += int 
$4047 = 333.8938 // $ = float 
$4048 = -193.7448 // $ = float 
$4049 = 11.8117 // $ = float 

:BANKJO3_15366
if and
  not Car.Wrecked($3996)
  $4042 == 31 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15457 
$4042 += 1 // $ += int 
$4047 = 356.3851 // $ = float 
$4048 = -301.8048 // $ = float 
$4049 = 11.8117 // $ = float 

:BANKJO3_15457
if and
  not Car.Wrecked($3996)
  $4042 == 32 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15548 
$4042 += 1 // $ += int 
$4047 = 385.3719 // $ = float 
$4048 = -347.2217 // $ = float 
$4049 = 15.8133 // $ = float 

:BANKJO3_15548
if and
  not Car.Wrecked($3996)
  $4042 == 33 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15639 
$4042 += 1 // $ += int 
$4047 = 461.6918 // $ = float 
$4048 = -315.336 // $ = float 
$4049 = 10.0202 // $ = float 

:BANKJO3_15639
if and
  not Car.Wrecked($3996)
  $4042 == 34 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_15730 
$4042 += 1 // $ += int 
$4047 = 482.1907 // $ = float 
$4048 = -140.3394 // $ = float 
$4049 = 10.0177 // $ = float 

:BANKJO3_15730
if and
  not Car.Wrecked($3996)
  $4042 == 35 // $ == int 
00FE:   actor $4005 0 $4047 $4048 $4049 radius 11.0 11.0 11.0 
jf @BANKJO3_16075 
$4046 += 1 // $ += int 
0AAD: stop_audio_stream 
00DA: $2108 = player $PLAYER_CHAR car 
Car.SetToNormalDriver($3996)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
fade 0 600 
wait 600 
0191: remove_car $3996 from_upsidedown_check 
03CD: car $3996 remove_from_stuck_car_check 
Car.PutAt($2108, 484.7125, -143.6986, 10.0177)
Car.Angle($2108) = 1.1061
Car.PutAt($3996, 479.9678, -143.978, 10.0177)
Car.Angle($3996) = 1.1061
Camera.SetPosition(465.4738, -151.4774, 17.5177, 0.0, 0.0, 0.0)
Camera.PointAt(480.4781, -145.9457, 10.0177, 1)
wait 1800 
fade 1 600 
wait 800 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BNK3_2.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB206' time 2700 1 
wait 1900 
Car.DriveTo($3996, 513.5718, -68.826, 10.6452)
wait 5000 
020A: set_car $2108 door_status_to 1 
jump @BANKJO3_16907 

:BANKJO3_16075
if 
018F:   is_car_stuck_on_roof $3996 
jf @BANKJO3_16119 
Car.StorePos($3996, $750, $751, $752)
Car.PutAt($3996, $750, $751, $752)

:BANKJO3_16119
if or
02BF:   car $3996 sunk 
03CE:   car $3996 stuck 
jf @BANKJO3_16154 
Car.PutAt($3996, $4047, $4048, $4049)

:BANKJO3_16154
if 
  not Car.Wrecked($3996)
jf @BANKJO3_16184 
Car.DriveTo($3996, $4047, $4048, $4049)

:BANKJO3_16184
if 
003A:   $4042 == $4051 // $ == $ int 
jf @BANKJO3_16225 
00BC: text_highpriority 'SBOB205' time 1000 1 
jump @BANKJO3_7160 

:BANKJO3_16225
if 
001C:   $4042 > $4051 // $ > $ int 
jf @BANKJO3_16266 
00BC: text_highpriority 'SECOND' time 1000 1  // ~b~2nd
jump @BANKJO3_7160 

:BANKJO3_16266
00BC: text_highpriority 'FIRST' time 1000 1  // ~b~1st
jump @BANKJO3_7160 

:BANKJO3_16288
if 
  $4046 == 1 // $ == int 
jf @BANKJO3_16323 
00BC: text_highpriority 'SBOB198' time 4000 1 
return 

:BANKJO3_16323
if 
  $4046 == 2 // $ == int 
jf @BANKJO3_16358 
00BC: text_highpriority 'SBOB199' time 5000 1 
return 

:BANKJO3_16358
if 
  $4046 == 3 // $ == int 
jf @BANKJO3_16393 
00BC: text_highpriority 'SBOB200' time 5000 1 
return 

:BANKJO3_16393
if 
  $4046 == 4 // $ == int 
jf @BANKJO3_16428 
00BC: text_highpriority 'SBOB201' time 5000 1 
return 

:BANKJO3_16428
if 
  $4046 == 5 // $ == int 
jf @BANKJO3_16463 
00BC: text_highpriority 'SBOB202' time 5000 1 
return 

:BANKJO3_16463
if 
  $4046 == 6 // $ == int 
jf @BANKJO3_16498 
00BC: text_highpriority 'SBOB203' time 5000 1 
return 

:BANKJO3_16498
012A: put_player $PLAYER_CHAR at 503.6842 -52.8529 10.1945 and_remove_from_car 
Car.Destroy($2108)
wait 1800 
jump @BANKJO3_3807 

:BANKJO3_16535
if 
00DC:   player $PLAYER_CHAR in_car $4063 
jf @BANKJO3_16564 
$4045 += 750 // $ += int 
return 

:BANKJO3_16564
if 
00DC:   player $PLAYER_CHAR in_car $4064 
jf @BANKJO3_16593 
$4045 += 1000 // $ += int 
return 

:BANKJO3_16593
if 
00DC:   player $PLAYER_CHAR in_car $4065 
jf @BANKJO3_16622 
$4045 += 900 // $ += int 
return 

:BANKJO3_16622
if 
00DC:   player $PLAYER_CHAR in_car $4066 
jf @BANKJO3_16651 
$4045 += 700 // $ += int 
return 

:BANKJO3_16651
if 
00DC:   player $PLAYER_CHAR in_car $4067 
jf @BANKJO3_16680 
$4045 += 900 // $ += int 
return 

:BANKJO3_16680
if 
00DC:   player $PLAYER_CHAR in_car $4068 
jf @BANKJO3_7542 
$4045 += 800 // $ += int 
return 

:BANKJO3_16709
$4051 += 1 // $ += int 
gosub @BANKJO3_16535 
018C: play_sound 9 at 0.0 0.0 0.0 
Marker.Disable($4054)
Marker.Disable($4053)
0167: $4054 = create_marker_at $4056 $4057 $4058 color 5 display 2 
0168: set_marker $4054 size 3 
0167: $4053 = create_marker_at $4059 $4060 $4061 color 5 display 2 
0168: set_marker $4053 size 2 
0166: set_marker $4053 brightness_to 1 
if 
  $4051 == 3 // $ == int 
jf @BANKJO3_16905 
7AAC: play_audio_stream_2channel "CLEO\CLEO_AUDIO\BNK3_3C.WAV" loop 0 volume 0.5 
if 
00DC:   player $PLAYER_CHAR in_car $4065 
jf @BANKJO3_16898 
Player.WantedLevel($PLAYER_CHAR) = 5
jump @BANKJO3_16905 

:BANKJO3_16898
Player.WantedLevel($PLAYER_CHAR) = 2

:BANKJO3_16905
return 

:BANKJO3_16907
0AAD: stop_audio_stream 
03D5: remove_text 'FIRST'  // ~b~1st
03D5: remove_text 'SECOND'  // ~b~2nd
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
  not Car.Wrecked($3996)
jf @BANKJO3_16975 
Car.SetMaxSpeed($3996, 0.0)
Car.SetToNormalDriver($3996)

:BANKJO3_16975
return 

:BANKJO3_16977
$250 = 1 // $ = int 
0318: set_latest_mission_passed 'BANK_3'  // The Driver
030C: progress_made += 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0084: $4096 = $4087 // $ = $ int 
$4096 /= 1000 // $ /= int 
042E: register_lowest_int_stat 1 to $4096 
0084: $4094 = $4096 // $ = $ int 
$4094 /= 60 // $ /= int 
0084: $4095 = $4094 // $ = $ int 
$4095 *= 60 // $ *= int 
0060: $4096 -= $4095 // $ -= $ int 
Player.Money($PLAYER_CHAR) += 3000
01E3: text_1number_styled 'M_PASS' number 3000 time 5000 style 1  // MISSION PASSED! $~1~
jump @BANKJO3_17097 

:BANKJO3_17097
start_new_script @BANK4 
return 

:BANKJO3_17107
Actor.DestroyWithFade($4005)
if 
  not Car.Wrecked($3996)
jf @BANKJO3_17164 
Car.SetImmunities($3996, 0, 0, 0, 0, 0)
039C: set_car $3996 watertight 0 
03AB: set_car $3996 strong 0 
03ED: set_car $3996 not_damaged_when_upside_down 0 

:BANKJO3_17164
01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 3 
Model.Destroy(#BAGGAGE)
Model.Destroy(#SENTINEL)
Model.Destroy(#BLOODRA)
Model.Destroy(#LANDSTAL)
Model.Destroy(#COMET)
Model.Destroy(#PHEONIX)
Model.Destroy(#VOODOO)
Player.WantedLevel($PLAYER_CHAR) = 0
052C: set_player $PLAYER_CHAR drunk_visuals 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
01E7: remove_forbidden_for_cars_cube 444.9 -203.82 8.0 572.14 133.77 20.0 
Marker.Disable($4054)
Marker.Disable($4053)
Marker.Disable($4052)
014F: stop_timer $4087 
0151: remove_status_text $4044 
01B7: release_weather 
015D: set_gamespeed 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 24---------------
// Originally: The Job

:BANKJO4
gosub @BANKJO4_36 
if 
  wasted_or_busted 
jf @BANKJO4_27 
gosub @BANKJO4_23463 

:BANKJO4_27
gosub @BANKJO4_27547 
terminate_this_script 

:BANKJO4_36
script_name 'BANKJO4' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'BANKJ4' 
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 
$986 = 0 // $ = int 
increment_mission_attempts 
wait 0 
$2887 = 0 // $ = int 
$2888 = 0 // $ = int 
$2891 = 0 // $ = int 
$2892 = 0 // $ = int 
$2895 = 0 // $ = int 
$2896 = 0 // $ = int 
$2883 = 0 // $ = int 
$2884 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4099 = 1 // $ = int 
$4101 = 0 // $ = int 
$4102 = 0 // $ = int 
$357 = 0 // $ = int 
$4104 = 0 // $ = int 
$4106 = 0 // $ = int 
$4105 = 0 // $ = int 
$4184 = 0 // $ = int 
$4185 = 0 // $ = int 
$4186 = 0 // $ = int 
$4123 = 0 // $ = int 
$4124 = 0 // $ = int 
$4125 = 0 // $ = int 
$4126 = 0 // $ = int 
$4137 = 0 // $ = int 
$4134 = 0 // $ = int 
$4212 = 0 // $ = int 
$4197 = 0 // $ = int 
$4198 = 0 // $ = int 
$4199 = 0 // $ = int 
$4103 = 0 // $ = int 
$4211 = 0 // $ = int 
$4204 = 0 // $ = int 
$4205 = 0 // $ = int 
$4206 = 0 // $ = int 
$4207 = 0 // $ = int 
$4194 = 0 // $ = int 
$4195 = 0 // $ = int 
$4196 = 0 // $ = int 
$4192 = 0 // $ = int 
$4153 = 0 // $ = int 
$4154 = 0 // $ = int 
$4155 = 0 // $ = int 
$4156 = 0 // $ = int 
$4157 = 0 // $ = int 
$4158 = 0 // $ = int 
$4159 = 0 // $ = int 
$4201 = 0 // $ = int 
$4160 = 0 // $ = int 
$4161 = 0 // $ = int 
$4162 = 0 // $ = int 
$4213 = 0 // $ = int 
$4182 = 0 // $ = int 
$4183 = 0 // $ = int 
$4214 = 0 // $ = int 
$4203 = 0 // $ = int 
$4200 = 0 // $ = int 
$4116 = 0 // $ = int 
$4200 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
$4187 = 0 // $ = int 
$4163 = 0 // $ = int 
$4190 = 0 // $ = int 
03AF: set_streaming 0 
select_interior 17 
01EB: set_traffic_density_multiplier_to 0.0 
Camera.SetAtPos(481.03, -64.21, 8.98)
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSPHIL' 
023C: load_special_actor 4 'CSHLARY' 
023C: load_special_actor 5 'CSCAMJ' 
02F3: load_object #CUTOBJ01 'GCFAN' 
02F3: load_object #CUTOBJ02 'CLCHR' 
038B: load_requested_models 

:BANKJO4_862
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 
823D:   not special_actor 5 loaded 
jf @BANKJO4_904 
wait 0 
jump @BANKJO4_862 

:BANKJO4_904
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BANKJO4_936 
wait 0 
jump @BANKJO4_904 

:BANKJO4_936
041D: set_camera_near_clip 0.1 
02E4: load_cutscene_data 'BANK_4' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $137 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $186 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $186 'CSHLARY' 
02E5: $188 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $188 'CSCAMJ' 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E5: $189 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $189 'GCFAN' 
04BC: set_cutscene_anim 'GCFAN' to_loop 
02E5: $190 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $190 'CLCHR' 
041D: set_camera_near_clip 0.1 
0395: clear_area 1 at 495.12 -83.39 9.02 range 1.0 
0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02 
0171: set_player $PLAYER_CHAR z_angle_to 223.21 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BANKJO4_1215
if 
  3659 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1250 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1215 

:BANKJO4_1250
00BC: text_highpriority 'BNK4_A' time 10000 1  // ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made.

:BANKJO4_1265
if 
  7265 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1300 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1265 

:BANKJO4_1300
00BC: text_highpriority 'BNK4_B' time 10000 1  // ~w~Tommy, seriously, you gotta consider going into law.

:BANKJO4_1315
if 
  11744 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1350 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1315 

:BANKJO4_1350
00BC: text_highpriority 'BNK4_C' time 10000 1  // ~w~What the hell are you smoking, man? This ain't no simple plan!

:BANKJO4_1365
if 
  16951 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1400 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1365 

:BANKJO4_1400
00BC: text_highpriority 'BNK4_D' time 10000 1  // ~w~Well, who needs a simple plan anyway?

:BANKJO4_1415
if 
  18806 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1450 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1415 

:BANKJO4_1450
00BC: text_highpriority 'BNK4_E' time 10000 1  // ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh?

:BANKJO4_1465
if 
  24030 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1500 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1465 

:BANKJO4_1500
00BC: text_highpriority 'BNK4_F' time 10000 1  // ~w~Calm down, all right? With a team like this it's going to be no problem.

:BANKJO4_1515
if 
  28243 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1550 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1515 

:BANKJO4_1550
00BC: text_highpriority 'BNK4_G' time 10000 1  // ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car.

:BANKJO4_1565
if 
  34410 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1602 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1565 

:BANKJO4_1602
00BC: text_highpriority 'BNK4_H' time 10000 1  // ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who...

:BANKJO4_1617
if 
  39555 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1654 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1617 

:BANKJO4_1654
00BC: text_highpriority 'BNK4_I' time 10000 1  // ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice.

:BANKJO4_1669
if 
  46880 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1706 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1669 

:BANKJO4_1706
00BC: text_highpriority 'BNK4_J' time 10000 1  // ~w~I don't understand what I am supposed to be doing here.

:BANKJO4_1721
if 
  49700 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1758 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1721 

:BANKJO4_1758
00BC: text_highpriority 'BNK4_K' time 10000 1  // ~w~Look, it's easy. Haven't you ever seen a movie?

:BANKJO4_1773
if 
  52105 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1810 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1773 

:BANKJO4_1810
00BC: text_highpriority 'BNK4_L' time 10000 1  // ~w~We walk into the bank, we wave the gun around, and leave very rich men.

:BANKJO4_1825
if 
  55224 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1862 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1825 

:BANKJO4_1862
00BE: text_clear_all 

:BANKJO4_1864
if 
  59584 > $CUT_SCENE_TIME // int > $ 
jf @BANKJO4_1901 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BANKJO4_1864 

:BANKJO4_1901
fade 0 1500 
00BE: text_clear_all 

:BANKJO4_1910
if 
  fading 
jf @BANKJO4_1934 
wait 0 
jump @BANKJO4_1910 

:BANKJO4_1934
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
$986 = 0 // $ = int 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
00C0: set_current_time 8 30 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Load(#M4)
Model.Load(#MP5LNG)
Model.Load(#TAXI)
Model.Load(#PYTHON)
Model.Load(#MOLOTOV)
Camera.SetAtPos(496.5, -84.0, 9.8)

:BANKJO4_2069
if or
  not Model.Available(#M4)
  not Model.Available(#MP5LNG)
  not Model.Available(#PYTHON)
  not Model.Available(#TAXI)
  not Model.Available(#MOLOTOV)
jf @BANKJO4_2116 
wait 0 
jump @BANKJO4_2069 

:BANKJO4_2116
0395: clear_area 1 at 496.5 -84.0 9.8 range 10.0 
Car.Create($4135, #TAXI, 493.682, -97.0998, 10.6397)
Car.Angle($4135) = 102.7441
03AB: set_car $4135 strong 1 
01EC: make_car $4135 very_heavy 1 
0190: add_car $4135 to_upsidedown_check 
023C: load_special_actor 1 'IGPHIL' 
023C: load_special_actor 2 'IGHLARY' 
023C: load_special_actor 3 'IGMIKE' 

:BANKJO4_2228
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BANKJO4_2262 
wait 0 
jump @BANKJO4_2228 

:BANKJO4_2262
Player.CanMove($PLAYER_CHAR, False)
03C8: set_camera_directly_before_player 
0055: put_player $PLAYER_CHAR at 491.6465 -80.4476 10.4539 
0171: set_player $PLAYER_CHAR z_angle_to 225.0 
Actor.Create($4128, 4, #SPECIAL01, 490.6913, -79.4378, 10.4539)
Actor.Angle($4128) = 225.0
01ED: clear_actor $4128 threat_search 
0243: set_actor $4128 ped_stats_to 16 
04F5: set_actor $4128 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4128 dismemberment_possible 0 
0526: set_actor $4128 stay_in_car_when_jacked 1 
Actor.Create($4129, 4, #SPECIAL02, 490.0092, -80.1343, 10.4539)
Actor.Angle($4129) = 225.0
Actor.Health($4129) = 900
01ED: clear_actor $4129 threat_search 
04F5: set_actor $4129 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4129 dismemberment_possible 0 
0526: set_actor $4129 stay_in_car_when_jacked 1 
Actor.Create($4130, 4, #SPECIAL03, 491.371, -78.7345, 10.4539)
Actor.Angle($4130) = 225.0
01ED: clear_actor $4130 threat_search 
04F5: set_actor $4130 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4130 dismemberment_possible 0 
0526: set_actor $4130 stay_in_car_when_jacked 1 
0526: set_actor $PLAYER_ACTOR stay_in_car_when_jacked 1 
018A: $4191 = create_checkpoint_at -833.0 -348.0 11.0 
$4134 = 1 // $ = int 
$4212 = 1 // $ = int 
fade 1 750 

:BANKJO4_2553
if 
  fading 
jf @BANKJO4_2577 
wait 0 
jump @BANKJO4_2553 

:BANKJO4_2577
Player.CanMove($PLAYER_CHAR, True)
041E: set_radio_station 6 -1 
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
03CF: load_wav 'BNK4_3A' as 2 
01BD: $358 = current_time_in_ms 

:BANKJO4_2622
wait 0 
gosub @BANKJO4_25747 
gosub @BANKJO4_26037 
gosub @BANKJO4_26481 
gosub @BANKJO4_26862 
if 
  7 > $4153 // int > $ 
jf @BANKJO4_2686 
gosub @BANKJO4_28364 
gosub @BANKJO4_32492 

:BANKJO4_2686
if 
  $4154 == 1 // $ == int 
jf @BANKJO4_2745 
if 
  $10105 == 0 // $ == int 
jf @BANKJO4_2743 
gosub @BANKJO4_28364 
gosub @BANKJO4_32945 
jump @BANKJO4_2745 

:BANKJO4_2743
return 

:BANKJO4_2745
if 
  not Car.Wrecked($4135)
jf @BANKJO4_2883 
if and
80DC:   not player $PLAYER_CHAR in_car $4135 
  $4192 == 1 // $ == int 
jf @BANKJO4_2876 
if 
  $4162 == 0 // $ == int 
jf @BANKJO4_2869 
03CF: load_wav 'BNK4_3V' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_3V' time 10000 1  // Hey Tommy, why have we stopped?
gosub @BANKJO4_28487 
00BC: text_highpriority 'GETCAR' time 4000 1  // ~g~Get in the getaway car to do the bank job!
$4162 = 1 // $ = int 

:BANKJO4_2869
jump @BANKJO4_2883 

:BANKJO4_2876
$4162 = 0 // $ = int 

:BANKJO4_2883
if 
  not Car.Wrecked($4135)
jf @BANKJO4_2970 
if and
  $4160 == 0 // $ == int 
8185:   not car $4135 health > 800 
jf @BANKJO4_2970 
$4099 = 2 // $ = int 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_3A' time 10000 1  // Hey, watch the wheels, Tommy!
gosub @BANKJO4_28487 
00BE: text_clear_all 
$4160 = 1 // $ = int 

:BANKJO4_2970
if 
  not Car.Wrecked($4135)
jf @BANKJO4_3019 
if and
  $4160 == 1 // $ == int 
8185:   not car $4135 health > 650 
jf @BANKJO4_3019 
gosub @BANKJO4_33139 

:BANKJO4_3019
if or
  $4124 == 1 // $ == int 
  $4125 == 1 // $ == int 
  $4126 == 1 // $ == int 
jf @BANKJO4_3065 
$4134 = 0 // $ = int 
jump @BANKJO4_3444 

:BANKJO4_3065
if 
  $4101 == 1 // $ == int 
jf @BANKJO4_3331 
if 
  $4192 == 0 // $ == int 
jf @BANKJO4_3196 
if and
  not Car.Wrecked($4135)
  not Actor.Dead($4128)
jf @BANKJO4_3196 
if and
  Actor.InCar($4128, $4135)
  not Actor.Dead($4130)
jf @BANKJO4_3196 
if and
  Actor.InCar($4130, $4135)
  not Actor.Dead($4129)
jf @BANKJO4_3196 
if 
  Actor.InCar($4129, $4135)
jf @BANKJO4_3196 
$4192 = 1 // $ = int 

:BANKJO4_3196
if 
  $4134 == 0 // $ == int 
jf @BANKJO4_3241 
018A: $4191 = create_checkpoint_at -833.0 -348.0 10.0 
$4134 = 1 // $ = int 

:BANKJO4_3241
if and
  not Car.Wrecked($4135)
  $4192 == 1 // $ == int 
jf @BANKJO4_3324 
if and
01AF:   car $4135 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
81F4:   not car $4135 flipped 
jf @BANKJO4_3324 
jump @BANKJO4_3476 

:BANKJO4_3324
jump @BANKJO4_3444 

:BANKJO4_3331
if 
  $4192 == 1 // $ == int 
jf @BANKJO4_3444 
if and
  not Car.Wrecked($4135)
  not Actor.Dead($4128)
jf @BANKJO4_3444 
if and
  not Actor.InCar($4128, $4135)
  not Actor.Dead($4130)
jf @BANKJO4_3444 
if and
  not Actor.InCar($4130, $4135)
  not Actor.Dead($4129)
jf @BANKJO4_3444 
if 
  not Actor.InCar($4129, $4135)
jf @BANKJO4_3444 
$4192 = 0 // $ = int 

:BANKJO4_3444
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_3469 
jump @BANKJO4_23463 

:BANKJO4_3469
jump @BANKJO4_2622 

:BANKJO4_3476
0AAD: stop_audio_stream 
$4212 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_3551 
04BA: set_car $4135 speed_instantly 0.0 
Car.Health($4135) = 1000
Car.StorePos($4135, $4223, $4224, $4220)

:BANKJO4_3551
$4223 += 7.0 // $ += float 
$4220 += 2.5 // $ += float 
if 
  not Actor.Dead($4129)
jf @BANKJO4_3592 
01E0: clear_leader $4129 

:BANKJO4_3592
Camera.SetPosition($4223, $4224, $4220, 0.0, 0.0, 0.0)
0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset 0.0 -3.5 0.0 
0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset 0.0 -3.5 0.0 
0407: create_coordinate $4221 $4222 $4220 from_car $4135 offset -1.0 -4.5 0.0 
0407: create_coordinate $4223 $4224 $4220 from_car $4135 offset 1.0 -4.5 0.0 
Car.StorePos($4135, $95, $96, $97)
$4225 = Car.Angle($4135)
$357 = 0 // $ = int 

:BANKJO4_3763
wait 0 
if 
  $357 == 0 // $ == int 
jf @BANKJO4_3940 
01BD: $358 = current_time_in_ms 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_3933 
Camera.OnVehicle($4135, 15, 2)
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_3839 
01D3: actor $PLAYER_ACTOR leave_car $4135 

:BANKJO4_3839
wait 500 
if and
  not Actor.Dead($4128)
  not Car.Wrecked($4135)
jf @BANKJO4_3873 
01D3: actor $4128 leave_car $4135 

:BANKJO4_3873
wait 150 
if and
  not Actor.Dead($4130)
  not Car.Wrecked($4135)
jf @BANKJO4_3907 
01D3: actor $4130 leave_car $4135 

:BANKJO4_3907
wait 500 
if and
  not Actor.Dead($4129)
  not Car.Wrecked($4135)
jf @BANKJO4_3933 

:BANKJO4_3933
$357 = 1 // $ = int 

:BANKJO4_3940
gosub @BANKJO4_28364 
if 
  $357 == 1 // $ == int 
jf @BANKJO4_4037 
if 
  not Actor.Dead($4129)
jf @BANKJO4_4037 
$4099 = 1 // $ = int 
03CF: load_wav 'BNK4_4A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_4A' time 3000 1  // ~w~Keep driving around the block, OK?
gosub @BANKJO4_28487 
$357 = 2 // $ = int 

:BANKJO4_4037
if and
  $359 > 2000 // $ > int 
  $357 == 2 // $ == int 
jf @BANKJO4_4214 
03CF: load_wav 'BNK4_5' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_5' time 3000 1  // ~w~Okay, Tommy, Okay.
if and
  not Actor.Dead($4129)
  not Car.Wrecked($4135)
jf @BANKJO4_4119 

:BANKJO4_4119
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_4146 
0211: actor $PLAYER_ACTOR walk_to $4218 $4219 

:BANKJO4_4146
if 
  not Actor.Dead($4128)
jf @BANKJO4_4173 
0211: actor $4128 walk_to $4221 $4222 

:BANKJO4_4173
if 
  not Actor.Dead($4130)
jf @BANKJO4_4200 
0211: actor $4130 walk_to $4223 $4224 

:BANKJO4_4200
gosub @BANKJO4_28487 
$357 = 3 // $ = int 

:BANKJO4_4214
0526: set_actor $PLAYER_ACTOR stay_in_car_when_jacked 0 
if and
  $359 > 4000 // $ > int 
  $357 == 3 // $ == int 
jf @BANKJO4_4499 
if and
  not Actor.Dead($PLAYER_ACTOR)
00ED:   actor $PLAYER_ACTOR 0 $4218 $4219 radius 3.0 3.0 
jf @BANKJO4_4499 
$97 += 0.25 // $ += float 
Camera.SetPosition($95, $96, $97, 0.0, 0.0, 0.0)
$97 += 2.0 // $ += float 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.PutAt($PLAYER_ACTOR, $4218, $4219, -100.0)
Actor.Angle($PLAYER_ACTOR) = $4225
Camera.OnPed($PLAYER_ACTOR, 15, 2)
if 
  not Actor.Dead($4128)
jf @BANKJO4_4425 
011C: actor $4128 clear_objective 
Actor.PutAt($4128, $4221, $4222, -100.0)
$4225 += 70.0 // $ += float 
Actor.Angle($4128) = $4225

:BANKJO4_4425
if 
  not Actor.Dead($4130)
jf @BANKJO4_4480 
011C: actor $4130 clear_objective 
Actor.PutAt($4130, $4223, $4224, -100.0)
$4225 -= 140.0 // $ -= float 
Actor.Angle($4130) = $4225

:BANKJO4_4480
01BD: $358 = current_time_in_ms 
gosub @BANKJO4_28364 
$357 = 4 // $ = int 

:BANKJO4_4499
if and
  $357 == 4 // $ == int 
  $359 > 2000 // $ > int 
jf @BANKJO4_4553 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_4553 
050B: open_trunk_of_car $4135 
$357 = 5 // $ = int 

:BANKJO4_4553
if and
  $357 == 5 // $ == int 
  $359 > 4000 // $ > int 
jf @BANKJO4_4586 
$357 = 6 // $ = int 

:BANKJO4_4586
if and
  $357 == 6 // $ == int 
  $359 > 5000 // $ > int 
jf @BANKJO4_4715 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_4657 
0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset -6.0 -3.0 1.0 

:BANKJO4_4657
Camera.SetPosition($4218, $4219, $4220, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_4708 
Camera.OnPed($PLAYER_ACTOR, 15, 2)

:BANKJO4_4708
$357 = 7 // $ = int 

:BANKJO4_4715
if and
  $357 == 7 // $ == int 
  $359 > 7000 // $ > int 
jf @BANKJO4_4825 
if and
  not Car.Wrecked($4135)
  not Actor.Dead($4129)
jf @BANKJO4_4818 
if 
  not Actor.InCar($4129, $4135)
jf @BANKJO4_4789 
036A: put_actor $4129 in_car $4135 

:BANKJO4_4789
039E: set_actor $4129 locked_while_in_vehicle 1 
Car.SetToPsychoDriver($4135)
Car.SetMaxSpeed($4135, 15.0)
020A: set_car $4135 door_status_to 2 

:BANKJO4_4818
$357 = 8 // $ = int 

:BANKJO4_4825
if and
  $357 == 8 // $ == int 
  $359 > 8000 // $ > int 
jf @BANKJO4_4871 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
$357 = 9 // $ = int 

:BANKJO4_4871
if 
   not $357 == 9 // $ == int 
jf @BANKJO4_4896 
jump @BANKJO4_3763 

:BANKJO4_4896
$4104 = 1 // $ = int 
$4101 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -894.0 -331.2 12.45 
if 
  not Actor.Dead($4130)
jf @BANKJO4_4966 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_4966
if 
  not Actor.Dead($4128)
jf @BANKJO4_4990 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_4990
if 
80F6:   not player $PLAYER_CHAR 1 -894.0 -331.2 12.45 radius 2.0 2.0 3.0 
jf @BANKJO4_5095 
wait 0 
gosub @BANKJO4_30720 
gosub @BANKJO4_30680 
gosub @BANKJO4_25667 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_5088 
jump @BANKJO4_23463 

:BANKJO4_5088
jump @BANKJO4_4990 

:BANKJO4_5095
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6 
0169: set_fade_color 0 0 1 
fade 0 750 

:BANKJO4_5145
if 
  fading 
jf @BANKJO4_5275 
wait 0 
if and
  not Car.Wrecked($4135)
  $4190 == 0 // $ == int 
jf @BANKJO4_5268 
if 
82CA:   not car $4135 bounding_sphere_visible 
jf @BANKJO4_5268 
059B: disarm_car_bomb $4135 
Car.PutAt($4135, -903.6, -376.6, 56.7)
Car.Angle($4135) = 270.0
Car.SetMaxSpeed($4135, 0.0)
Car.Health($4135) = 1000
Car.LockInCurrentPosition($4135, True)
$4190 = 1 // $ = int 

:BANKJO4_5268
jump @BANKJO4_5145 

:BANKJO4_5275
0395: clear_area 1 at -894.0 -331.2 12.45 range 10.0 
Actor.PutAt($PLAYER_ACTOR, -893.9, -327.2, 12.45)
Actor.Angle($PLAYER_ACTOR) = 175.0
Actor.DestroyInstantly($4128)
Actor.DestroyInstantly($4130)
0296: unload_special_actor 1 
0296: unload_special_actor 3 
023C: load_special_actor 1 'IGPHIL3' 
023C: load_special_actor 3 'IGMIKE2' 
038B: load_requested_models 

:BANKJO4_5373
if or
823D:   not special_actor 3 loaded 
823D:   not special_actor 1 loaded 
jf @BANKJO4_5403 
wait 0 
jump @BANKJO4_5373 

:BANKJO4_5403
Actor.Create($4128, 4, #SPECIAL01, -894.1, -325.0, 12.45)
Actor.Angle($4128) = 175.0
01ED: clear_actor $4128 threat_search 
04F5: set_actor $4128 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4128 dismemberment_possible 0 
0243: set_actor $4128 ped_stats_to 30 
Actor.Health($4128) = 200
0568: set_actor $4128 untargetable 1 
Actor.Create($4130, 4, #SPECIAL03, -894.1, -324.5, 12.45)
Actor.Angle($4130) = 175.0
01ED: clear_actor $4130 threat_search 
04F5: set_actor $4130 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4130 dismemberment_possible 0 
0243: set_actor $4130 ped_stats_to 16 
Actor.Health($4130) = 200
0568: set_actor $4130 untargetable 1 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5611 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5611 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_5611
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5688 
if 
  not Actor.Dead($4128)
jf @BANKJO4_5653 
01B2: give_actor $4128 weapon 26 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5653
if 
  not Actor.Dead($4130)
jf @BANKJO4_5679 
01B2: give_actor $4130 weapon 25 ammo 9999 // Load the weapon model before using this 

:BANKJO4_5679
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 24 // Load the weapon model before using this 

:BANKJO4_5688
$4099 = 1 // $ = int 
03CF: load_wav 'BNK4_94' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_94' time 10000 1  // ~w~Ok, guys. Nice an easy just as we planned.
gosub @BANKJO4_28487 
00BE: text_clear_all 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_5770 
0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25 

:BANKJO4_5770
Camera.SetPosition(-894.05, -331.06, 13.3, 0.0, 0.0, 0.0)
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
$4220 += 0.8 // $ += float 
Camera.PointAt($4218, $4219, $4220, 2)
fade 1 750 

:BANKJO4_5846
if 
  fading 
jf @BANKJO4_5907 
wait 0 
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
$4220 += 0.8 // $ += float 
Camera.PointAt($4218, $4219, $4220, 2)
jump @BANKJO4_5846 

:BANKJO4_5907
if 
  not Actor.Dead($4130)
jf @BANKJO4_5938 
0211: actor $4130 walk_to -894.7 -328.0 

:BANKJO4_5938
if 
  not Actor.Dead($4128)
jf @BANKJO4_5969 
0211: actor $4128 walk_to -893.25 -329.5 

:BANKJO4_5969
01BD: $358 = current_time_in_ms 
gosub @BANKJO4_28364 

:BANKJO4_5981
if 
  7000 > $359 // int > $ 
jf @BANKJO4_6055 
wait 0 
0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 
$4220 += 0.8 // $ += float 
Camera.PointAt($4218, $4219, $4220, 2)
gosub @BANKJO4_28364 
jump @BANKJO4_5981 

:BANKJO4_6055
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
  not Actor.Dead($4128)
jf @BANKJO4_6099 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_6099
if 
  not Actor.Dead($4130)
jf @BANKJO4_6123 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_6123
if 
80F6:   not player $PLAYER_CHAR 1 -896.0 -341.0 12.5 radius 2.0 2.0 3.0 
jf @BANKJO4_6312 
wait 0 
gosub @BANKJO4_25747 
gosub @BANKJO4_30680 
gosub @BANKJO4_30720 
gosub @BANKJO4_28584 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_6228 
jump @BANKJO4_23463 

:BANKJO4_6228
if 
80F5:   not player $PLAYER_CHAR 0 -906.0 -341.0 12.5 radius 30.0 30.0 10.0 
jf @BANKJO4_6305 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
00BC: text_highpriority 'IDIOT' time 5000 1  // ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT!
jump @BANKJO4_23463 

:BANKJO4_6305
jump @BANKJO4_6123 

:BANKJO4_6312
fade 0 1000 

:BANKJO4_6319
if 
  fading 
jf @BANKJO4_6343 
wait 0 
jump @BANKJO4_6319 

:BANKJO4_6343
Model.Load(#WFYBU)
Model.Load(#HFYBU)
Model.Load(#WMORI)

:BANKJO4_6355
if or
  not Model.Available(#WFYBU)
  not Model.Available(#HFYBU)
  not Model.Available(#WMORI)
jf @BANKJO4_6389 
wait 0 
jump @BANKJO4_6355 

:BANKJO4_6389
Model.Load(#GDA)
Model.Load(#GDB)

:BANKJO4_6397
if or
  not Model.Available(#GDA)
  not Model.Available(#GDB)
jf @BANKJO4_6427 
wait 0 
jump @BANKJO4_6397 

:BANKJO4_6427
Actor.Create($4138, 5, #WFYBU, -904.7, -328.6, 12.49)
Actor.Angle($4138) = 190.0
01ED: clear_actor $4138 threat_search 
0243: set_actor $4138 ped_stats_to 20 
0568: set_actor $4138 untargetable 1 
Actor.Create($4139, 5, #HFYBU, -910.1, -328.6, 12.49)
Actor.Angle($4139) = 190.0
01ED: clear_actor $4139 threat_search 
0243: set_actor $4139 ped_stats_to 20 
0568: set_actor $4139 untargetable 1 
Actor.Create($4140, 5, #HFYBU, -912.5, -328.6, 12.49)
Actor.Angle($4140) = 190.0
01ED: clear_actor $4140 threat_search 
0243: set_actor $4140 ped_stats_to 19 
0568: set_actor $4140 untargetable 1 
Actor.Create($4141, 5, #WFYBU, -907.5, -353.6, 12.49)
Actor.Angle($4141) = 10.0
01ED: clear_actor $4141 threat_search 
0243: set_actor $4141 ped_stats_to 20 
0568: set_actor $4141 untargetable 1 
Actor.Create($4142, 5, #WFYBU, -910.2, -353.6, 12.49)
Actor.Angle($4142) = 10.0
01ED: clear_actor $4142 threat_search 
0243: set_actor $4142 ped_stats_to 19 
0568: set_actor $4142 untargetable 1 
Actor.Create($4143, 5, #HFYBU, -915.3, -353.6, 12.49)
Actor.Angle($4143) = 10.0
01ED: clear_actor $4143 threat_search 
0243: set_actor $4143 ped_stats_to 20 
0568: set_actor $4143 untargetable 1 
Actor.Create($4144, 5, #WFYBU, -920.36, -343.7, 14.6)
Actor.Angle($4144) = 65.0
01ED: clear_actor $4144 threat_search 
0243: set_actor $4144 ped_stats_to 19 
0568: set_actor $4144 untargetable 1 
Actor.Create($4145, 4, #WMORI, -921.76, -345.15, 12.49)
Actor.Angle($4145) = 310.0
01ED: clear_actor $4145 threat_search 
0243: set_actor $4145 ped_stats_to 13 
0568: set_actor $4145 untargetable 1 
Actor.Create($4107, 4, #GDA, -917.3, -340.0, 12.49)
01ED: clear_actor $4107 threat_search 
Actor.Angle($4107) = 270.0
009F: set_actor $4107 idle 
0568: set_actor $4107 untargetable 1 
Actor.Create($4108, 4, #GDB, -908.0, -347.77, 12.49)
01ED: clear_actor $4108 threat_search 
Actor.Angle($4108) = 270.0
009F: set_actor $4108 idle 
0568: set_actor $4108 untargetable 1 
Actor.Create($4109, 4, #GDA, -919.14, -336.0, 12.49)
01ED: clear_actor $4109 threat_search 
Actor.Angle($4109) = 130.0
0350: set_actor $4109 maintain_position_when_attacked 1 
0568: set_actor $4109 untargetable 1 
jump @BANKJO4_7071 
Actor.Create($4112, 4, #GDA, -918.7, -353.3, 16.8)
Actor.DestroyInstantly($4112)
Actor.Create($4122, 4, #WMORI, -918.1266, -345.9008, 13.3802)
Actor.DestroyInstantly($4122)

:BANKJO4_7071
$4208 = 25 // $ = int 
$4209 = 19 // $ = int 
$4210 = 21 // $ = int 
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -896.5 -341.0 12.5 
select_interior 3 
03AD: set_rubbish 0 
Camera.SetAtPos(-903.0, -341.0, 13.4)
$985 = 1 // $ = int 
04F9: set_extra_colors 4 fade 0 
00BE: text_clear_all 
$985 = 1 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
0395: clear_area 0 at -890.0 -340.0 11.0 range 10.0 
041D: set_camera_near_clip 0.1 
if 
  not Actor.Dead($4128)
jf @BANKJO4_7243 
01E0: clear_leader $4128 

:BANKJO4_7243
if 
  not Actor.Dead($4130)
jf @BANKJO4_7264 
01E0: clear_leader $4130 

:BANKJO4_7264
gosub @BANKJO4_29955 
$357 = 0 // $ = int 
$4099 = 1 // $ = int 

:BANKJO4_7285
wait 0 
gosub @BANKJO4_28584 
if 
  $357 == 0 // $ == int 
jf @BANKJO4_7522 
01BD: $358 = current_time_in_ms 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_7365 
Actor.PutAt($PLAYER_ACTOR, -911.8, -341.0, 12.5)
Actor.Angle($PLAYER_ACTOR) = 90.0

:BANKJO4_7365
if 
  not Actor.Dead($4128)
jf @BANKJO4_7413 
Actor.PutAt($4128, -909.8, -339.0, 12.5)
Actor.Health($4128) = 100
009F: set_actor $4128 idle 

:BANKJO4_7413
if 
  not Actor.Dead($4130)
jf @BANKJO4_7461 
Actor.PutAt($4130, -909.55, -341.6, 12.5)
Actor.Health($4130) = 100
009F: set_actor $4130 idle 

:BANKJO4_7461
Camera.SetPosition(-914.5, -341.1, 12.7, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
$357 = 1 // $ = int 
03CF: load_wav 'BNK4_6' as $4099 

:BANKJO4_7522
gosub @BANKJO4_28364 
gosub @BANKJO4_30720 
gosub @BANKJO4_30680 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_7568 
jump @BANKJO4_10016 

:BANKJO4_7568
if and
  $359 > 1000 // $ > int 
  $357 == 1 // $ == int 
jf @BANKJO4_7706 
if and
  not Actor.Dead($4109)
  not Actor.Dead($4128)
jf @BANKJO4_7631 
020E: actor $4109 look_at_actor $4128 
020E: actor $4128 look_at_actor $4109 

:BANKJO4_7631
if and
  not Actor.Dead($4108)
  not Actor.Dead($4130)
jf @BANKJO4_7668 
020E: actor $4108 look_at_actor $4130 
020E: actor $4130 look_at_actor $4108 

:BANKJO4_7668
fade 1 1000 

:BANKJO4_7675
if 
  fading 
jf @BANKJO4_7699 
wait 0 
jump @BANKJO4_7675 

:BANKJO4_7699
$357 = 2 // $ = int 

:BANKJO4_7706
if and
  $359 > 2000 // $ > int 
  $357 == 2 // $ == int 
jf @BANKJO4_7805 
gosub @BANKJO4_28387 
if 
  not Actor.Dead($4107)
jf @BANKJO4_7763 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4107 

:BANKJO4_7763
00BC: text_highpriority 'BNK4_6' time 3000 1  // ~w~THIS IS A RAID!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_7' as $4099 
$357 = 3 // $ = int 

:BANKJO4_7805
if and
  $359 > 3000 // $ > int 
  $357 == 3 // $ == int 
jf @BANKJO4_8008 
$4211 = 0 // $ = int 
$4208 = 0 // $ = int 
$4209 = 0 // $ = int 
$4210 = 0 // $ = int 
gosub @BANKJO4_28584 
$4211 = 0 // $ = int 
$4208 = 35 // $ = int 
$4209 = 35 // $ = int 
$4210 = 35 // $ = int 
gosub @BANKJO4_28584 
gosub @BANKJO4_28387 
if and
  not Actor.Dead($4128)
  not Actor.Dead($4109)
jf @BANKJO4_7937 
04C6: actor $4128 aim_gun_at_actor $4109 

:BANKJO4_7937
if and
  not Actor.Dead($4130)
  not Actor.Dead($4108)
jf @BANKJO4_7966 
04C6: actor $4130 aim_gun_at_actor $4108 

:BANKJO4_7966
00BC: text_highpriority 'BNK4_7' time 5000 1  // ~w~NOBODY MOVE!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_8' as $4099 
$357 = 4 // $ = int 

:BANKJO4_8008
if and
  $359 > 4000 // $ > int 
  $357 == 4 // $ == int 
jf @BANKJO4_8041 
$357 = 5 // $ = int 

:BANKJO4_8041
if and
  $359 > 5000 // $ > int 
  $357 == 5 // $ == int 
jf @BANKJO4_8173 
gosub @BANKJO4_28387 
Camera.SetPosition(-908.8, -340.2, 14.0, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($4107)
jf @BANKJO4_8131 
Camera.OnPed($4107, 15, 2)

:BANKJO4_8131
00BC: text_highpriority 'BNK4_8' time 5000 1  // ~w~EVERYBODY UP AGAINST THAT WALL!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_9' as $4099 
$357 = 6 // $ = int 

:BANKJO4_8173
if and
  $359 > 6500 // $ > int 
  $357 == 6 // $ == int 
jf @BANKJO4_8291 
Camera.SetPosition(-919.2, -330.0, 18.75, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_8256 
Camera.OnPed($PLAYER_ACTOR, 15, 2)

:BANKJO4_8256
$4211 = 0 // $ = int 
$4208 = 0 // $ = int 
$4209 = 0 // $ = int 
$4210 = 0 // $ = int 
$357 = 7 // $ = int 

:BANKJO4_8291
if and
  $359 > 7000 // $ > int 
  $357 == 7 // $ == int 
jf @BANKJO4_8665 
if 
  not Actor.Dead($4109)
jf @BANKJO4_8348 
0239: actor $4109 run_to -923.0 -335.8 

:BANKJO4_8348
if 
  not Actor.Dead($4108)
jf @BANKJO4_8379 
0239: actor $4108 run_to -923.0 -335.8 

:BANKJO4_8379
if 
  not Actor.Dead($4107)
jf @BANKJO4_8410 
0239: actor $4107 run_to -923.0 -335.8 

:BANKJO4_8410
if 
  not Actor.Dead($4138)
jf @BANKJO4_8441 
0239: actor $4138 run_to -923.0 -335.8 

:BANKJO4_8441
if 
  not Actor.Dead($4139)
jf @BANKJO4_8472 
0239: actor $4139 run_to -923.0 -335.8 

:BANKJO4_8472
if 
  not Actor.Dead($4140)
jf @BANKJO4_8503 
0239: actor $4140 run_to -923.0 -335.8 

:BANKJO4_8503
if 
  not Actor.Dead($4141)
jf @BANKJO4_8534 
0239: actor $4141 run_to -918.2 -342.0 

:BANKJO4_8534
if 
  not Actor.Dead($4142)
jf @BANKJO4_8565 
0239: actor $4142 run_to -918.0 -344.0 

:BANKJO4_8565
if 
  not Actor.Dead($4143)
jf @BANKJO4_8596 
0239: actor $4143 run_to -917.8 -346.0 

:BANKJO4_8596
if 
  not Actor.Dead($4144)
jf @BANKJO4_8627 
0239: actor $4144 run_to -917.0 -345.0 

:BANKJO4_8627
if 
  not Actor.Dead($4145)
jf @BANKJO4_8658 
0239: actor $4145 run_to -917.0 -343.0 

:BANKJO4_8658
$357 = 8 // $ = int 

:BANKJO4_8665
if and
  $359 > 9000 // $ > int 
  $357 == 8 // $ == int 
jf @BANKJO4_9631 
if 
  not Actor.Dead($4109)
jf @BANKJO4_8808 
011C: actor $4109 clear_objective 
Actor.Angle($4109) = 84.0
009F: set_actor $4109 idle 
0350: set_actor $4109 maintain_position_when_attacked 1 
Actor.PutAt($4109, -924.0, -339.6, 12.4)
if 
  not Actor.Dead($4128)
jf @BANKJO4_8808 
Actor.PutAt($4128, -918.87, -336.2, 12.4)
Actor.Angle($4128) = 146.0
04C6: actor $4128 aim_gun_at_actor $4109 

:BANKJO4_8808
if 
  not Actor.Dead($4108)
jf @BANKJO4_8871 
011C: actor $4108 clear_objective 
Actor.Angle($4108) = 93.0
009F: set_actor $4108 idle 
0350: set_actor $4108 maintain_position_when_attacked 1 
Actor.PutAt($4108, -923.5, -338.6, 12.4)

:BANKJO4_8871
if 
  not Actor.Dead($4107)
jf @BANKJO4_8934 
011C: actor $4107 clear_objective 
Actor.Angle($4107) = 90.0
009F: set_actor $4107 idle 
0350: set_actor $4107 maintain_position_when_attacked 1 
Actor.PutAt($4107, -923.0, -337.7, 12.4)

:BANKJO4_8934
if 
  not Actor.Dead($4138)
jf @BANKJO4_8997 
011C: actor $4138 clear_objective 
Actor.Angle($4138) = 88.0
009F: set_actor $4138 idle 
0350: set_actor $4138 maintain_position_when_attacked 1 
Actor.PutAt($4138, -923.4, -336.6, 12.4)

:BANKJO4_8997
if 
  not Actor.Dead($4139)
jf @BANKJO4_9060 
011C: actor $4139 clear_objective 
Actor.Angle($4139) = 98.0
009F: set_actor $4139 idle 
0350: set_actor $4139 maintain_position_when_attacked 1 
Actor.PutAt($4139, -923.0, -335.6, 12.4)

:BANKJO4_9060
if 
  not Actor.Dead($4140)
jf @BANKJO4_9123 
011C: actor $4140 clear_objective 
Actor.Angle($4140) = 90.0
009F: set_actor $4140 idle 
0350: set_actor $4140 maintain_position_when_attacked 1 
Actor.PutAt($4140, -923.8, -334.3, 12.4)

:BANKJO4_9123
if 
  not Actor.Dead($4141)
jf @BANKJO4_9186 
011C: actor $4141 clear_objective 
Actor.Angle($4141) = 82.0
009F: set_actor $4141 idle 
0350: set_actor $4141 maintain_position_when_attacked 1 
Actor.PutAt($4141, -918.2, -342.0, 12.4)

:BANKJO4_9186
if 
  not Actor.Dead($4142)
jf @BANKJO4_9249 
011C: actor $4142 clear_objective 
Actor.Angle($4142) = 90.0
009F: set_actor $4142 idle 
0350: set_actor $4142 maintain_position_when_attacked 1 
Actor.PutAt($4142, -918.0, -344.0, 12.4)

:BANKJO4_9249
if 
  not Actor.Dead($4143)
jf @BANKJO4_9312 
011C: actor $4143 clear_objective 
Actor.Angle($4143) = 93.0
009F: set_actor $4143 idle 
0350: set_actor $4143 maintain_position_when_attacked 1 
Actor.PutAt($4143, -917.8, -346.0, 12.4)

:BANKJO4_9312
if 
  not Actor.Dead($4144)
jf @BANKJO4_9375 
011C: actor $4144 clear_objective 
Actor.Angle($4144) = 93.0
009F: set_actor $4144 idle 
0350: set_actor $4144 maintain_position_when_attacked 1 
Actor.PutAt($4144, -917.0, -345.0, 12.4)

:BANKJO4_9375
if 
  not Actor.Dead($4145)
jf @BANKJO4_9492 
011C: actor $4145 clear_objective 
Actor.Angle($4145) = 93.0
009F: set_actor $4145 idle 
0350: set_actor $4145 maintain_position_when_attacked 1 
Actor.PutAt($4145, -917.0, -343.0, 12.4)
if 
  not Actor.Dead($4130)
jf @BANKJO4_9492 
Actor.PutAt($4130, -916.0, -340.0, 12.4)
Actor.Angle($4130) = 120.0
04C6: actor $4130 aim_gun_at_actor $4145 

:BANKJO4_9492
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_9538 
Actor.PutAt($PLAYER_ACTOR, -918.55, -337.8, 13.5)
Actor.Angle($PLAYER_ACTOR) = 80.0

:BANKJO4_9538
Camera.SetPosition(-911.5, -344.0, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-922.0, -344.295, 13.94, 2)
$4211 = 0 // $ = int 
$4208 = 35 // $ = int 
$4209 = 35 // $ = int 
$4210 = 35 // $ = int 
gosub @BANKJO4_28584 
$357 = 9 // $ = int 

:BANKJO4_9631
if and
  $359 > 11500 // $ > int 
  $357 == 9 // $ == int 
jf @BANKJO4_9754 
Camera.SetPosition(-917.8, -329.8, 15.8, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_9' time 5000 1  // Phil, hold down the fort!
gosub @BANKJO4_28584 
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_10' as $4099 
$357 = 10 // $ = int 

:BANKJO4_9754
if and
  $359 > 12000 // $ > int 
  $357 == 10 // $ == int 
jf @BANKJO4_9829 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_10' time 5000 1  // Wilco roger that!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_11' as $4099 
$357 = 11 // $ = int 

:BANKJO4_9829
if and
  $359 > 14000 // $ > int 
  $357 == 11 // $ == int 
jf @BANKJO4_9891 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_11' time 5000 1  // Come on Cam, the vault's upstairs...
gosub @BANKJO4_28487 
$357 = 12 // $ = int 

:BANKJO4_9891
if 
   not $357 == 12 // $ == int 
jf @BANKJO4_9916 
jump @BANKJO4_7285 

:BANKJO4_9916
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
  not Actor.Dead($4128)
jf @BANKJO4_9982 
01E0: clear_leader $4128 
0319: set_actor $4128 running 0 
011C: actor $4128 clear_objective 

:BANKJO4_9982
if 
  not Actor.Dead($4130)
jf @BANKJO4_10016 
011C: actor $4130 clear_objective 
022F: set_actor $4130 stop_looking 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_10016
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_10041 
jump @BANKJO4_23463 

:BANKJO4_10041
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -938.56 -351.5 16.8 
Actor.Create($4110, 4, #GDA, -961.75, -329.1, 14.6)
01ED: clear_actor $4110 threat_search 
011A: set_actor $4110 search_threat 1 
Actor.Angle($4110) = 240.0
01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4110 weapon_accuracy_to 90 
0446: set_actor $4110 dismemberment_possible 0 
Actor.Health($4110) = 300
Actor.Create($4111, 4, #GDB, -956.75, -340.4, 14.6)
01ED: clear_actor $4111 threat_search 
011A: set_actor $4111 search_threat 1 
Actor.Angle($4111) = 10.0
01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4111 weapon_accuracy_to 90 
0446: set_actor $4111 dismemberment_possible 0 
Actor.Health($4111) = 300
Actor.Create($4113, 4, #GDA, -935.73, -348.3, 16.8)
01ED: clear_actor $4113 threat_search 
011A: set_actor $4113 search_threat 1 
Actor.Angle($4113) = 266.0
04EB: actor $4113 crouch 1 300000 ms 
01B2: give_actor $4113 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4113 weapon_accuracy_to 90 
0446: set_actor $4113 dismemberment_possible 0 
Actor.Health($4113) = 300
Actor.Create($4114, 4, #GDB, -943.0, -343.9, 6.3)
01ED: clear_actor $4114 threat_search 
011A: set_actor $4114 search_threat 1 
011A: set_actor $4114 search_threat 524288 
0291: set_actor $4114 heed_threats 1 
Actor.Angle($4114) = 270.0
01B2: give_actor $4114 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4114 weapon_accuracy_to 90 
0446: set_actor $4114 dismemberment_possible 0 
Actor.Health($4114) = 300
Actor.Create($2896, 4, #GDB, -946.2097, -328.9825, 15.5918)
01ED: clear_actor $2896 threat_search 
011A: set_actor $2896 search_threat 1 
011A: set_actor $2896 search_threat 524288 
0291: set_actor $2896 heed_threats 1 
Actor.Angle($2896) = 273.5514
01B2: give_actor $2896 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2896 maintain_position_when_attacked 1 
02E2: set_actor $2896 weapon_accuracy_to 90 
0446: set_actor $2896 dismemberment_possible 0 
Actor.Health($2896) = 300
Actor.Create($2883, 4, #GDB, -947.4579, -335.1543, 15.5918)
01ED: clear_actor $2883 threat_search 
011A: set_actor $2883 search_threat 1 
011A: set_actor $2883 search_threat 524288 
0291: set_actor $2883 heed_threats 1 
Actor.Angle($2883) = 289.8448
01B2: give_actor $2883 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2883 maintain_position_when_attacked 1 
02E2: set_actor $2883 weapon_accuracy_to 90 
0446: set_actor $2883 dismemberment_possible 0 
Actor.Health($2883) = 300
Actor.Create($2884, 4, #GDB, -953.8163, -330.1537, 15.5918)
01ED: clear_actor $2884 threat_search 
011A: set_actor $2884 search_threat 1 
011A: set_actor $2884 search_threat 524288 
0291: set_actor $2884 heed_threats 1 
Actor.Angle($2884) = 270.7313
01B2: give_actor $2884 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $2884 maintain_position_when_attacked 1 
02E2: set_actor $2884 weapon_accuracy_to 90 
0446: set_actor $2884 dismemberment_possible 0 
Actor.Health($2884) = 300
Actor.Create($10086, 4, #GDB, -956.7781, -334.3404, 15.5918)
01ED: clear_actor $10086 threat_search 
011A: set_actor $10086 search_threat 1 
011A: set_actor $10086 search_threat 524288 
0291: set_actor $10086 heed_threats 1 
Actor.Angle($10086) = 284.8314
01B2: give_actor $10086 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10086 maintain_position_when_attacked 1 
02E2: set_actor $10086 weapon_accuracy_to 90 
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 300
Actor.Create($10087, 4, #GDB, -935.5263, -335.2258, 15.5919)
01ED: clear_actor $10087 threat_search 
011A: set_actor $10087 search_threat 1 
011A: set_actor $10087 search_threat 524288 
0291: set_actor $10087 heed_threats 1 
Actor.Angle($10087) = 4.407
01B2: give_actor $10087 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10087 maintain_position_when_attacked 1 
02E2: set_actor $10087 weapon_accuracy_to 90 
0446: set_actor $10087 dismemberment_possible 0 
Actor.Health($10087) = 300
Actor.Create($10088, 4, #GDB, -924.0007, -327.1935, 17.8038)
01ED: clear_actor $10088 threat_search 
011A: set_actor $10088 search_threat 1 
011A: set_actor $10088 search_threat 524288 
0291: set_actor $10088 heed_threats 1 
Actor.Angle($10088) = 181.0803
01B2: give_actor $10088 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10088 maintain_position_when_attacked 1 
02E2: set_actor $10088 weapon_accuracy_to 90 
0446: set_actor $10088 dismemberment_possible 0 
Actor.Health($10088) = 300
Actor.Create($10093, 4, #GDB, -934.5364, -340.9649, 7.2269)
01ED: clear_actor $10093 threat_search 
011A: set_actor $10093 search_threat 1 
011A: set_actor $10093 search_threat 524288 
0291: set_actor $10093 heed_threats 1 
Actor.Angle($10093) = 182.0202
01B2: give_actor $10093 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10093 maintain_position_when_attacked 1 
02E2: set_actor $10093 weapon_accuracy_to 90 
0446: set_actor $10093 dismemberment_possible 0 
Actor.Health($10093) = 300
01E2: add_route_point 1 at -943.0 -343.9 6.3 
01E2: add_route_point 1 at -934.8 -343.9 6.3 
01E1: set_actor $4114 follow_route 1 3 
Object.Create($4151, #BNK_LFT_DOOR1, -936.964, -349.488, 3.235)
Object.Create($4152, #BNK_LFT_DOOR2, -936.964, -353.369, 3.235)

:BANKJO4_11214
if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
jf @BANKJO4_11990 
wait 0 
gosub @BANKJO4_29967 
gosub @BANKJO4_30680 
gosub @BANKJO4_30720 
gosub @BANKJO4_31525 
gosub @BANKJO4_32467 
gosub @BANKJO4_29079 
if 
  $4206 == 1 // $ == int 
jf @BANKJO4_11333 
gosub @BANKJO4_31485 

:BANKJO4_11333
if 
00F6:   player $PLAYER_CHAR 0 -942.5 -331.3 14.6 radius 3.0 3.0 3.0 
jf @BANKJO4_11524 
gosub @BANKJO4_28584 
if 
  not Actor.Dead($4111)
jf @BANKJO4_11451 
if 
  $4205 == 0 // $ == int 
jf @BANKJO4_11444 
0239: actor $4111 run_to -952.8 -334.6 
$4205 = 1 // $ = int 

:BANKJO4_11444
jump @BANKJO4_11456 

:BANKJO4_11451
Actor.RemoveReferences($4111)

:BANKJO4_11456
if 
  not Actor.Dead($4110)
jf @BANKJO4_11519 
if 
  $4204 == 0 // $ == int 
jf @BANKJO4_11512 
0239: actor $4110 run_to -956.8 -331.3 
$4204 = 1 // $ = int 

:BANKJO4_11512
jump @BANKJO4_11524 

:BANKJO4_11519
Actor.RemoveReferences($4110)

:BANKJO4_11524
if and
  not Actor.Dead($4110)
  $4204 == 1 // $ == int 
jf @BANKJO4_11617 
if 
00FF:   actor $4110 0 -956.8 -331.3 15.6 radius 2.0 2.0 2.0 
jf @BANKJO4_11617 
0350: set_actor $4110 maintain_position_when_attacked 1 
01CA: actor $4110 kill_player $PLAYER_CHAR 
$4204 = 2 // $ = int 

:BANKJO4_11617
if 
  $4206 == 1 // $ == int 
jf @BANKJO4_11865 
if 
00F6:   player $PLAYER_CHAR 0 -922.3 -333.0 17.8 radius 3.0 3.0 1.5 
jf @BANKJO4_11865 
gosub @BANKJO4_28364 
if 
001C:   $359 > $4193 // $ > $ int 
jf @BANKJO4_11749 
if 
  not Actor.Dead($4112)
jf @BANKJO4_11749 
04EB: actor $4112 crouch 0 0 ms 
0350: set_actor $4112 maintain_position_when_attacked 1 
01CA: actor $4112 kill_player $PLAYER_CHAR 

:BANKJO4_11749
if 
  $359 > 4000 // $ > int 
jf @BANKJO4_11809 
if 
  not Actor.Dead($4112)
jf @BANKJO4_11809 
04EB: actor $4112 crouch 1 2000 ms 
01BD: $358 = current_time_in_ms 
0209: $4193 = random_int_in_ranges 0 4000 

:BANKJO4_11809
if 
  $4207 == 0 // $ == int 
jf @BANKJO4_11865 
if 
  not Actor.Dead($4113)
jf @BANKJO4_11865 
0239: actor $4113 run_to -923.7 -348.25 
$4207 = 1 // $ = int 

:BANKJO4_11865
if and
  not Actor.Dead($4113)
  $4207 == 1 // $ == int 
jf @BANKJO4_11958 
if 
00FF:   actor $4113 0 -923.7 -348.25 16.8 radius 2.0 2.0 2.0 
jf @BANKJO4_11958 
0350: set_actor $4113 maintain_position_when_attacked 1 
01CA: actor $4113 kill_player $PLAYER_CHAR 
$4207 = 2 // $ = int 

:BANKJO4_11958
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_11983 
jump @BANKJO4_23463 

:BANKJO4_11983
jump @BANKJO4_11214 

:BANKJO4_11990
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
  not Actor.Dead($4130)
jf @BANKJO4_12052 
01E0: clear_leader $4130 
009E: set_actor $4130 follow_path -938.56 -351.5 16.8 radius 0.5 move_stat 1 

:BANKJO4_12052
if 
  not Actor.Dead($4130)
jf @BANKJO4_12263 
TIMERA = 0 // @ = int 

:BANKJO4_12075
if 
80FF:   not actor $4130 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
jf @BANKJO4_12256 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_12226 
if 
  not Actor.Dead($4130)
jf @BANKJO4_12219 
Actor.PutAt($4130, -932.9, -351.3, 16.8)
Actor.Angle($4130) = 90.0
009E: set_actor $4130 follow_path -938.56 -351.5 16.8 radius 0.5 move_stat 1 

:BANKJO4_12219
TIMERA = 0 // @ = int 

:BANKJO4_12226
if 
  Actor.Dead($4130)
jf @BANKJO4_12249 
jump @BANKJO4_12052 

:BANKJO4_12249
jump @BANKJO4_12075 

:BANKJO4_12256
jump @BANKJO4_12285 

:BANKJO4_12263
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
jump @BANKJO4_23463 

:BANKJO4_12285
if 
  not Actor.Dead($4130)
jf @BANKJO4_12313 
0350: set_actor $4130 maintain_position_when_attacked 1 
011C: actor $4130 clear_objective 

:BANKJO4_12313
gosub @BANKJO4_33935 
if 
  not Actor.Dead($4130)
jf @BANKJO4_12374 
Actor.PutAt($4130, -939.1, -351.12, 6.23)
Actor.Angle($4130) = 260.0
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_12374
if 
  not Actor.Dead($4114)
jf @BANKJO4_12426 
Actor.PutAt($4114, -943.0, -343.9, 6.3)
01E1: set_actor $4114 follow_route 1 3 
011A: set_actor $4114 search_threat 1 

:BANKJO4_12426
gosub @BANKJO4_34082 
if 
  not Actor.Dead($4130)
jf @BANKJO4_12456 
0350: set_actor $4130 maintain_position_when_attacked 0 

:BANKJO4_12456
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -944.5 -341.58 6.3 
$4163 = 1 // $ = int 

:BANKJO4_12488
if 
  not Actor.Dead($4114)
jf @BANKJO4_12568 
wait 0 
gosub @BANKJO4_30680 
gosub @BANKJO4_32467 
gosub @BANKJO4_31485 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_12554 
jump @BANKJO4_23463 

:BANKJO4_12554
gosub @BANKJO4_29079 
jump @BANKJO4_12488 

:BANKJO4_12568
if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
jf @BANKJO4_12680 
wait 0 
gosub @BANKJO4_30680 
gosub @BANKJO4_32467 
gosub @BANKJO4_31485 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_12666 
jump @BANKJO4_23463 

:BANKJO4_12666
gosub @BANKJO4_29079 
jump @BANKJO4_12568 

:BANKJO4_12680
Marker.Disable($4191)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12 8.0 
Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0)
Camera.PointAt(-944.5, -343.8, 7.45, 2)
if 
  not Actor.Dead($4130)
jf @BANKJO4_12810 
01E0: clear_leader $4130 
0239: actor $4130 run_to -944.5 -344.12 

:BANKJO4_12810
if 
  not Actor.Dead($4130)
jf @BANKJO4_13009 
TIMERA = 0 // @ = int 

:BANKJO4_12833
if 
80FF:   not actor $4130 0 -944.5 -344.12 7.0 radius 1.5 1.5 3.0 
jf @BANKJO4_13002 
wait 0 
if 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_12972 
if 
  not Actor.Dead($4130)
jf @BANKJO4_12965 
Actor.PutAt($4130, -937.0, -343.6, 7.0)
Actor.Angle($4130) = 90.0
0239: actor $4130 run_to -944.5 -344.12 

:BANKJO4_12965
TIMERA = 0 // @ = int 

:BANKJO4_12972
if 
  Actor.Dead($4130)
jf @BANKJO4_12995 
jump @BANKJO4_12810 

:BANKJO4_12995
jump @BANKJO4_12833 

:BANKJO4_13002
jump @BANKJO4_13031 

:BANKJO4_13009
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
jump @BANKJO4_23463 

:BANKJO4_13031
if 
  not Actor.Dead($4130)
jf @BANKJO4_13077 
Actor.Angle($4130) = 90.0
04EB: actor $4130 crouch 1 300000 ms 
020E: actor $PLAYER_ACTOR look_at_actor $4130 

:BANKJO4_13077
$4099 = 1 // $ = int 
03CF: load_wav 'BK4_12A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_12A' time 10000 1  // Damn! It's a Flange 9000!
gosub @BANKJO4_28487 
03CF: load_wav 'BK4_12B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_12B' time 10000 1  // This could take hours to crack,
gosub @BANKJO4_28487 
03CF: load_wav 'BK4_12C' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_12C' time 10000 1  // Or five minutes if you could find the manager.
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4130)
jf @BANKJO4_13235 
04EB: actor $4130 crouch 0 0 ms 

:BANKJO4_13235
03CF: load_wav 'BNK4_13' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_13' time 10000 1  // I'll go find where he's holed up.
gosub @BANKJO4_28487 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Marker.Disable($4191)
00BC: text_highpriority 'SBOB219' time 5000 1 

:BANKJO4_13319
if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
jf @BANKJO4_13424 
wait 0 
gosub @BANKJO4_30680 
gosub @BANKJO4_32467 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_13410 
jump @BANKJO4_23463 

:BANKJO4_13410
gosub @BANKJO4_29079 
jump @BANKJO4_13319 

:BANKJO4_13424
gosub @BANKJO4_33655 
gosub @BANKJO4_28584 

:BANKJO4_13438
if 
80F6:   not player $PLAYER_CHAR 0 -918.3986 -345.8419 13.3802 radius 1.2 1.2 1.2 
jf @BANKJO4_13726 
wait 0 
gosub @BANKJO4_29967 
gosub @BANKJO4_30680 
gosub @BANKJO4_30720 
gosub @BANKJO4_31525 
gosub @BANKJO4_32467 
gosub @BANKJO4_31485 
gosub @BANKJO4_29079 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_13564 
jump @BANKJO4_23463 

:BANKJO4_13564
if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.2 16.6 radius 3.0 3.0 3.0 
  $4201 == 0 // $ == int 
jf @BANKJO4_13719 
$4099 = 1 // $ = int 
03CF: load_wav 'BK4_14B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_14A' time 10000 1  // Phil, things still sweet?
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_15' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_15' time 10000 1  // Sure. Everything's reeaal quiet.
gosub @BANKJO4_28487 
00BE: text_clear_all 
$4201 = 1 // $ = int 

:BANKJO4_13719
jump @BANKJO4_13438 

:BANKJO4_13726
$4201 = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
if 
  not Actor.Dead($4122)
jf @BANKJO4_13816 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4122 
Camera.SetPosition(-914.327, -347.5325, 15.3802, 0.0, 0.0, 0.0)
Camera.OnPed($4122, 15, 1)

:BANKJO4_13816
$4099 = 1 // $ = int 
03CF: load_wav 'BNK4_16' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_16' time 10000 1  // You - you're coming with me!
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4122)
jf @BANKJO4_13915 
04EB: actor $4122 crouch 0 0 ms 
01ED: clear_actor $4122 threat_search 
020E: actor $4122 look_at_actor $PLAYER_ACTOR 
0372: set_actor $4122 anim 17 wait_state_time 300000 ms 

:BANKJO4_13915
03CF: load_wav 'BNK4_17' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_17' time 10000 1  // Ok! Ok! Just don't shoot!
gosub @BANKJO4_28487 
00BE: text_clear_all 
if 
  not Actor.Dead($4122)
jf @BANKJO4_13992 
0372: set_actor $4122 anim 0 wait_state_time 0 ms 
01DF: tie_actor $4122 to_player $PLAYER_CHAR 

:BANKJO4_13992
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -944.36 -342.0 6.3 

:BANKJO4_14057
if 
80F6:   not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 
jf @BANKJO4_14301 
wait 0 
gosub @BANKJO4_29967 
gosub @BANKJO4_31525 
gosub @BANKJO4_32467 
gosub @BANKJO4_30680 
gosub @BANKJO4_30720 
gosub @BANKJO4_31485 
gosub @BANKJO4_29079 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_14183 
jump @BANKJO4_23463 

:BANKJO4_14183
if and
00F6:   player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
  $4201 == 0 // $ == int 
jf @BANKJO4_14294 
$4099 = 1 // $ = int 
03CF: load_wav 'BNK4_18' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_18' time 10000 1  // I SAID NOBODY MOVE!
gosub @BANKJO4_28487 
$4201 = 1 // $ = int 

:BANKJO4_14294
jump @BANKJO4_14057 

:BANKJO4_14301
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
  not Actor.Dead($4122)
jf @BANKJO4_14363 
01E0: clear_leader $4122 
009E: set_actor $4122 follow_path -938.56 -351.5 16.8 radius 0.5 move_stat 1 

:BANKJO4_14363
if 
  not Actor.Dead($4122)
jf @BANKJO4_14574 
TIMERA = 0 // @ = int 

:BANKJO4_14386
if 
80FF:   not actor $4122 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 
jf @BANKJO4_14567 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_14537 
if 
  not Actor.Dead($4122)
jf @BANKJO4_14530 
Actor.PutAt($4122, -932.9, -351.3, 16.8)
Actor.Angle($4122) = 90.0
009E: set_actor $4122 follow_path -938.56 -351.5 16.8 radius 0.5 move_stat 1 

:BANKJO4_14530
TIMERA = 0 // @ = int 

:BANKJO4_14537
if 
  Actor.Dead($4122)
jf @BANKJO4_14560 
jump @BANKJO4_14363 

:BANKJO4_14560
jump @BANKJO4_14386 

:BANKJO4_14567
jump @BANKJO4_14596 

:BANKJO4_14574
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
jump @BANKJO4_23463 

:BANKJO4_14596
if 
  not Actor.Dead($4122)
jf @BANKJO4_14624 
0350: set_actor $4122 maintain_position_when_attacked 1 
011C: actor $4122 clear_objective 

:BANKJO4_14624
gosub @BANKJO4_33935 
if 
  not Actor.Dead($4122)
jf @BANKJO4_14685 
Actor.PutAt($4122, -939.1, -351.12, 6.23)
Actor.Angle($4122) = 260.0
01DF: tie_actor $4122 to_player $PLAYER_CHAR 

:BANKJO4_14685
gosub @BANKJO4_34082 
if 
  not Actor.Dead($4122)
jf @BANKJO4_14715 
0350: set_actor $4122 maintain_position_when_attacked 0 

:BANKJO4_14715
if 
80F6:   not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 
jf @BANKJO4_14827 
wait 0 
gosub @BANKJO4_30680 
gosub @BANKJO4_31485 
gosub @BANKJO4_32467 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_14813 
jump @BANKJO4_23463 

:BANKJO4_14813
gosub @BANKJO4_29079 
jump @BANKJO4_14715 

:BANKJO4_14827
Marker.Disable($4191)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0)
Camera.PointAt(-944.5, -343.8, 7.45, 2)
if and
  not Actor.Dead($4130)
  not Actor.Dead($4122)
jf @BANKJO4_14938 
020E: actor $4130 look_at_actor $4122 
022C: set_actor $4130 to_look_at_actor $4122 

:BANKJO4_14938
if 
  not Actor.Dead($4122)
jf @BANKJO4_14979 
01E0: clear_leader $4122 
01ED: clear_actor $4122 threat_search 
0239: actor $4122 run_to -943.68 -343.47 

:BANKJO4_14979
if 
  not Actor.Dead($4122)
jf @BANKJO4_15178 
TIMERA = 0 // @ = int 

:BANKJO4_15002
if 
80FF:   not actor $4122 0 -943.5 -343.5 6.2 radius 1.5 1.5 3.0 
jf @BANKJO4_15171 
wait 0 
if 
  TIMERA > 2500 // @ > int 
jf @BANKJO4_15141 
if 
  not Actor.Dead($4122)
jf @BANKJO4_15134 
Actor.PutAt($4122, -937.0, -343.5, 6.2)
Actor.Angle($4122) = 90.0
0239: actor $4122 run_to -943.68 -343.47 

:BANKJO4_15134
TIMERA = 0 // @ = int 

:BANKJO4_15141
if 
  Actor.Dead($4122)
jf @BANKJO4_15164 
jump @BANKJO4_14979 

:BANKJO4_15164
jump @BANKJO4_15002 

:BANKJO4_15171
jump @BANKJO4_15200 

:BANKJO4_15178
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
jump @BANKJO4_23463 

:BANKJO4_15200
if 
  not Actor.Dead($4122)
jf @BANKJO4_15249 
0350: set_actor $4122 maintain_position_when_attacked 1 
Actor.Angle($4122) = 90.0
020E: actor $PLAYER_ACTOR look_at_actor $4122 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4122 

:BANKJO4_15249
$4099 = 1 // $ = int 
03CF: load_wav 'BK4_19A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_19A' time 10000 1  // It's on a time lock,
gosub @BANKJO4_28487 
03CF: load_wav 'BK4_19B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_19B' time 10000 1  // You might as well give up now!
gosub @BANKJO4_28487 
if and
  not Actor.Dead($4130)
  not Actor.Dead($PLAYER_ACTOR)
  not Actor.Dead($4122)
jf @BANKJO4_15470 
020E: actor $4130 look_at_actor $PLAYER_ACTOR 
Camera.SetPosition(-943.0, -343.6, 7.9, 0.0, 0.0, 0.0)
Actor.PutAt($4122, -941.0, -345.2, 6.23)
Actor.StorePos($4130, $4218, $4219, $4220)
$4220 += 0.6 // $ += float 
Camera.PointAt($4218, $4219, $4220, 2)
041D: set_camera_near_clip 0.02 

:BANKJO4_15470
03CF: load_wav 'BK4_20A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_20A' time 10000 1  // Hell, I can bypass the time lock,
gosub @BANKJO4_28487 
if and
  not Actor.Dead($4130)
  not Actor.Dead($4122)
jf @BANKJO4_15574 
022F: set_actor $4130 stop_looking 
Actor.PutAt($4122, -941.8, -342.9, 6.23)
020E: actor $4130 look_at_actor $4122 
022C: set_actor $4130 to_look_at_actor $4122 

:BANKJO4_15574
03CF: load_wav 'BK4_20B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_20B' time 10000 1  // Then we just need your key code and we're good!
gosub @BANKJO4_28487 
if and
  not Actor.Dead($4130)
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_15651 
022F: set_actor $4130 stop_looking 
0372: set_actor $4130 anim 0 wait_state_time 0 ms 

:BANKJO4_15651
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_15691 
Actor.StorePos($PLAYER_ACTOR, $4218, $4219, $4220)
$4220 += 0.6 // $ += float 

:BANKJO4_15691
if 
  not Actor.Dead($4122)
jf @BANKJO4_15727 
Actor.PutAt($4122, -942.37, -345.2, 6.23)

:BANKJO4_15727
Camera.PointAt($4218, $4219, $4220, 1)
03CF: load_wav 'BNK4_21' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_21' time 10000 1  // Stay here. You try anything and you're dead.
gosub @BANKJO4_28487 
03CF: load_wav 'BK4_24A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_24A' time 10000 1  // I'm gonna check on Phil, I'll be right back.
gosub @BANKJO4_28487 
00BE: text_clear_all 
011C: actor $PLAYER_ACTOR clear_objective 
022F: set_actor $PLAYER_ACTOR stop_looking 
009F: set_actor $PLAYER_ACTOR idle 
053D: clear_actor $PLAYER_ACTOR wait_state 
if 
  not Actor.Dead($4122)
jf @BANKJO4_15882 
Actor.PutAt($4122, -943.0, -343.6, 6.23)

:BANKJO4_15882
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Marker.Disable($4191)

:BANKJO4_15907
if 
80F6:   not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 
jf @BANKJO4_16019 
wait 0 
gosub @BANKJO4_30680 
gosub @BANKJO4_32467 
gosub @BANKJO4_31485 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_16005 
jump @BANKJO4_23463 

:BANKJO4_16005
gosub @BANKJO4_29079 
jump @BANKJO4_15907 

:BANKJO4_16019
gosub @BANKJO4_33655 
gosub @BANKJO4_28584 

:BANKJO4_16033
if 
80F6:   not player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 
jf @BANKJO4_16152 
wait 0 
gosub @BANKJO4_30720 
gosub @BANKJO4_29967 
gosub @BANKJO4_31525 
gosub @BANKJO4_32467 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_16138 
jump @BANKJO4_23463 

:BANKJO4_16138
gosub @BANKJO4_29079 
jump @BANKJO4_16033 

:BANKJO4_16152
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
018D: $4117 = create_sound 0 at -916.0 -340.0 15.0 
03CF: load_wav 'BK4_24B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_24B' time 10000 1  // I told you not to touch that alarm!
gosub @BANKJO4_28487 
00BE: text_clear_all 
Actor.Create($4115, 4, #GDA, -920.6, -340.0, 13.4)
Actor.Health($4115) = 50
Actor.Angle($4115) = 270.0
0239: actor $4115 run_to -902.0 -340.0 
if 
  not Actor.Dead($4128)
jf @BANKJO4_16312 
01C9: actor $4128 kill_actor $4115 
02E2: set_actor $4128 weapon_accuracy_to 80 

:BANKJO4_16312
if 
  not Actor.Dead($4115)
jf @BANKJO4_16392 
wait 0 
gosub @BANKJO4_30720 
gosub @BANKJO4_29967 
gosub @BANKJO4_31525 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_16378 
jump @BANKJO4_23463 

:BANKJO4_16378
gosub @BANKJO4_29079 
jump @BANKJO4_16312 

:BANKJO4_16392
03CF: load_wav 'BNK4_25' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_25' time 10000 1  // The SWAT team will be here any minute!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_27' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_27' time 10000 1  // I could do with some help here, Tommy!
gosub @BANKJO4_28487 
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -907.8 -345.87 12.4 

:BANKJO4_16501
if 
80F6:   not player $PLAYER_CHAR 1 -907.8 -345.87 12.4 radius 1.5 1.5 1.5 
jf @BANKJO4_16741 
wait 0 
gosub @BANKJO4_29967 
gosub @BANKJO4_31525 
gosub @BANKJO4_30720 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_16599 
jump @BANKJO4_23463 

:BANKJO4_16599
gosub @BANKJO4_29079 
if 
  not Actor.Dead($4128)
jf @BANKJO4_16734 
if and
82CB:   not actor $4128 bounding_sphere_visible 
  $4213 == 0 // $ == int 
jf @BANKJO4_16734 
if 
80C2:   not sphere_onscreen -917.6 -337.57 13.46 2.0 
jf @BANKJO4_16734 
Actor.PutAt($4128, -917.6, -337.57, 13.46)
Actor.Angle($4128) = 272.0
04EB: actor $4128 crouch 1 999999 ms 
0350: set_actor $4128 maintain_position_when_attacked 1 
$4213 = 1 // $ = int 

:BANKJO4_16734
jump @BANKJO4_16501 

:BANKJO4_16741
if 
  not Actor.Dead($4128)
jf @BANKJO4_16762 
01E0: clear_leader $4128 

:BANKJO4_16762
Marker.Disable($4191)
Actor.Create($4115, 4, #GDA, -897.0, -341.1, 12.4)
0350: set_actor $4115 maintain_position_when_attacked 1 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_16822 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $4115 

:BANKJO4_16822
Actor.DestroyInstantly($2896)
Actor.DestroyInstantly($2883)
Actor.DestroyInstantly($2884)
Actor.DestroyInstantly($10086)
Actor.DestroyInstantly($10087)
Actor.DestroyInstantly($10088)
Actor.DestroyInstantly($10089)
Actor.DestroyInstantly($10090)
Actor.DestroyInstantly($10091)
Actor.DestroyInstantly($10092)
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-902.2, -341.9, 12.69, 2)
03CF: load_wav 'BNK4_28' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_28' time 10000 1  // Vice City S.W.A.T! You are completely surrounded!
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4128)
jf @BANKJO4_17040 
Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0)
Camera.OnPed($4128, 15, 2)

:BANKJO4_17040
03CF: load_wav 'BNK4_29' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_29' time 10000 1  // Surrounded? HA HA HA HAAAAAaaa!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_30' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_30' time 10000 1  // They're crapping themselves, corrupt bastards!
if and
  not Actor.Dead($4128)
  not Actor.Dead($4115)
jf @BANKJO4_17146 
04C6: actor $4128 aim_gun_at_actor $4115 

:BANKJO4_17146
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4130)
jf @BANKJO4_17247 
Actor.PutAt($4130, -920.0, -347.0, 16.8)
Actor.Angle($4130) = 290.0
Camera.SetPosition(-914.3, -345.25, 15.8, 0.0, 0.0, 0.0)
Camera.OnPed($4130, 15, 2)
$4163 = 0 // $ = int 

:BANKJO4_17247
03CF: load_wav 'BK4_31B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_31A' time 10000 1  // Tommy! The vault's open!
gosub @BANKJO4_28487 
Camera.SetPosition(-905.76, -345.84, 14.0, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
03CF: load_wav 'BK4_34A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_34A' time 10000 1  // Ok, we got the SWAT retirement fund. Let's get out of here!
gosub @BANKJO4_28487 
Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-902.2, -341.9, 12.69, 2)
03CF: load_wav 'BK4_34B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_34B' time 10000 1  // Ok, you asked for it! You've had your last chance!
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4128)
jf @BANKJO4_17522 
Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0)
Camera.OnPed($4128, 15, 2)

:BANKJO4_17522
03CF: load_wav 'BK4_35A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_35A' time 10000 1  // They're storming the place!
gosub @BANKJO4_28487 
03CF: load_wav 'BK4_35B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_35B' time 10000 1  // Take cover!
gosub @BANKJO4_28487 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_17629 
011C: actor $PLAYER_ACTOR clear_objective 
Camera.SetBehindPlayer

:BANKJO4_17629
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
  not Actor.Dead($4128)
jf @BANKJO4_17677 
011C: actor $4128 clear_objective 
011A: set_actor $4128 search_threat 64 

:BANKJO4_17677
Actor.DestroyInstantly($4115)
Actor.DestroyInstantly($4122)
$4213 = 0 // $ = int 
if 
  not Actor.Dead($4128)
jf @BANKJO4_17744 
011C: actor $4128 clear_objective 
0350: set_actor $4128 maintain_position_when_attacked 1 
Actor.Health($4128) = 200
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 heed_threats 1 

:BANKJO4_17744
Model.Load(#SWAT)
Model.Load(#GASGRENADE)

:BANKJO4_17753
if or
  not Model.Available(#SWAT)
  not Model.Available(#GASGRENADE)
jf @BANKJO4_17784 
wait 0 
jump @BANKJO4_17753 

:BANKJO4_17784
$4208 = 0 // $ = int 
$4209 = 0 // $ = int 
$4210 = 0 // $ = int 
$4211 = 0 // $ = int 
gosub @BANKJO4_28584 
$4208 = 15 // $ = int 
$4209 = 15 // $ = int 
$4210 = 15 // $ = int 
$4211 = 0 // $ = int 
gosub @BANKJO4_28584 
Object.ToggleInMovingList($1824, True)
Object.ToggleInMovingList($1825, True)
Object.ToggleInMovingList($1826, True)
Object.ToggleInMovingList($1827, True)
Object.ToggleInMovingList($1828, True)
Object.ToggleInMovingList($1829, True)
Object.CollisionDetection($1824, True)
Object.CollisionDetection($1825, True)
Object.CollisionDetection($1826, True)
Object.CollisionDetection($1827, True)
Object.CollisionDetection($1828, True)
Object.CollisionDetection($1829, True)
$4099 = 2 // $ = int 
03CF: load_wav 'BLOROOF' as $4099 
gosub @BANKJO4_28387 
gosub @BANKJO4_28487 
$4099 = 1 // $ = int 
03AC: clear_route 1 
03AC: clear_route 2 
TIMERA = 0 // @ = int 

:BANKJO4_17994
if 
  Player.Defined($PLAYER_CHAR)
jf @BANKJO4_19990 
wait 0 
gosub @BANKJO4_30720 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_18046 
jump @BANKJO4_23463 

:BANKJO4_18046
gosub @BANKJO4_31525 
gosub @BANKJO4_29079 
if and
  not Actor.Dead($4128)
  $4182 > 1 // $ > int 
jf @BANKJO4_18506 
if 
  $4116 == 0 // $ == int 
jf @BANKJO4_18255 
0469: create_actor $4118 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4119 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4120 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
0469: create_actor $4121 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 
$4116 = 1 // $ = int 
jump @BANKJO4_18506 

:BANKJO4_18255
if 
  not Actor.Dead($4118)
jf @BANKJO4_18311 
if 
  $4116 == 1 // $ == int 
jf @BANKJO4_18304 
01C9: actor $4128 kill_actor $4118 
$4116 = 2 // $ = int 

:BANKJO4_18304
jump @BANKJO4_18506 

:BANKJO4_18311
Actor.RemoveReferences($4118)
if 
  not Actor.Dead($4119)
jf @BANKJO4_18372 
if 
  $4116 == 2 // $ == int 
jf @BANKJO4_18365 
01C9: actor $4128 kill_actor $4119 
$4116 = 3 // $ = int 

:BANKJO4_18365
jump @BANKJO4_18506 

:BANKJO4_18372
Actor.RemoveReferences($4119)
if 
  not Actor.Dead($4120)
jf @BANKJO4_18433 
if 
  $4116 == 3 // $ == int 
jf @BANKJO4_18426 
01C9: actor $4128 kill_actor $4120 
$4116 = 4 // $ = int 

:BANKJO4_18426
jump @BANKJO4_18506 

:BANKJO4_18433
Actor.RemoveReferences($4120)
if 
  not Actor.Dead($4121)
jf @BANKJO4_18494 
if 
  $4116 == 4 // $ == int 
jf @BANKJO4_18487 
01C9: actor $4128 kill_actor $4121 
$4116 = 5 // $ = int 

:BANKJO4_18487
jump @BANKJO4_18506 

:BANKJO4_18494
Actor.RemoveReferences($4121)
$4116 = 6 // $ = int 

:BANKJO4_18506
if 
  2 > $4183 // int > $ 
jf @BANKJO4_18873 
Object.StorePos($1826, $4215, $4216, $4217)
if and
  $4183 == 0 // $ == int 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_18873 
Object.Destroy($1823)
Object.Init($1823, #ROCKETED_WIN1, -899.851, -341.061, 14.318)
Object.RemoveFromMissionCleanupList($1823)
Object.Init($4164, #GASGRENADE, -900.7, -333.88, 14.73)
Object.ToggleInMovingList($4164, True)
Object.CollisionDetection($4164, True)
038C: object $4164 scatter -0.5 0.0 0.0 
Object.Init($4165, #GASGRENADE, -900.7, -348.4, 14.73)
Object.ToggleInMovingList($4165, True)
Object.CollisionDetection($4165, True)
038C: object $4165 scatter -0.5 0.0 0.0 
Object.Init($4166, #GASGRENADE, -907.307, -336.618, 18.0)
Object.ToggleInMovingList($4166, True)
Object.CollisionDetection($4166, True)
Object.Init($4167, #GASGRENADE, -907.307, -345.504, 18.0)
Object.ToggleInMovingList($4167, True)
Object.CollisionDetection($4167, True)
Object.Init($4168, #GASGRENADE, -915.401, -336.6184, 18.0)
Object.ToggleInMovingList($4168, True)
Object.CollisionDetection($4168, True)
Object.Init($4169, #GASGRENADE, -915.401, -345.5, 18.0)
Object.ToggleInMovingList($4169, True)
Object.CollisionDetection($4169, True)
$4183 = 1 // $ = int 
TIMERB = 0 // @ = int 

:BANKJO4_18873
if 
  $4183 == 1 // $ == int 
jf @BANKJO4_18923 
if 
  TIMERB > 50 // @ > int 
jf @BANKJO4_18923 
TIMERB = 0 // @ = int 
gosub @BANKJO4_33443 

:BANKJO4_18923
if and
  $4182 == 0 // $ == int 
  TIMERA > 2000 // @ > int 
jf @BANKJO4_19097 
0503: create_rappel_at -907.307 -336.618 26.0 
0503: create_rappel_at -907.307 -345.504 26.0 
0503: create_rappel_at -915.401 -336.6184 26.0 
0503: create_rappel_at -915.401 -345.5 26.0 
wait 1000 
0503: create_rappel_at -907.307 -336.618 26.0 
0503: create_rappel_at -907.307 -345.504 26.0 
0503: create_rappel_at -915.401 -336.6184 26.0 
0503: create_rappel_at -915.401 -345.5 26.0 
$4182 = 1 // $ = int 

:BANKJO4_19097
if and
  TIMERA > 4000 // @ > int 
  $4182 == 1 // $ == int 
jf @BANKJO4_19130 
$4182 = 2 // $ = int 

:BANKJO4_19130
if and
  TIMERA > 5000 // @ > int 
  $4182 == 2 // $ == int 
jf @BANKJO4_19502 
Actor.Create($4180, 6, #SWAT, -899.214, -333.656, 23.0)
Actor.Angle($4180) = 0.0
01B2: give_actor $4180 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4180 weapon_accuracy_to 95 
Actor.Health($4180) = 250
0446: set_actor $4180 dismemberment_possible 0 
Actor.Create($4181, 6, #SWAT, -899.214, -348.466, 23.0)
Actor.Angle($4181) = 180.0
01B2: give_actor $4181 weapon 25 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $4181 weapon_accuracy_to 95 
Actor.Health($4181) = 250
0446: set_actor $4181 dismemberment_possible 0 
if 
  not Actor.Dead($4130)
jf @BANKJO4_19495 
01C9: actor $4180 kill_actor $4130 
01C9: actor $4181 kill_actor $4130 
01E2: add_route_point 1 at -921.5 -347.1 17.0 
01E2: add_route_point 1 at -923.0 -334.3 17.0 
01E2: add_route_point 1 at -937.2 -333.8 15.0 
01E2: add_route_point 1 at -935.0 -329.6 15.0 
01E2: add_route_point 1 at -927.3 -328.5 13.0 
01E2: add_route_point 1 at -921.1 -326.5 13.0 
01E2: add_route_point 1 at -920.7 -339.0 13.0 
01E2: add_route_point 1 at -910.6 -346.6 13.0 
01E1: set_actor $4130 follow_route 1 1 
0411: set_actor $4130 use_pednode_seek 0 
011A: set_actor $4130 search_threat 64 

:BANKJO4_19495
$4182 = 3 // $ = int 

:BANKJO4_19502
if 
  not Actor.Dead($4130)
jf @BANKJO4_19684 
Actor.StorePos($4130, $4218, $4219, $4220)
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  $4214 == 0 // $ == int 
jf @BANKJO4_19677 
if or
00FF:   actor $4130 0 $95 $96 $97 radius 5.0 5.0 2.0 
00FF:   actor $4130 0 -910.6 -346.6 13.0 radius 10.0 10.0 2.0 
jf @BANKJO4_19677 
011C: actor $4130 clear_objective 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 heed_threats 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
$4214 = 1 // $ = int 

:BANKJO4_19677
jump @BANKJO4_19724 

:BANKJO4_19684
if 
  $4200 == 0 // $ == int 
jf @BANKJO4_19724 
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
$4105 = 1 // $ = int 

:BANKJO4_19724
if 
  $4200 == 1 // $ == int 
jf @BANKJO4_19767 
if 
  2 > $4214 // int > $ 
jf @BANKJO4_19767 
$4214 = 1 // $ = int 

:BANKJO4_19767
if 
  $4214 == 1 // $ == int 
jf @BANKJO4_19910 
if 
  $4116 == 6 // $ == int 
jf @BANKJO4_19910 
03CF: load_wav 'BNK4_38' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_38' time 10000 1  // That's the last of them. GO! GO! GO!
gosub @BANKJO4_28487 
if 
  not Actor.Dead($4128)
jf @BANKJO4_19878 
04EB: actor $4128 crouch 0 0 ms 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_19878
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -900.0 -341.0 13.4 
$4214 = 2 // $ = int 

:BANKJO4_19910
if 
  $4214 == 2 // $ == int 
jf @BANKJO4_19983 
if 
00F5:   player $PLAYER_CHAR 1 -900.0 -341.0 13.4 radius 2.4 2.4 3.0 
jf @BANKJO4_19983 
jump @BANKJO4_19990 

:BANKJO4_19983
jump @BANKJO4_17994 

:BANKJO4_19990
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
gosub @BANKJO4_25503 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 
Marker.Disable($4191)
0395: clear_area 1 at -863.0 -340.9 12.19 range 30.0 
gosub @BANKJO4_28217 
Camera.SetPosition(-889.57, -341.42, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(-894.3, -346.0, 13.4, 2)
Actor.PutAt($PLAYER_ACTOR, -891.3336, -331.7716, 12.544)
Actor.LockInCurrentPosition($PLAYER_ACTOR, True)
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Actor.Angle($PLAYER_ACTOR) = 12.0
04EB: actor $PLAYER_ACTOR crouch 1 999999 ms 
$985 = 0 // $ = int 
if 
  not Actor.Dead($4128)
jf @BANKJO4_20320 
01E0: clear_leader $4128 
011C: actor $4128 clear_objective 
02AB: set_actor $4128 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Actor.PutAt($4128, -893.1893, -349.5175, 13.794)
Actor.Angle($4128) = 317.0
04EB: actor $4128 crouch 1 999999 ms 

:BANKJO4_20320
if 
  not Actor.Dead($4130)
jf @BANKJO4_20410 
01E0: clear_leader $4130 
011C: actor $4130 clear_objective 
Actor.PutAt($4130, -895.1404, -350.449, 12.4367)
02AB: set_actor $4130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
Actor.Angle($4130) = 330.0
04EB: actor $4130 crouch 1 999999 ms 
jump @BANKJO4_20422 

:BANKJO4_20410
Actor.RemoveReferences($4130)
$4200 = 1 // $ = int 

:BANKJO4_20422
Model.Load(#ENFORCER)

:BANKJO4_20427
if 
  not Model.Available(#ENFORCER)
jf @BANKJO4_20454 
wait 0 
jump @BANKJO4_20427 

:BANKJO4_20454
if 
  not Actor.Dead($4128)
jf @BANKJO4_20479 
Camera.OnPed($4128, 15, 2)

:BANKJO4_20479
Actor.Create($4107, 4, #SWAT, -875.9, -334.0, 10.3)
01ED: clear_actor $4107 threat_search 
Actor.Angle($4107) = 137.0
01B2: give_actor $4107 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4107 crouch 1 9999 ms 
01CC: actor $4107 kill_player $PLAYER_CHAR 
0350: set_actor $4107 maintain_position_when_attacked 1 
Actor.Create($4108, 4, #SWAT, -876.39, -347.45, 10.3)
01ED: clear_actor $4108 threat_search 
Actor.Angle($4108) = 130.0
01B2: give_actor $4108 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4108 crouch 1 9999 ms 
01CC: actor $4108 kill_player $PLAYER_CHAR 
0350: set_actor $4108 maintain_position_when_attacked 1 
Actor.Create($4109, 4, #SWAT, -864.6, -341.0, 9.9)
01ED: clear_actor $4109 threat_search 
Actor.Angle($4109) = 95.0
01B2: give_actor $4109 weapon 25 ammo 9999 // Load the weapon model before using this 
01CC: actor $4109 kill_player $PLAYER_CHAR 
0350: set_actor $4109 maintain_position_when_attacked 1 
Actor.Create($4110, 4, #SWAT, -868.4, -339.98, 9.9)
01ED: clear_actor $4110 threat_search 
Actor.Angle($4110) = 90.0
01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4110 crouch 1 9999 ms 
01CC: actor $4110 kill_player $PLAYER_CHAR 
0350: set_actor $4110 maintain_position_when_attacked 1 
Actor.Create($4111, 4, #SWAT, -856.3, -294.7, 10.1)
01ED: clear_actor $4111 threat_search 
Actor.Angle($4111) = 167.0
01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4111 crouch 1 9999 ms 
011A: set_actor $4111 search_threat 1 
0291: set_actor $4111 heed_threats 1 
Actor.Create($4112, 4, #SWAT, -852.1, -304.3, 10.1)
01ED: clear_actor $4112 threat_search 
Actor.Angle($4112) = 140.0
01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 
04EB: actor $4112 crouch 1 9999 ms 
011A: set_actor $4112 search_threat 1 
0291: set_actor $4112 heed_threats 1 
Car.Create($4146, #ENFORCER, -870.0, -344.5, 10.2)
Car.Angle($4146) = 124.0
020A: set_car $4146 door_status_to 1 
Car.Create($4147, #ENFORCER, -869.43, -336.3, 10.2)
Car.Angle($4147) = 43.0
020A: set_car $4147 door_status_to 1 
Car.Create($4148, #ENFORCER, -852.73, -298.3, 10.2)
Car.Angle($4148) = 30.0
020A: set_car $4148 door_status_to 1 
0169: set_fade_color 0 0 1 
fade 1 1500 

:BANKJO4_21046
if 
  fading 
jf @BANKJO4_21070 
wait 0 
jump @BANKJO4_21046 

:BANKJO4_21070
if 
  $4200 == 1 // $ == int 
jf @BANKJO4_21181 
03CF: load_wav 'BNK4_36' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_36' time 10000 1  // Where's Cam?
gosub @BANKJO4_28487 
Camera.OnPed($PLAYER_ACTOR, 15, 2)
03CF: load_wav 'BNK4_37' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_37' time 10000 1  // History...
gosub @BANKJO4_28487 

:BANKJO4_21181
03CF: load_wav 'BNK_39' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK_39' time 10000 1  // Shit! Where's Hilary?
gosub @BANKJO4_28487 
Camera.SetPosition(-888.25, -341.4, 13.9, 0.0, 0.0, 0.0)
Camera.PointAt(-863.0, -340.9, 12.19, 2)
03CF: load_wav 'BK4_40A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BK4_40A' time 10000 1  // I'll give him abandonment issues!
gosub @BANKJO4_28487 
Actor.DestroyInstantly($4129)
0296: unload_special_actor 2 
023C: load_special_actor 2 'IGHLRY2' 
038B: load_requested_models 

:BANKJO4_21339
if 
823D:   not special_actor 2 loaded 
jf @BANKJO4_21365 
wait 0 
jump @BANKJO4_21339 

:BANKJO4_21365
Actor.Create($4129, 4, #SPECIAL02, -856.3, -294.7, 16.1)
Actor.Angle($4129) = 270.1918
Actor.Health($4129) = 1000
Actor.PutAt($4129, -887.9545, -339.9196, 54.0712)
01ED: clear_actor $4129 threat_search 
04F5: set_actor $4129 as_player_friend $PLAYER_CHAR flag 1 
0446: set_actor $4129 dismemberment_possible 0 
0243: set_actor $4129 ped_stats_to 30 
01B2: give_actor $4129 weapon 15 ammo 9999 // Load the weapon model before using this 
wait 0 
jump @BANKJO4_21477 

:BANKJO4_21477
TIMERA = 0 // @ = int 

:BANKJO4_21484
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_21514 
wait 0 
jump @BANKJO4_21484 

:BANKJO4_21514
if 
  not Actor.Dead($4129)
jf @BANKJO4_21537 
jump @BANKJO4_21537 

:BANKJO4_21537
if 
  not Actor.Dead($4129)
jf @BANKJO4_21585 
011A: set_actor $4129 search_threat 64 
0291: set_actor $4129 heed_threats 1 
jump @BANKJO4_21585 
wait 0 
jump @BANKJO4_21537 

:BANKJO4_21585
Camera.SetPosition(-861.3163, -338.0768, 18.0712, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($4129)
jf @BANKJO4_21642 
Camera.OnPed($4129, 15, 2)

:BANKJO4_21642
03CF: load_wav 'BNK4_42' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_42' time 10000 1  // Hey guys! Get in! I got you covered!
gosub @BANKJO4_28487 
if and
  not Actor.Dead($4107)
  not Actor.Dead($4129)
jf @BANKJO4_21814 
02AB: set_actor $4129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 200 
01CB: actor $4107 kill_actor $4129 
01CB: actor $4129 kill_actor $4107 
0350: set_actor $4129 maintain_position_when_attacked 1 
Camera.SetPosition(-861.3163, -338.0768, 18.0712, 0.0, 0.0, 0.0)
Camera.OnPed($4129, 15, 2)
wait 1800 
020B: explode_car $4146 
020B: explode_car $4147 
020B: explode_car $4148 
048F: actor $4129 remove_weapons 

:BANKJO4_21814
TIMERA = 0 // @ = int 
Actor.Health($4129) = 100

:BANKJO4_21828
if 
  2000 > TIMERA // int > @ 
jf @BANKJO4_21858 
wait 0 
jump @BANKJO4_21828 

:BANKJO4_21858
if 
  not Actor.Dead($4129)
jf @BANKJO4_21881 
jump @BANKJO4_21881 

:BANKJO4_21881
TIMERA = 0 // @ = int 

:BANKJO4_21888
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_21918 
wait 0 
jump @BANKJO4_21888 

:BANKJO4_21918
04EB: actor $PLAYER_ACTOR crouch 0 0 ms 
Player.CanMove($PLAYER_CHAR, True)
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $4128 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $4129 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $4130 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR, False)
Actor.LockInCurrentPosition($4128, False)
Actor.LockInCurrentPosition($4130, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
041E: set_radio_station 6 -1 
if 
  not Actor.Dead($4128)
jf @BANKJO4_22090 
04EB: actor $4128 crouch 0 0 ms 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 heed_threats 1 
0319: set_actor $4128 running 1 

:BANKJO4_22090
if 
  not Actor.Dead($4129)
jf @BANKJO4_22133 
011C: actor $4129 clear_objective 
011A: set_actor $4129 search_threat 64 
0291: set_actor $4129 heed_threats 1 
01DF: tie_actor $4129 to_player $PLAYER_CHAR 

:BANKJO4_22133
if 
  not Actor.Dead($4130)
jf @BANKJO4_22183 
011C: actor $4130 clear_objective 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 heed_threats 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
0319: set_actor $4130 running 1 

:BANKJO4_22183
$4124 = 0 // $ = int 
if 
  not Actor.Dead($4107)
jf @BANKJO4_22221 
0350: set_actor $4107 maintain_position_when_attacked 0 
01CC: actor $4107 kill_player $PLAYER_CHAR 

:BANKJO4_22221
if 
  not Actor.Dead($4108)
jf @BANKJO4_22244 
0350: set_actor $4108 maintain_position_when_attacked 0 

:BANKJO4_22244
if 
  not Actor.Dead($4109)
jf @BANKJO4_22267 
0350: set_actor $4109 maintain_position_when_attacked 0 

:BANKJO4_22267
if 
  not Actor.Dead($4110)
jf @BANKJO4_22290 
0350: set_actor $4110 maintain_position_when_attacked 0 

:BANKJO4_22290
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_22351 
wait 0 
gosub @BANKJO4_30760 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_22344 
jump @BANKJO4_23463 

:BANKJO4_22344
jump @BANKJO4_22290 

:BANKJO4_22351
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at 25.2163 -1116.634 10.4633 

:BANKJO4_22376
if 
  $10105 == 0 // $ == int 
jf @BANKJO4_2743 
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_22826 
wait 0 
gosub @BANKJO4_30760 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_22448 
jump @BANKJO4_23463 

:BANKJO4_22448
if and
00F5:   player $PLAYER_CHAR 1 25.2163 -1116.634 10.4633 radius 3.0 3.0 2.0 
00FE:   actor $4128 0 25.2163 -1116.634 10.4633 radius 3.0 3.0 2.0 
00FE:   actor $4129 0 25.2163 -1116.634 10.4633 radius 3.0 3.0 2.0 
00FE:   actor $4130 0 25.2163 -1116.634 10.4633 radius 3.0 3.0 2.0 
jf @BANKJO4_22709 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
00BC: text_highpriority 'SBOB220' time 5000 1 
wait 2000 
fade 0 600 
wait 1800 
fade 1 600 
00BC: text_highpriority 'SBOB221' time 5000 1 
wait 1500 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 0 
Player.WantedLevel($PLAYER_CHAR) = 0

:BANKJO4_22709
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_22734 
jump @BANKJO4_22290 

:BANKJO4_22734
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_22819 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_22819
jump @BANKJO4_22376 

:BANKJO4_22826
Marker.Disable($4191)
018A: $4191 = create_checkpoint_at -832.2 -901.0 10.0 

:BANKJO4_22851
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_23188 
wait 0 
gosub @BANKJO4_30760 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_22905 
jump @BANKJO4_23463 

:BANKJO4_22905
if and
00F5:   player $PLAYER_CHAR 1 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
00FE:   actor $4128 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
00FE:   actor $4129 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
00FE:   actor $4130 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 
jf @BANKJO4_23071 
jump @BANKJO4_23195 

:BANKJO4_23071
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_23096 
jump @BANKJO4_22290 

:BANKJO4_23096
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_23181 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 

:BANKJO4_23181
jump @BANKJO4_22851 

:BANKJO4_23188
jump @BANKJO4_22351 

:BANKJO4_23195
if 
  Player.Defined($PLAYER_CHAR)
jf @BANKJO4_23451 
wait 0 
034E: move_object $1793 to -837.134 -901.672 15.03 speed 0.0 0.0 0.025 collision_check 0 
gosub @BANKJO4_30760 
if 
  $4105 == 1 // $ == int 
jf @BANKJO4_23284 
jump @BANKJO4_23463 

:BANKJO4_23284
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_23309 
jump @BANKJO4_22290 

:BANKJO4_23309
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_23334 
jump @BANKJO4_22351 

:BANKJO4_23334
if 
00F5:   player $PLAYER_CHAR 1 -844.95 -901.0 10.0 radius 3.5 3.5 3.5 
jf @BANKJO4_23389 
jump @BANKJO4_23451 

:BANKJO4_23389
if 
80F5:   not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 
jf @BANKJO4_23444 
jump @BANKJO4_22826 

:BANKJO4_23444
jump @BANKJO4_23195 

:BANKJO4_23451
Marker.Disable($4191)
jump @BANKJO4_23640 

:BANKJO4_23463
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 1 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 

:BANKJO4_23518
if 
0057:   player $PLAYER_CHAR 0 -852.8 -915.0 10.0 -837.5 -897.2 13.0 
jf @BANKJO4_23577 
wait 0 
jump @BANKJO4_23518 

:BANKJO4_23577
if and
  Player.Defined($PLAYER_CHAR)
  $985 == 1 // $ == int 
jf @BANKJO4_23638 
gosub @BANKJO4_25503 
fade 1 1500 

:BANKJO4_23614
if 
  fading 
jf @BANKJO4_23638 
wait 0 
jump @BANKJO4_23614 

:BANKJO4_23638
return 

:BANKJO4_23640
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BANKJO4_23681 
jump @BANKJO4_23681 

:BANKJO4_23681
041E: set_radio_station 3 -1 
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_23706
if 
  fading 
jf @BANKJO4_23767 
wait 0 
034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 
jump @BANKJO4_23706 

:BANKJO4_23767
Camera.SetPosition(-827.5, -894.2, 22.5, 0.0, 0.0, 0.0)
Camera.PointAt(-833.15, -899.4, 17.6, 2)
fade 1 500 

:BANKJO4_23825
if 
  fading 
jf @BANKJO4_23849 
wait 0 
jump @BANKJO4_23825 

:BANKJO4_23849
Actor.DestroyInstantly($4128)
Actor.DestroyInstantly($4130)
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 50000
0394: play_music 1 
03CF: load_wav 'BNK4_44' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_44' time 10000 1  // We made it! We're rich! RICH!
gosub @BANKJO4_28487 
if 
  $4200 == 1 // $ == int 
jf @BANKJO4_24079 
03CF: load_wav 'BNK4_45' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_45' time 10000 1  // Shame Cam didn't make it, he was a good guy!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_46' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_46' time 10000 1  // Yeah. Still... more for us!
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_47' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_47' time 10000 1  // Damned straight! YEEEEHAAAH!
gosub @BANKJO4_28487 

:BANKJO4_24079
03CF: load_wav 'BNK4_48' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_48' time 10000 1  // Tommy, would you like a massage?
gosub @BANKJO4_28487 
03CF: load_wav 'BNK4_49' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_49' time 10000 1  // Well, Hi there, Mercedes! Yeah, I'm a little tense...
gosub @BANKJO4_28487 
03CF: load_wav 'BNK450A' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK450A' time 10000 1  // What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town.
gosub @BANKJO4_28487 
03CF: load_wav 'BNK450B' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK450B' time 10000 1  // Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads.
gosub @BANKJO4_28487 
0169: set_fade_color 0 0 1 
fade 0 500 
Model.Load(#OD_CLUBOUT_DY)
Model.Load(#OD_CLUBOUT_NT)
Model.Load(#OD_CLUBNEON)
Model.Load(#OD_CLUBDOORS)
Model.Load(#OD_CLBDR_CLOSE)
Model.Load(#OD_CLBDR_OPEN)
Model.Load(#VEG_PALMKBB11)
Model.Load(#ODNROAD01_NT)
Model.Load(#ODNROAD01_DY)
Model.Load(#OD_CLUBBACK)
Model.Load(#MIAMIODNROADXA)
Model.Load(#LODD_BUILD2)
Model.Load(#SPAD_BUILDNEW)
Model.Load(#VEG_PALMBIG14)

:BANKJO4_24330
if 
  fading 
jf @BANKJO4_24354 
wait 0 
jump @BANKJO4_24330 

:BANKJO4_24354
if 
  not Model.Available(#OD_CLUBOUT_DY)
jf @BANKJO4_24381 
wait 0 
jump @BANKJO4_24354 

:BANKJO4_24381
if 
  not Model.Available(#OD_CLUBOUT_NT)
jf @BANKJO4_24408 
wait 0 
jump @BANKJO4_24381 

:BANKJO4_24408
if 
  not Model.Available(#OD_CLUBNEON)
jf @BANKJO4_24435 
wait 0 
jump @BANKJO4_24408 

:BANKJO4_24435
if 
  not Model.Available(#OD_CLUBDOORS)
jf @BANKJO4_24462 
wait 0 
jump @BANKJO4_24435 

:BANKJO4_24462
if 
  not Model.Available(#OD_CLBDR_CLOSE)
jf @BANKJO4_24488 
wait 0 
jump @BANKJO4_24462 

:BANKJO4_24488
if 
  not Model.Available(#OD_CLBDR_OPEN)
jf @BANKJO4_24514 
wait 0 
jump @BANKJO4_24488 

:BANKJO4_24514
if 
  not Model.Available(#VEG_PALMKBB11)
jf @BANKJO4_24541 
wait 0 
jump @BANKJO4_24514 

:BANKJO4_24541
if 
  not Model.Available(#ODNROAD01_NT)
jf @BANKJO4_24568 
wait 0 
jump @BANKJO4_24541 

:BANKJO4_24568
if 
  not Model.Available(#ODNROAD01_DY)
jf @BANKJO4_24595 
wait 0 
jump @BANKJO4_24568 

:BANKJO4_24595
if 
  not Model.Available(#OD_CLUBBACK)
jf @BANKJO4_24622 
wait 0 
jump @BANKJO4_24595 

:BANKJO4_24622
if 
  not Model.Available(#MIAMIODNROADXA)
jf @BANKJO4_24649 
wait 0 
jump @BANKJO4_24622 

:BANKJO4_24649
if 
  not Model.Available(#LODD_BUILD2)
jf @BANKJO4_24676 
wait 0 
jump @BANKJO4_24649 

:BANKJO4_24676
if 
  not Model.Available(#SPAD_BUILDNEW)
jf @BANKJO4_24703 
wait 0 
jump @BANKJO4_24676 

:BANKJO4_24703
if 
  not Model.Available(#VEG_PALMBIG14)
jf @BANKJO4_24730 
wait 0 
jump @BANKJO4_24703 

:BANKJO4_24730
Camera.SetPosition(513.5, -44.5, 22.0, 0.0, 0.0, 0.0)
Camera.PointAt(502.0, -60.5, 14.0, 2)
Marker.Disable($247)
04CE: $247 = create_icon_marker_without_sphere $422 at $564 $565 $566 
04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 rate $640 
00C0: set_current_time 21 30 
fade 1 1000 

:BANKJO4_24836
if 
  fading 
jf @BANKJO4_24860 
wait 0 
jump @BANKJO4_24836 

:BANKJO4_24860
TIMERA = 0 // @ = int 

:BANKJO4_24867
if 
  2000 > TIMERA // int > @ 
jf @BANKJO4_24897 
wait 0 
jump @BANKJO4_24867 

:BANKJO4_24897
00BA: text_styled 'ASSET_A' 10000 ms 6  // BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_B' $640 time 10000 1  // ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.SetPosition(493.6, -87.0, 10.8, 0.0, 0.0, 0.0)
Camera.PointAt(492.6, -77.4, 13.2, 2)
TIMERA = 0 // @ = int 

:BANKJO4_24988
if 
  1500 > TIMERA // int > @ 
jf @BANKJO4_25018 
wait 0 
jump @BANKJO4_24988 

:BANKJO4_25018
Camera.PointAt($564, $565, $566, 1)
TIMERA = 0 // @ = int 

:BANKJO4_25038
if 
  1000 > TIMERA // int > @ 
jf @BANKJO4_25068 
wait 0 
jump @BANKJO4_25038 

:BANKJO4_25068
TIMERA = 0 // @ = int 

:BANKJO4_25075
if 
  5000 > TIMERA // int > @ 
jf @BANKJO4_25105 
wait 0 
jump @BANKJO4_25075 

:BANKJO4_25105
fade 0 500 

:BANKJO4_25112
if 
  fading 
jf @BANKJO4_25136 
wait 0 
jump @BANKJO4_25112 

:BANKJO4_25136
Camera.SetAtPos(-833.6, -908.5, 11.11)
0395: clear_area 1 at -833.6 -908.5 11.11 range 2.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BANKJO4_25220 
012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car 
jump @BANKJO4_25240 

:BANKJO4_25220
0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 

:BANKJO4_25240
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_25292 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_25292 
0353: refresh_actor $PLAYER_ACTOR 

:BANKJO4_25292
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
01BC: put_object $1793 at -837.134 -901.672 12.03 
Camera.Restore_WithJumpCut
00BE: text_clear_all 
fade 1 1500 

:BANKJO4_25333
if 
  fading 
jf @BANKJO4_25357 
wait 0 
jump @BANKJO4_25333 

:BANKJO4_25357
043C: set_game_sounds_disable_on_fade 1 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
02A3: enable_widescreen 0 
0318: set_latest_mission_passed 'BANK_4'  // The Job
$642 = 1 // $ = int 
$1175 += 1 // $ += int 
$251 = 1 // $ = int 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
Pickup.Create($1307, #KNIFECUR, 2, 468.5, -54.2, 15.7)
$1276 = 1 // $ = int 
start_new_script @CLOTH9 
start_new_script @AMBBANK 
return 

:BANKJO4_25503
fade 0 1500 

:BANKJO4_25510
if 
  fading 
jf @BANKJO4_25534 
wait 0 
jump @BANKJO4_25510 

:BANKJO4_25534
04FA: clear_extra_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
select_interior 0 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 13.5 range 1.0 
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
$985 = 0 // $ = int 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: set_camera_directly_before_player 
return 

:BANKJO4_25667
if 
  Actor.Dead($4129)
jf @BANKJO4_25707 
00BC: text_highpriority 'H_DEAD' time 5000 1  // ~r~Hilary's dead!!
$4105 = 1 // $ = int 
return 

:BANKJO4_25707
if 
  Car.Wrecked($4135)
jf @BANKJO4_25745 
00BC: text_highpriority 'TRASHED' time 5000 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
$4105 = 1 // $ = int 

:BANKJO4_25745
return 

:BANKJO4_25747
if 
  $4104 == 0 // $ == int 
jf @BANKJO4_26035 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_26013 
if 
80DC:   not player $PLAYER_CHAR in_car $4135 
jf @BANKJO4_25898 
$4101 = 0 // $ = int 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if and
  $4104 == 0 // $ == int 
  $4137 == 0 // $ == int 
jf @BANKJO4_25861 
Marker.CreateAboveCar($4136, $4135)
$4137 = 1 // $ = int 

:BANKJO4_25861
if 
  $4134 == 1 // $ == int 
jf @BANKJO4_25891 
Marker.Disable($4191)
$4134 = 0 // $ = int 

:BANKJO4_25891
jump @BANKJO4_25935 

:BANKJO4_25898
$4101 = 1 // $ = int 
if 
  $4137 == 1 // $ == int 
jf @BANKJO4_25935 
Marker.Disable($4136)
$4137 = 0 // $ = int 

:BANKJO4_25935
if and
01F4:   car $4135 flipped 
01C1:   car $4135 stopped 
jf @BANKJO4_25963 
$4105 = 1 // $ = int 

:BANKJO4_25963
jump @BANKJO4_26035 
if 
  not Actor.InCar($4129, $4135)
jf @BANKJO4_26011 
00BC: text_highpriority 'SBOB197' time 5000 1 
$4105 = 1 // $ = int 

:BANKJO4_26011
return 

:BANKJO4_26013
00BC: text_highpriority 'TRASHED' time 5000 1  // ~r~YOU TRASHED THE GETAWAY CAR!!
$4105 = 1 // $ = int 

:BANKJO4_26035
return 

:BANKJO4_26037
if 
  not Car.Wrecked($4135)
jf @BANKJO4_26479 
if 
  Actor.Dead($4128)
jf @BANKJO4_26098 
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4105 = 1 // $ = int 
jump @BANKJO4_26479 

:BANKJO4_26098
if 
  not Actor.InCar($4128, $4135)
jf @BANKJO4_26189 
01D4: actor $4128 go_to_car $4135 and_enter_it_as_a_passenger 
if and
0205:   actor $4128 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_26182 
0319: set_actor $4128 running 0 
jump @BANKJO4_26189 

:BANKJO4_26182
0319: set_actor $4128 running 1 

:BANKJO4_26189
jump @BANKJO4_26295 
if 
00E9:   player $PLAYER_CHAR 0 $4128 radius 4.0 4.0 
jf @BANKJO4_26272 
if 
  $4184 == 0 // $ == int 
jf @BANKJO4_26265 
011C: actor $4128 clear_objective 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 
$4184 = 1 // $ = int 

:BANKJO4_26265
jump @BANKJO4_26295 

:BANKJO4_26272
01E0: clear_leader $4128 
0239: actor $4128 run_to $95 $96 
$4184 = 0 // $ = int 

:BANKJO4_26295
if 
80E9:   not player $PLAYER_CHAR 0 $4128 radius 20.0 20.0 
jf @BANKJO4_26449 
if 
  $4124 == 0 // $ == int 
jf @BANKJO4_26379 
00BC: text_highpriority 'P_HIND' time 1000 1  // ~r~You've lost Phil!
Marker.Disable($4191)
Marker.CreateAboveActor($4131, $4128)
$4124 = 1 // $ = int 

:BANKJO4_26379
if 
80E9:   not player $PLAYER_CHAR 0 $4128 radius 40.0 40.0 
jf @BANKJO4_26442 
00BC: text_highpriority 'SBOB212' time 5000 1 
Marker.Disable($4191)
Marker.Disable($4131)
$4105 = 1 // $ = int 

:BANKJO4_26442
jump @BANKJO4_26479 

:BANKJO4_26449
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_26479 
Marker.Disable($4131)
$4124 = 0 // $ = int 

:BANKJO4_26479
return 

:BANKJO4_26481
if 
  not Car.Wrecked($4135)
jf @BANKJO4_26860 
if 
  Actor.Dead($4130)
jf @BANKJO4_26542 
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!
$4105 = 1 // $ = int 
jump @BANKJO4_26860 

:BANKJO4_26542
if 
  not Actor.InCar($4130, $4135)
jf @BANKJO4_26633 
01D4: actor $4130 go_to_car $4135 and_enter_it_as_a_passenger 
if and
0205:   actor $4130 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_26626 
0319: set_actor $4130 running 0 
jump @BANKJO4_26633 

:BANKJO4_26626
0319: set_actor $4130 running 1 

:BANKJO4_26633
jump @BANKJO4_26739 
if 
00E9:   player $PLAYER_CHAR 0 $4130 radius 4.0 4.0 
jf @BANKJO4_26716 
if 
  $4186 == 0 // $ == int 
jf @BANKJO4_26709 
011C: actor $4130 clear_objective 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 
$4186 = 1 // $ = int 

:BANKJO4_26709
jump @BANKJO4_26739 

:BANKJO4_26716
01E0: clear_leader $4130 
0239: actor $4130 run_to $95 $96 
$4186 = 0 // $ = int 

:BANKJO4_26739
if 
80E9:   not player $PLAYER_CHAR 0 $4130 radius 20.0 20.0 
jf @BANKJO4_26830 
if 
  $4126 == 0 // $ == int 
jf @BANKJO4_26823 
00BC: text_highpriority 'C_HIND' time 5000 1  // ~r~Cam's been left behind!
Marker.Disable($4191)
Marker.CreateAboveActor($4133, $4130)
$4126 = 1 // $ = int 

:BANKJO4_26823
jump @BANKJO4_26860 

:BANKJO4_26830
if 
  $4126 == 1 // $ == int 
jf @BANKJO4_26860 
Marker.Disable($4133)
$4126 = 0 // $ = int 

:BANKJO4_26860
return 

:BANKJO4_26862
if and
  $4104 == 0 // $ == int 
  not Car.Wrecked($4135)
jf @BANKJO4_27434 
if 
  Actor.Dead($4129)
jf @BANKJO4_26930 
00BC: text_highpriority 'H_DEAD' time 5000 1  // ~r~Hilary's dead!!
$4105 = 1 // $ = int 
jump @BANKJO4_27434 

:BANKJO4_26930
if 
  not Actor.InCar($4129, $4135)
jf @BANKJO4_27021 
01D5: actor $4129 go_to_and_drive_car $4135 
if and
0205:   actor $4129 near_car $4135 radius 2.5 2.5 2.5 unknown 0 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @BANKJO4_27014 
0319: set_actor $4129 running 0 
jump @BANKJO4_27021 

:BANKJO4_27014
0319: set_actor $4129 running 1 

:BANKJO4_27021
if 
  not Actor.Driving($PLAYER_ACTOR)
jf @BANKJO4_27094 
if and
00E1:   player 0 pressed_button 15 
01FC:   player $PLAYER_CHAR near_car $4135 radius 11.0 11.0 0 
jf @BANKJO4_27094 
Player.CanMove($PLAYER_CHAR, False)
011C: actor $PLAYER_ACTOR clear_objective 
01D4: actor $PLAYER_ACTOR go_to_car $4135 and_enter_it_as_a_passenger 

:BANKJO4_27094
if 
  Actor.InCar($4129, $4135)
jf @BANKJO4_27120 
$2887 = 1 // $ = int 

:BANKJO4_27120
if and
  Actor.InCar($4129, $4135)
  Actor.InCar($4128, $4135)
  Actor.InCar($4130, $4135)
00DC:   player $PLAYER_CHAR in_car $4135 
jf @BANKJO4_27205 
Car.DriveTo($4135, -833.0, -348.0, 10.0)
Car.SetMaxSpeed($4135, 50.0)
00AE: set_vehicle $4135 traffic_behavior_to 3 
Marker.Disable($4136)

:BANKJO4_27205
return 
jump @BANKJO4_27313 
if 
00E9:   player $PLAYER_CHAR 0 $4129 radius 4.0 4.0 
jf @BANKJO4_27290 
if 
  $4185 == 0 // $ == int 
jf @BANKJO4_27283 
011C: actor $4129 clear_objective 
01DF: tie_actor $4129 to_player $PLAYER_CHAR 
$4185 = 1 // $ = int 

:BANKJO4_27283
jump @BANKJO4_27313 

:BANKJO4_27290
01E0: clear_leader $4129 
0239: actor $4129 run_to $95 $96 
$4185 = 0 // $ = int 

:BANKJO4_27313
if 
80E9:   not player $PLAYER_CHAR 0 $4129 radius 20.0 20.0 
jf @BANKJO4_27404 
if 
  $4125 == 0 // $ == int 
jf @BANKJO4_27397 
00BC: text_highpriority 'H_HIND' time 5000 1  // ~r~Hilary's been abandoned!
Marker.Disable($4191)
Marker.CreateAboveActor($4132, $4129)
$4125 = 1 // $ = int 

:BANKJO4_27397
jump @BANKJO4_27434 

:BANKJO4_27404
if 
  $4125 == 1 // $ == int 
jf @BANKJO4_27434 
Marker.Disable($4132)
$4125 = 0 // $ = int 

:BANKJO4_27434
return 
if or
  $4124 == 1 // $ == int 
  $4125 == 1 // $ == int 
  $4126 == 1 // $ == int 
jf @BANKJO4_27482 
$4134 = 0 // $ = int 
jump @BANKJO4_27545 

:BANKJO4_27482
if 
  $4101 == 1 // $ == int 
jf @BANKJO4_27545 
if 
  $4134 == 0 // $ == int 
jf @BANKJO4_27545 
018A: $4191 = create_checkpoint_at -896.5 -341.0 13.4 
$4134 = 1 // $ = int 

:BANKJO4_27545
return 

:BANKJO4_27547
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
wait 5 
Marker.Disable($4191)
Marker.Disable($4131)
Marker.Disable($4133)
Marker.Disable($4132)
Marker.Disable($4136)
Marker.Disable($2891)
Marker.Disable($2895)
03AC: clear_route 1 
03AC: clear_route 2 
018E: stop_sound $4117 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BANKJO4_27625 
011C: actor $PLAYER_ACTOR clear_objective 

:BANKJO4_27625
if 
  Player.Defined($PLAYER_CHAR)
jf @BANKJO4_27655 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:BANKJO4_27655
Camera.Restore_WithJumpCut
01BC: put_object $1793 at -837.134 -901.672 12.03 
022A: remove_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 
043C: set_game_sounds_disable_on_fade 1 
04FA: clear_extra_colors_with_fade 0 
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#SWAT)
Model.Destroy(#GASGRENADE)
Model.Destroy(#M4)
Model.Destroy(#MP5LNG)
Model.Destroy(#TAXI)
Model.Destroy(#PYTHON)
Model.Destroy(#ENFORCER)
Model.Destroy(#WFYBU)
Model.Destroy(#HFYBU)
Model.Destroy(#WMORI)
Model.Destroy(#MOLOTOV)
Model.Destroy(#OD_CLUBOUT_DY)
Model.Destroy(#OD_CLUBOUT_NT)
Model.Destroy(#OD_CLUBNEON)
Model.Destroy(#OD_CLUBDOORS)
Model.Destroy(#OD_CLBDR_CLOSE)
Model.Destroy(#OD_CLBDR_OPEN)
Model.Destroy(#VEG_PALMKBB11)
Model.Destroy(#ODNROAD01_NT)
Model.Destroy(#ODNROAD01_DY)
Model.Destroy(#OD_CLUBBACK)
Model.Destroy(#MIAMIODNROADXA)
Model.Destroy(#LODD_BUILD2)
Model.Destroy(#SPAD_BUILDNEW)
Model.Destroy(#VEG_PALMBIG14)
Actor.DestroyWithFade($4128)
Actor.DestroyWithFade($4130)
Actor.DestroyWithFade($4129)
Actor.DestroyWithFade($4122)
Actor.RemoveReferences($4107)
Actor.RemoveReferences($4108)
Actor.RemoveReferences($4109)
Actor.RemoveReferences($4110)
Actor.RemoveReferences($4111)
Actor.RemoveReferences($4112)
Car.RemoveReferences($4146)
Car.RemoveReferences($4147)
Car.RemoveReferences($4148)
Car.RemoveReferences($4135)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
gosub @BANKJO4_28217 
Object.Init($1823, #UNROCKETED_WIN1, -899.851, -341.061, 14.318)
Object.RemoveFromMissionCleanupList($1823)
Object.Init($1824, #BNK_GRILL01, -899.214, -333.656, 21.0)
Object.ToggleInMovingList($1824, False)
Object.RemoveFromMissionCleanupList($1824)
0566: object $1824 set_interior 3 
Object.Init($1825, #BNK_GRILL01, -899.214, -348.466, 21.03)
Object.ToggleInMovingList($1825, False)
Object.RemoveFromMissionCleanupList($1825)
0566: object $1825 set_interior 3 
Object.Init($1826, #BNK_GRILL01, -907.307, -336.618, 23.7)
Object.ToggleInMovingList($1826, False)
Object.RemoveFromMissionCleanupList($1826)
0566: object $1826 set_interior 3 
Object.Init($1827, #BNK_GRILL01, -907.307, -345.504, 23.7)
Object.ToggleInMovingList($1827, False)
Object.RemoveFromMissionCleanupList($1827)
0566: object $1827 set_interior 3 
Object.Init($1828, #BNK_GRILL01, -915.401, -336.6184, 23.7)
Object.ToggleInMovingList($1828, False)
Object.RemoveFromMissionCleanupList($1828)
0566: object $1828 set_interior 3 
Object.Init($1829, #BNK_GRILL01, -915.401, -345.5, 23.7)
Object.ToggleInMovingList($1829, False)
Object.RemoveFromMissionCleanupList($1829)
0566: object $1829 set_interior 3 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BANKJO4_28217
Object.Destroy($1823)
Object.Destroy($1824)
Object.Destroy($1825)
Object.Destroy($1826)
Object.Destroy($1827)
Object.Destroy($1828)
Object.Destroy($1829)
Actor.DestroyInstantly($4138)
Actor.DestroyInstantly($4139)
Actor.DestroyInstantly($4140)
Actor.DestroyInstantly($4141)
Actor.DestroyInstantly($4142)
Actor.DestroyInstantly($4143)
Actor.DestroyInstantly($4144)
Actor.DestroyInstantly($4145)
Actor.DestroyInstantly($4107)
Actor.DestroyInstantly($4108)
Actor.DestroyInstantly($4109)
Actor.DestroyInstantly($4110)
Actor.DestroyInstantly($4111)
Actor.DestroyInstantly($4112)
Actor.DestroyInstantly($4113)
Actor.DestroyInstantly($4114)
Actor.DestroyInstantly($4118)
Actor.DestroyInstantly($4119)
Actor.DestroyInstantly($4120)
Actor.DestroyInstantly($4121)
Object.Destroy($4151)
Object.Destroy($4152)
return 

:BANKJO4_28364
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // $ = $ int 
0060: $359 -= $358 // $ -= $ int 
return 

:BANKJO4_28387
if 
83D0:   not wav $4099 loaded 
jf @BANKJO4_28480 
wait 0 
if 
  $4212 == 1 // $ == int 
jf @BANKJO4_28473 
if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
jf @BANKJO4_28473 

:BANKJO4_28473
jump @BANKJO4_28387 

:BANKJO4_28480
03D1: play_wav $4099 
return 

:BANKJO4_28487
if 
83D2:   not wav $4099 ended 
jf @BANKJO4_28580 
wait 0 
if 
  $4212 == 1 // $ == int 
jf @BANKJO4_28573 
if 
00F5:   player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 
jf @BANKJO4_28573 

:BANKJO4_28573
jump @BANKJO4_28487 

:BANKJO4_28580
00BE: text_clear_all 
return 

:BANKJO4_28584
if 
  $4211 == 0 // $ == int 
jf @BANKJO4_29077 
if 
  not Actor.Dead($4138)
jf @BANKJO4_28640 
0372: set_actor $4138 anim 0 wait_state_time 0 ms 
0372: set_actor $4138 anim $4208 wait_state_time 999999 ms 

:BANKJO4_28640
if 
  not Actor.Dead($4139)
jf @BANKJO4_28678 
0372: set_actor $4139 anim 0 wait_state_time 0 ms 
0372: set_actor $4139 anim $4209 wait_state_time 999999 ms 

:BANKJO4_28678
if 
  not Actor.Dead($4140)
jf @BANKJO4_28716 
0372: set_actor $4140 anim 0 wait_state_time 0 ms 
0372: set_actor $4140 anim $4208 wait_state_time 999999 ms 

:BANKJO4_28716
if 
  not Actor.Dead($4141)
jf @BANKJO4_28754 
0372: set_actor $4141 anim 0 wait_state_time 0 ms 
0372: set_actor $4141 anim $4209 wait_state_time 999999 ms 

:BANKJO4_28754
if 
  not Actor.Dead($4142)
jf @BANKJO4_28792 
0372: set_actor $4142 anim 0 wait_state_time 0 ms 
0372: set_actor $4142 anim $4209 wait_state_time 999999 ms 

:BANKJO4_28792
if 
  not Actor.Dead($4143)
jf @BANKJO4_28830 
0372: set_actor $4143 anim 0 wait_state_time 0 ms 
0372: set_actor $4143 anim $4208 wait_state_time 999999 ms 

:BANKJO4_28830
if 
  not Actor.Dead($4144)
jf @BANKJO4_28868 
0372: set_actor $4144 anim 0 wait_state_time 0 ms 
0372: set_actor $4144 anim $4209 wait_state_time 999999 ms 

:BANKJO4_28868
if 
  not Actor.Dead($4145)
jf @BANKJO4_28906 
0372: set_actor $4145 anim 0 wait_state_time 0 ms 
0372: set_actor $4145 anim $4208 wait_state_time 999999 ms 

:BANKJO4_28906
if 
  not Actor.Dead($4109)
jf @BANKJO4_28944 
0372: set_actor $4109 anim 0 wait_state_time 0 ms 
0372: set_actor $4109 anim $4210 wait_state_time 999999 ms 

:BANKJO4_28944
if 
  not Actor.Dead($4108)
jf @BANKJO4_28982 
0372: set_actor $4108 anim 0 wait_state_time 0 ms 
0372: set_actor $4108 anim $4210 wait_state_time 999999 ms 

:BANKJO4_28982
if 
  not Actor.Dead($4107)
jf @BANKJO4_29020 
0372: set_actor $4107 anim 0 wait_state_time 0 ms 
0372: set_actor $4107 anim $4210 wait_state_time 999999 ms 

:BANKJO4_29020
if 
  not Actor.Dead($4122)
jf @BANKJO4_29070 
if 
  $4206 == 1 // $ == int 
jf @BANKJO4_29061 
jump @BANKJO4_29070 

:BANKJO4_29061
04EB: actor $4122 crouch 0 0 ms 

:BANKJO4_29070
$4211 = 1 // $ = int 

:BANKJO4_29077
return 

:BANKJO4_29079
if and
  Actor.Dead($4138)
  1@ == 0 // @ == int 
jf @BANKJO4_29116 
0@ += 1 // @ += int 
1@ = 1 // @ = int 

:BANKJO4_29116
if and
  Actor.Dead($4139)
  2@ == 0 // @ == int 
jf @BANKJO4_29153 
0@ += 1 // @ += int 
2@ = 1 // @ = int 

:BANKJO4_29153
if and
  Actor.Dead($4140)
  3@ == 0 // @ == int 
jf @BANKJO4_29190 
0@ += 1 // @ += int 
3@ = 1 // @ = int 

:BANKJO4_29190
if and
  Actor.Dead($4141)
  4@ == 0 // @ == int 
jf @BANKJO4_29227 
0@ += 1 // @ += int 
4@ = 1 // @ = int 

:BANKJO4_29227
if and
  Actor.Dead($4142)
  5@ == 0 // @ == int 
jf @BANKJO4_29264 
0@ += 1 // @ += int 
5@ = 1 // @ = int 

:BANKJO4_29264
if and
  Actor.Dead($4143)
  6@ == 0 // @ == int 
jf @BANKJO4_29301 
0@ += 1 // @ += int 
6@ = 1 // @ = int 

:BANKJO4_29301
if and
  Actor.Dead($4144)
  7@ == 0 // @ == int 
jf @BANKJO4_29338 
0@ += 1 // @ += int 
7@ = 1 // @ = int 

:BANKJO4_29338
if and
  Actor.Dead($4145)
  8@ == 0 // @ == int 
jf @BANKJO4_29375 
0@ += 1 // @ += int 
8@ = 1 // @ = int 

:BANKJO4_29375
if and
  Actor.Dead($4109)
  9@ == 0 // @ == int 
jf @BANKJO4_29412 
0@ += 1 // @ += int 
9@ = 1 // @ = int 

:BANKJO4_29412
if and
  Actor.Dead($4108)
  10@ == 0 // @ == int 
jf @BANKJO4_29449 
0@ += 1 // @ += int 
10@ = 1 // @ = int 

:BANKJO4_29449
if and
  Actor.Dead($4107)
  11@ == 0 // @ == int 
jf @BANKJO4_29486 
0@ += 1 // @ += int 
11@ = 1 // @ = int 

:BANKJO4_29486
if and
  0@ > 2 // @ > int 
  $4187 == 0 // $ == int 
jf @BANKJO4_29821 
0084: $4188 = $4138 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4139 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4140 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4141 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4142 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4143 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4144 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4145 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4107 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4108 // $ = $ int 
gosub @BANKJO4_29823 
0084: $4188 = $4109 // $ = $ int 
gosub @BANKJO4_29823 
if 
  not Actor.Dead($4128)
jf @BANKJO4_29722 
011A: set_actor $4128 search_threat 2048 
011A: set_actor $4128 search_threat 64 
0291: set_actor $4128 heed_threats 1 
01DF: tie_actor $4128 to_player $PLAYER_CHAR 

:BANKJO4_29722
if and
  not Actor.Dead($4130)
  $4163 == 0 // $ == int 
jf @BANKJO4_29775 
011A: set_actor $4130 search_threat 2048 
011A: set_actor $4130 search_threat 64 
0291: set_actor $4130 heed_threats 1 
01DF: tie_actor $4130 to_player $PLAYER_CHAR 

:BANKJO4_29775
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
$4187 = 1 // $ = int 

:BANKJO4_29821
return 

:BANKJO4_29823
if 
  not Actor.Dead($4188)
jf @BANKJO4_29953 
0209: $4189 = random_int_in_ranges 0 2 
if 
  $4189 == 0 // $ == int 
jf @BANKJO4_29913 
if 
  not Actor.Dead($4128)
jf @BANKJO4_29906 
0372: set_actor $4188 anim 0 wait_state_time 0 ms 
01CB: actor $4188 kill_actor $4128 
0350: set_actor $4188 maintain_position_when_attacked 0 

:BANKJO4_29906
jump @BANKJO4_29953 

:BANKJO4_29913
if 
  not Actor.Dead($4130)
jf @BANKJO4_29953 
0372: set_actor $4188 anim 0 wait_state_time 0 ms 
01CB: actor $4188 kill_actor $4130 
0350: set_actor $4188 maintain_position_when_attacked 0 

:BANKJO4_29953
return 

:BANKJO4_29955
Marker.Disable($4131)
Marker.Disable($4133)
return 

:BANKJO4_29967
if 
0057:   player $PLAYER_CHAR 0 -926.3 -330.0 12.4 -929.0 -327.67 15.0 
jf @BANKJO4_30678 
if 
  $4206 == 0 // $ == int 
jf @BANKJO4_30671 
Actor.Create($4112, 4, #GDA, -918.7, -353.3, 16.8)
01ED: clear_actor $4112 threat_search 
011A: set_actor $4112 search_threat 1 
Actor.Angle($4112) = 60.0
04EB: actor $4112 crouch 1 300000 ms 
01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 
01BD: $358 = current_time_in_ms 
Actor.Create($10089, 4, #GDB, -923.6547, -340.4876, 17.8038)
01ED: clear_actor $10089 threat_search 
011A: set_actor $10089 search_threat 1 
011A: set_actor $10089 search_threat 524288 
0291: set_actor $10089 heed_threats 1 
Actor.Angle($10089) = 1.2487
01B2: give_actor $10089 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10089 maintain_position_when_attacked 1 
02E2: set_actor $10089 weapon_accuracy_to 90 
0446: set_actor $10089 dismemberment_possible 0 
Actor.Health($10089) = 300
Actor.Create($10090, 4, #GDB, -899.2783, -329.6718, 17.8038)
01ED: clear_actor $10090 threat_search 
011A: set_actor $10090 search_threat 1 
011A: set_actor $10090 search_threat 524288 
0291: set_actor $10090 heed_threats 1 
Actor.Angle($10090) = 99.0096
01B2: give_actor $10090 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10090 maintain_position_when_attacked 1 
02E2: set_actor $10090 weapon_accuracy_to 90 
0446: set_actor $10090 dismemberment_possible 0 
Actor.Health($10090) = 300
Actor.Create($10091, 4, #GDB, -899.6436, -353.2214, 17.8038)
01ED: clear_actor $10091 threat_search 
011A: set_actor $10091 search_threat 1 
011A: set_actor $10091 search_threat 524288 
0291: set_actor $10091 heed_threats 1 
Actor.Angle($10091) = 53.5758
01B2: give_actor $10091 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10091 maintain_position_when_attacked 1 
02E2: set_actor $10091 weapon_accuracy_to 90 
0446: set_actor $10091 dismemberment_possible 0 
Actor.Health($10091) = 300
Actor.Create($10092, 4, #GDB, -933.4516, -345.1786, 18.2601)
01ED: clear_actor $10092 threat_search 
011A: set_actor $10092 search_threat 1 
011A: set_actor $10092 search_threat 524288 
0291: set_actor $10092 heed_threats 1 
Actor.Angle($10092) = 250.3509
01B2: give_actor $10092 weapon 25 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10092 maintain_position_when_attacked 1 
02E2: set_actor $10092 weapon_accuracy_to 90 
0446: set_actor $10092 dismemberment_possible 0 
Actor.Health($10092) = 300
if 
  not Actor.Dead($4128)
jf @BANKJO4_30611 
01E2: add_route_point 2 at -921.0 -340.0 13.4 
01E2: add_route_point 2 at -921.0 -333.0 13.4 
Actor.PutAt($4128, -921.0, -340.0, 12.4)
01E1: set_actor $4128 follow_route 2 3 
0411: set_actor $4128 use_pednode_seek 0 
011A: set_actor $4128 search_threat 64 

:BANKJO4_30611
Actor.Create($4122, 4, #WMORI, -918.1108, -346.8197, 13.3802)
0489: set_actor $4122 muted 1 
Actor.Angle($4122) = 95.0135
01ED: clear_actor $4122 threat_search 
0243: set_actor $4122 ped_stats_to 13 
$4206 = 1 // $ = int 

:BANKJO4_30671
gosub @BANKJO4_28584 

:BANKJO4_30678
return 

:BANKJO4_30680
if 
  Actor.Dead($4130)
jf @BANKJO4_30718 
$4105 = 1 // $ = int 
00BC: text_highpriority 'C_DEAD' time 5000 1  // ~r~Cam's dead!!

:BANKJO4_30718
return 

:BANKJO4_30720
if 
  Actor.Dead($4128)
jf @BANKJO4_30758 
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4105 = 1 // $ = int 

:BANKJO4_30758
return 

:BANKJO4_30760
if 
  not Actor.Dead($4128)
jf @BANKJO4_30979 
if 
00FB:   player $PLAYER_CHAR 0 $4128 radius 35.0 35.0 35.0 
jf @BANKJO4_30945 
if 
00FB:   player $PLAYER_CHAR 0 $4128 radius 15.0 15.0 15.0 
jf @BANKJO4_30885 
if 
  $4124 == 1 // $ == int 
jf @BANKJO4_30878 
Marker.Disable($4131)
$4124 = 0 // $ = int 

:BANKJO4_30878
jump @BANKJO4_30972 

:BANKJO4_30885
if 
  $4124 == 0 // $ == int 
jf @BANKJO4_30972 
Marker.Disable($4131)
Marker.CreateAboveActor($4131, $4128)
00BC: text_highpriority 'P_HIND' time 1000 1  // ~r~You've lost Phil!
$4124 = 1 // $ = int 
jump @BANKJO4_30972 

:BANKJO4_30945
00BC: text_highpriority 'SBOB212' time 5000 1 
Marker.Disable($4131)
$4105 = 1 // $ = int 

:BANKJO4_30972
jump @BANKJO4_31001 

:BANKJO4_30979
00BC: text_highpriority 'P_DEAD' time 5000 1  // ~r~Phil's dead!!
$4105 = 1 // $ = int 

:BANKJO4_31001
if 
  not Actor.Dead($4130)
jf @BANKJO4_31220 
if 
00FB:   player $PLAYER_CHAR 0 $4130 radius 35.0 35.0 35.0 
jf @BANKJO4_31186 
if 
00FB:   player $PLAYER_CHAR 0 $4130 radius 15.0 15.0 15.0 
jf @BANKJO4_31126 
if 
  $2888 == 1 // $ == int 
jf @BANKJO4_31119 
Marker.Disable($2891)
$2888 = 0 // $ = int 

:BANKJO4_31119
jump @BANKJO4_31242 

:BANKJO4_31126
if 
  $2888 == 0 // $ == int 
jf @BANKJO4_31213 
Marker.Disable($2891)
Marker.CreateAboveActor($2891, $4130)
00BC: text_highpriority 'SBOB214' time 1000 1 
$2888 = 1 // $ = int 
jump @BANKJO4_31213 

:BANKJO4_31186
00BC: text_highpriority 'SBOB215' time 5000 1 
Marker.Disable($2891)
$4105 = 1 // $ = int 

:BANKJO4_31213
jump @BANKJO4_31242 

:BANKJO4_31220
00BC: text_highpriority 'SBOB213' time 5000 1 
$4105 = 1 // $ = int 

:BANKJO4_31242
if 
  not Actor.Dead($4129)
jf @BANKJO4_31461 
if 
00FB:   player $PLAYER_CHAR 0 $4129 radius 35.0 35.0 35.0 
jf @BANKJO4_31427 
if 
00FB:   player $PLAYER_CHAR 0 $4129 radius 15.0 15.0 15.0 
jf @BANKJO4_31367 
if 
  $2892 == 1 // $ == int 
jf @BANKJO4_31360 
Marker.Disable($2895)
$2892 = 0 // $ = int 

:BANKJO4_31360
jump @BANKJO4_31483 

:BANKJO4_31367
if 
  $2892 == 0 // $ == int 
jf @BANKJO4_31454 
Marker.Disable($2895)
Marker.CreateAboveActor($2895, $4129)
00BC: text_highpriority 'SBOB217' time 1000 1 
$2892 = 1 // $ = int 
jump @BANKJO4_31454 

:BANKJO4_31427
00BC: text_highpriority 'SBOB218' time 5000 1 
Marker.Disable($2895)
$4105 = 1 // $ = int 

:BANKJO4_31454
jump @BANKJO4_31483 

:BANKJO4_31461
00BC: text_highpriority 'SBOB216' time 5000 1 
$4105 = 1 // $ = int 

:BANKJO4_31483
return 

:BANKJO4_31485
if 
  Actor.Dead($4122)
jf @BANKJO4_31523 
00BC: text_highpriority 'BM_DEAD' time 5000 1  // ~r~You needed the bank manager alive!!
$4105 = 1 // $ = int 

:BANKJO4_31523
return 

:BANKJO4_31525
if 
00F6:   player $PLAYER_CHAR 0 -954.5 -341.87 14.6 radius 1.5 1.5 2.0 
jf @BANKJO4_32458 
if 
  $4196 == 0 // $ == int 
jf @BANKJO4_32451 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 0 250 

:BANKJO4_31624
if 
  fading 
jf @BANKJO4_31648 
wait 0 
jump @BANKJO4_31624 

:BANKJO4_31648
01BD: $358 = current_time_in_ms 
Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0)
Camera.PointAt(-922.5, -338.75, 13.44, 2)
04C7: toggle_camera_green_scanlines 1 
fade 1 250 

:BANKJO4_31715
if 
  fading 
jf @BANKJO4_31739 
wait 0 
jump @BANKJO4_31715 

:BANKJO4_31739
00BC: text_highpriority 'EXIT_1' time 5000 1  // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.

:BANKJO4_31754
if 
  $4194 == 0 // $ == int 
jf @BANKJO4_32323 
wait 0 
gosub @BANKJO4_28364 
if and
  $359 > 2000 // $ > int 
  $4195 == 0 // $ == int 
jf @BANKJO4_31867 
Camera.SetPosition(-910.7, -351.9, 16.0, 0.0, 0.0, 0.0)
Camera.PointAt(-901.5, -342.45, 13.7, 2)
$4195 = 1 // $ = int 

:BANKJO4_31867
if and
  $359 > 4000 // $ > int 
  $4195 == 1 // $ == int 
jf @BANKJO4_31951 
Camera.SetPosition(-926.3, -339.6, 20.5, 0.0, 0.0, 0.0)
Camera.PointAt(-931.0, -345.9, 17.47, 2)
$4195 = 2 // $ = int 

:BANKJO4_31951
if and
  $359 > 6000 // $ > int 
  $4195 == 2 // $ == int 
jf @BANKJO4_32035 
Camera.SetPosition(-959.0, -328.4, 17.85, 0.0, 0.0, 0.0)
Camera.PointAt(-963.5, -334.6, 15.6, 2)
$4195 = 3 // $ = int 

:BANKJO4_32035
if and
  $359 > 8000 // $ > int 
  $4195 == 3 // $ == int 
jf @BANKJO4_32119 
Camera.SetPosition(-933.4, -340.23, 9.5, 0.0, 0.0, 0.0)
Camera.PointAt(-936.67, -344.34, 7.8, 2)
$4195 = 4 // $ = int 

:BANKJO4_32119
if and
  $359 > 10000 // $ > int 
  $4195 == 4 // $ == int 
jf @BANKJO4_32203 
Camera.SetPosition(-936.8, -343.7, 9.1, 0.0, 0.0, 0.0)
Camera.PointAt(-942.15, -343.74, 7.4, 2)
$4195 = 5 // $ = int 

:BANKJO4_32203
if and
  $359 > 12000 // $ > int 
  $4195 == 5 // $ == int 
jf @BANKJO4_32292 
Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0)
Camera.PointAt(-922.5, -338.75, 13.44, 2)
01BD: $358 = current_time_in_ms 
$4195 = 0 // $ = int 

:BANKJO4_32292
if 
00E1:   player 0 pressed_button 16 
jf @BANKJO4_32316 
$4194 = 1 // $ = int 

:BANKJO4_32316
jump @BANKJO4_31754 

:BANKJO4_32323
if 
00E1:   player 0 pressed_button 16 
jf @BANKJO4_32351 
wait 0 
jump @BANKJO4_32323 

:BANKJO4_32351
fade 0 250 

:BANKJO4_32358
if 
  fading 
jf @BANKJO4_32382 
wait 0 
jump @BANKJO4_32358 

:BANKJO4_32382
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
04C7: toggle_camera_green_scanlines 0 
$4194 = 0 // $ = int 
$4196 = 1 // $ = int 
fade 1 250 

:BANKJO4_32427
if 
  fading 
jf @BANKJO4_32451 
wait 0 
jump @BANKJO4_32427 

:BANKJO4_32451
jump @BANKJO4_32465 

:BANKJO4_32458
$4196 = 0 // $ = int 

:BANKJO4_32465
return 

:BANKJO4_32467
if 
  $4187 == 0 // $ == int 
jf @BANKJO4_32490 
Player.ClearWantedLevel($PLAYER_CHAR)

:BANKJO4_32490
return 

:BANKJO4_32492
$4099 = 1 // $ = int 
if 
  $4153 == 0 // $ == int 
jf @BANKJO4_32539 
00BC: text_highpriority 'SBOB204' time 5000 1 
$4153 = 1 // $ = int 

:BANKJO4_32539
if and
  not Car.Wrecked($4135)
  $359 > 20000 // $ > int 
jf @BANKJO4_32943 
if and
00DC:   player $PLAYER_CHAR in_car $4135 
  not Actor.Dead($4128)
jf @BANKJO4_32943 
if and
  Actor.InCar($4128, $4135)
  not Actor.Dead($4129)
jf @BANKJO4_32943 
if and
  Actor.InCar($4129, $4135)
  not Actor.Dead($4130)
jf @BANKJO4_32943 
if 
  Actor.InCar($4130, $4135)
jf @BANKJO4_32881 
if 
  $4153 == 6 // $ == int 
jf @BANKJO4_32709 
if 
  1 > $4154 // int > $ 
jf @BANKJO4_32697 
$4154 = 1 // $ = int 

:BANKJO4_32697
$4153 = 7 // $ = int 
01BD: $358 = current_time_in_ms 

:BANKJO4_32709
if 
  $4153 == 5 // $ == int 
jf @BANKJO4_32734 
$4153 = 6 // $ = int 

:BANKJO4_32734
if 
  $4153 == 4 // $ == int 
jf @BANKJO4_32759 
$4153 = 5 // $ = int 

:BANKJO4_32759
if 
  $4153 == 3 // $ == int 
jf @BANKJO4_32784 
$4153 = 4 // $ = int 

:BANKJO4_32784
if 
  $4153 == 2 // $ == int 
jf @BANKJO4_32809 
$4153 = 3 // $ = int 

:BANKJO4_32809
if 
  $4153 == 1 // $ == int 
jf @BANKJO4_32874 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BNK4_3B.WAV" loop 0 volume 0.5 
$4153 = 2 // $ = int 
return 

:BANKJO4_32874
jump @BANKJO4_32943 

:BANKJO4_32881
if and
  6 > $4153 // int > $ 
  $4153 > 1 // $ > int 
jf @BANKJO4_32943 
$4153 = 7 // $ = int 
if 
  1 > $4154 // int > $ 
jf @BANKJO4_32943 
$4154 = 1 // $ = int 
01BD: $358 = current_time_in_ms 

:BANKJO4_32943
return 

:BANKJO4_32945
$4099 = 1 // $ = int 
if and
  $359 > 40000 // $ > int 
  $4154 > 0 // $ > int 
jf @BANKJO4_33137 
if 
  not Car.Wrecked($4135)
jf @BANKJO4_33137 
if and
00DC:   player $PLAYER_CHAR in_car $4135 
  not Actor.Dead($4128)
jf @BANKJO4_33137 
if and
  Actor.InCar($4128, $4135)
  not Actor.Dead($4129)
jf @BANKJO4_33137 
if and
  Actor.InCar($4129, $4135)
  not Actor.Dead($4130)
jf @BANKJO4_33137 
if 
  Actor.InCar($4130, $4135)
jf @BANKJO4_33137 
if 
  $4154 == 2 // $ == int 
jf @BANKJO4_33112 
$4154 = 3 // $ = int 

:BANKJO4_33112
if 
  $4154 == 1 // $ == int 
jf @BANKJO4_33137 
$4154 = 2 // $ = int 

:BANKJO4_33137
return 

:BANKJO4_33139
$4099 = 1 // $ = int 
0084: $4156 = $4153 // $ = $ int 
$4153 = 10 // $ = int 
0084: $4157 = $4154 // $ = $ int 
$4154 = 10 // $ = int 
if 
  $4155 == 7 // $ == int 
jf @BANKJO4_33224 
$4160 = 1 // $ = int 
0084: $4153 = $4156 // $ = $ int 
0084: $4154 = $4157 // $ = $ int 
$4155 = 8 // $ = int 

:BANKJO4_33224
if 
  $4155 == 6 // $ == int 
jf @BANKJO4_33249 
$4155 = 7 // $ = int 

:BANKJO4_33249
if 
  $4155 == 5 // $ == int 
jf @BANKJO4_33274 
$4155 = 6 // $ = int 

:BANKJO4_33274
if 
  $4155 == 4 // $ == int 
jf @BANKJO4_33299 
$4155 = 5 // $ = int 

:BANKJO4_33299
if 
  $4155 == 3 // $ == int 
jf @BANKJO4_33324 
$4155 = 4 // $ = int 

:BANKJO4_33324
if 
  $4155 == 2 // $ == int 
jf @BANKJO4_33349 
$4155 = 3 // $ = int 

:BANKJO4_33349
if 
  $4155 == 1 // $ == int 
jf @BANKJO4_33374 
$4155 = 2 // $ = int 

:BANKJO4_33374
if 
  $4155 == 0 // $ == int 
jf @BANKJO4_33441 
03CF: load_wav 'BNK4_3M' as $4099 
gosub @BANKJO4_28387 
00BC: text_highpriority 'BNK4_3M' time 10000 1  // The car's ruined. RUINED!
gosub @BANKJO4_28487 
$4155 = 1 // $ = int 

:BANKJO4_33441
return 

:BANKJO4_33443
0084: $4170 = $4164 // $ = $ int 
gosub @BANKJO4_33535 
0084: $4170 = $4165 // $ = $ int 
gosub @BANKJO4_33535 
0084: $4170 = $4166 // $ = $ int 
gosub @BANKJO4_33535 
0084: $4170 = $4167 // $ = $ int 
gosub @BANKJO4_33535 
0084: $4170 = $4168 // $ = $ int 
gosub @BANKJO4_33535 
0084: $4170 = $4169 // $ = $ int 
gosub @BANKJO4_33535 
return 

:BANKJO4_33535
Object.StorePos($4170, $4171, $4172, $4173)
0400: create_coordinate $4177 $4178 $4179 from_object $4170 offset 0.0 0.0 0.2 
0086: $4174 = $4177 // $ = $ float 
0061: $4174 -= $4171 // $ -= $ float 
0086: $4175 = $4178 // $ = $ float 
0061: $4175 -= $4172 // $ -= $ float 
0086: $4176 = $4179 // $ = $ float 
0061: $4176 -= $4173 // $ -= $ float 
0437: scatter_particle 23 0.3 at $4171 $4172 $4173 $4174 $4175 $4176 
return 

:BANKJO4_33655
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_33684
if 
  fading 
jf @BANKJO4_33782 
wait 0 
034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_33684 

:BANKJO4_33782
0055: put_player $PLAYER_CHAR at -938.56 -351.5 16.8 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
fade 1 1500 

:BANKJO4_33821
if 
  fading 
jf @BANKJO4_33919 
wait 0 
034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_33821 

:BANKJO4_33919
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
return 

:BANKJO4_33935
0169: set_fade_color 0 0 1 
fade 0 1500 

:BANKJO4_33950
if 
  fading 
jf @BANKJO4_34048 
wait 0 
034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_33950 

:BANKJO4_34048
0055: put_player $PLAYER_CHAR at -937.84 -351.73 6.23 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: set_camera_directly_before_player 
return 

:BANKJO4_34082
fade 1 1500 

:BANKJO4_34089
if 
  fading 
jf @BANKJO4_34187 
wait 0 
034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 
034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 
jump @BANKJO4_34089 

:BANKJO4_34187
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
return 

//-------------Mission 25---------------
// Originally: Gun Runner

:PHIL1
script_name 'PHIL1' 
gosub @PHIL1_46 
if 
  wasted_or_busted 
jf @PHIL1_37 
gosub @PHIL1_12505 

:PHIL1_37
gosub @PHIL1_12594 
terminate_this_script 

:PHIL1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PHIL1' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
$4262 = 0 // $ = int 
$4263 = 0 // $ = int 
$4264 = 0 // $ = int 
$4265 = 0 // $ = int 
$4266 = 0 // $ = int 
$4267 = 0 // $ = int 
$4268 = 0 // $ = int 
$4269 = 0 // $ = int 
$4270 = 0 // $ = int 
$4271 = 2 // $ = int 
$4272 = 2 // $ = int 
$4273 = 2 // $ = int 
$4274 = 2 // $ = int 
$4275 = 0 // $ = int 
$4276 = 0 // $ = int 
$4277 = 1 // $ = int 
$4278 = 1 // $ = int 
$4279 = 1 // $ = int 
$4280 = 1 // $ = int 
$4281 = 0 // $ = int 
$4282 = 0 // $ = int 
$4283 = 0 // $ = int 
$4284 = 0 // $ = int 
$4285 = 0 // $ = int 
$4286 = 0.0 // $ = float 
$4287 = 0 // $ = int 
$4288 = 0 // $ = int 
$4289 = 0 // $ = int 
$4290 = 0 // $ = int 
$4291 = 0 // $ = int 
$4292 = 0 // $ = int 
$4293 = 0 // $ = int 
$4294 = 0 // $ = int 
$4295 = 0 // $ = int 
$4296 = 0 // $ = int 
$4297 = 0 // $ = int 
$4298 = 0 // $ = int 
$4299 = 0 // $ = int 
$4300 = 0 // $ = int 
$4302 = 0 // $ = int 
$4303 = 0 // $ = int 
$4304 = 0 // $ = int 
$4305 = 0 // $ = int 
$4306 = 0 // $ = int 
$4307 = 0 // $ = int 
$4308 = 0 // $ = int 
$4309 = 0 // $ = int 
$4310 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 200000 // $ = int 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$4313 = 0.0 // $ = float 
$4314 = 0.0 // $ = float 
$4315 = 0.0 // $ = float 
$4316 = 0.0 // $ = float 
$4317 = 0.0 // $ = float 
$4318 = 0.0 // $ = float 
$4319 = 0.0 // $ = float 
$4320 = 0.0 // $ = float 
$4321 = 0.0 // $ = float 
$4322 = 0.0 // $ = float 
$4323 = 0.0 // $ = float 
$4324 = 0.0 // $ = float 
$4325 = 0.0 // $ = float 
$4326 = 0.0 // $ = float 
$4327 = 0.0 // $ = float 
$4328 = 0.0 // $ = float 
$4329 = 0.0 // $ = float 
$4330 = 0.0 // $ = float 
$4331 = 0.0 // $ = float 
$4332 = 0.0 // $ = float 
$4333 = 0.0 // $ = float 
$4334 = 0.0 // $ = float 
$4335 = 0.0 // $ = float 
$4336 = 0.0 // $ = float 
$4337 = 0.0 // $ = float 
$4338 = 0.0 // $ = float 
$4339 = 0.0 // $ = float 
$4340 = 0.0 // $ = float 
$4312 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'EXPLTRK' 
Camera.SetAtPos(-1099.62, 327.21, 10.23)
038B: load_requested_models 

:PHIL1_833
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PHIL1_863 
wait 0 
jump @PHIL1_833 

:PHIL1_863
if 
  not Model.Available(#CUTOBJ01)
jf @PHIL1_890 
wait 0 
jump @PHIL1_863 

:PHIL1_890
0395: clear_area 1 at -1083.1 321.1 11.2 range 300.0 
02E4: load_cutscene_data 'PHIL_1' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $4341 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4341 'EXPLTRK' 
0395: clear_area 1 at -1098.8 342.6 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL1_1085
if 
  2823 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1085 

:PHIL1_1120
00BC: text_highpriority 'PHIL1_A' time 10000 1  // Phil?

:PHIL1_1135
if 
  3522 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1170 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1135 

:PHIL1_1170
00BC: text_highpriority 'PHIL1_B' time 10000 1  // RUN!

:PHIL1_1185
if 
  5525 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1220 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1185 

:PHIL1_1220
00BC: text_highpriority 'PHIL1_C' time 10000 1  // Run

:PHIL1_1235
if 
  8000 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1270 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1235 

:PHIL1_1270
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL1_1359 
020C: create_explosion 2 at -1091.6 327.6 10.5 
020C: create_explosion 11 at -1091.6 327.6 10.5 
020C: create_explosion 1 at -1091.6 327.6 10.5 
020C: create_explosion 6 at -1091.6 327.6 10.5 

:PHIL1_1359
if 
  13868 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1394 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1359 

:PHIL1_1394
00BC: text_highpriority 'PHIL1_O' time 10000 1  // Hoooooweeeeee!

:PHIL1_1409
if 
  17669 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1444 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1409 

:PHIL1_1444
00BC: text_highpriority 'PHIL1_D' time 10000 1  // Never get a naked flame too close to one of Phil Cassidy's Boomshine stills!

:PHIL1_1459
if 
  23022 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1494 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1459 

:PHIL1_1494
00BC: text_highpriority 'PHIL1_E' time 10000 1  // Shit Phil, you drink that stuff?

:PHIL1_1509
if 
  25871 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1544 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1509 

:PHIL1_1544
00BC: text_highpriority 'PHIL1_F' time 10000 1  // Hell, you don't have to drink it

:PHIL1_1559
if 
  28447 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1594 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1559 

:PHIL1_1594
00BC: text_highpriority 'PHIL1_G' time 10000 1  // - just a good whiff will set you off. Hoowwee!

:PHIL1_1609
if 
  30702 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1644 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1609 

:PHIL1_1644
00BC: text_highpriority 'PHIL1_H' time 10000 1  // Listen Phil, you said you could fix me up with some firepower...

:PHIL1_1659
if 
  34919 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1696 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1659 

:PHIL1_1696
00BC: text_highpriority 'PHIL1_I' time 10000 1  // Sure thing.

:PHIL1_1711
if 
  36645 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1748 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1711 

:PHIL1_1748
00BC: text_highpriority 'PHIL1_J' time 10000 1  // There's some Mexican gun-runner been doing me for business of late.

:PHIL1_1763
if 
  41023 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1800 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1763 

:PHIL1_1800
00BC: text_highpriority 'PHIL1_K' time 10000 1  // He does his weekly run about now.

:PHIL1_1815
if 
  45336 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1852 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1815 

:PHIL1_1852
00BC: text_highpriority 'PHIL1_L' time 10000 1  // Ram his hardware off the back of his trucks before he goes to ground.

:PHIL1_1867
if 
  49603 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1904 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1867 

:PHIL1_1904
00BC: text_highpriority 'PHIL1_M' time 10000 1  // And you'd be doing me a favor while you're at it.

:PHIL1_1919
if 
  52389 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_1956 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1919 

:PHIL1_1956
00BC: text_highpriority 'PHIL1_N' time 10000 1  // Then finish him off.

:PHIL1_1971
if 
  53589 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_2008 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_1971 

:PHIL1_2008
00BE: text_clear_all 

:PHIL1_2010
if 
  54400 > $CUT_SCENE_TIME // int > $ 
jf @PHIL1_2047 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL1_2010 

:PHIL1_2047
fade 0 1500 
00BE: text_clear_all 

:PHIL1_2056
if 
  fading 
jf @PHIL1_2080 
wait 0 
jump @PHIL1_2056 

:PHIL1_2080
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#WALTON)
Model.Load(#WMYCR)
Model.Load(#FAGGIO)
Model.Load(#GUNBOX)
Model.Load(#PATRIOT)

:PHIL1_2164
if or
  not Model.Available(#WALTON)
  not Model.Available(#WMYCR)
  not Model.Available(#FAGGIO)
  not Model.Available(#GUNBOX)
  not Model.Available(#PATRIOT)
jf @PHIL1_2210 
wait 0 
jump @PHIL1_2164 

:PHIL1_2210
Model.Load(#BRASSKNUCKLE)
Model.Load(#BAT)
Model.Load(#COLT45)
Model.Load(#CAMERA)
Model.Load(#UZI)

:PHIL1_2235
if or
  not Model.Available(#BRASSKNUCKLE)
  not Model.Available(#BAT)
  not Model.Available(#COLT45)
  not Model.Available(#CAMERA)
  not Model.Available(#UZI)
jf @PHIL1_2282 
wait 0 
jump @PHIL1_2235 

:PHIL1_2282
Model.Load(#M4)
Model.Load(#INFERNUS)
Model.Load(#STINGER)
Model.Load(#CHEETAH)
Model.Load(#BANSHEE)

:PHIL1_2307
if or
  not Model.Available(#M4)
  not Model.Available(#INFERNUS)
  not Model.Available(#STINGER)
  not Model.Available(#CHEETAH)
  not Model.Available(#BANSHEE)
jf @PHIL1_2354 
wait 0 
jump @PHIL1_2307 

:PHIL1_2354
03CF: load_wav 'PHIL1_2' as 1 
03CF: load_wav 'PHIL1_3' as 2 

:PHIL1_2378
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PHIL1_2408 
wait 0 
jump @PHIL1_2378 

:PHIL1_2408
014E: start_timer_at $10105 count_in_direction 1 
00BC: text_highpriority 'SBOB223' time 11000 1 
0481: set_enter_car_range_multiplier 3.0 
Car.Create($4252, #PATRIOT, -1073.4, 325.3, 10.2)
Car.Angle($4252) = 259.7
fade 1 1500 
Car.Create($4226, #WALTON, -757.6, 23.9, 9.9)
0229: set_car $4226 color_to 1 1 
0428: set_car $4226 avoid_level_transitions 1 
039C: set_car $4226 watertight 1 
0129: $4230 = create_actor 4 #WMYCR in_car $4226 driverseat 
054A: set_actor $4230 can_be_shot_in_a_car 0 
Car.Health($4226) = 1200
020A: set_car $4226 door_status_to 3 
Car.SetMaxSpeed($4226, 35.0)
00AE: set_vehicle $4226 traffic_behavior_to 2 
Car.SetToPsychoDriver($4226)
0428: set_car $4226 avoid_level_transitions 1 
Marker.CreateAboveCar($4254, $4226)
Object.Create($4248, #GUNBOX, -757.6, 23.9, 10.0)
Object.CollisionDetection($4248, False)
Actor.Create($4246, 11, #WMYCR, -757.6, 23.9, 10.0)
011A: set_actor $4246 search_threat 256 
011A: set_actor $4246 search_threat 128 
011A: set_actor $4246 search_threat 64 
0464: put_actor $4246 into_turret_on_car $4226 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
Car.Create($4227, #WALTON, -1272.986, -779.9938, 14.6982)
0229: set_car $4227 color_to 1 1 
0428: set_car $4227 avoid_level_transitions 1 
039C: set_car $4227 watertight 1 
Car.Health($4227) = 1200
020A: set_car $4227 door_status_to 3 
0129: $4231 = create_actor 4 #WMYCR in_car $4227 driverseat 
054A: set_actor $4231 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($4227, 35.0)
00AE: set_vehicle $4227 traffic_behavior_to 2 
Car.SetToPsychoDriver($4227)
0428: set_car $4227 avoid_level_transitions 1 
Marker.CreateAboveCar($4255, $4227)
Object.Create($4249, #GUNBOX, -763.6, 12.9, 10.0)
Object.CollisionDetection($4249, False)
Car.Create($4228, #WALTON, -674.9, 788.4, 10.3)
0229: set_car $4228 color_to 1 1 
0428: set_car $4228 avoid_level_transitions 1 
039C: set_car $4228 watertight 1 
Car.Health($4228) = 1200
020A: set_car $4228 door_status_to 3 
0129: $4232 = create_actor 4 #WMYCR in_car $4228 driverseat 
054A: set_actor $4232 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($4228, 35.0)
00AE: set_vehicle $4228 traffic_behavior_to 2 
Car.SetToPsychoDriver($4228)
0428: set_car $4228 avoid_level_transitions 1 
Marker.CreateAboveCar($4256, $4228)
Actor.Create($4247, 11, #WMYCR, -674.9, 788.4, 10.3)
011A: set_actor $4247 search_threat 256 
011A: set_actor $4247 search_threat 128 
011A: set_actor $4247 search_threat 64 
0464: put_actor $4247 into_turret_on_car $4228 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 
Object.Create($4250, #GUNBOX, -674.9, 788.4, 10.3)
Object.CollisionDetection($4250, False)
Car.Create($4229, #WALTON, -900.4796, -654.3214, 11.1079)
0229: set_car $4229 color_to 1 1 
0428: set_car $4229 avoid_level_transitions 1 
039C: set_car $4229 watertight 1 
Car.Health($4229) = 1200
020A: set_car $4229 door_status_to 3 
0129: $4233 = create_actor 4 #WMYCR in_car $4229 driverseat 
054A: set_actor $4233 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($4229, 35.0)
00AE: set_vehicle $4229 traffic_behavior_to 2 
Car.SetToPsychoDriver($4229)
0428: set_car $4229 avoid_level_transitions 1 
Marker.CreateAboveCar($4257, $4229)
Object.Create($4251, #GUNBOX, -674.9, 777.1, 10.3)
Object.CollisionDetection($4251, False)
if 
  $ONMISSION == 0 // $ == int 
jf @PHIL1_3381 
Car.Create($4238, #INFERNUS, -844.0, -325.0, 10.0)
0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 
Car.Create($4239, #STINGER, -844.0, -325.0, 10.0)
0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 
Car.Create($4240, #CHEETAH, -844.0, -325.0, 10.0)
0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 
Car.Create($4241, #BANSHEE, -844.0, -325.0, 10.0)
0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat 

:PHIL1_3381
wait 0 
if 
  $4311 == 0 // $ == int 
jf @PHIL1_3420 
03E5: text_box 'PHI1_HP'  // When using Detonator Grenades, throw a grenade then trigger the explosion at any time.
$4311 = 1 // $ = int 

:PHIL1_3420
if 
  $4262 == 0 // $ == int 
jf @PHIL1_6932 
if 
  $4287 == 4 // $ == int 
jf @PHIL1_3599 
if 
  not Car.Wrecked($4226)
jf @PHIL1_3485 
Marker.Disable($4254)
Marker.CreateAboveCar($4254, $4226)

:PHIL1_3485
if 
  not Car.Wrecked($4227)
jf @PHIL1_3514 
Marker.Disable($4255)
Marker.CreateAboveCar($4255, $4227)

:PHIL1_3514
if 
  not Car.Wrecked($4228)
jf @PHIL1_3543 
Marker.Disable($4256)
Marker.CreateAboveCar($4256, $4228)

:PHIL1_3543
if 
  not Car.Wrecked($4229)
jf @PHIL1_3572 
Marker.Disable($4257)
Marker.CreateAboveCar($4257, $4229)

:PHIL1_3572
014F: stop_timer $10105 
00BC: text_highpriority 'PHI1_04' time 11000 1  // ~g~Now go and finish off the remaining arms dealers.
$4262 = 1 // $ = int 

:PHIL1_3599
if 
  not Car.Wrecked($4226)
jf @PHIL1_3974 
if 
  $4271 == 2 // $ == int 
jf @PHIL1_3656 
035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.3 

:PHIL1_3656
$4263 = Car.Health($4226)
if 
  $4271 == 2 // $ == int 
jf @PHIL1_3851 
if or
  970 > $4263 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4226 
0366:   object $4248 damaged 
jf @PHIL1_3851 
if 
  $4292 == 0 // $ == int 
jf @PHIL1_3739 
$4292 = 1 // $ = int 

:PHIL1_3739
if 
  $4267 == 0 // $ == int 
jf @PHIL1_3851 
gosub @PHIL1_17340 
035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4248, True)
Object.ToggleInMovingList($4248, True)
038C: object $4248 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4258, $4248)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4271 = 0 // $ = int 

:PHIL1_3851
if 
  300 > $4263 // int > $ 
jf @PHIL1_3967 
if 
  not Actor.Dead($4246)
jf @PHIL1_3924 
0465: remove_actor $4246 from_turret_mode 
if 
  $4309 == 0 // $ == int 
jf @PHIL1_3924 
01CC: actor $4246 kill_player $PLAYER_CHAR 
$4309 = 1 // $ = int 

:PHIL1_3924
if 
  not Actor.Dead($4230)
jf @PHIL1_3967 
if 
  Actor.InCar($4230, $4226)
jf @PHIL1_3967 
01D3: actor $4230 leave_car $4226 

:PHIL1_3967
jump @PHIL1_4106 

:PHIL1_3974
if 
  $4271 == 2 // $ == int 
jf @PHIL1_4106 
if 
  $4292 == 0 // $ == int 
jf @PHIL1_4017 
$4292 = 1 // $ = int 

:PHIL1_4017
if 
  $4267 == 0 // $ == int 
jf @PHIL1_4106 
gosub @PHIL1_17340 
Object.CollisionDetection($4248, True)
Object.ToggleInMovingList($4248, True)
038C: object $4248 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4258, $4248)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4271 = 0 // $ = int 

:PHIL1_4106
if 
  not Car.Wrecked($4227)
jf @PHIL1_4427 
if 
  $4272 == 2 // $ == int 
jf @PHIL1_4163 
035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.3 

:PHIL1_4163
$4264 = Car.Health($4227)
if 
  $4272 == 2 // $ == int 
jf @PHIL1_4358 
if or
  970 > $4264 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4227 
0366:   object $4249 damaged 
jf @PHIL1_4358 
if 
  $4293 == 0 // $ == int 
jf @PHIL1_4246 
$4293 = 1 // $ = int 

:PHIL1_4246
if 
  $4268 == 0 // $ == int 
jf @PHIL1_4358 
gosub @PHIL1_17340 
035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4249, True)
Object.ToggleInMovingList($4249, True)
038C: object $4249 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4259, $4249)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4272 = 0 // $ = int 

:PHIL1_4358
if 
  300 > $4264 // int > $ 
jf @PHIL1_4420 
if 
  not Actor.Dead($4231)
jf @PHIL1_4420 
if 
  Actor.InCar($4231, $4227)
jf @PHIL1_4420 
01D3: actor $4231 leave_car $4227 

:PHIL1_4420
jump @PHIL1_4559 

:PHIL1_4427
if 
  $4272 == 2 // $ == int 
jf @PHIL1_4559 
if 
  $4293 == 0 // $ == int 
jf @PHIL1_4470 
$4293 = 1 // $ = int 

:PHIL1_4470
if 
  $4268 == 0 // $ == int 
jf @PHIL1_4559 
gosub @PHIL1_17340 
Object.CollisionDetection($4249, True)
Object.ToggleInMovingList($4249, True)
038C: object $4249 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4259, $4249)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4272 = 0 // $ = int 

:PHIL1_4559
if 
  not Car.Wrecked($4228)
jf @PHIL1_4934 
if 
  $4273 == 2 // $ == int 
jf @PHIL1_4616 
035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.3 

:PHIL1_4616
$4265 = Car.Health($4228)
if 
  $4273 == 2 // $ == int 
jf @PHIL1_4811 
if or
  970 > $4265 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4228 
0366:   object $4250 damaged 
jf @PHIL1_4811 
if 
  $4294 == 0 // $ == int 
jf @PHIL1_4699 
$4294 = 1 // $ = int 

:PHIL1_4699
if 
  $4269 == 0 // $ == int 
jf @PHIL1_4811 
gosub @PHIL1_17340 
035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4250, True)
Object.ToggleInMovingList($4250, True)
038C: object $4250 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4260, $4250)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4273 = 0 // $ = int 

:PHIL1_4811
if 
  300 > $4265 // int > $ 
jf @PHIL1_4927 
if 
  not Actor.Dead($4247)
jf @PHIL1_4884 
0465: remove_actor $4247 from_turret_mode 
if 
  $4310 == 0 // $ == int 
jf @PHIL1_4884 
01CC: actor $4247 kill_player $PLAYER_CHAR 
$4310 = 1 // $ = int 

:PHIL1_4884
if 
  not Actor.Dead($4232)
jf @PHIL1_4927 
if 
  Actor.InCar($4232, $4228)
jf @PHIL1_4927 
01D3: actor $4232 leave_car $4228 

:PHIL1_4927
jump @PHIL1_5066 

:PHIL1_4934
if 
  $4273 == 2 // $ == int 
jf @PHIL1_5066 
if 
  $4294 == 0 // $ == int 
jf @PHIL1_4977 
$4294 = 1 // $ = int 

:PHIL1_4977
if 
  $4269 == 0 // $ == int 
jf @PHIL1_5066 
gosub @PHIL1_17340 
Object.CollisionDetection($4250, True)
Object.ToggleInMovingList($4250, True)
038C: object $4250 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4260, $4250)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4273 = 0 // $ = int 

:PHIL1_5066
if 
  not Car.Wrecked($4229)
jf @PHIL1_5387 
if 
  $4274 == 2 // $ == int 
jf @PHIL1_5123 
035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.3 

:PHIL1_5123
$4266 = Car.Health($4229)
if 
  $4274 == 2 // $ == int 
jf @PHIL1_5318 
if or
  970 > $4266 // int > $ 
00DC:   player $PLAYER_CHAR in_car $4229 
0366:   object $4251 damaged 
jf @PHIL1_5318 
if 
  $4295 == 0 // $ == int 
jf @PHIL1_5206 
$4295 = 1 // $ = int 

:PHIL1_5206
if 
  $4270 == 0 // $ == int 
jf @PHIL1_5318 
gosub @PHIL1_17340 
035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.8 
Object.CollisionDetection($4251, True)
Object.ToggleInMovingList($4251, True)
038C: object $4251 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4261, $4251)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4274 = 0 // $ = int 

:PHIL1_5318
if 
  300 > $4266 // int > $ 
jf @PHIL1_5380 
if 
  not Actor.Dead($4233)
jf @PHIL1_5380 
if 
  Actor.InCar($4233, $4229)
jf @PHIL1_5380 
01D3: actor $4233 leave_car $4229 

:PHIL1_5380
jump @PHIL1_5519 

:PHIL1_5387
if 
  $4274 == 2 // $ == int 
jf @PHIL1_5519 
if 
  $4295 == 0 // $ == int 
jf @PHIL1_5430 
$4295 = 1 // $ = int 

:PHIL1_5430
if 
  $4270 == 0 // $ == int 
jf @PHIL1_5519 
gosub @PHIL1_17340 
Object.CollisionDetection($4251, True)
Object.ToggleInMovingList($4251, True)
038C: object $4251 scatter 0.0 0.0 3.0 
Marker.CreateAboveObject($4261, $4251)
00BC: text_highpriority 'PHI1_02' time 7000 1  // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
$4274 = 0 // $ = int 

:PHIL1_5519
if or
  $4292 == 1 // $ == int 
  $4293 == 1 // $ == int 
  $4294 == 1 // $ == int 
  $4295 == 1 // $ == int 
jf @PHIL1_5636 
Car.RemoveReferences($4252)
if 
  not Actor.Dead($4246)
jf @PHIL1_5587 
01CC: actor $4246 kill_player $PLAYER_CHAR 

:PHIL1_5587
if 
  not Actor.Dead($4247)
jf @PHIL1_5611 
01CC: actor $4247 kill_player $PLAYER_CHAR 

:PHIL1_5611
if 
  $4290 == 0 // $ == int 
jf @PHIL1_5636 
$4290 = 1 // $ = int 

:PHIL1_5636
if 
  $4267 == 0 // $ == int 
jf @PHIL1_5813 
if 
  $4271 == 0 // $ == int 
jf @PHIL1_5813 
if 
8366:   not object $4248 damaged 
jf @PHIL1_5762 
Object.StorePos($4248, $4329, $4330, $4331)
02CE: $4312 = ground_z $4329 $4330 $4331 
if 
  $4312 > 9.0 // $ > float 
jf @PHIL1_5755 
$4312 += 1.0 // $ += float 
0086: $4331 = $4312 // $ = $ float 

:PHIL1_5755
jump @PHIL1_5813 

:PHIL1_5762
Pickup.Create($4234, #BRASSKNUCKLE, 3, $4329, $4330, $4331)
Marker.Disable($4258)
03DC: $4258 = create_marker_above_pickup $4234 
Object.RemoveReferences($4248)
$4271 = 1 // $ = int 
$4275 += 1 // $ += int 

:PHIL1_5813
if 
  $4268 == 0 // $ == int 
jf @PHIL1_5990 
if 
  $4272 == 0 // $ == int 
jf @PHIL1_5990 
if 
8366:   not object $4249 damaged 
jf @PHIL1_5939 
Object.StorePos($4249, $4332, $4333, $4334)
02CE: $4312 = ground_z $4332 $4333 $4334 
if 
  $4312 > 9.0 // $ > float 
jf @PHIL1_5932 
$4312 += 1.0 // $ += float 
0086: $4334 = $4312 // $ = $ float 

:PHIL1_5932
jump @PHIL1_5990 

:PHIL1_5939
Pickup.Create($4235, #BAT, 3, $4332, $4333, $4334)
Marker.Disable($4259)
03DC: $4259 = create_marker_above_pickup $4235 
Object.RemoveReferences($4249)
$4272 = 1 // $ = int 
$4275 += 1 // $ += int 

:PHIL1_5990
if 
  $4269 == 0 // $ == int 
jf @PHIL1_6167 
if 
  $4273 == 0 // $ == int 
jf @PHIL1_6167 
if 
8366:   not object $4250 damaged 
jf @PHIL1_6116 
Object.StorePos($4250, $4335, $4336, $4337)
02CE: $4312 = ground_z $4335 $4336 $4337 
if 
  $4312 > 9.0 // $ > float 
jf @PHIL1_6109 
$4312 += 1.0 // $ += float 
0086: $4337 = $4312 // $ = $ float 

:PHIL1_6109
jump @PHIL1_6167 

:PHIL1_6116
Pickup.Create($4236, #CAMERA, 3, $4335, $4336, $4337)
Marker.Disable($4260)
03DC: $4260 = create_marker_above_pickup $4236 
Object.RemoveReferences($4250)
$4273 = 1 // $ = int 
$4275 += 1 // $ += int 

:PHIL1_6167
if 
  $4270 == 0 // $ == int 
jf @PHIL1_6344 
if 
  $4274 == 0 // $ == int 
jf @PHIL1_6344 
if 
8366:   not object $4251 damaged 
jf @PHIL1_6293 
Object.StorePos($4251, $4338, $4339, $4340)
02CE: $4312 = ground_z $4338 $4339 $4340 
if 
  $4312 > 9.0 // $ > float 
jf @PHIL1_6286 
$4312 += 1.0 // $ += float 
0086: $4340 = $4312 // $ = $ float 

:PHIL1_6286
jump @PHIL1_6344 

:PHIL1_6293
Pickup.Create($4237, #COLT45, 3, $4338, $4339, $4340)
Marker.Disable($4261)
03DC: $4261 = create_marker_above_pickup $4237 
Object.RemoveReferences($4251)
$4274 = 1 // $ = int 
$4275 += 1 // $ += int 

:PHIL1_6344
if 
  $4275 > 0 // $ > int 
jf @PHIL1_6408 
if or
  $4271 == 1 // $ == int 
  $4272 == 1 // $ == int 
  $4273 == 1 // $ == int 
  $4274 == 1 // $ == int 
jf @PHIL1_6408 
gosub @PHIL1_12776 

:PHIL1_6408
if 
   not $4271 == 2 // $ == int 
jf @PHIL1_6455 
if 
  $4302 == 0 // $ == int 
jf @PHIL1_6455 
03D1: play_wav 1 
$4302 = 1 // $ = int 

:PHIL1_6455
if 
   not $4273 == 2 // $ == int 
jf @PHIL1_6502 
if 
  $4303 == 0 // $ == int 
jf @PHIL1_6502 
03D1: play_wav 2 
$4303 = 1 // $ = int 

:PHIL1_6502
if 
  $4275 == 0 // $ == int 
jf @PHIL1_6932 
if 
  not Car.Wrecked($4226)
jf @PHIL1_6623 
if 
00DC:   player $PLAYER_CHAR in_car $4226 
jf @PHIL1_6567 
Marker.Disable($4254)
jump @PHIL1_6623 

:PHIL1_6567
if 
  $4267 == 0 // $ == int 
jf @PHIL1_6623 
if 
  $4296 == 0 // $ == int 
jf @PHIL1_6623 
Marker.Disable($4254)
Marker.CreateAboveCar($4254, $4226)
$4296 = 1 // $ = int 

:PHIL1_6623
if 
  not Car.Wrecked($4227)
jf @PHIL1_6726 
if 
00DC:   player $PLAYER_CHAR in_car $4227 
jf @PHIL1_6670 
Marker.Disable($4255)
jump @PHIL1_6726 

:PHIL1_6670
if 
  $4268 == 0 // $ == int 
jf @PHIL1_6726 
if 
  $4297 == 0 // $ == int 
jf @PHIL1_6726 
Marker.Disable($4255)
Marker.CreateAboveCar($4255, $4227)
$4297 = 1 // $ = int 

:PHIL1_6726
if 
  not Car.Wrecked($4228)
jf @PHIL1_6829 
if 
00DC:   player $PLAYER_CHAR in_car $4228 
jf @PHIL1_6773 
Marker.Disable($4256)
jump @PHIL1_6829 

:PHIL1_6773
if 
  $4269 == 0 // $ == int 
jf @PHIL1_6829 
if 
  $4298 == 0 // $ == int 
jf @PHIL1_6829 
Marker.Disable($4256)
Marker.CreateAboveCar($4256, $4228)
$4298 = 1 // $ = int 

:PHIL1_6829
if 
  not Car.Wrecked($4229)
jf @PHIL1_6932 
if 
00DC:   player $PLAYER_CHAR in_car $4229 
jf @PHIL1_6876 
Marker.Disable($4257)
jump @PHIL1_6932 

:PHIL1_6876
if 
  $4270 == 0 // $ == int 
jf @PHIL1_6932 
if 
  $4299 == 0 // $ == int 
jf @PHIL1_6932 
Marker.Disable($4257)
Marker.CreateAboveCar($4257, $4229)
$4299 = 1 // $ = int 

:PHIL1_6932
if 
  not Car.Wrecked($4226)
jf @PHIL1_7045 
if 
  not Actor.Dead($4230)
jf @PHIL1_7045 
if 
  Actor.InCar($4230, $4226)
jf @PHIL1_7037 
0084: $4291 = $4292 // $ = $ int 
0084: $4308 = $4304 // $ = $ int 
0084: $4288 = $4226 // $ = $ int 
0084: $4289 = $4230 // $ = $ int 
gosub @PHIL1_13478 
0084: $4304 = $4308 // $ = $ int 
jump @PHIL1_7045 

:PHIL1_7037
01CC: actor $4230 kill_player $PLAYER_CHAR 

:PHIL1_7045
if 
  not Car.Wrecked($4227)
jf @PHIL1_7158 
if 
  not Actor.Dead($4231)
jf @PHIL1_7158 
if 
  Actor.InCar($4231, $4227)
jf @PHIL1_7150 
0084: $4291 = $4293 // $ = $ int 
0084: $4308 = $4305 // $ = $ int 
0084: $4288 = $4227 // $ = $ int 
0084: $4289 = $4231 // $ = $ int 
gosub @PHIL1_13478 
0084: $4305 = $4308 // $ = $ int 
jump @PHIL1_7158 

:PHIL1_7150
01CC: actor $4231 kill_player $PLAYER_CHAR 

:PHIL1_7158
if 
  not Car.Wrecked($4228)
jf @PHIL1_7271 
if 
  not Actor.Dead($4232)
jf @PHIL1_7271 
if 
  Actor.InCar($4232, $4228)
jf @PHIL1_7263 
0084: $4291 = $4294 // $ = $ int 
0084: $4308 = $4306 // $ = $ int 
0084: $4288 = $4228 // $ = $ int 
0084: $4289 = $4232 // $ = $ int 
gosub @PHIL1_13478 
0084: $4306 = $4308 // $ = $ int 
jump @PHIL1_7271 

:PHIL1_7263
01CC: actor $4232 kill_player $PLAYER_CHAR 

:PHIL1_7271
if 
  not Car.Wrecked($4229)
jf @PHIL1_7384 
if 
  not Actor.Dead($4233)
jf @PHIL1_7384 
if 
  Actor.InCar($4233, $4229)
jf @PHIL1_7376 
0084: $4291 = $4295 // $ = $ int 
0084: $4308 = $4307 // $ = $ int 
0084: $4288 = $4229 // $ = $ int 
0084: $4289 = $4233 // $ = $ int 
gosub @PHIL1_13478 
0084: $4307 = $4308 // $ = $ int 
jump @PHIL1_7384 

:PHIL1_7376
01CC: actor $4233 kill_player $PLAYER_CHAR 

:PHIL1_7384
if or
  $4271 == 0 // $ == int 
  $4272 == 0 // $ == int 
  $4273 == 0 // $ == int 
  $4274 == 0 // $ == int 
jf @PHIL1_7463 
if 
  $4276 == 0 // $ == int 
jf @PHIL1_7463 
00BB: text_lowpriority 'PHI1_03' time 7000 1  // ~g~Looks like they have called for back up.
$4276 = 1 // $ = int 

:PHIL1_7463
if 
   not $10105 >= 1 // $ >= int 
jf @PHIL1_7503 
00BB: text_lowpriority 'SBOB224' time 5000 1 
jump @PHIL1_12505 

:PHIL1_7503
if 
  $4276 == 1 // $ == int 
jf @PHIL1_11529 
if 
  $4281 == 4 // $ == int 
jf @PHIL1_11522 
if 
  not Actor.Dead($4242)
jf @PHIL1_8417 
if 
  not Car.Wrecked($4238)
jf @PHIL1_8360 
if 
  Actor.InCar($4242, $4238)
jf @PHIL1_8288 
if 
  $4282 == 1 // $ == int 
jf @PHIL1_7629 
00AF: set_car $4238 driver_behaviour_to 2 
00AE: set_vehicle $4238 traffic_behavior_to 2 
$4282 = 0 // $ = int 

:PHIL1_7629
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_7939 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 12.0 12.0 
jf @PHIL1_7718 
Car.SetMaxSpeed($4238, 0.0)
01D3: actor $4242 leave_car $4238 
jump @PHIL1_7932 

:PHIL1_7718
if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 14.0 14.0 
jf @PHIL1_7769 
Car.SetMaxSpeed($4238, 1.0)
jump @PHIL1_7932 

:PHIL1_7769
if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 15.0 15.0 
jf @PHIL1_7820 
Car.SetMaxSpeed($4238, 2.0)
jump @PHIL1_7932 

:PHIL1_7820
if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 18.0 18.0 
jf @PHIL1_7871 
Car.SetMaxSpeed($4238, 3.0)
jump @PHIL1_7932 

:PHIL1_7871
if 
01AD:   car $4238 sphere 0 near_point $95 $96 radius 20.0 20.0 
jf @PHIL1_7922 
Car.SetMaxSpeed($4238, 4.0)
jump @PHIL1_7932 

:PHIL1_7922
Car.SetMaxSpeed($4238, 40.0)

:PHIL1_7932
jump @PHIL1_7995 

:PHIL1_7939
if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
jf @PHIL1_7985 
01CA: actor $4242 kill_player $PLAYER_CHAR 
jump @PHIL1_7995 

:PHIL1_7985
Car.SetMaxSpeed($4238, 40.0)

:PHIL1_7995
if 
  not Car.Wrecked($4238)
jf @PHIL1_8281 
if 
01AF:   car $4238 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
jf @PHIL1_8218 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_8218 
if 
82CA:   not car $4238 bounding_sphere_visible 
jf @PHIL1_8218 
Car.StorePos($4238, $4323, $4324, $4325)
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_8218 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_8218 
Car.PutAt($4238, $4323, $4324, $4325)
Car.Angle($4238) = $4328
TIMERA = 0 // @ = int 

:PHIL1_8218
if 
81AF:   not car $4238 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
jf @PHIL1_8281 
Car.StorePos($4238, $4316, $4317, $4318)
TIMERA = 0 // @ = int 

:PHIL1_8281
jump @PHIL1_8353 

:PHIL1_8288
Car.RemoveReferences($4238)
if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
jf @PHIL1_8339 
01CA: actor $4242 kill_player $PLAYER_CHAR 
jump @PHIL1_8353 

:PHIL1_8339
$4282 = 1 // $ = int 
gosub @PHIL1_15492 

:PHIL1_8353
jump @PHIL1_8410 

:PHIL1_8360
Car.RemoveReferences($4238)
if 
80E9:   not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
jf @PHIL1_8410 
$4282 = 1 // $ = int 
gosub @PHIL1_15492 

:PHIL1_8410
jump @PHIL1_8533 

:PHIL1_8417
$4281 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_8516 
if 
  13 > $4301 // int > $ 
jf @PHIL1_8516 
if 
  $4300 == 1 // $ == int 
jf @PHIL1_8516 
01E3: text_1number_styled 'SBOB222' number 100 time 1000 style 1 
018C: play_sound 14 at 0.0 0.0 0.0 
$4301 += 1 // $ += int 

:PHIL1_8516
Actor.RemoveReferences($4242)
Car.RemoveReferences($4238)
$4277 = 1 // $ = int 

:PHIL1_8533
if 
  not Actor.Dead($4243)
jf @PHIL1_9411 
if 
  not Car.Wrecked($4239)
jf @PHIL1_9354 
if 
  Actor.InCar($4243, $4239)
jf @PHIL1_9282 
if 
  $4283 == 1 // $ == int 
jf @PHIL1_8623 
00AF: set_car $4239 driver_behaviour_to 2 
00AE: set_vehicle $4239 traffic_behavior_to 2 
$4283 = 0 // $ = int 

:PHIL1_8623
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_8933 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 12.0 12.0 
jf @PHIL1_8712 
Car.SetMaxSpeed($4239, 0.0)
01D3: actor $4243 leave_car $4239 
jump @PHIL1_8926 

:PHIL1_8712
if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 14.0 14.0 
jf @PHIL1_8763 
Car.SetMaxSpeed($4239, 1.0)
jump @PHIL1_8926 

:PHIL1_8763
if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 15.0 15.0 
jf @PHIL1_8814 
Car.SetMaxSpeed($4239, 2.0)
jump @PHIL1_8926 

:PHIL1_8814
if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 18.0 18.0 
jf @PHIL1_8865 
Car.SetMaxSpeed($4239, 3.0)
jump @PHIL1_8926 

:PHIL1_8865
if 
01AD:   car $4239 sphere 0 near_point $95 $96 radius 20.0 20.0 
jf @PHIL1_8916 
Car.SetMaxSpeed($4239, 4.0)
jump @PHIL1_8926 

:PHIL1_8916
Car.SetMaxSpeed($4239, 40.0)

:PHIL1_8926
jump @PHIL1_8989 

:PHIL1_8933
if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
jf @PHIL1_8979 
01CA: actor $4243 kill_player $PLAYER_CHAR 
jump @PHIL1_8989 

:PHIL1_8979
Car.SetMaxSpeed($4239, 40.0)

:PHIL1_8989
if 
  not Car.Wrecked($4239)
jf @PHIL1_9275 
if 
01AF:   car $4239 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
jf @PHIL1_9212 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_9212 
if 
82CA:   not car $4239 bounding_sphere_visible 
jf @PHIL1_9212 
Car.StorePos($4239, $4323, $4324, $4325)
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_9212 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_9212 
Car.PutAt($4239, $4323, $4324, $4325)
Car.Angle($4239) = $4328
TIMERA = 0 // @ = int 

:PHIL1_9212
if 
81AF:   not car $4239 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
jf @PHIL1_9275 
Car.StorePos($4239, $4316, $4317, $4318)
TIMERA = 0 // @ = int 

:PHIL1_9275
jump @PHIL1_9347 

:PHIL1_9282
Car.RemoveReferences($4239)
if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
jf @PHIL1_9333 
01CA: actor $4243 kill_player $PLAYER_CHAR 
jump @PHIL1_9347 

:PHIL1_9333
$4283 = 1 // $ = int 
gosub @PHIL1_15954 

:PHIL1_9347
jump @PHIL1_9404 

:PHIL1_9354
Car.RemoveReferences($4239)
if 
80E9:   not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
jf @PHIL1_9404 
$4283 = 1 // $ = int 
gosub @PHIL1_15954 

:PHIL1_9404
jump @PHIL1_9527 

:PHIL1_9411
$4281 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_9510 
if 
  13 > $4301 // int > $ 
jf @PHIL1_9510 
if 
  $4300 == 1 // $ == int 
jf @PHIL1_9510 
01E3: text_1number_styled 'SBOB222' number 100 time 1000 style 1 
018C: play_sound 14 at 0.0 0.0 0.0 
$4301 += 1 // $ += int 

:PHIL1_9510
Actor.RemoveReferences($4243)
Car.RemoveReferences($4239)
$4278 = 1 // $ = int 

:PHIL1_9527
if 
  not Actor.Dead($4244)
jf @PHIL1_10405 
if 
  not Car.Wrecked($4240)
jf @PHIL1_10348 
if 
  Actor.InCar($4244, $4240)
jf @PHIL1_10276 
if 
  $4284 == 1 // $ == int 
jf @PHIL1_9617 
00AF: set_car $4240 driver_behaviour_to 2 
00AE: set_vehicle $4240 traffic_behavior_to 2 
$4284 = 0 // $ = int 

:PHIL1_9617
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_9927 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 12.0 12.0 
jf @PHIL1_9706 
Car.SetMaxSpeed($4240, 0.0)
01D3: actor $4244 leave_car $4240 
jump @PHIL1_9920 

:PHIL1_9706
if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 14.0 14.0 
jf @PHIL1_9757 
Car.SetMaxSpeed($4240, 1.0)
jump @PHIL1_9920 

:PHIL1_9757
if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 15.0 15.0 
jf @PHIL1_9808 
Car.SetMaxSpeed($4240, 2.0)
jump @PHIL1_9920 

:PHIL1_9808
if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 18.0 18.0 
jf @PHIL1_9859 
Car.SetMaxSpeed($4240, 3.0)
jump @PHIL1_9920 

:PHIL1_9859
if 
01AD:   car $4240 sphere 0 near_point $95 $96 radius 20.0 20.0 
jf @PHIL1_9910 
Car.SetMaxSpeed($4240, 4.0)
jump @PHIL1_9920 

:PHIL1_9910
Car.SetMaxSpeed($4240, 40.0)

:PHIL1_9920
jump @PHIL1_9983 

:PHIL1_9927
if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
jf @PHIL1_9973 
01CA: actor $4244 kill_player $PLAYER_CHAR 
jump @PHIL1_9983 

:PHIL1_9973
Car.SetMaxSpeed($4240, 40.0)

:PHIL1_9983
if 
  not Car.Wrecked($4240)
jf @PHIL1_10269 
if 
01AF:   car $4240 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
jf @PHIL1_10206 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_10206 
if 
82CA:   not car $4240 bounding_sphere_visible 
jf @PHIL1_10206 
Car.StorePos($4240, $4323, $4324, $4325)
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_10206 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_10206 
Car.PutAt($4240, $4323, $4324, $4325)
Car.Angle($4240) = $4328
TIMERA = 0 // @ = int 

:PHIL1_10206
if 
81AF:   not car $4240 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
jf @PHIL1_10269 
Car.StorePos($4240, $4316, $4317, $4318)
TIMERA = 0 // @ = int 

:PHIL1_10269
jump @PHIL1_10341 

:PHIL1_10276
Car.RemoveReferences($4240)
if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
jf @PHIL1_10327 
01CA: actor $4244 kill_player $PLAYER_CHAR 
jump @PHIL1_10341 

:PHIL1_10327
$4284 = 1 // $ = int 
gosub @PHIL1_16416 

:PHIL1_10341
jump @PHIL1_10398 

:PHIL1_10348
Car.RemoveReferences($4240)
if 
80E9:   not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
jf @PHIL1_10398 
$4284 = 1 // $ = int 
gosub @PHIL1_16416 

:PHIL1_10398
jump @PHIL1_10521 

:PHIL1_10405
$4281 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_10504 
if 
  13 > $4301 // int > $ 
jf @PHIL1_10504 
if 
  $4300 == 1 // $ == int 
jf @PHIL1_10504 
01E3: text_1number_styled 'SBOB222' number 100 time 1000 style 1 
018C: play_sound 14 at 0.0 0.0 0.0 
$4301 += 1 // $ += int 

:PHIL1_10504
Actor.RemoveReferences($4244)
Car.RemoveReferences($4240)
$4279 = 1 // $ = int 

:PHIL1_10521
if 
  not Actor.Dead($4245)
jf @PHIL1_11399 
if 
  not Car.Wrecked($4241)
jf @PHIL1_11342 
if 
  Actor.InCar($4245, $4241)
jf @PHIL1_11270 
if 
  $4285 == 1 // $ == int 
jf @PHIL1_10611 
00AF: set_car $4241 driver_behaviour_to 2 
00AE: set_vehicle $4241 traffic_behavior_to 2 
$4285 = 0 // $ = int 

:PHIL1_10611
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PHIL1_10921 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 12.0 12.0 
jf @PHIL1_10700 
Car.SetMaxSpeed($4241, 0.0)
01D3: actor $4245 leave_car $4241 
jump @PHIL1_10914 

:PHIL1_10700
if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 14.0 14.0 
jf @PHIL1_10751 
Car.SetMaxSpeed($4241, 1.0)
jump @PHIL1_10914 

:PHIL1_10751
if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 15.0 15.0 
jf @PHIL1_10802 
Car.SetMaxSpeed($4241, 2.0)
jump @PHIL1_10914 

:PHIL1_10802
if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 18.0 18.0 
jf @PHIL1_10853 
Car.SetMaxSpeed($4241, 3.0)
jump @PHIL1_10914 

:PHIL1_10853
if 
01AD:   car $4241 sphere 0 near_point $95 $96 radius 20.0 20.0 
jf @PHIL1_10904 
Car.SetMaxSpeed($4241, 4.0)
jump @PHIL1_10914 

:PHIL1_10904
Car.SetMaxSpeed($4241, 40.0)

:PHIL1_10914
jump @PHIL1_10977 

:PHIL1_10921
if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
jf @PHIL1_10967 
01CA: actor $4245 kill_player $PLAYER_CHAR 
jump @PHIL1_10977 

:PHIL1_10967
Car.SetMaxSpeed($4241, 40.0)

:PHIL1_10977
if 
  not Car.Wrecked($4241)
jf @PHIL1_11263 
if 
01AF:   car $4241 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
jf @PHIL1_11200 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_11200 
if 
82CA:   not car $4241 bounding_sphere_visible 
jf @PHIL1_11200 
Car.StorePos($4241, $4323, $4324, $4325)
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_11200 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_11200 
Car.PutAt($4241, $4323, $4324, $4325)
Car.Angle($4241) = $4328
TIMERA = 0 // @ = int 

:PHIL1_11200
if 
81AF:   not car $4241 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
jf @PHIL1_11263 
Car.StorePos($4241, $4316, $4317, $4318)
TIMERA = 0 // @ = int 

:PHIL1_11263
jump @PHIL1_11335 

:PHIL1_11270
Car.RemoveReferences($4241)
if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
jf @PHIL1_11321 
01CA: actor $4245 kill_player $PLAYER_CHAR 
jump @PHIL1_11335 

:PHIL1_11321
$4285 = 1 // $ = int 
gosub @PHIL1_16878 

:PHIL1_11335
jump @PHIL1_11392 

:PHIL1_11342
Car.RemoveReferences($4241)
if 
80E9:   not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
jf @PHIL1_11392 
$4285 = 1 // $ = int 
gosub @PHIL1_16878 

:PHIL1_11392
jump @PHIL1_11515 

:PHIL1_11399
$4281 -= 1 // $ -= int 
if 
840C:   not german_game 
jf @PHIL1_11498 
if 
  10 > $4301 // int > $ 
jf @PHIL1_11498 
if 
  $4300 == 1 // $ == int 
jf @PHIL1_11498 
01E3: text_1number_styled 'SBOB222' number 100 time 1000 style 1 
018C: play_sound 14 at 0.0 0.0 0.0 
$4301 += 1 // $ += int 

:PHIL1_11498
Actor.RemoveReferences($4245)
Car.RemoveReferences($4241)
$4280 = 1 // $ = int 

:PHIL1_11515
jump @PHIL1_11529 

:PHIL1_11522
gosub @PHIL1_14749 

:PHIL1_11529
if 
  Car.Wrecked($4226)
jf @PHIL1_11581 
if 
  not Actor.Dead($4246)
jf @PHIL1_11571 
0465: remove_actor $4246 from_turret_mode 
0321: kill_actor $4246 

:PHIL1_11571
Marker.Disable($4254)
Car.RemoveReferences($4226)

:PHIL1_11581
if 
  Car.Wrecked($4227)
jf @PHIL1_11607 
Marker.Disable($4255)
Car.RemoveReferences($4227)

:PHIL1_11607
if 
  Car.Wrecked($4228)
jf @PHIL1_11659 
if 
  not Actor.Dead($4247)
jf @PHIL1_11649 
0465: remove_actor $4247 from_turret_mode 
0321: kill_actor $4247 

:PHIL1_11649
Marker.Disable($4256)
Car.RemoveReferences($4228)

:PHIL1_11659
if 
  Car.Wrecked($4229)
jf @PHIL1_11685 
Marker.Disable($4257)
Car.RemoveReferences($4229)

:PHIL1_11685
if 
  not Actor.Dead($4246)
jf @PHIL1_11758 
if 
00DC:   player $PLAYER_CHAR in_car $4226 
jf @PHIL1_11758 
0465: remove_actor $4246 from_turret_mode 
if 
  $4309 == 0 // $ == int 
jf @PHIL1_11758 
01CC: actor $4246 kill_player $PLAYER_CHAR 
$4309 = 1 // $ = int 

:PHIL1_11758
if 
  not Actor.Dead($4247)
jf @PHIL1_11831 
if 
00DC:   player $PLAYER_CHAR in_car $4228 
jf @PHIL1_11831 
0465: remove_actor $4247 from_turret_mode 
if 
  $4310 == 0 // $ == int 
jf @PHIL1_11831 
01CC: actor $4247 kill_player $PLAYER_CHAR 
$4310 = 1 // $ = int 

:PHIL1_11831
if 
  Actor.Dead($4246)
jf @PHIL1_11857 
0465: remove_actor $4246 from_turret_mode 
Actor.RemoveReferences($4246)

:PHIL1_11857
if 
  Actor.Dead($4247)
jf @PHIL1_11883 
0465: remove_actor $4247 from_turret_mode 
Actor.RemoveReferences($4247)

:PHIL1_11883
if 
  Actor.Dead($4230)
jf @PHIL1_11904 
Actor.RemoveReferences($4230)

:PHIL1_11904
if 
  Actor.Dead($4231)
jf @PHIL1_11925 
Actor.RemoveReferences($4231)

:PHIL1_11925
if 
  Actor.Dead($4232)
jf @PHIL1_11946 
Actor.RemoveReferences($4232)

:PHIL1_11946
if 
  Actor.Dead($4233)
jf @PHIL1_11967 
Actor.RemoveReferences($4233)

:PHIL1_11967
if 
  Actor.Dead($4246)
jf @PHIL1_11988 
Actor.RemoveReferences($4246)

:PHIL1_11988
if 
  Actor.Dead($4247)
jf @PHIL1_12009 
Actor.RemoveReferences($4247)

:PHIL1_12009
if 
  $4262 == 1 // $ == int 
jf @PHIL1_12098 
if 
  Car.Wrecked($4226)
jf @PHIL1_12098 
if 
  Car.Wrecked($4227)
jf @PHIL1_12098 
if 
  Car.Wrecked($4228)
jf @PHIL1_12098 
if 
  Car.Wrecked($4229)
jf @PHIL1_12098 
jump @PHIL1_12522 

:PHIL1_12098
if 
  not Car.Wrecked($4226)
jf @PHIL1_12173 
if 
81FC:   not player $PLAYER_CHAR near_car $4226 radius 200.0 200.0 0 
jf @PHIL1_12159 
0574: freeze_car $4226 position_and_dont_load_collision 1 
jump @PHIL1_12166 

:PHIL1_12159
0574: freeze_car $4226 position_and_dont_load_collision 0 

:PHIL1_12166
jump @PHIL1_12198 

:PHIL1_12173
if 
  $4290 == 0 // $ == int 
jf @PHIL1_12198 
$4290 = 1 // $ = int 

:PHIL1_12198
if 
  not Car.Wrecked($4227)
jf @PHIL1_12273 
if 
81FC:   not player $PLAYER_CHAR near_car $4227 radius 200.0 200.0 0 
jf @PHIL1_12259 
0574: freeze_car $4227 position_and_dont_load_collision 1 
jump @PHIL1_12266 

:PHIL1_12259
0574: freeze_car $4227 position_and_dont_load_collision 0 

:PHIL1_12266
jump @PHIL1_12298 

:PHIL1_12273
if 
  $4290 == 0 // $ == int 
jf @PHIL1_12298 
$4290 = 1 // $ = int 

:PHIL1_12298
if 
  not Car.Wrecked($4228)
jf @PHIL1_12373 
if 
81FC:   not player $PLAYER_CHAR near_car $4228 radius 200.0 200.0 0 
jf @PHIL1_12359 
0574: freeze_car $4228 position_and_dont_load_collision 1 
jump @PHIL1_12366 

:PHIL1_12359
0574: freeze_car $4228 position_and_dont_load_collision 0 

:PHIL1_12366
jump @PHIL1_12398 

:PHIL1_12373
if 
  $4290 == 0 // $ == int 
jf @PHIL1_12398 
$4290 = 1 // $ = int 

:PHIL1_12398
if 
  not Car.Wrecked($4229)
jf @PHIL1_12473 
if 
81FC:   not player $PLAYER_CHAR near_car $4229 radius 200.0 200.0 0 
jf @PHIL1_12459 
0574: freeze_car $4229 position_and_dont_load_collision 1 
jump @PHIL1_12466 

:PHIL1_12459
0574: freeze_car $4229 position_and_dont_load_collision 0 

:PHIL1_12466
jump @PHIL1_12498 

:PHIL1_12473
if 
  $4290 == 0 // $ == int 
jf @PHIL1_12498 
$4290 = 1 // $ = int 

:PHIL1_12498
jump @PHIL1_3381 

:PHIL1_12505
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PHIL1_12522
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_1'  // Gun Runner
Marker.Disable($253)
$254 = 1 // $ = int 
$10105 = 1 // $ = int 
return 

:PHIL1_12594
Player.SetMinWantedLevel($PLAYER_CHAR, 0)
Marker.Disable($4254)
Marker.Disable($4255)
Marker.Disable($4256)
Marker.Disable($4257)
Marker.Disable($4258)
Marker.Disable($4259)
Marker.Disable($4260)
Marker.Disable($4261)
Object.Destroy($4248)
Object.Destroy($4249)
Object.Destroy($4250)
Object.Destroy($4251)
014F: stop_timer $10105 
Model.Destroy(#WALTON)
Model.Destroy(#WMYCR)
Model.Destroy(#FAGGIO)
Model.Destroy(#BRASSKNUCKLE)
Model.Destroy(#BAT)
Model.Destroy(#COLT45)
Model.Destroy(#CAMERA)
Model.Destroy(#GUNBOX)
Model.Destroy(#PATRIOT)
Model.Destroy(#UZI)
Model.Destroy(#M4)
Model.Destroy(#INFERNUS)
Model.Destroy(#STINGER)
Model.Destroy(#CHEETAH)
Model.Destroy(#BANSHEE)
Pickup.Destroy($4234)
Pickup.Destroy($4235)
Pickup.Destroy($4236)
Pickup.Destroy($4237)
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PHIL1_12776
if 
  $4267 == 0 // $ == int 
jf @PHIL1_12951 
if 
  $4271 == 1 // $ == int 
jf @PHIL1_12951 
if 
  Pickup.Picked_up($4234)
jf @PHIL1_12951 
$10104 = Player.WantedLevel($PLAYER_CHAR)
$10104 += 1 // $ += int 
Player.SetMinWantedLevel($PLAYER_CHAR, $10104)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4258)
$4287 += 1 // $ += int 
$4275 -= 1 // $ -= int 
$4267 = 1 // $ = int 
$4271 = 0 // $ = int 
if 
  $4275 == 0 // $ == int 
jf @PHIL1_12949 
$4296 = 0 // $ = int 
$4297 = 0 // $ = int 
$4298 = 0 // $ = int 
$4299 = 0 // $ = int 

:PHIL1_12949
return 

:PHIL1_12951
if 
  $4268 == 0 // $ == int 
jf @PHIL1_13126 
if 
  $4272 == 1 // $ == int 
jf @PHIL1_13126 
if 
  Pickup.Picked_up($4235)
jf @PHIL1_13126 
$10104 = Player.WantedLevel($PLAYER_CHAR)
$10104 += 1 // $ += int 
Player.SetMinWantedLevel($PLAYER_CHAR, $10104)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4259)
$4287 += 1 // $ += int 
$4275 -= 1 // $ -= int 
$4268 = 1 // $ = int 
$4272 = 0 // $ = int 
if 
  $4275 == 0 // $ == int 
jf @PHIL1_13124 
$4296 = 0 // $ = int 
$4297 = 0 // $ = int 
$4298 = 0 // $ = int 
$4299 = 0 // $ = int 

:PHIL1_13124
return 

:PHIL1_13126
if 
  $4269 == 0 // $ == int 
jf @PHIL1_13301 
if 
  $4273 == 1 // $ == int 
jf @PHIL1_13301 
if 
  Pickup.Picked_up($4236)
jf @PHIL1_13301 
$10104 = Player.WantedLevel($PLAYER_CHAR)
$10104 += 1 // $ += int 
Player.SetMinWantedLevel($PLAYER_CHAR, $10104)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4260)
$4287 += 1 // $ += int 
$4275 -= 1 // $ -= int 
$4269 = 1 // $ = int 
$4273 = 0 // $ = int 
if 
  $4275 == 0 // $ == int 
jf @PHIL1_13299 
$4296 = 0 // $ = int 
$4297 = 0 // $ = int 
$4298 = 0 // $ = int 
$4299 = 0 // $ = int 

:PHIL1_13299
return 

:PHIL1_13301
if 
  $4270 == 0 // $ == int 
jf @PHIL1_13476 
if 
  $4274 == 1 // $ == int 
jf @PHIL1_13476 
if 
  Pickup.Picked_up($4237)
jf @PHIL1_13476 
$10104 = Player.WantedLevel($PLAYER_CHAR)
$10104 += 1 // $ += int 
Player.SetMinWantedLevel($PLAYER_CHAR, $10104)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4261)
$4287 += 1 // $ += int 
$4275 -= 1 // $ -= int 
$4270 = 1 // $ = int 
$4274 = 0 // $ = int 
if 
  $4275 == 0 // $ == int 
jf @PHIL1_13474 
$4296 = 0 // $ = int 
$4297 = 0 // $ = int 
$4298 = 0 // $ = int 
$4299 = 0 // $ = int 

:PHIL1_13474
return 

:PHIL1_13476
return 

:PHIL1_13478
if 
  $4290 == 1 // $ == int 
jf @PHIL1_13740 
Car.StorePos($4288, $4313, $4314, $4315)
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4320 = $95 // $ = $ float 
0061: $4320 -= $4313 // $ -= $ float 
0086: $4321 = $96 // $ = $ float 
0061: $4321 -= $4314 // $ -= $ float 
0069: $4320 *= $4320 // $ *= $ float 
0069: $4321 *= $4321 // $ *= $ float 
0086: $4322 = $4320 // $ = $ float 
0059: $4322 += $4321 // $ += $ float 
01FB: $4322 = square_root $4322 
$4286 = 640.0 // $ = float 
0071: $4286 /= $4322 // $ /= $ float 
if 
  $4286 > 20.0 // $ > float 
jf @PHIL1_13645 
$4286 = 20.0 // $ = float 

:PHIL1_13645
if 
  $4276 == 1 // $ == int 
jf @PHIL1_13701 
if 
  20.0 > $4286 // float > $ 
jf @PHIL1_13694 
$4286 = 20.0 // $ = float 

:PHIL1_13694
jump @PHIL1_13732 

:PHIL1_13701
if 
  10.0 > $4286 // float > $ 
jf @PHIL1_13732 
$4286 = 10.0 // $ = float 

:PHIL1_13732
Car.SetMaxSpeed($4288, $4286)

:PHIL1_13740
if 
  $4291 == 1 // $ == int 
jf @PHIL1_13957 
if 
  not Actor.Dead($4289)
jf @PHIL1_13957 
if 
  Actor.InCar($4289, $4288)
jf @PHIL1_13949 
if 
  $4308 == 0 // $ == int 
jf @PHIL1_13825 
00AF: set_car $4288 driver_behaviour_to 3 
$4308 = 1 // $ = int 

:PHIL1_13825
if 
  $4290 == 0 // $ == int 
jf @PHIL1_13942 
if 
  not Car.Wrecked($4226)
jf @PHIL1_13866 
00AE: set_vehicle $4226 traffic_behavior_to 2 

:PHIL1_13866
if 
  not Car.Wrecked($4227)
jf @PHIL1_13889 
00AE: set_vehicle $4227 traffic_behavior_to 2 

:PHIL1_13889
if 
  not Car.Wrecked($4228)
jf @PHIL1_13912 
00AE: set_vehicle $4228 traffic_behavior_to 2 

:PHIL1_13912
if 
  not Car.Wrecked($4229)
jf @PHIL1_13935 
00AE: set_vehicle $4229 traffic_behavior_to 2 

:PHIL1_13935
$4290 = 1 // $ = int 

:PHIL1_13942
jump @PHIL1_13957 

:PHIL1_13949
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_13957
if 
81FC:   not player $PLAYER_CHAR near_car $4288 radius 80.0 80.0 0 
jf @PHIL1_14002 
Car.ImmuneToNonPlayer($4288, True)
jump @PHIL1_14009 

:PHIL1_14002
Car.ImmuneToNonPlayer($4288, False)

:PHIL1_14009
if 
  not Actor.Dead($4289)
jf @PHIL1_14345 
if 
  Actor.InCar($4289, $4288)
jf @PHIL1_14337 
if 
  not Car.Wrecked($4288)
jf @PHIL1_14330 
if 
01AF:   car $4288 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 
jf @PHIL1_14267 
if 
  TIMERA > 4000 // @ > int 
jf @PHIL1_14267 
if 
82CA:   not car $4288 bounding_sphere_visible 
jf @PHIL1_14267 
Car.StorePos($4288, $4313, $4314, $4315)
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
if 
838A:   not car_in_cube $4313 $4314 $4315 5.0 5.0 5.0 
jf @PHIL1_14267 
if 
80C2:   not sphere_onscreen $4313 $4314 $4315 4.0 
jf @PHIL1_14267 
Car.PutAt($4288, $4313, $4314, $4315)
Car.Angle($4288) = $4319
TIMERA = 0 // @ = int 

:PHIL1_14267
if 
81AF:   not car $4288 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 
jf @PHIL1_14330 
Car.StorePos($4288, $4316, $4317, $4318)
TIMERA = 0 // @ = int 

:PHIL1_14330
jump @PHIL1_14345 

:PHIL1_14337
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14345
if 
  not Actor.Dead($4289)
jf @PHIL1_14560 
if 
  Actor.InCar($4289, $4288)
jf @PHIL1_14552 
if 
  Car.Wrecked($4288)
jf @PHIL1_14545 
if 
02BF:   car $4288 sunk 
jf @PHIL1_14545 
if 
81FC:   not player $PLAYER_CHAR near_car $4288 radius 50.0 50.0 0 
jf @PHIL1_14545 
if 
82CA:   not car $4288 bounding_sphere_visible 
jf @PHIL1_14545 
Car.StorePos($4288, $4313, $4314, $4315)
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
if 
80C2:   not sphere_onscreen $4313 $4314 $4315 3.0 
jf @PHIL1_14545 
Car.PutAt($4288, $4313, $4314, $4315)
Car.Angle($4288) = $4319

:PHIL1_14545
jump @PHIL1_14560 

:PHIL1_14552
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14560
if 
  not Actor.Dead($4289)
jf @PHIL1_14747 
if 
  Actor.InCar($4289, $4288)
jf @PHIL1_14739 
if and
01F4:   car $4288 flipped 
01C1:   car $4288 stopped 
jf @PHIL1_14732 
if 
82CA:   not car $4288 bounding_sphere_visible 
jf @PHIL1_14732 
03ED: set_car $4288 not_damaged_when_upside_down 1 
Car.StorePos($4288, $4313, $4314, $4315)
03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 
if 
80C2:   not sphere_onscreen $4313 $4314 $4315 3.0 
jf @PHIL1_14732 
Car.PutAt($4288, $4313, $4314, $4315)
Car.Angle($4288) = $4319
03ED: set_car $4288 not_damaged_when_upside_down 0 

:PHIL1_14732
jump @PHIL1_14747 

:PHIL1_14739
01CC: actor $4289 kill_player $PLAYER_CHAR 

:PHIL1_14747
return 

:PHIL1_14749
if 
  $4277 == 1 // $ == int 
jf @PHIL1_14928 
Car.RemoveReferences($4238)
Actor.RemoveReferences($4242)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_14831 
Car.Create($4238, #INFERNUS, -984.7, -73.1, 9.9)
jump @PHIL1_14864 

:PHIL1_14831
Car.Create($4238, #INFERNUS, -679.5, 652.6, 9.9)
Car.Angle($4238) = 173.4

:PHIL1_14864
0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 
01B2: give_actor $4242 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4242 weapon_accuracy_to 100 
Car.ImmuneToNonPlayer($4238, True)
00AF: set_car $4238 driver_behaviour_to 5 
00AE: set_vehicle $4238 traffic_behavior_to 2 
$4281 += 1 // $ += int 
$4277 = 0 // $ = int 

:PHIL1_14928
if 
  $4278 == 1 // $ == int 
jf @PHIL1_15107 
Car.RemoveReferences($4239)
Actor.RemoveReferences($4243)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_15010 
Car.Create($4239, #STINGER, -984.7, -78.1, 9.9)
jump @PHIL1_15043 

:PHIL1_15010
Car.Create($4239, #STINGER, -679.5, 657.6, 9.9)
Car.Angle($4239) = 173.4

:PHIL1_15043
0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 
01B2: give_actor $4243 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4243 weapon_accuracy_to 100 
Car.ImmuneToNonPlayer($4239, True)
00AF: set_car $4239 driver_behaviour_to 5 
00AE: set_vehicle $4239 traffic_behavior_to 2 
$4281 += 1 // $ += int 
$4278 = 0 // $ = int 

:PHIL1_15107
if 
  $4279 == 1 // $ == int 
jf @PHIL1_15286 
Car.RemoveReferences($4240)
Actor.RemoveReferences($4244)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_15189 
Car.Create($4240, #CHEETAH, -984.7, -83.1, 9.9)
jump @PHIL1_15222 

:PHIL1_15189
Car.Create($4240, #CHEETAH, -679.5, 662.6, 9.9)
Car.Angle($4240) = 173.4

:PHIL1_15222
0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 
01B2: give_actor $4244 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4244 weapon_accuracy_to 100 
Car.ImmuneToNonPlayer($4240, True)
00AF: set_car $4240 driver_behaviour_to 5 
00AE: set_vehicle $4240 traffic_behavior_to 2 
$4281 += 1 // $ += int 
$4279 = 0 // $ = int 

:PHIL1_15286
if 
  $4280 == 1 // $ == int 
jf @PHIL1_15465 
Car.RemoveReferences($4241)
Actor.RemoveReferences($4245)
if 
8121:   not player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PHIL1_15368 
Car.Create($4241, #BANSHEE, -984.7, -88.1, 9.9)
jump @PHIL1_15401 

:PHIL1_15368
Car.Create($4241, #BANSHEE, -679.5, 667.6, 9.9)
Car.Angle($4241) = 173.4

:PHIL1_15401
0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat 
01B2: give_actor $4245 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4245 weapon_accuracy_to 100 
Car.ImmuneToNonPlayer($4241, True)
00AF: set_car $4241 driver_behaviour_to 5 
00AE: set_vehicle $4241 traffic_behavior_to 2 
$4281 += 1 // $ += int 
$4280 = 0 // $ = int 

:PHIL1_15465
if 
  $4300 == 0 // $ == int 
jf @PHIL1_15490 
$4300 = 1 // $ = int 

:PHIL1_15490
return 

:PHIL1_15492
if 
  $4282 == 1 // $ == int 
jf @PHIL1_15952 
if 
  not Actor.Dead($4242)
jf @PHIL1_15952 
Actor.StorePos($4242, $4323, $4324, $4325)
if 
00E9:   player $PLAYER_CHAR 0 $4242 radius 50.0 50.0 
jf @PHIL1_15739 
if 
80E9:   not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 
jf @PHIL1_15732 
0086: $4326 = $4323 // $ = $ float 
$4326 += 20.0 // $ += float 
0086: $4327 = $4324 // $ = $ float 
$4327 += 20.0 // $ += float 
$4323 -= 20.0 // $ -= float 
$4324 -= 20.0 // $ -= float 
Car.RemoveReferences($4238)
0327: $4238 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
if 
   not $4238 == -1 // $ == int 
jf @PHIL1_15732 
020A: set_car $4238 door_status_to 1 
Car.SetMaxSpeed($4238, 0.0)
01D5: actor $4242 go_to_and_drive_car $4238 
0319: set_actor $4242 running 1 

:PHIL1_15732
jump @PHIL1_15880 

:PHIL1_15739
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_15880 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_15880 
Car.RemoveReferences($4238)
Car.Create($4238, #INFERNUS, $4323, $4324, $4325)
Car.Angle($4238) = $4328
if 
  not Actor.Driving($4242)
jf @PHIL1_15880 
036A: put_actor $4242 in_car $4238 

:PHIL1_15880
if 
  not Car.Wrecked($4238)
jf @PHIL1_15952 
if 
  not Actor.Dead($4242)
jf @PHIL1_15952 
if 
  Actor.InCar($4242, $4238)
jf @PHIL1_15952 
00AF: set_car $4238 driver_behaviour_to 5 
00AE: set_vehicle $4238 traffic_behavior_to 2 
$4282 = 0 // $ = int 

:PHIL1_15952
return 

:PHIL1_15954
if 
  $4283 == 1 // $ == int 
jf @PHIL1_16414 
if 
  not Actor.Dead($4243)
jf @PHIL1_16414 
Actor.StorePos($4243, $4323, $4324, $4325)
if 
00E9:   player $PLAYER_CHAR 0 $4243 radius 50.0 50.0 
jf @PHIL1_16201 
if 
80E9:   not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 
jf @PHIL1_16194 
0086: $4326 = $4323 // $ = $ float 
$4326 += 20.0 // $ += float 
0086: $4327 = $4324 // $ = $ float 
$4327 += 20.0 // $ += float 
$4323 -= 20.0 // $ -= float 
$4324 -= 20.0 // $ -= float 
Car.RemoveReferences($4239)
0327: $4239 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
if 
   not $4239 == -1 // $ == int 
jf @PHIL1_16194 
020A: set_car $4239 door_status_to 1 
Car.SetMaxSpeed($4239, 0.0)
01D5: actor $4243 go_to_and_drive_car $4239 
0319: set_actor $4243 running 1 

:PHIL1_16194
jump @PHIL1_16342 

:PHIL1_16201
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_16342 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_16342 
Car.RemoveReferences($4239)
Car.Create($4239, #STINGER, $4323, $4324, $4325)
Car.Angle($4239) = $4328
if 
  not Actor.Driving($4243)
jf @PHIL1_16342 
036A: put_actor $4243 in_car $4239 

:PHIL1_16342
if 
  not Car.Wrecked($4239)
jf @PHIL1_16414 
if 
  not Actor.Dead($4243)
jf @PHIL1_16414 
if 
  Actor.InCar($4243, $4239)
jf @PHIL1_16414 
00AF: set_car $4239 driver_behaviour_to 5 
00AE: set_vehicle $4239 traffic_behavior_to 2 
$4283 = 0 // $ = int 

:PHIL1_16414
return 

:PHIL1_16416
if 
  $4284 == 1 // $ == int 
jf @PHIL1_16876 
if 
  not Actor.Dead($4244)
jf @PHIL1_16876 
Actor.StorePos($4244, $4323, $4324, $4325)
if 
00E9:   player $PLAYER_CHAR 0 $4244 radius 50.0 50.0 
jf @PHIL1_16663 
if 
80E9:   not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 
jf @PHIL1_16656 
0086: $4326 = $4323 // $ = $ float 
$4326 += 20.0 // $ += float 
0086: $4327 = $4324 // $ = $ float 
$4327 += 20.0 // $ += float 
$4323 -= 20.0 // $ -= float 
$4324 -= 20.0 // $ -= float 
Car.RemoveReferences($4240)
0327: $4240 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
if 
   not $4240 == -1 // $ == int 
jf @PHIL1_16656 
020A: set_car $4240 door_status_to 1 
Car.SetMaxSpeed($4240, 0.0)
01D5: actor $4244 go_to_and_drive_car $4240 
0319: set_actor $4244 running 1 

:PHIL1_16656
jump @PHIL1_16804 

:PHIL1_16663
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_16804 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_16804 
Car.RemoveReferences($4240)
Car.Create($4240, #CHEETAH, $4323, $4324, $4325)
Car.Angle($4240) = $4328
if 
  not Actor.Driving($4244)
jf @PHIL1_16804 
036A: put_actor $4244 in_car $4240 

:PHIL1_16804
if 
  not Car.Wrecked($4240)
jf @PHIL1_16876 
if 
  not Actor.Dead($4244)
jf @PHIL1_16876 
if 
  Actor.InCar($4244, $4240)
jf @PHIL1_16876 
00AF: set_car $4240 driver_behaviour_to 5 
00AE: set_vehicle $4240 traffic_behavior_to 2 
$4284 = 0 // $ = int 

:PHIL1_16876
return 

:PHIL1_16878
if 
  $4285 == 1 // $ == int 
jf @PHIL1_17338 
if 
  not Actor.Dead($4245)
jf @PHIL1_17338 
Actor.StorePos($4245, $4323, $4324, $4325)
if 
00E9:   player $PLAYER_CHAR 0 $4245 radius 50.0 50.0 
jf @PHIL1_17125 
if 
80E9:   not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 
jf @PHIL1_17118 
0086: $4326 = $4323 // $ = $ float 
$4326 += 20.0 // $ += float 
0086: $4327 = $4324 // $ = $ float 
$4327 += 20.0 // $ += float 
$4323 -= 20.0 // $ -= float 
$4324 -= 20.0 // $ -= float 
Car.RemoveReferences($4241)
0327: $4241 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 
if 
   not $4241 == -1 // $ == int 
jf @PHIL1_17118 
020A: set_car $4241 door_status_to 1 
Car.SetMaxSpeed($4241, 0.0)
01D5: actor $4245 go_to_and_drive_car $4241 
0319: set_actor $4245 running 1 

:PHIL1_17118
jump @PHIL1_17266 

:PHIL1_17125
03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 
if 
80C2:   not sphere_onscreen $4323 $4324 $4325 3.0 
jf @PHIL1_17266 
if 
838A:   not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 
jf @PHIL1_17266 
Car.RemoveReferences($4241)
Car.Create($4241, #BANSHEE, $4323, $4324, $4325)
Car.Angle($4241) = $4328
if 
  not Actor.Driving($4245)
jf @PHIL1_17266 
036A: put_actor $4245 in_car $4241 

:PHIL1_17266
if 
  not Car.Wrecked($4241)
jf @PHIL1_17338 
if 
  not Actor.Dead($4245)
jf @PHIL1_17338 
if 
  Actor.InCar($4245, $4241)
jf @PHIL1_17338 
00AF: set_car $4241 driver_behaviour_to 5 
00AE: set_vehicle $4241 traffic_behavior_to 2 
$4285 = 0 // $ = int 

:PHIL1_17338
return 

:PHIL1_17340
if 
  not Car.Wrecked($4226)
jf @PHIL1_17368 
Marker.Disable($4254)
$4296 = 1 // $ = int 

:PHIL1_17368
if 
  not Car.Wrecked($4227)
jf @PHIL1_17396 
Marker.Disable($4255)
$4297 = 1 // $ = int 

:PHIL1_17396
if 
  not Car.Wrecked($4228)
jf @PHIL1_17424 
Marker.Disable($4256)
$4298 = 1 // $ = int 

:PHIL1_17424
if 
  not Car.Wrecked($4229)
jf @PHIL1_17452 
Marker.Disable($4257)
$4299 = 1 // $ = int 

:PHIL1_17452
return 

//-------------Mission 26---------------
// Originally: Boomshine Saigon

:PHIL2
script_name 'PHIL2' 
gosub @PHIL2_46 
if 
  wasted_or_busted 
jf @PHIL2_37 
gosub @PHIL2_7047 

:PHIL2_37
gosub @PHIL2_7142 
terminate_this_script 

:PHIL2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PHIL2' 
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 
$4352 = 0 // $ = int 
$4353 = 0 // $ = int 
$4354 = 0 // $ = int 
$4355 = 0 // $ = int 
$4356 = 0 // $ = int 
$10105 = 0 // $ = int 
$4357 = 100 // $ = int 
$4358 = 0 // $ = int 
$4359 = 0 // $ = int 
$4360 = 8 // $ = int 
$4361 = 255 // $ = int 
$4362 = 0 // $ = int 
$4363 = 0 // $ = int 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$4364 = 0.0 // $ = float 
$4365 = 0.0 // $ = float 
$4366 = 0.0 // $ = float 
$4367 = 0.0 // $ = float 
$4368 = 0.0 // $ = float 
$4369 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPHIL' 
02F3: load_object #CUTOBJ01 'PHILBMB' 
Camera.SetAtPos(-1099.62, 327.21, 10.23)
038B: load_requested_models 

:PHIL2_339
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PHIL2_369 
wait 0 
jump @PHIL2_339 

:PHIL2_369
if 
  not Model.Available(#CUTOBJ01)
jf @PHIL2_396 
wait 0 
jump @PHIL2_369 

:PHIL2_396
0395: clear_area 1 at -1083.1 321.1 11.2 range 300.0 
02E4: load_cutscene_data 'PHIL_2' 
0244: set_cutscene_pos -1099.62 327.21 10.23 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $137 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $137 'CSPHIL' 
02E5: $4370 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4370 'PHILBMB' 
0395: clear_area 1 at -1105.0 334.0 10.8 range 1.0 
0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8 
0171: set_player $PLAYER_CHAR z_angle_to 265.8 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PHIL2_591
if 
  1073 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_626 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_591 

:PHIL2_626
00BC: text_highpriority 'PHIL2_A' time 10000 1  // Hey Phil, how's it goin?

:PHIL2_641
if 
  2713 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_676 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_641 

:PHIL2_676
00BC: text_highpriority 'PHIL2_B' time 10000 1  // Heeyyyy, Tommy. Howyadoin'? Ish been too long...

:PHIL2_691
if 
  8842 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_726 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_691 

:PHIL2_726
00BC: text_highpriority 'PHIL2_C' time 10000 1  // I swear you should lay off that boomshine, man -

:PHIL2_741
if 
  10547 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_776 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_741 

:PHIL2_776
00BC: text_highpriority 'PHIL2_D' time 10000 1  // smells like paint stripper. Making my eyes burn...

:PHIL2_791
if 
  13397 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_826 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_791 

:PHIL2_826
00BC: text_highpriority 'PHIL2_E' time 10000 1  // Shshs shhh youshelf Tommy,

:PHIL2_841
if 
  16619 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_876 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_841 

:PHIL2_876
00BC: text_highpriority 'PHIL2_F' time 10000 1  // and come over here because there's someshin' I wanna show you.. someshin.

:PHIL2_891
if 
  20734 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_926 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_891 

:PHIL2_926
00BC: text_highpriority 'PHIL2_G' time 10000 1  // Woof! God! Should I be able to smell that from way over here? I'm feeling woozy.

:PHIL2_941
if 
  24299 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_976 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_941 

:PHIL2_976
00BC: text_highpriority 'PHIL2_H' time 10000 1  // Don'tchaworry about the shmell Tommy, you jush wash thish.

:PHIL2_991
if 
  32636 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1026 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_991 

:PHIL2_1026
00BC: text_highpriority 'PHIL2_I' time 10000 1  // Shittycheapbatteriesh or shumin'. There'sh shum more on the bench.

:PHIL2_1041
if 
  44824 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1078 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1041 

:PHIL2_1078
00BC: text_highpriority 'PHIL2_J' time 10000 1  // TA-DAAA!

:PHIL2_1093
if 
  46000 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1130 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1093 

:PHIL2_1130
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1200 
020C: create_explosion 2 at -1083.8 352.7 11.3 
020C: create_explosion 11 at -1083.8 352.7 11.3 
020C: create_explosion 6 at -1083.8 352.7 11.3 

:PHIL2_1200
if 
  48307 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1237 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1200 

:PHIL2_1237
00BC: text_highpriority 'PHIL2_K' time 10000 1  // Aww Damn!
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1301 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1301 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1301
if 
  48807 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1338 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1301 

:PHIL2_1338
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1387 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1387 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1387
if 
  49307 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1424 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1387 

:PHIL2_1424
00BE: text_clear_all 

:PHIL2_1426
if 
  49907 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1463 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1426 

:PHIL2_1463
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1512 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1512 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1512
if 
  50007 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1549 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1512 

:PHIL2_1549
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1598 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1598 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1598
if 
  51007 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1598 

:PHIL2_1635
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1684 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1684 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1684
if 
  52207 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1721 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1684 

:PHIL2_1721
if 
856A:   not has_cutscene_been_interrupted 
jf @PHIL2_1770 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_1770 
gosub @PHIL2_7208 
gosub @PHIL2_7208 
gosub @PHIL2_7208 

:PHIL2_1770
00BE: text_clear_all 

:PHIL2_1772
if 
  53376 > $CUT_SCENE_TIME // int > $ 
jf @PHIL2_1809 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PHIL2_1772 

:PHIL2_1809
fade 0 1500 
00BE: text_clear_all 

:PHIL2_1818
if 
  fading 
jf @PHIL2_1842 
wait 0 
jump @PHIL2_1818 

:PHIL2_1842
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#PATRIOT)

:PHIL2_1907
if 
  not Model.Available(#PATRIOT)
jf @PHIL2_1934 
wait 0 
jump @PHIL2_1907 

:PHIL2_1934
03CF: load_wav 'PHIL2_1' as 2 

:PHIL2_1946
if 
83D0:   not wav 2 loaded 
jf @PHIL2_1972 
wait 0 
jump @PHIL2_1946 

:PHIL2_1972
if 
  $ONMISSION == 0 // $ == int 
jf @PHIL2_2010 
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_2010
023C: load_special_actor 1 'IGPHIL2' 

:PHIL2_2022
if 
823D:   not special_actor 1 loaded 
jf @PHIL2_2048 
wait 0 
jump @PHIL2_2022 

:PHIL2_2048
Car.Create($4342, #PATRIOT, -1097.0, 334.0, 10.8)
Car.Angle($4342) = 269.2
0369: put_player $PLAYER_CHAR in_car $4342 
Camera.SetBehindPlayer
01C8: $4343 = create_actor_pedtype 4 model #SPECIAL01 in_car $4342 passenger_seat 0 
04F5: set_actor $4343 as_player_friend $PLAYER_CHAR flag 1 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 
052C: set_player $PLAYER_CHAR drunk_visuals 255 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_2153 
0332: set_actor $4343 bleeding_to 1 

:PHIL2_2153
039E: set_actor $4343 locked_while_in_vehicle 1 
0526: set_actor $4343 stay_in_car_when_jacked 1 
015D: set_gamespeed 1.0 
018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 
03C4: set_status_text_to $4357 1 'PHI2_04'  // PHIL'S HEALTH:
$4358 = Car.Health($4342)
$4358 /= 10 // $ /= int 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
fade 1 1500 
00BC: text_highpriority 'SBOB225' time 5000 1 

:PHIL2_2260
wait 0 
if 
  not Car.Wrecked($4342)
jf @PHIL2_4309 
if 
00DC:   player $PLAYER_CHAR in_car $4342 
jf @PHIL2_4309 
if 
  $4363 == 0 // $ == int 
jf @PHIL2_4305 
if 
  $4362 == 0 // $ == int 
jf @PHIL2_2600 
if 
  85 > $4357 // int > $ 
jf @PHIL2_2600 
03CF: load_wav 'PHIL2_4' as 1 

:PHIL2_2365
if 
83D0:   not wav 1 loaded 
jf @PHIL2_2460 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_2431 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2453 

:PHIL2_2431
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2453
jump @PHIL2_2365 

:PHIL2_2460
00BC: text_highpriority 'PHI2_08' time 5000 1  // Watch out! Charlie in the tree line!
03D1: play_wav 1 

:PHIL2_2479
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_2579 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_2550 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2572 

:PHIL2_2550
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2572
jump @PHIL2_2479 

:PHIL2_2579
040D: unload_wav 1 
03D5: remove_text 'PHI2_08'  // Watch out! Charlie in the tree line!
$4362 = 1 // $ = int 

:PHIL2_2600
if 
  $4362 == 1 // $ == int 
jf @PHIL2_2883 
if 
  75 > $4357 // int > $ 
jf @PHIL2_2883 
03CF: load_wav 'PHIL2_5' as 1 

:PHIL2_2648
if 
83D0:   not wav 1 loaded 
jf @PHIL2_2743 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_2714 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2736 

:PHIL2_2714
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2736
jump @PHIL2_2648 

:PHIL2_2743
00BC: text_highpriority 'PHI2_09' time 5000 1  // Is it me or are the roads made of jelly?
03D1: play_wav 1 

:PHIL2_2762
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_2862 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_2833 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_2855 

:PHIL2_2833
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_2855
jump @PHIL2_2762 

:PHIL2_2862
040D: unload_wav 1 
03D5: remove_text 'PHI2_09'  // Is it me or are the roads made of jelly?
$4362 = 2 // $ = int 

:PHIL2_2883
if 
  $4362 == 2 // $ == int 
jf @PHIL2_3166 
if 
  65 > $4357 // int > $ 
jf @PHIL2_3166 
03CF: load_wav 'PHIL2_6' as 1 

:PHIL2_2931
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3026 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_2997 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3019 

:PHIL2_2997
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3019
jump @PHIL2_2931 

:PHIL2_3026
00BC: text_highpriority 'PHI2_10' time 5000 1  // Broken Spoon to Mother Hen, you copy?
03D1: play_wav 1 

:PHIL2_3045
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_3145 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3116 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3138 

:PHIL2_3116
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3138
jump @PHIL2_3045 

:PHIL2_3145
040D: unload_wav 1 
03D5: remove_text 'PHI2_10'  // Broken Spoon to Mother Hen, you copy?
$4362 = 3 // $ = int 

:PHIL2_3166
if 
  $4362 == 3 // $ == int 
jf @PHIL2_3449 
if 
  55 > $4357 // int > $ 
jf @PHIL2_3449 
03CF: load_wav 'PHIL2_7' as 1 

:PHIL2_3214
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3309 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3280 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3302 

:PHIL2_3280
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3302
jump @PHIL2_3214 

:PHIL2_3309
00BC: text_highpriority 'PHI2_11' time 5000 1  // Spooney Wooney Woo Woo Woooo!
03D1: play_wav 1 

:PHIL2_3328
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_3428 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3399 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3421 

:PHIL2_3399
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3421
jump @PHIL2_3328 

:PHIL2_3428
040D: unload_wav 1 
03D5: remove_text 'PHI2_11'  // Spooney Wooney Woo Woo Woooo!
$4362 = 4 // $ = int 

:PHIL2_3449
if 
  $4362 == 4 // $ == int 
jf @PHIL2_3732 
if 
  45 > $4357 // int > $ 
jf @PHIL2_3732 
03CF: load_wav 'PHIL2_8' as 1 

:PHIL2_3497
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3592 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3563 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3585 

:PHIL2_3563
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3585
jump @PHIL2_3497 

:PHIL2_3592
00BC: text_highpriority 'PHI2_12' time 5000 1  // He's come for me boy!
03D1: play_wav 1 

:PHIL2_3611
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_3711 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3682 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3704 

:PHIL2_3682
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3704
jump @PHIL2_3611 

:PHIL2_3711
040D: unload_wav 1 
03D5: remove_text 'PHI2_12'  // He's come for me boy!
$4362 = 5 // $ = int 

:PHIL2_3732
if 
  $4362 == 5 // $ == int 
jf @PHIL2_4015 
if 
  35 > $4357 // int > $ 
jf @PHIL2_4015 
03CF: load_wav 'PHIL2_9' as 1 

:PHIL2_3780
if 
83D0:   not wav 1 loaded 
jf @PHIL2_3875 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3846 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3868 

:PHIL2_3846
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3868
jump @PHIL2_3780 

:PHIL2_3875
00BC: text_highpriority 'PHI2_13' time 5000 1  // Black feathered wings beating all around...
03D1: play_wav 1 

:PHIL2_3894
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_3994 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_3965 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_3987 

:PHIL2_3965
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_3987
jump @PHIL2_3894 

:PHIL2_3994
040D: unload_wav 1 
03D5: remove_text 'PHI2_13'  // Black feathered wings beating all around...
$4362 = 6 // $ = int 

:PHIL2_4015
if 
  $4362 == 6 // $ == int 
jf @PHIL2_4298 
if 
  25 > $4357 // int > $ 
jf @PHIL2_4298 
03CF: load_wav 'PHIL210' as 1 

:PHIL2_4063
if 
83D0:   not wav 1 loaded 
jf @PHIL2_4158 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_4129 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_4151 

:PHIL2_4129
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4151
jump @PHIL2_4063 

:PHIL2_4158
00BC: text_highpriority 'PHI2_14' time 5000 1  // It's beautiful, man ... it's beautiful ... but so cold ...
03D1: play_wav 1 

:PHIL2_4177
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_4277 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_4248 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_4270 

:PHIL2_4248
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_4270
jump @PHIL2_4177 

:PHIL2_4277
040D: unload_wav 1 
03D5: remove_text 'PHI2_14'  // It's beautiful, man ... it's beautiful ... but so cold ...
$4362 = 7 // $ = int 

:PHIL2_4298
jump @PHIL2_4309 

:PHIL2_4305
040D: unload_wav 1 

:PHIL2_4309
if 
  not Car.Wrecked($4342)
jf @PHIL2_6980 
if and
01F4:   car $4342 flipped 
01C1:   car $4342 stopped 
jf @PHIL2_4353 
$4354 = 1 // $ = int 

:PHIL2_4353
if and
80DC:   not player $PLAYER_CHAR in_car $4342 
  $4353 == 0 // $ == int 
  $4354 == 0 // $ == int 
jf @PHIL2_4426 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.CreateAboveCar($4349, $4342)
Marker.Disable($4350)
Marker.Disable($4351)
$4353 = 1 // $ = int 

:PHIL2_4426
if and
00DC:   player $PLAYER_CHAR in_car $4342 
  $4353 == 1 // $ == int 
jf @PHIL2_4552 
Marker.Disable($4349)
Marker.Disable($4350)
Marker.Disable($4351)
if 
  $4352 == 0 // $ == int 
jf @PHIL2_4505 
018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 

:PHIL2_4505
if 
  $4352 == 1 // $ == int 
jf @PHIL2_4543 
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 

:PHIL2_4543
00BE: text_clear_all 
$4353 = 0 // $ = int 

:PHIL2_4552
$4356 = Car.Health($4342)
$4356 /= 10 // $ /= int 
if 
001C:   $4358 > $4356 // $ > $ int 
jf @PHIL2_4617 
0084: $4359 = $4358 // $ = $ int 
0060: $4359 -= $4356 // $ -= $ int 
0060: $4357 -= $4359 // $ -= $ int 
$4357 -= 5 // $ -= int 

:PHIL2_4617
if 
00E1:   player 0 pressed_button 16 
jf @PHIL2_4846 
$10105 += 1 // $ += int 
if 
  $10105 == 5 // $ == int 
jf @PHIL2_4675 
0209: $10104 = random_int_in_ranges 1 3 
jump @PHIL2_4675 

:PHIL2_4675
if 
  $10104 == 1 // $ == int 
jf @PHIL2_4757 
if 
  $10105 > 20 // $ > int 
jf @PHIL2_4821 
$764 = Car.Angle($4342)
0208: $765 = random_float 1.0 2.7 
0059: $764 += $765 // $ += $ float 
Car.Angle($4342) = $764
jump @PHIL2_4821 

:PHIL2_4757
if 
  $10105 > 20 // $ > int 
jf @PHIL2_4821 
$764 = Car.Angle($4342)
0208: $765 = random_float 1.0 2.7 
0061: $764 -= $765 // $ -= $ float 
Car.Angle($4342) = $764
jump @PHIL2_4821 

:PHIL2_4821
if 
  $10105 > 29 // $ > int 
jf @PHIL2_4846 
$10105 = 0 // $ = int 

:PHIL2_4846
0084: $4358 = $4356 // $ = $ int 
if 
  TIMERA > 2000 // @ > int 
jf @PHIL2_4887 
$4357 -= 3 // $ -= int 
TIMERA = 0 // @ = int 

:PHIL2_4887
if 
  1 > $4357 // int > $ 
jf @PHIL2_4948 
if 
  not Actor.Dead($4343)
jf @PHIL2_4926 
0321: kill_actor $4343 

:PHIL2_4926
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_7047 

:PHIL2_4948
if 
  TIMERB > 20000 // @ > int 
jf @PHIL2_5004 
$4360 -= 1 // $ -= int 
$4361 -= 30 // $ -= int 
03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 
052C: set_player $PLAYER_CHAR drunk_visuals $4361 
TIMERB = 0 // @ = int 

:PHIL2_5004
02E3: $4368 = car $4342 speed 
if 
  $4368 > 5.0 // $ > float 
jf @PHIL2_5434 
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @PHIL2_5434 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4364 = $95 // $ = $ float 
$4364 += 10.0 // $ += float 
0086: $4365 = $96 // $ = $ float 
$4365 += 10.0 // $ += float 
0086: $4366 = $95 // $ = $ float 
$4366 -= 10.0 // $ -= float 
0086: $4367 = $96 // $ = $ float 
$4367 -= 10.0 // $ -= float 
0469: create_actor $4344 in area $4364 $4365 $4366 $4367 unknown 1 0 0 0 0 
if 
   not $4344 == -1 // $ == int 
jf @PHIL2_5429 
Player.WantedLevel($PLAYER_CHAR) = 6
03CF: load_wav 'PHIL211' as 1 

:PHIL2_5201
if 
83D0:   not wav 1 loaded 
jf @PHIL2_5296 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_5267 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_5289 

:PHIL2_5267
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5289
jump @PHIL2_5201 

:PHIL2_5296
00BC: text_highpriority 'PHI2_15' time 5000 1  // 10-4 we've got a drunk driver.
03D1: play_wav 1 

:PHIL2_5315
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4343)
jf @PHIL2_5415 
wait 0 
if 
  $4352 == 0 // $ == int 
jf @PHIL2_5386 
03A1: draw_sphere -871.6 -469.5 9.9 radius 7.0 
jump @PHIL2_5408 

:PHIL2_5386
03A1: draw_sphere -1183.0 -664.2 10.5 radius 7.0 

:PHIL2_5408
jump @PHIL2_5315 

:PHIL2_5415
040D: unload_wav 1 
03D5: remove_text 'PHI2_15'  // 10-4 we've got a drunk driver.

:PHIL2_5429
Actor.RemoveReferences($4344)

:PHIL2_5434
if 
  $4352 == 0 // $ == int 
jf @PHIL2_5659 
if 
  not Car.Wrecked($4342)
jf @PHIL2_5659 
if 
00DC:   player $PLAYER_CHAR in_car $4342 
jf @PHIL2_5659 
if 
01B0:   car $4342 stopped 1 -871.6 -469.5 9.9 radius 7.0 7.0 7.0 
jf @PHIL2_5659 
Marker.Disable($4350)
018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 
$4363 = 1 // $ = int 
00BC: text_highpriority 'PHI2_05' time 5000 1  // Not the hospital, man! Too many cops and Viet Cong!
03D1: play_wav 2 

:PHIL2_5586
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4343)
jf @PHIL2_5617 
wait 0 
jump @PHIL2_5586 

:PHIL2_5617
040D: unload_wav 2 
03D5: remove_text 'PHI2_05'  // Not the hospital, man! Too many cops and Viet Cong!
040D: unload_wav 2 
03D5: remove_text 'PHI2_07'  // He's got a place down Little Havana - ooo look, a giant fish.
$4363 = 0 // $ = int 
$4352 = 1 // $ = int 

:PHIL2_5659
if 
  $4352 == 1 // $ == int 
jf @PHIL2_6973 
if 
  not Car.Wrecked($4342)
jf @PHIL2_6951 
if 
00DC:   player $PLAYER_CHAR in_car $4342 
jf @PHIL2_6944 
if 
01B0:   car $4342 stopped 1 -1183.0 -664.2 10.5 radius 7.0 7.0 7.0 
jf @PHIL2_6944 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
if 
  not Actor.Dead($4343)
jf @PHIL2_5842 
$4369 = Car.Angle($4342)
Car.PutAt($4342, -1183.0, -664.2, 10.5)
Car.Angle($4342) = $4369
03E2: actor $4343 leave_any_car 
0245: set_actor $4343 walk_style_to 48 

:PHIL2_5842
Camera.SetPosition(-1178.1, -676.3, 15.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1183.7, -656.7, 11.1, 2)
03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5 
if 
  not Actor.Dead($4343)
jf @PHIL2_5961 
011C: actor $4343 clear_objective 
0211: actor $4343 walk_to -1218.9 -665.1 

:PHIL2_5961
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:PHIL2_5975
wait 0 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_6043 
if 
  not Actor.Dead($4343)
jf @PHIL2_6036 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_6036 
gosub @PHIL2_8180 

:PHIL2_6036
TIMERB = 0 // @ = int 

:PHIL2_6043
if 
  TIMERA > 2000 // @ > int 
jf @PHIL2_6083 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
jump @PHIL2_6090 

:PHIL2_6083
jump @PHIL2_5975 

:PHIL2_6090
wait 0 
if 
  not Actor.Dead($4343)
jf @PHIL2_6227 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_6174 
if 
  not Actor.Dead($4343)
jf @PHIL2_6167 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_6167 
gosub @PHIL2_8180 

:PHIL2_6167
TIMERB = 0 // @ = int 

:PHIL2_6174
if or
00ED:   actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 
  TIMERA > 3000 // @ > int 
jf @PHIL2_6227 
jump @PHIL2_6234 

:PHIL2_6227
jump @PHIL2_6090 

:PHIL2_6234
if 
  not Actor.Dead($4343)
jf @PHIL2_6290 
011C: actor $4343 clear_objective 
Actor.PutAt($4343, -1191.7, -664.3, 10.5)
0211: actor $4343 walk_to -1218.9 -665.1 

:PHIL2_6290
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
Camera.SetPosition(-1174.3, -664.2, 15.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1184.5, -664.1, 11.64, 2)

:PHIL2_6355
wait 0 
if 
  not Actor.Dead($4343)
jf @PHIL2_6492 
if 
  TIMERB > 500 // @ > int 
jf @PHIL2_6439 
if 
  not Actor.Dead($4343)
jf @PHIL2_6432 
if and
840C:   not german_game 
840B:   not french_game 
jf @PHIL2_6432 
gosub @PHIL2_8180 

:PHIL2_6432
TIMERB = 0 // @ = int 

:PHIL2_6439
if or
00ED:   actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 
  TIMERA > 3000 // @ > int 
jf @PHIL2_6492 
jump @PHIL2_6499 

:PHIL2_6492
jump @PHIL2_6355 

:PHIL2_6499
015D: set_gamespeed 1.0 
fade 0 500 

:PHIL2_6513
if 
  fading 
jf @PHIL2_6537 
wait 0 
jump @PHIL2_6513 

:PHIL2_6537
Actor.DestroyInstantly($4343)
Pickup.Create($4345, #BRASSKNUCKLE, 1, -1105.9, 335.3, 11.1)
Pickup.Create($4346, #CHNSAW, 1, -1105.9, 330.3, 11.1)
Pickup.Create($4347, #CAMERA, 1, -1105.9, 325.3, 11.1)
Pickup.Create($4348, #SCREWDRIVER, 1, -1105.9, 320.3, 11.1)
Camera.SetAtPos(-1038.4, 309.7, 20.9)
Camera.SetPosition(-1038.4, 309.7, 20.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1065.6, 322.1, 21.7, 2)
fade 1 500 

:PHIL2_6717
if 
  fading 
jf @PHIL2_6741 
wait 0 
jump @PHIL2_6717 

:PHIL2_6741
0394: play_music 1 
00BA: text_styled 'PHI_AS1' 5000 ms 6  // PHILS PLACE ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1093.2, 345.0, 14.3)
Camera.SetPosition(-1093.2, 345.0, 14.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1110.1, 331.3, 11.0, 2)
00BC: text_highpriority 'PHI_AS2' time 6000 1  // ~g~New Weapons available to purchase from Phils Place.
wait 6000 
fade 0 500 

:PHIL2_6860
if 
  fading 
jf @PHIL2_6884 
wait 0 
jump @PHIL2_6860 

:PHIL2_6884
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
052C: set_player $PLAYER_CHAR drunk_visuals $4361 
jump @PHIL2_7064 

:PHIL2_6944
jump @PHIL2_6973 

:PHIL2_6951
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_7047 

:PHIL2_6973
jump @PHIL2_7002 

:PHIL2_6980
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_7047 

:PHIL2_7002
if 
  Actor.Dead($4343)
jf @PHIL2_7040 
00BC: text_highpriority 'PHI2_03' time 5000 1  // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
jump @PHIL2_7047 

:PHIL2_7040
jump @PHIL2_2260 

:PHIL2_7047
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PHIL2_7064
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PHIL_2'  // Boomshine Saigon
Marker.Disable($253)
04CE: $253 = create_icon_marker_without_sphere $423 at $492 $493 $494 
$255 = 1 // $ = int 
return 

:PHIL2_7142
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#PATRIOT)
Actor.RemoveReferences($4344)
Camera.Shake(0)
Actor.DestroyWithFade($4343)
0296: unload_special_actor 1 
Marker.Disable($4349)
Marker.Disable($4350)
Marker.Disable($4351)
0151: remove_status_text $4357 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PHIL2_7208
if 
80E1:   not player 0 pressed_button 16 
jf @PHIL2_8178 
0400: create_coordinate $95 $96 $97 from_object $137 offset 0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 

:PHIL2_8178
return 

:PHIL2_8180
04C4: create_coordinate $95 $96 $97 from_actor $4343 offset -0.3 0.3 0.3 
0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 
return 

//-------------Mission 27---------------
// Originally: Recruitment Drive

:PORNO1
script_name 'PORNO1' 
gosub @PORNO1_46 
if 
  wasted_or_busted 
jf @PORNO1_37 
gosub @PORNO1_13003 

:PORNO1_37
gosub @PORNO1_13088 
terminate_this_script 

:PORNO1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN1' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$2887 = 0 // $ = int 
$2888 = 0 // $ = int 
$2891 = 0 // $ = int 
$2892 = 0 // $ = int 
$2895 = 0 // $ = int 
$2896 = 0 // $ = int 
$2883 = 0 // $ = int 
$2884 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 240000 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4387 = 0 // $ = int 
$4388 = 0 // $ = int 
$4386 = 0 // $ = int 
$4400 = 0.0 // $ = float 
$4389 = 0 // $ = int 
$4390 = 0 // $ = int 
$4391 = 0 // $ = int 
$4392 = 0 // $ = int 
$4393 = 0 // $ = int 
$4394 = 0 // $ = int 
$4395 = 0 // $ = int 
$4401 = 0.0 // $ = float 
$4402 = 0.0 // $ = float 
$4403 = 0.0 // $ = float 
$4404 = 0.0 // $ = float 
$4396 = 0 // $ = int 
$4397 = 0 // $ = int 
$4398 = 0 // $ = int 
$4399 = 0.0 // $ = float 
03CF: load_wav 'MONO_3' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSJUGGZ' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO1_568
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 
823D:   not special_actor 5 loaded 
jf @PORNO1_610 
wait 0 
jump @PORNO1_568 

:PORNO1_610
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @PORNO1_642 
wait 0 
jump @PORNO1_610 

:PORNO1_642
02E4: load_cutscene_data 'PORN_1' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $4405 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $4405 'CSJUGGZ' 
02E5: $197 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $164 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO1_894
if 
  2533 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_929 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_894 

:PORNO1_929
00BC: text_highpriority 'POR1_A' time 10000 1  // Action.

:PORNO1_944
if 
  3343 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_979 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_944 

:PORNO1_979
00BC: text_highpriority 'POR1_B' time 10000 1  // Whoa! Now that's big.

:PORNO1_994
if 
  6008 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1029 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_994 

:PORNO1_1029
00BC: text_highpriority 'POR1_C' time 10000 1  // 12 inches. That is regulation baby.

:PORNO1_1044
if 
  11226 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1079 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1044 

:PORNO1_1079
00BC: text_highpriority 'POR1_D' time 10000 1  // CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY?

:PORNO1_1094
if 
  16462 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1129 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1094 

:PORNO1_1129
00BC: text_highpriority 'POR1_E' time 10000 1  // What is all this crap?

:PORNO1_1144
if 
  18076 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1179 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1144 

:PORNO1_1179
00BC: text_highpriority 'POR1_F' time 10000 1  // Aliens? Fishing poles?

:PORNO1_1194
if 
  20247 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1229 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1194 

:PORNO1_1229
00BC: text_highpriority 'POR1_G' time 10000 1  // Who's ever seen a shark that big?

:PORNO1_1244
if 
  22282 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1279 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1244 

:PORNO1_1279
00BC: text_highpriority 'POR1_H' time 10000 1  // All this stuff's gotta go.

:PORNO1_1294
if 
  24320 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1329 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1294 

:PORNO1_1329
00BC: text_highpriority 'POR1_I' time 10000 1  // Why'd you get in this business, ya prick?

:PORNO1_1344
if 
  26352 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1379 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1344 

:PORNO1_1379
00BC: text_highpriority 'POR1_J' time 10000 1  // Huh?

:PORNO1_1394
if 
  27126 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1429 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1394 

:PORNO1_1429
00BC: text_highpriority 'POR1_K' time 10000 1  // For the pussy, that's why! What is this??

:PORNO1_1444
if 
  30127 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1479 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1444 

:PORNO1_1479
00BC: text_highpriority 'POR1_L' time 10000 1  // This is my art - SECURITY!

:PORNO1_1494
if 
  34028 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1531 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1494 

:PORNO1_1531
00BC: text_highpriority 'POR1_M' time 10000 1  // Look, you pompous asshole, I own you now. I own all of this.

:PORNO1_1546
if 
  38273 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1583 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1546 

:PORNO1_1583
00BC: text_highpriority 'POR1_N' time 10000 1  // We're gonna turn this place around...

:PORNO1_1598
if 
  40013 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1635 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1598 

:PORNO1_1635
00BC: text_highpriority 'POR1_O' time 10000 1  // I'm gonna make you rich.

:PORNO1_1650
if 
  42086 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1687 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1650 

:PORNO1_1687
00BC: text_highpriority 'POR1_P' time 10000 1  // Uh. You're - You - you're Tommy Vercetti? But I thought that you were...

:PORNO1_1702
if 
  46091 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1739 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1702 

:PORNO1_1739
00BC: text_highpriority 'POR1_Q' time 10000 1  // That's right.

:PORNO1_1754
if 
  47169 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1791 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1754 

:PORNO1_1791
00BC: text_highpriority 'POR1_R' time 10000 1  // We're gonna be making some changes around here and start making some real money.

:PORNO1_1806
if 
  50143 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1843 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1806 

:PORNO1_1843
00BC: text_highpriority 'POR1_S' time 10000 1  // Actually, have you ever thought about, umm...

:PORNO1_1858
if 
  52720 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1895 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1858 

:PORNO1_1895
00BC: text_highpriority 'POR1_T' time 10000 1  // But first we're going to need some good-looking broads.

:PORNO1_1910
if 
  54090 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1947 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1910 

:PORNO1_1947
00BC: text_highpriority 'POR1_U' time 10000 1  // Yeh, girls are fine but you... whew!

:PORNO1_1962
if 
  56976 > $CUT_SCENE_TIME // int > $ 
jf @PORNO1_1999 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO1_1962 

:PORNO1_1999
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @PORNO1_2045 
if 
03D0:   wav 1 loaded 
jf @PORNO1_2045 
03D1: play_wav 1 

:PORNO1_2045
if 
  fading 
jf @PORNO1_2069 
wait 0 
jump @PORNO1_2045 

:PORNO1_2069
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#WMYPI)
Model.Load(#BMYCR)
Model.Load(#HMYRI)
Model.Load(#SENTINEL)
Model.Load(#BAT)
Model.Load(#TEC9)
Model.Load(#STRETCH)
Model.Load(#POLICE)

:PORNO1_2200
if or
  not Model.Available(#WMYPI)
  not Model.Available(#BMYCR)
  not Model.Available(#HMYRI)
jf @PORNO1_2234 
wait 0 
jump @PORNO1_2200 

:PORNO1_2234
if or
  not Model.Available(#SENTINEL)
  not Model.Available(#BAT)
  not Model.Available(#TEC9)
  not Model.Available(#STRETCH)
  not Model.Available(#POLICE)
jf @PORNO1_2281 
wait 0 
jump @PORNO1_2234 

:PORNO1_2281
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGMERC' 

:PORNO1_2305
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PORNO1_2335 
wait 0 
jump @PORNO1_2305 

:PORNO1_2335
038B: load_requested_models 
018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 
fade 1 1500 
00BC: text_highpriority 'POR1_01' time 5000 1  // ~g~Candy Suxxx would be perfect for a starring role!
00BB: text_lowpriority 'POR1_23' time 5000 1  // ~g~Candy will be taking care of business ~h~Downtown~g~.
0481: set_enter_car_range_multiplier 3.0 

:PORNO1_2401
if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1324.6 10.7 radius 1.0 1.0 2.0 
jf @PORNO1_2516 
wait 0 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -448.3 1324.6 10.7 radius 20.0 20.0 20.0 
jf @PORNO1_2509 
00DA: $4378 = player $PLAYER_CHAR car 

:PORNO1_2509
jump @PORNO1_2401 

:PORNO1_2516
03CF: load_wav 'PORN1_1' as 1 
03CF: load_wav 'PORN1_2' as 2 

:PORNO1_2540
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_2570 
wait 0 
jump @PORNO1_2540 

:PORNO1_2570
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Car.Wrecked($4378)
jf @PORNO1_2665 
if 
01AD:   car $4378 sphere 0 near_point -448.3 1324.6 radius 30.0 30.0 
jf @PORNO1_2665 
Car.PutAt($4378, -441.9, 1337.0, 10.7)
Car.Angle($4378) = 289.8

:PORNO1_2665
03BA: clear_cars_from_cube -584.8 1320.7 5.5 -309.7 1360.2 15.5 
01EB: set_traffic_density_multiplier_to 0.0 
0055: put_player $PLAYER_CHAR at -448.3 1324.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 19.7 
Camera.SetPosition(-445.3, 1321.8, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(-450.3, 1327.7, 12.0, 2)
00BC: text_highpriority 'POR1_26' time 5000 1  // ~g~Here's Candy, looks like she has been with Congressman Shrub again.
Car.Create($4379, #STRETCH, -492.4, 1335.8, 10.4)
00AE: set_vehicle $4379 traffic_behavior_to 2 
Car.Angle($4379) = 276.1
0129: $4380 = create_actor 4 #HMYRI in_car $4379 driverseat 
0229: set_car $4379 color_to 34 34 
01C8: $4372 = create_actor_pedtype 5 model #SPECIAL01 in_car $4379 passenger_seat 2 
04F5: set_actor $4372 as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $4372 threat_search 
02A9: set_actor $4372 immune_to_nonplayer 1 
0245: set_actor $4372 walk_style_to 46 
0319: set_actor $4372 running 1 
0568: set_actor $4372 untargetable 1 
053C: set_actor $4372 in_players_group_can_fight 0 
04BA: set_car $4379 speed_instantly 15.0 
Car.SetMaxSpeed($4379, 15.0)
Car.DriveTo($4379, -448.4, 1340.6, 10.4)
TIMERB = 0 // @ = int 

:PORNO1_2972
wait 0 
if 
  not Car.Wrecked($4379)
jf @PORNO1_3110 
if 
  TIMERB > 7000 // @ > int 
jf @PORNO1_3018 
jump @PORNO1_3117 

:PORNO1_3018
if 
81AF:   not car $4379 0 -448.4 1340.6 10.4 radius 4.0 4.0 4.0 
jf @PORNO1_3093 
Car.DriveTo($4379, -448.4, 1340.6, 10.4)
jump @PORNO1_3110 

:PORNO1_3093
Car.SetMaxSpeed($4379, 0.0)
jump @PORNO1_3117 

:PORNO1_3110
jump @PORNO1_2972 

:PORNO1_3117
if 
  not Car.Wrecked($4379)
jf @PORNO1_3167 
if 
  not Actor.Dead($4372)
jf @PORNO1_3167 
Car.SetMaxSpeed($4379, 0.0)
01D3: actor $4372 leave_car $4379 

:PORNO1_3167
wait 0 
if 
  not Car.Wrecked($4379)
jf @PORNO1_4051 
01E9: $4395 = car $4379 num_passengers 
if 
  $4395 == 0 // $ == int 
jf @PORNO1_4044 
if 
  not Actor.Dead($4372)
jf @PORNO1_4023 
Camera.Restore_WithJumpCut
01D1: actor $4372 follow_actor $PLAYER_ACTOR 
01D1: actor $PLAYER_ACTOR follow_actor $4372 
if 
  not Car.Wrecked($4379)
jf @PORNO1_3293 
Car.SetMaxSpeed($4379, 15.0)
Car.DriveTo($4379, -338.6, 1133.1, 8.5)

:PORNO1_3293
Car.Create($4371, #SENTINEL, -492.4, 1335.8, 33.4)
Car.Angle($4371) = 276.1
0229: set_car $4371 color_to 0 0 
Car.SetImmunities($4371, 1, 1, 1, 1, 1)
020A: set_car $4371 door_status_to 2 
Car.Create($2887, #SENTINEL, -492.4, 1335.8, 30.4)
Car.Angle($2887) = 276.1
0229: set_car $2887 color_to 0 0 
Car.SetImmunities($2887, 1, 1, 1, 1, 1)
020A: set_car $2887 door_status_to 2 
Car.Create($2888, #SENTINEL, -492.4, 1335.8, 10.4)
Car.Angle($2888) = 276.1
020A: set_car $2888 door_status_to 2 
0229: set_car $2888 color_to 1 1 
Car.SetImmunities($2888, 0, 0, 1, 0, 0)
Car.LockInCurrentPosition($2887, True)
Car.LockInCurrentPosition($4371, True)
00AE: set_vehicle $2888 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($2888, True)
0129: $4373 = create_actor 4 #WMYPI in_car $4371 driverseat 
01B2: give_actor $4373 weapon 22 ammo 30000 // Load the weapon model before using this 
02A9: set_actor $4373 immune_to_nonplayer 1 
054A: set_actor $4373 can_be_shot_in_a_car 0 
0129: $2891 = create_actor 4 #WMYPI in_car $2887 driverseat 
01B2: give_actor $2891 weapon 22 ammo 30000 // Load the weapon model before using this 
02A9: set_actor $2891 immune_to_nonplayer 1 
054A: set_actor $2891 can_be_shot_in_a_car 0 
0129: $2892 = create_actor 4 #WMYPI in_car $2888 driverseat 
01B2: give_actor $2892 weapon 22 ammo 30000 // Load the weapon model before using this 
02A9: set_actor $2892 immune_to_nonplayer 1 
054A: set_actor $2892 can_be_shot_in_a_car 0 
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4374 threat_search 
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4375 threat_search 
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4376 threat_search 
01C8: $10086 = create_actor_pedtype 4 model #BMYCR in_car $2887 passenger_seat 0 
01B2: give_actor $10086 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10086 threat_search 
01C8: $10087 = create_actor_pedtype 4 model #BMYCR in_car $2887 passenger_seat 1 
01B2: give_actor $10087 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10087 threat_search 
01C8: $10088 = create_actor_pedtype 4 model #BMYCR in_car $2887 passenger_seat 2 
01B2: give_actor $10088 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10088 threat_search 
01C8: $10089 = create_actor_pedtype 4 model #BMYCR in_car $2888 passenger_seat 0 
01B2: give_actor $10089 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10089 threat_search 
01C8: $10090 = create_actor_pedtype 4 model #BMYCR in_car $2888 passenger_seat 1 
01B2: give_actor $10090 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10090 threat_search 
01C8: $10091 = create_actor_pedtype 4 model #BMYCR in_car $2888 passenger_seat 2 
01B2: give_actor $10091 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10091 threat_search 
Marker.CreateAboveActor($4383, $4373)
04BA: set_car $4379 speed_instantly 15.0 
Car.SetMaxSpeed($2888, 15.0)
Car.DriveTo($2888, -448.4, 1340.6, 10.4)
Actor.Create($10092, 4, #BMYCR, -674.9, 788.4, 10.3)
0464: put_actor $10092 into_turret_on_car $4371 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 22 
02AB: set_actor $10092 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0446: set_actor $10092 dismemberment_possible 0 
02E2: set_actor $10092 weapon_accuracy_to 100 
01CA: actor $10092 kill_player $PLAYER_CHAR 

:PORNO1_4023
TIMERB = 0 // @ = int 
jump @PORNO1_4058 
jump @PORNO1_4051 

:PORNO1_4044
jump @PORNO1_3167 

:PORNO1_4051
jump @PORNO1_3167 

:PORNO1_4058
wait 0 
if 
  TIMERB > 7000 // @ > int 
jf @PORNO1_4088 
jump @PORNO1_4175 

:PORNO1_4088
if 
  not Actor.Dead($4372)
jf @PORNO1_4168 
if 
00E9:   player $PLAYER_CHAR 0 $4372 radius 2.0 2.0 
jf @PORNO1_4168 
011C: actor $4372 clear_objective 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $4372 
020F: actor $4372 look_at_player $PLAYER_CHAR 
jump @PORNO1_4175 

:PORNO1_4168
jump @PORNO1_4058 

:PORNO1_4175
Camera.SetPosition(-450.2, 1328.1, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(-449.9, 1330.8, 12.2, 2)
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_04' time 4000 1  // Yo, Candy. I'm looking for movie talent - you interested?
03D1: play_wav 1 

:PORNO1_4255
wait 0 
Car.StorePos($2888, $750, $751, $752)
$764 = Car.Angle($2888)
$752 += 0.55 // $ += float 
Car.Angle($2888) = $764
Car.PutAt($2887, $750, $751, $752)
Car.Angle($2887) = $764
Car.StorePos($2887, $750, $751, $752)
$764 = Car.Angle($2887)
$752 += 0.55 // $ += float 
Car.Angle($2887) = $764
Car.PutAt($4371, $750, $751, $752)
Car.Angle($4371) = $764
if 
83D2:   not wav 1 ended 
jf @PORNO1_4405 
jump @PORNO1_4255 

:PORNO1_4405
040D: unload_wav 1 
03D5: remove_text 'POR1_04'  // Yo, Candy. I'm looking for movie talent - you interested?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4372)
jf @PORNO1_4454 
0372: set_actor $4372 anim 19 wait_state_time 10000 ms 

:PORNO1_4454
if 
  not Actor.Dead($4373)
jf @PORNO1_4486 
if 
  not Car.Wrecked($4371)
jf @PORNO1_4486 

:PORNO1_4486
00BC: text_highpriority 'POR1_05' time 4000 1  // Sure! But, you'd have to talk to my agent...
03D1: play_wav 2 

:PORNO1_4505
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4372)
jf @PORNO1_4560 
if 
  not Actor.Dead($4373)
jf @PORNO1_4549 
020E: actor $4373 look_at_actor $PLAYER_ACTOR 

:PORNO1_4549
wait 0 
jump @PORNO1_4505 

:PORNO1_4560
040D: unload_wav 2 
03D5: remove_text 'POR1_05'  // Sure! But, you'd have to talk to my agent...
03CF: load_wav 'PRN1_3A' as 1 
03CF: load_wav 'PORN1_3' as 2 

:PORNO1_4598
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_4628 
wait 0 
jump @PORNO1_4598 

:PORNO1_4628
if 
  not Actor.Dead($4372)
jf @PORNO1_4677 
0372: set_actor $4372 anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4373)
jf @PORNO1_4677 
020E: actor $4372 look_at_actor $4373 

:PORNO1_4677
00BC: text_highpriority 'POR1_06' time 4000 1  // The HELL are you doin'?
03D1: play_wav 2 

:PORNO1_4696
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4373)
jf @PORNO1_4727 
wait 0 
jump @PORNO1_4696 

:PORNO1_4727
040D: unload_wav 2 
03D5: remove_text 'POR1_06'  // The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4 1340.6 10.4 
0211: actor $PLAYER_ACTOR walk_to -448.4 1333.6 
00BC: text_highpriority 'POR1_07' time 4000 1  // You should have stayed at home today!
03D1: play_wav 1 

:PORNO1_4795
if 
83D2:   not wav 1 ended 
jf @PORNO1_4821 
wait 0 
jump @PORNO1_4795 

:PORNO1_4821
040D: unload_wav 1 
03D5: remove_text 'POR1_07'  // You should have stayed at home today!
03CF: load_wav 'PRN1_21' as 2 

:PORNO1_4847
if 
83D0:   not wav 2 loaded 
jf @PORNO1_4873 
wait 0 
jump @PORNO1_4847 

:PORNO1_4873
if 
  not Actor.Dead($4373)
jf @PORNO1_4905 
if 
  not Car.Wrecked($4371)
jf @PORNO1_4905 

:PORNO1_4905
00BC: text_highpriority 'POR1_7B' time 4000 1  // Can you believe this asshole?
03D1: play_wav 2 

:PORNO1_4924
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4373)
jf @PORNO1_4955 
wait 0 
jump @PORNO1_4924 

:PORNO1_4955
040D: unload_wav 2 
03D5: remove_text 'POR1_7B'  // Can you believe this asshole?
if 
  not Actor.Dead($4374)
jf @PORNO1_5089 
if 
  not Actor.Dead($4375)
jf @PORNO1_5089 
if 
  not Actor.Dead($4376)
jf @PORNO1_5089 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 
01CA: actor $10086 kill_player $PLAYER_CHAR 
01CA: actor $10087 kill_player $PLAYER_CHAR 
01CA: actor $10088 kill_player $PLAYER_CHAR 
01CA: actor $10089 kill_player $PLAYER_CHAR 
01CA: actor $10090 kill_player $PLAYER_CHAR 
01CA: actor $10091 kill_player $PLAYER_CHAR 

:PORNO1_5089
if 
  not Actor.Dead($4372)
jf @PORNO1_5126 
0350: set_actor $4372 maintain_position_when_attacked 1 
$4392 = 1 // $ = int 
jump @PORNO1_5148 

:PORNO1_5126
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_13003 

:PORNO1_5148
wait 1000 
if 
  not Car.Wrecked($4379)
jf @PORNO1_5211 
if 
82CA:   not car $4379 bounding_sphere_visible 
jf @PORNO1_5211 
if 
  not Actor.Dead($4380)
jf @PORNO1_5206 
Actor.DestroyInstantly($4380)

:PORNO1_5206
Car.Destroy($4379)

:PORNO1_5211
011C: actor $PLAYER_ACTOR clear_objective 
01EB: set_traffic_density_multiplier_to 1.0 
Car.RemoveReferences($4378)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Marker.Disable($4382)
00BC: text_highpriority 'SBOB226' time 7000 1 
if 
  not Car.Wrecked($4371)
jf @PORNO1_5292 
03CC: add_stuck_car_check $4371 distance 1.5 time 4000 

:PORNO1_5292
wait 0 
if 
  not Car.Wrecked($2888)
jf @PORNO1_5443 
Car.StorePos($2888, $750, $751, $752)
$764 = Car.Angle($2888)
$752 += 0.55 // $ += float 
Car.Angle($2888) = $764
Car.PutAt($2887, $750, $751, $752)
Car.Angle($2887) = $764
Car.StorePos($2887, $750, $751, $752)
$764 = Car.Angle($2887)
$752 += 0.55 // $ += float 
Car.Angle($2887) = $764
Car.PutAt($4371, $750, $751, $752)
Car.Angle($4371) = $764
jump @PORNO1_5528 

:PORNO1_5443
if 
  not Car.Wrecked($2887)
jf @PORNO1_5528 
Car.StorePos($2887, $750, $751, $752)
$764 = Car.Angle($2887)
$752 += 0.55 // $ += float 
Car.Angle($2887) = $764
Car.PutAt($4371, $750, $751, $752)
Car.Angle($4371) = $764
jump @PORNO1_5528 

:PORNO1_5528
if and
  $2895 == 0 // $ == int 
  Car.Wrecked($2888)
jf @PORNO1_5636 
Car.LockInCurrentPosition($2887, False)
0229: set_car $2887 color_to 1 1 
Car.SetImmunities($2887, 0, 0, 1, 0, 0)
04BA: set_car $2887 speed_instantly 90.0 
Car.SetToPsychoDriver($2887)
Car.SetMaxSpeed($2887, 40.0)
00AE: set_vehicle $2887 traffic_behavior_to 2 
Car.Health($2887) = 1500
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
$2895 = 1 // $ = int 

:PORNO1_5636
if and
  $2896 == 0 // $ == int 
  Car.Wrecked($2887)
jf @PORNO1_5751 
Car.LockInCurrentPosition($2887, False)
Car.LockInCurrentPosition($4371, False)
0229: set_car $4371 color_to 1 1 
Car.SetImmunities($4371, 0, 0, 1, 0, 0)
04BA: set_car $4371 speed_instantly 20.0 
Car.SetToPsychoDriver($4371)
Car.SetMaxSpeed($4371, 40.0)
Car.Health($4371) = 2000
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
00AE: set_vehicle $4371 traffic_behavior_to 2 
$2896 = 1 // $ = int 

:PORNO1_5751
if 
  $4386 == 0 // $ == int 
jf @PORNO1_7267 
if 
  not Actor.Dead($4373)
jf @PORNO1_7260 
if 
  not Car.Wrecked($4371)
jf @PORNO1_7253 
if 
81FC:   not player $PLAYER_CHAR near_car $4371 radius 80.0 80.0 0 
jf @PORNO1_5846 
Car.ImmuneToNonPlayer($4371, True)
jump @PORNO1_5853 

:PORNO1_5846
Car.ImmuneToNonPlayer($4371, False)

:PORNO1_5853
$4389 = Car.Health($4371)
if 
  $4389 > 300 // $ > int 
jf @PORNO1_7233 
if 
  Actor.InCar($4373, $4371)
jf @PORNO1_7214 
01E9: $4387 = car $4371 num_passengers 
if 
  $4387 == 3 // $ == int 
jf @PORNO1_6532 
if 
01FC:   player $PLAYER_CHAR near_car $4371 radius 50.0 50.0 0 
jf @PORNO1_6432 
if 
  $4391 == 0 // $ == int 
jf @PORNO1_5988 
TIMERA = 0 // @ = int 
$4391 = 1 // $ = int 

:PORNO1_5988
gosub @PORNO1_6111 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PORNO1_6212 
if 
  not Actor.Dead($4374)
jf @PORNO1_6104 
if 
  not Actor.Dead($4375)
jf @PORNO1_6104 
if 
  not Actor.Dead($4376)
jf @PORNO1_6104 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 
$4387 = 0 // $ = int 
$4390 = 0 // $ = int 
$4391 = 0 // $ = int 

:PORNO1_6104
jump @PORNO1_6324 

:PORNO1_6111
if 
  not Car.Wrecked($2888)
jf @PORNO1_6144 
Car.SetMaxSpeed($2888, 0.0)
jump @PORNO1_6210 

:PORNO1_6144
if 
  not Car.Wrecked($2887)
jf @PORNO1_6177 
Car.SetMaxSpeed($2887, 0.0)
jump @PORNO1_6210 

:PORNO1_6177
if 
  not Car.Wrecked($4371)
jf @PORNO1_6210 
Car.SetMaxSpeed($4371, 0.0)
jump @PORNO1_6210 

:PORNO1_6210
return 

:PORNO1_6212
if 
  TIMERA > 3000 // @ > int 
jf @PORNO1_6324 
if 
  not Actor.Dead($4374)
jf @PORNO1_6324 
if 
  not Actor.Dead($4375)
jf @PORNO1_6324 
if 
  not Actor.Dead($4376)
jf @PORNO1_6324 
01CA: actor $4374 kill_player $PLAYER_CHAR 
01CA: actor $4375 kill_player $PLAYER_CHAR 
01CA: actor $4376 kill_player $PLAYER_CHAR 
$4387 = 0 // $ = int 
$4390 = 0 // $ = int 
$4391 = 0 // $ = int 

:PORNO1_6324
jump @PORNO1_6439 

:PORNO1_6331
if 
  not Car.Wrecked($2888)
jf @PORNO1_6364 
Car.SetMaxSpeed($2888, 20.0)
jump @PORNO1_6430 

:PORNO1_6364
if 
  not Car.Wrecked($2887)
jf @PORNO1_6397 
Car.SetMaxSpeed($2887, 20.0)
jump @PORNO1_6430 

:PORNO1_6397
if 
  not Car.Wrecked($4371)
jf @PORNO1_6430 
Car.SetMaxSpeed($4371, 20.0)
jump @PORNO1_6430 

:PORNO1_6430
return 

:PORNO1_6432
gosub @PORNO1_6331 

:PORNO1_6439
jump @PORNO1_7127 

:PORNO1_6446
if 
  not Car.Wrecked($2888)
jf @PORNO1_6474 
Car.SetToPsychoDriver($2888)
jump @PORNO1_6530 

:PORNO1_6474
if 
  not Car.Wrecked($2887)
jf @PORNO1_6502 
Car.SetToPsychoDriver($2887)
jump @PORNO1_6530 

:PORNO1_6502
if 
  not Car.Wrecked($4371)
jf @PORNO1_6530 
Car.SetToPsychoDriver($4371)
jump @PORNO1_6530 

:PORNO1_6530
return 

:PORNO1_6532
if 
  $4390 == 0 // $ == int 
jf @PORNO1_6564 
gosub @PORNO1_6446 
$4390 = 1 // $ = int 

:PORNO1_6564
gosub @PORNO1_6997 
if 
81FC:   not player $PLAYER_CHAR near_car $4371 radius 100.0 100.0 0 
jf @PORNO1_7127 
if 
82CA:   not car $4371 bounding_sphere_visible 
jf @PORNO1_7127 
if 
  not Actor.Dead($4374)
jf @PORNO1_6725 
if 
  not Actor.InCar($4374, $4371)
jf @PORNO1_6718 
if 
80E9:   not player $PLAYER_CHAR 0 $4374 radius 60.0 60.0 
jf @PORNO1_6718 
0321: kill_actor $4374 
Actor.RemoveReferences($4374)
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_6718
jump @PORNO1_6754 

:PORNO1_6725
Actor.RemoveReferences($4374)
01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 
01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_6754
if 
  not Actor.Dead($4375)
jf @PORNO1_6861 
if 
  not Actor.InCar($4375, $4371)
jf @PORNO1_6854 
if 
80E9:   not player $PLAYER_CHAR 0 $4375 radius 60.0 60.0 
jf @PORNO1_6854 
0321: kill_actor $4375 
Actor.RemoveReferences($4375)
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_6854
jump @PORNO1_6890 

:PORNO1_6861
Actor.RemoveReferences($4375)
01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 
01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_6890
if 
  not Actor.Dead($4376)
jf @PORNO1_7098 
if 
  not Actor.InCar($4376, $4371)
jf @PORNO1_6990 
if 
80E9:   not player $PLAYER_CHAR 0 $4376 radius 60.0 60.0 
jf @PORNO1_6990 
0321: kill_actor $4376 
Actor.RemoveReferences($4376)
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_6990
jump @PORNO1_7127 

:PORNO1_6997
if 
  not Car.Wrecked($2888)
jf @PORNO1_7030 
Car.SetMaxSpeed($2888, 40.0)
jump @PORNO1_7096 

:PORNO1_7030
if 
  not Car.Wrecked($2887)
jf @PORNO1_7063 
Car.SetMaxSpeed($2887, 40.0)
jump @PORNO1_7096 

:PORNO1_7063
if 
  not Car.Wrecked($4371)
jf @PORNO1_7096 
Car.SetMaxSpeed($4371, 40.0)
jump @PORNO1_7096 

:PORNO1_7096
return 

:PORNO1_7098
Actor.RemoveReferences($4376)
01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 
01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 

:PORNO1_7127
if 
  $4386 == 0 // $ == int 
jf @PORNO1_7171 
if 
03CE:   car $4371 stuck 
jf @PORNO1_7171 
0477: set_car $4371 action 2 time 1000 

:PORNO1_7171
if 
01F4:   car $4371 flipped 
jf @PORNO1_7207 
01D3: actor $4373 leave_car $4371 
03CD: car $4371 remove_from_stuck_car_check 
$4386 = 1 // $ = int 

:PORNO1_7207
jump @PORNO1_7226 

:PORNO1_7214
03CD: car $4371 remove_from_stuck_car_check 
$4386 = 1 // $ = int 

:PORNO1_7226
jump @PORNO1_7253 

:PORNO1_7233
01D3: actor $4373 leave_car $4371 
03CD: car $4371 remove_from_stuck_car_check 
$4386 = 1 // $ = int 

:PORNO1_7253
jump @PORNO1_7267 

:PORNO1_7260
jump @PORNO1_7928 

:PORNO1_7267
if 
  $4386 == 1 // $ == int 
jf @PORNO1_7750 
if 
  not Actor.Dead($4373)
jf @PORNO1_7743 
if 
  $4388 == 0 // $ == int 
jf @PORNO1_7344 
Marker.Disable($4383)
Marker.CreateAboveActor($4383, $4373)
Car.RemoveReferences($4371)
$4388 = 1 // $ = int 

:PORNO1_7344
if 
8449:   not actor $4373 sitting_in_any_car 
jf @PORNO1_7666 
Car.RemoveReferences($4371)

:PORNO1_7365
wait 0 
if 
  not Actor.Dead($4373)
jf @PORNO1_7659 
Actor.StorePos($4373, $4400, $4401, $4404)
0086: $4402 = $4400 // $ = $ float 
$4402 += 20.0 // $ += float 
0086: $4403 = $4401 // $ = $ float 
$4403 += 20.0 // $ += float 
$4400 -= 20.0 // $ -= float 
$4401 -= 20.0 // $ -= float 
0327: $4371 = create_random_car_with_actors -1 in_area $4400 $4401 $4402 $4403 
if 
  $4371 == -1 // $ == int 
jf @PORNO1_7516 
Car.RemoveReferences($4371)
0193: set_actor $4373 objective_to_act_like_ped 
jump @PORNO1_7365 
jump @PORNO1_7659 

:PORNO1_7516
01EA: $4387 = car $4371 max_passengers 
if 
  3 > $4387 // int > $ 
jf @PORNO1_7571 
Car.RemoveReferences($4371)
011C: actor $4373 clear_objective 
0193: set_actor $4373 objective_to_act_like_ped 
jump @PORNO1_7365 
jump @PORNO1_7659 

:PORNO1_7571
$4389 = Car.Health($4371)
if 
  300 > $4389 // int > $ 
jf @PORNO1_7622 
Car.RemoveReferences($4371)
0193: set_actor $4373 objective_to_act_like_ped 
jump @PORNO1_7365 
jump @PORNO1_7659 

:PORNO1_7622
020A: set_car $4371 door_status_to 1 
Car.SetMaxSpeed($4371, 0.0)
011C: actor $4373 clear_objective 
01D5: actor $4373 go_to_and_drive_car $4371 
0319: set_actor $4373 running 1 

:PORNO1_7659
jump @PORNO1_7736 

:PORNO1_7666
Marker.Disable($4383)
if 
  not Car.Wrecked($4371)
jf @PORNO1_7715 
Marker.CreateAboveActor($4383, $4373)
00AE: set_vehicle $4371 traffic_behavior_to 2 
03CC: add_stuck_car_check $4371 distance 1.5 time 4000 

:PORNO1_7715
$4388 = 0 // $ = int 
$4386 = 0 // $ = int 
$4390 = 0 // $ = int 

:PORNO1_7736
jump @PORNO1_7750 

:PORNO1_7743
jump @PORNO1_7928 

:PORNO1_7750
if 
  not Actor.Dead($4373)
jf @PORNO1_7928 
if 
00F0:   actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 
jf @PORNO1_7863 
if 
  $4392 == 0 // $ == int 
jf @PORNO1_7856 
01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4372 maintain_position_when_attacked 1 
$4392 = 1 // $ = int 

:PORNO1_7856
jump @PORNO1_7892 

:PORNO1_7863
0350: set_actor $4372 maintain_position_when_attacked 0 
0239: actor $4372 run_to -448.3 1324.6 
$4392 = 0 // $ = int 

:PORNO1_7892
jump @PORNO1_7921 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_13003 

:PORNO1_7921
jump @PORNO1_5292 

:PORNO1_7928
00BC: text_highpriority 'POR1_24' time 7000 1  // ~g~Go back and collect Candy.
Marker.Disable($4383)
Actor.DestroyInstantly($10092)
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
if 
  not Actor.Dead($4372)
jf @PORNO1_8022 
0372: set_actor $4372 anim 0 wait_state_time 1 ms 
Actor.Angle($4372) = 14.9
0350: set_actor $4372 maintain_position_when_attacked 0 
018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 

:PORNO1_8022
if 
80F6:   not player $PLAYER_CHAR 1 -448.3 1326.6 10.7 radius 1.0 1.0 2.0 
jf @PORNO1_8252 
wait 0 
if 
  Actor.Dead($4372)
jf @PORNO1_8119 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_13003 
jump @PORNO1_8245 

:PORNO1_8119
if 
00F0:   actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 
jf @PORNO1_8216 
if 
  $4392 == 0 // $ == int 
jf @PORNO1_8209 
01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 
0350: set_actor $4372 maintain_position_when_attacked 1 
$4392 = 1 // $ = int 

:PORNO1_8209
jump @PORNO1_8245 

:PORNO1_8216
0350: set_actor $4372 maintain_position_when_attacked 0 
0239: actor $4372 run_to -448.3 1324.6 
$4392 = 0 // $ = int 

:PORNO1_8245
jump @PORNO1_8022 

:PORNO1_8252
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
$4393 = 1 // $ = int 
Marker.Disable($4382)
03CF: load_wav 'PRN1_16' as 1 

:PORNO1_8284
if 
83D0:   not wav 1 loaded 
jf @PORNO1_8310 
wait 0 
jump @PORNO1_8284 

:PORNO1_8310
00BC: text_highpriority 'POR1_27' time 4000 1  // Come on, let's go.
03D1: play_wav 1 

:PORNO1_8329
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_8360 
wait 0 
jump @PORNO1_8329 

:PORNO1_8360
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
00BB: text_lowpriority 'POR1_12' time 5000 1  // ~g~Take Candy with you to meet up with Mercedes.
Actor.RemoveReferences($4374)
Actor.RemoveReferences($4375)
Actor.RemoveReferences($4376)
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10087)
Actor.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
Car.RemoveReferences($4371)
Actor.Create($4377, 5, #SPECIAL02, -902.3, 800.2, 10.4)
Actor.Angle($4377) = 95.9
04F5: set_actor $4377 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4377 walk_style_to 46 
0319: set_actor $4377 running 1 
053C: set_actor $4377 in_players_group_can_fight 0 
0372: set_actor $4377 anim 19 wait_state_time 86400000 ms 
0568: set_actor $4377 untargetable 1 
0376: $4374 = create_random_actor -887.5 800.5 10.3 
0376: $4375 = create_random_actor -888.5 800.5 10.3 
0376: $4376 = create_random_actor -888.6 801.2 10.3 
03F9: make_actors $4374 $4375 converse_in 86400000 ms 
03F9: make_actors $4376 $4375 converse_in 86400000 ms 
018A: $4384 = create_checkpoint_at -900.8 796.0 10.3 

:PORNO1_8629
if 
80F6:   not player $PLAYER_CHAR $4393 -900.8 796.0 10.3 radius 1.0 1.0 2.0 
jf @PORNO1_9600 
wait 0 
if 
  not Actor.Dead($4372)
jf @PORNO1_9514 
if 
  $4393 == 1 // $ == int 
jf @PORNO1_8893 
if 
8320:   not actor $4372 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_8893 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_8747
if 
83D0:   not wav 1 loaded 
jf @PORNO1_8773 
wait 0 
jump @PORNO1_8747 

:PORNO1_8773
00BC: text_highpriority 'POR1_20' time 4000 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_8792
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_8823 
wait 0 
jump @PORNO1_8792 

:PORNO1_8823
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' time 4000 1  // ~g~You have left Candy behind, go and get her.
Marker.Disable($4384)
Marker.Disable($4382)
if 
  not Actor.Dead($4372)
jf @PORNO1_8886 
Marker.CreateAboveActor($4382, $4372)

:PORNO1_8886
$4393 = 0 // $ = int 

:PORNO1_8893
if 
  $4393 == 0 // $ == int 
jf @PORNO1_9098 
if 
00FB:   player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 
jf @PORNO1_9098 
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_8967
if 
83D0:   not wav 2 loaded 
jf @PORNO1_8993 
wait 0 
jump @PORNO1_8967 

:PORNO1_8993
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 2 

:PORNO1_9012
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4372)
jf @PORNO1_9043 
wait 0 
jump @PORNO1_9012 

:PORNO1_9043
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
Marker.Disable($4384)
Marker.Disable($4382)
if 
  not Actor.Dead($4377)
jf @PORNO1_9091 
Marker.CreateAboveActor($4384, $4377)

:PORNO1_9091
$4393 = 1 // $ = int 

:PORNO1_9098
if 
  2 > $4396 // int > $ 
jf @PORNO1_9507 
if 
0320:   actor $4372 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_9507 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_9507 
03C1: $4381 = player $PLAYER_CHAR car_no_save 
if 
  Actor.InCar($4372, $4381)
jf @PORNO1_9507 
$4398 = Car.Health($4381)
02E3: $4399 = car $4381 speed 
if 
  $4399 > 15.0 // $ > float 
jf @PORNO1_9507 
if 
  $4396 == 0 // $ == int 
jf @PORNO1_9361 
if 
  700 > $4398 // int > $ 
jf @PORNO1_9361 
03CF: load_wav 'PRN1_17' as 1 

:PORNO1_9264
if 
83D0:   not wav 1 loaded 
jf @PORNO1_9290 
wait 0 
jump @PORNO1_9264 

:PORNO1_9290
00BC: text_highpriority 'POR1_28' time 4000 1  // Tommy be careful! My implants aren't insured yet!
03D1: play_wav 1 

:PORNO1_9309
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_9340 
wait 0 
jump @PORNO1_9309 

:PORNO1_9340
040D: unload_wav 1 
03D5: remove_text 'POR1_28'  // Tommy be careful! My implants aren't insured yet!
$4396 = 1 // $ = int 

:PORNO1_9361
if 
  $4396 == 1 // $ == int 
jf @PORNO1_9507 
if 
  400 > $4398 // int > $ 
jf @PORNO1_9507 
03CF: load_wav 'PRN1_19' as 1 

:PORNO1_9410
if 
83D0:   not wav 1 loaded 
jf @PORNO1_9436 
wait 0 
jump @PORNO1_9410 

:PORNO1_9436
00BC: text_highpriority 'POR1_30' time 4000 1  // I can't do porno after this!
03D1: play_wav 1 

:PORNO1_9455
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_9486 
wait 0 
jump @PORNO1_9455 

:PORNO1_9486
040D: unload_wav 1 
03D5: remove_text 'POR1_30'  // I can't do porno after this!
$4396 = 2 // $ = int 

:PORNO1_9507
jump @PORNO1_9536 

:PORNO1_9514
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_13003 

:PORNO1_9536
if 
  Actor.Dead($4377)
jf @PORNO1_9581 
00BC: text_highpriority 'POR1_18' time 5000 1  // ~r~Mercedes is dead!
jump @PORNO1_13003 
jump @PORNO1_9593 

:PORNO1_9581
0372: set_actor $4377 anim 25 wait_state_time 86400000 ms 

:PORNO1_9593
jump @PORNO1_8629 

:PORNO1_9600
Marker.Disable($4384)
0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
  not Actor.Dead($4377)
jf @PORNO1_9668 
Actor.PutAt($4377, -902.3, 800.2, 10.4)

:PORNO1_9668
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-897.3, 799.7, 12.5, 0.0, 0.0, 0.0)
Camera.PointAt(-902.4, 798.0, 11.4, 2)
03CF: load_wav 'PORN1_4' as 1 
03CF: load_wav 'PORN1_5' as 2 
Car.Create($10093, #POLICE, -883.8213, 795.8037, 11.1092)
Car.Angle($10093) = 1.0127
Car.Health($10093) = 8000
01EC: make_car $10093 very_heavy 1 
03AB: set_car $10093 strong 1 
020A: set_car $10093 door_status_to 2 

:PORNO1_9816
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_9846 
wait 0 
jump @PORNO1_9816 

:PORNO1_9846
if 
  not Actor.Dead($4377)
jf @PORNO1_9870 
020E: actor $PLAYER_ACTOR look_at_actor $4377 

:PORNO1_9870
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_08' time 4000 1  // Hey Mercedes!
03D1: play_wav 1 

:PORNO1_9899
if 
83D2:   not wav 1 ended 
jf @PORNO1_9925 
wait 0 
jump @PORNO1_9899 

:PORNO1_9925
040D: unload_wav 1 
03D5: remove_text 'POR1_08'  // Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4377)
jf @PORNO1_9969 
053D: clear_actor $4377 wait_state 

:PORNO1_9969
wait 100 
if 
  not Actor.Dead($4377)
jf @PORNO1_9997 
01D1: actor $4377 follow_actor $PLAYER_ACTOR 

:PORNO1_9997
00BC: text_highpriority 'POR1_09' time 4000 1  // Hey Tommy! You wanna party?
03D1: play_wav 2 

:PORNO1_10016
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4377)
jf @PORNO1_10047 
wait 0 
jump @PORNO1_10016 

:PORNO1_10047
040D: unload_wav 2 
03D5: remove_text 'POR1_09'  // Hey Tommy! You wanna party?
03CF: load_wav 'PORN1_6' as 1 
03CF: load_wav 'PORN1_7' as 2 

:PORNO1_10085
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_10115 
wait 0 
jump @PORNO1_10085 

:PORNO1_10115
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'POR1_10' time 4000 1  // Not now sweets. You interested in doing some movies?
03D1: play_wav 1 

:PORNO1_10144
if 
83D2:   not wav 1 ended 
jf @PORNO1_10170 
wait 0 
jump @PORNO1_10144 

:PORNO1_10170
040D: unload_wav 1 
03D5: remove_text 'POR1_10'  // Not now sweets. You interested in doing some movies?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
00BC: text_highpriority 'POR1_11' time 4000 1  // Of course. As long as it's cheap and sleazy.
03D1: play_wav 2 

:PORNO1_10212
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4377)
jf @PORNO1_10243 
wait 0 
jump @PORNO1_10212 

:PORNO1_10243
040D: unload_wav 2 
03D5: remove_text 'POR1_11'  // Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'PORN1_8' as 1 

:PORNO1_10279
if 
83D0:   not wav 1 loaded 
jf @PORNO1_10305 
wait 0 
jump @PORNO1_10279 

:PORNO1_10305
00BC: text_highpriority 'POR1_14' time 4000 1  // Heh heh - you're hired!
03D1: play_wav 1 

:PORNO1_10324
if 
83D2:   not wav 1 ended 
jf @PORNO1_10350 
wait 0 
jump @PORNO1_10324 

:PORNO1_10350
040D: unload_wav 1 
03D5: remove_text 'POR1_14'  // Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  not Actor.Dead($4377)
jf @PORNO1_10404 
01DF: tie_actor $4377 to_player $PLAYER_CHAR 

:PORNO1_10404
$4394 = 1 // $ = int 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BB: text_lowpriority 'SBOB227' time 7000 1 
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_10459
wait 0 
if 
  not Actor.Dead($4372)
jf @PORNO1_10888 
if 
  2 > $4397 // int > $ 
jf @PORNO1_10888 
if 
0320:   actor $4372 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_10888 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_10888 
03C1: $4381 = player $PLAYER_CHAR car_no_save 
if 
  Actor.InCar($4372, $4381)
jf @PORNO1_10888 
$4398 = Car.Health($4381)
02E3: $4399 = car $4381 speed 
if 
  $4399 > 15.0 // $ > float 
jf @PORNO1_10888 
if 
  $4397 == 0 // $ == int 
jf @PORNO1_10742 
if 
  700 > $4398 // int > $ 
jf @PORNO1_10742 
03CF: load_wav 'PRN1_18' as 1 

:PORNO1_10645
if 
83D0:   not wav 1 loaded 
jf @PORNO1_10671 
wait 0 
jump @PORNO1_10645 

:PORNO1_10671
00BC: text_highpriority 'POR1_29' time 4000 1  // You call that driving?
03D1: play_wav 1 

:PORNO1_10690
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_10721 
wait 0 
jump @PORNO1_10690 

:PORNO1_10721
040D: unload_wav 1 
03D5: remove_text 'POR1_29'  // You call that driving?
$4397 = 1 // $ = int 

:PORNO1_10742
if 
  $4397 == 1 // $ == int 
jf @PORNO1_10888 
if 
  400 > $4398 // int > $ 
jf @PORNO1_10888 
03CF: load_wav 'PRN1_20' as 1 

:PORNO1_10791
if 
83D0:   not wav 1 loaded 
jf @PORNO1_10817 
wait 0 
jump @PORNO1_10791 

:PORNO1_10817
00BC: text_highpriority 'POR1_31' time 4000 1  // What? Are you trying to kill me? I thought I was the star!
03D1: play_wav 1 

:PORNO1_10836
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_10867 
wait 0 
jump @PORNO1_10836 

:PORNO1_10867
040D: unload_wav 1 
03D5: remove_text 'POR1_31'  // What? Are you trying to kill me? I thought I was the star!
$4397 = 2 // $ = int 

:PORNO1_10888
if 
  not Actor.Dead($4372)
jf @PORNO1_11325 
if 
  $4393 == 1 // $ == int 
jf @PORNO1_11099 
if 
8320:   not actor $4372 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_11099 
03CF: load_wav 'PRN1_13' as 1 

:PORNO1_10953
if 
83D0:   not wav 1 loaded 
jf @PORNO1_10979 
wait 0 
jump @PORNO1_10953 

:PORNO1_10979
00BC: text_highpriority 'POR1_20' time 4000 1  // Tommy where are you going? Get back here!
03D1: play_wav 1 

:PORNO1_10998
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_11029 
wait 0 
jump @PORNO1_10998 

:PORNO1_11029
040D: unload_wav 1 
03D5: remove_text 'POR1_20'  // Tommy where are you going? Get back here!
00BB: text_lowpriority 'POR1_25' time 4000 1  // ~g~You have left Candy behind, go and get her.
Marker.Disable($4382)
Marker.Disable($4385)
if 
  not Actor.Dead($4372)
jf @PORNO1_11092 
Marker.CreateAboveActor($4382, $4372)

:PORNO1_11092
$4393 = 0 // $ = int 

:PORNO1_11099
if 
  $4393 == 0 // $ == int 
jf @PORNO1_11318 
if 
00FB:   player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 
jf @PORNO1_11318 
01DF: tie_actor $4372 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_12' as 2 

:PORNO1_11173
if 
83D0:   not wav 2 loaded 
jf @PORNO1_11199 
wait 0 
jump @PORNO1_11173 

:PORNO1_11199
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 2 

:PORNO1_11218
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4372)
jf @PORNO1_11249 
wait 0 
jump @PORNO1_11218 

:PORNO1_11249
040D: unload_wav 2 
03D5: remove_text 'POR1_19'  // Hey!
Marker.Disable($4382)
Marker.Disable($4385)
if 
  $4394 == 1 // $ == int 
jf @PORNO1_11311 
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_11311
$4393 = 1 // $ = int 

:PORNO1_11318
jump @PORNO1_11347 

:PORNO1_11325
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO1_13003 

:PORNO1_11347
if 
  $10094 >= 1 // $ >= int 
jf @PORNO1_11456 
if 
  not Actor.Dead($4377)
jf @PORNO1_11824 
if 
  $4394 == 1 // $ == int 
jf @PORNO1_11598 
if 
8320:   not actor $4377 in_range_of_player $PLAYER_CHAR 
jf @PORNO1_11598 
03CF: load_wav 'PRN1_14' as 1 

:PORNO1_11430
if 
83D0:   not wav 1 loaded 
jf @PORNO1_11478 
wait 0 
jump @PORNO1_11430 

:PORNO1_11456
00BC: text_highpriority 'SBOB228' time 5000 1 
jump @PORNO1_13003 

:PORNO1_11478
00BC: text_highpriority 'POR1_21' time 4000 1  // Where are you going?
03D1: play_wav 1 

:PORNO1_11497
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4377)
jf @PORNO1_11528 
wait 0 
jump @PORNO1_11497 

:PORNO1_11528
040D: unload_wav 1 
03D5: remove_text 'POR1_21'  // Where are you going?
00BC: text_highpriority 'TAXW3_1' time 4000 1  // ~g~Go and pick up Mercedes.
Marker.Disable($4384)
Marker.Disable($4385)
if 
  not Actor.Dead($4377)
jf @PORNO1_11591 
Marker.CreateAboveActor($4384, $4377)

:PORNO1_11591
$4394 = 0 // $ = int 

:PORNO1_11598
if 
  $4394 == 0 // $ == int 
jf @PORNO1_11817 
if 
00FB:   player $PLAYER_CHAR 0 $4377 radius 8.0 8.0 8.0 
jf @PORNO1_11817 
01DF: tie_actor $4377 to_player $PLAYER_CHAR 
03CF: load_wav 'PRN1_15' as 2 

:PORNO1_11672
if 
83D0:   not wav 2 loaded 
jf @PORNO1_11698 
wait 0 
jump @PORNO1_11672 

:PORNO1_11698
00BC: text_highpriority 'POR1_22' time 4000 1  // Tommy, when are we going to spend some time alone together?
03D1: play_wav 2 

:PORNO1_11717
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4377)
jf @PORNO1_11748 
wait 0 
jump @PORNO1_11717 

:PORNO1_11748
040D: unload_wav 2 
03D5: remove_text 'POR1_22'  // Tommy, when are we going to spend some time alone together?
Marker.Disable($4384)
Marker.Disable($4385)
if 
  $4393 == 1 // $ == int 
jf @PORNO1_11810 
018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 

:PORNO1_11810
$4394 = 1 // $ = int 

:PORNO1_11817
jump @PORNO1_11846 

:PORNO1_11824
00BC: text_highpriority 'POR1_18' time 5000 1  // ~r~Mercedes is dead!
jump @PORNO1_13003 

:PORNO1_11846
if 
  $4394 == 1 // $ == int 
jf @PORNO1_12097 
if 
  $4393 == 1 // $ == int 
jf @PORNO1_12097 
if 
  not Actor.Dead($4372)
jf @PORNO1_12097 
if 
  not Actor.Dead($4377)
jf @PORNO1_12097 
if 
00F5:   player $PLAYER_CHAR 1 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_12097 
if 
00FE:   actor $4372 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_12097 
if 
00FE:   actor $4377 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 
jf @PORNO1_12097 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO1_12090 
00DA: $4378 = player $PLAYER_CHAR car 
$97 = Car.Angle($4378)

:PORNO1_12090
jump @PORNO1_12104 

:PORNO1_12097
jump @PORNO1_10459 

:PORNO1_12104
014F: stop_timer $10094 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
  not Car.Wrecked($4378)
jf @PORNO1_12164 
Car.PutAt($4378, -54.0, 942.1, 9.8)
Car.Angle($4378) = $97

:PORNO1_12164
Camera.SetPosition(-50.7, 927.4, 10.1, 0.0, 0.0, 0.0)
Camera.PointAt(-85.3, 960.7, 22.7, 2)
03CF: load_wav 'PRN1_10' as 1 
03CF: load_wav 'PORN1_9' as 2 

:PORNO1_12239
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO1_12269 
wait 0 
jump @PORNO1_12239 

:PORNO1_12269
00BC: text_highpriority 'POR1_15' time 4000 1  // Tommy, you coming in for a warm-up?
03D1: play_wav 2 

:PORNO1_12288
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4377)
jf @PORNO1_12319 
wait 0 
jump @PORNO1_12288 

:PORNO1_12319
040D: unload_wav 2 
03D5: remove_text 'POR1_15'  // Tommy, you coming in for a warm-up?
00BC: text_highpriority 'POR1_16' time 4000 1  // Maybe later, babe...
03D1: play_wav 1 

:PORNO1_12352
if 
83D2:   not wav 1 ended 
jf @PORNO1_12378 
wait 0 
jump @PORNO1_12352 

:PORNO1_12378
040D: unload_wav 1 
03D5: remove_text 'POR1_16'  // Maybe later, babe...
if 
  not Actor.Dead($4372)
jf @PORNO1_12434 
01E0: clear_leader $4372 
if 
  Actor.Driving($4372)
jf @PORNO1_12434 
03E2: actor $4372 leave_any_car 

:PORNO1_12434
if 
  not Actor.Dead($4377)
jf @PORNO1_12476 
01E0: clear_leader $4377 
if 
  Actor.Driving($4377)
jf @PORNO1_12476 
03E2: actor $4377 leave_any_car 

:PORNO1_12476
if 
  not Actor.Dead($4372)
jf @PORNO1_12492 

:PORNO1_12492
if 
  Actor.Driving($4372)
jf @PORNO1_12535 
wait 0 
if 
  not Actor.Dead($4372)
jf @PORNO1_12528 

:PORNO1_12528
jump @PORNO1_12492 

:PORNO1_12535
if 
  not Actor.Dead($4377)
jf @PORNO1_12551 

:PORNO1_12551
if 
  Actor.Driving($4377)
jf @PORNO1_12594 
wait 0 
if 
  not Actor.Dead($4377)
jf @PORNO1_12587 

:PORNO1_12587
jump @PORNO1_12551 

:PORNO1_12594
if 
  not Actor.Dead($4372)
jf @PORNO1_12630 
011C: actor $4372 clear_objective 
0211: actor $4372 walk_to -75.25 930.9 

:PORNO1_12630
if 
  not Actor.Dead($4377)
jf @PORNO1_12666 
011C: actor $4377 clear_objective 
0211: actor $4377 walk_to -75.25 930.9 

:PORNO1_12666
Camera.SetPosition(-63.3, 933.9, 12.9, 0.0, 0.0, 0.0)
Camera.PointAt(-78.1, 930.8, 10.5, 2)
if 
  not Actor.Dead($4377)
jf @PORNO1_12753 
Actor.PutAt($4377, -62.3, 933.6, 9.9)

:PORNO1_12753
if 
  not Actor.Dead($4372)
jf @PORNO1_12789 
Actor.PutAt($4372, -62.3, 935.6, 9.9)

:PORNO1_12789
TIMERB = 0 // @ = int 

:PORNO1_12796
if and
80EC:   not actor $4372 0 -75.25 930.9 radius 1.0 1.0 
  8000 > TIMERB // int > @ 
jf @PORNO1_12869 
wait 0 
if 
  not Actor.Dead($4372)
jf @PORNO1_12862 

:PORNO1_12862
jump @PORNO1_12796 

:PORNO1_12869
03CF: load_wav 'PRN1_11' as 1 

:PORNO1_12881
if 
83D0:   not wav 1 loaded 
jf @PORNO1_12907 
wait 0 
jump @PORNO1_12881 

:PORNO1_12907
00BC: text_highpriority 'POR1_17' time 4000 1  // Whoa, cool shark!
03D1: play_wav 1 

:PORNO1_12926
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4372)
jf @PORNO1_12957 
wait 0 
jump @PORNO1_12926 

:PORNO1_12957
040D: unload_wav 1 
03D5: remove_text 'POR1_17'  // Whoa, cool shark!
Actor.DestroyInstantly($4372)
Actor.DestroyInstantly($4377)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PORNO1_13020 

:PORNO1_13003
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PORNO1_13020
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_1'  // Recruitment Drive
start_new_script @PORN2 
$257 = 1 // $ = int 
return 

:PORNO1_13088
$ONMISSION = 0 // $ = int 
014F: stop_timer $10094 
Player.SetMinWantedLevel($PLAYER_CHAR, 0)
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#WMYPI)
Model.Destroy(#BMYCR)
Model.Destroy(#HMYRI)
Model.Destroy(#SENTINEL)
Model.Destroy(#BAT)
Model.Destroy(#TEC9)
Model.Destroy(#STRETCH)
Model.Destroy(#POLICE)
Actor.DestroyWithFade($4372)
Actor.DestroyWithFade($4377)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Marker.Disable($4382)
Marker.Disable($4384)
Marker.Disable($4383)
Marker.Disable($4385)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 28---------------
// Originally: Dildo Dodo

:PORNO2
script_name 'PORNO2' 
gosub @PORNO2_46 
if 
  wasted_or_busted 
jf @PORNO2_37 
gosub @PORNO2_7434 

:PORNO2_37
gosub @PORNO2_7530 
terminate_this_script 

:PORNO2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN2' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4414 = 6 // $ = int 
$4415 = 0 // $ = int 
$4416 = 0 // $ = int 
$4417 = 0 // $ = int 
$4418 = 0 // $ = int 
$4419 = 0 // $ = int 
$4420 = 0 // $ = int 
$4421 = 0 // $ = int 
$4422 = 100 // $ = int 
$4423 = 0 // $ = int 
$4424 = 0 // $ = int 
$4425 = 0 // $ = int 
$4436 = 297.7888 // $ = float 
$4437 = -242.6383 // $ = float 
$4438 = 28.5228 // $ = float 
$4439 = -423.5635 // $ = float 
$4440 = -646.8572 // $ = float 
$4441 = 16.0228 // $ = float 
$4442 = -842.0276 // $ = float 
$4443 = -765.8891 // $ = float 
$4444 = 41.5228 // $ = float 
$4445 = -1003.832 // $ = float 
$4446 = -829.618 // $ = float 
$4447 = 12.6652 // $ = float 
$4448 = -1155.444 // $ = float 
$4449 = -628.9866 // $ = float 
$4450 = 19.5228 // $ = float 
$4451 = -669.4699 // $ = float 
$4452 = 26.7923 // $ = float 
$4453 = 13.5228 // $ = float 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$4427 = 0 // $ = int 
$4428 = 0 // $ = int 
$4429 = 0 // $ = int 
$4430 = 0 // $ = int 
$4431 = 0 // $ = int 
$4432 = 0 // $ = int 
$4433 = 0 // $ = int 
$4434 = 0 // $ = int 
$4435 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSMERC' 
023C: load_special_actor 4 'CREWA' 
023C: load_special_actor 5 'CREWB' 
02F3: load_object #CUTOBJ01 'SCENERY' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO2_563
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 
823D:   not special_actor 5 loaded 
jf @PORNO2_605 
wait 0 
jump @PORNO2_563 

:PORNO2_605
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @PORNO2_637 
wait 0 
jump @PORNO2_605 

:PORNO2_637
02E4: load_cutscene_data 'PORN_2' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $162 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $162 'CSMERC' 
02E5: $195 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $195 'CREWA' 
02E5: $196 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $196 'CREWB' 
02E5: $4454 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $4454 'SCENERY' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO2_889
if 
  6922 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_924 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_889 

:PORNO2_924
00BC: text_highpriority 'POR2_A' time 10000 1  // How's filming going, Steve?

:PORNO2_939
if 
  8243 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_974 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_939 

:PORNO2_974
00BC: text_highpriority 'POR2_B' time 10000 1  // Well, Candy is a natural and that new girl - she's insatiable!

:PORNO2_989
if 
  13374 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1024 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_989 

:PORNO2_1024
00BC: text_highpriority 'POR2_C' time 10000 1  // She went through half the cast and crew before I even took a light reading.

:PORNO2_1039
if 
  17692 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1074 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1039 

:PORNO2_1074
00BC: text_highpriority 'POR2_D' time 10000 1  // Anyway, hey, tomorrow we're going on location to shoot the boat scenes -

:PORNO2_1089
if 
  21037 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1124 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1089 

:PORNO2_1124
00BC: text_highpriority 'POR2_E' time 10000 1  // Boat scenes?! What boat scenes?

:PORNO2_1139
if 
  23916 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1174 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1139 

:PORNO2_1174
00BC: text_highpriority 'POR2_F' time 10000 1  // The fishermen are in the throes of passion when this giant shark comes in -

:PORNO2_1189
if 
  26964 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1189 

:PORNO2_1224
00BC: text_highpriority 'POR2_G' time 10000 1  // What'd I say about the giant shark?

:PORNO2_1239
if 
  28660 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1274 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1239 

:PORNO2_1274
00BC: text_highpriority 'POR2_Q' time 10000 1  // Oh, boy.

:PORNO2_1289
if 
  30017 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1324 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1289 

:PORNO2_1324
00BC: text_highpriority 'POR2_H' time 10000 1  // I said, 'NO GIANT SHARK', alright?

:PORNO2_1339
if 
  33395 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1376 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1339 

:PORNO2_1376
00BC: text_highpriority 'POR2_I' time 10000 1  // Just keep the cameras pointed at the poontang!

:PORNO2_1391
if 
  35819 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1428 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1391 

:PORNO2_1428
00BC: text_highpriority 'POR2_J' time 10000 1  // Ok ok, hey Tommy, a guy's gotta try, right?

:PORNO2_1443
if 
  38651 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1480 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1443 

:PORNO2_1480
00BC: text_highpriority 'POR2_K' time 10000 1  // Get those flyers printed up?

:PORNO2_1495
if 
  40472 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1532 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1495 

:PORNO2_1532
00BC: text_highpriority 'POR2_L' time 10000 1  // Yeah, but nobody's gonna let us distribute those things, I mean

:PORNO2_1547
if 
  43374 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1584 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1547 

:PORNO2_1584
00BC: text_highpriority 'POR2_M' time 10000 1  // They're just too, uh, they're unimaginative.

:PORNO2_1599
if 
  46300 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1636 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1599 

:PORNO2_1636
00BC: text_highpriority 'POR2_N' time 10000 1  // You don't worry about that.

:PORNO2_1651
if 
  47862 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1688 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1651 

:PORNO2_1688
00BC: text_highpriority 'POR2_O' time 10000 1  // I've got my own ideas for distribution.

:PORNO2_1703
if 
  49597 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1740 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1703 

:PORNO2_1740
if 
059A:   australian_game 
jf @PORNO2_1797 

:PORNO2_1753
if 
  49697 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1790 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1753 

:PORNO2_1790
jump @PORNO2_1910 

:PORNO2_1797
00BC: text_highpriority 'POR2_P' time 10000 1  // O.K. Hey, Candy, uh - in my trailer.

:PORNO2_1812
if 
  50597 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1849 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1812 

:PORNO2_1849
if 
  53376 > $CUT_SCENE_TIME // int > $ 
jf @PORNO2_1886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO2_1849 

:PORNO2_1886
if 
82E9:   not cutscene_reached_end 
jf @PORNO2_1910 
wait 0 
jump @PORNO2_1886 

:PORNO2_1910
fade 0 1500 
00BE: text_clear_all 

:PORNO2_1919
if 
  fading 
jf @PORNO2_1943 
wait 0 
jump @PORNO2_1919 

:PORNO2_1943
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#SKIMMER)

:PORNO2_2042
if 
  not Model.Available(#SKIMMER)
jf @PORNO2_2069 
wait 0 
jump @PORNO2_2042 

:PORNO2_2069
set_weather 4 
Car.Create($4406, #SKIMMER, -141.1, 1030.4, 7.5)
Car.Angle($4406) = 180.0
Marker.CreateAboveCar($4407, $4406)
fade 1 1500 
00BC: text_highpriority 'POR2_01' time 7000 1  // ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority 'POR2_05' time 5000 1  // ~g~Use it to distribute the flyers around town.

:PORNO2_2151
wait 0 
if 
  not Car.Wrecked($4406)
jf @PORNO2_2204 
if 
00DC:   player $PLAYER_CHAR in_car $4406 
jf @PORNO2_2197 
jump @PORNO2_2218 

:PORNO2_2197
jump @PORNO2_2211 

:PORNO2_2204
jump @PORNO2_7434 

:PORNO2_2211
jump @PORNO2_2151 

:PORNO2_2218
Marker.Disable($4407)
00BC: text_highpriority 'POR2_02' time 5000 1  // ~g~Pick one of the checkpoints to start dropping the flyers from.
00BB: text_lowpriority 'POR2_03' time 5000 1  // ~g~Drop the flyers all the way to the end checkpoint.
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 
TIMERA = 0 // @ = int 
03C4: set_status_text_to $4422 1 'DILDO'  // Skimmer Fuel:
TIMERB = 0 // @ = int 

:PORNO2_2408
wait 0 
if 
  not Car.Wrecked($4406)
jf @PORNO2_6984 
if 
00DC:   player $PLAYER_CHAR in_car $4406 
jf @PORNO2_2522 
if 
  $4426 == 0 // $ == int 
jf @PORNO2_2522 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @PORNO2_2505 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
jump @PORNO2_2515 

:PORNO2_2505
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:PORNO2_2515
$4426 = 1 // $ = int 

:PORNO2_2522
if 
  $4421 == 0 // $ == int 
jf @PORNO2_3795 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_2748 
if 
80F5:   not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 5.0 5.0 5.0 
jf @PORNO2_2634 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4436 $4437 $4438 
jump @PORNO2_2748 

:PORNO2_2634
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
$4436 = -928.7498 // $ = float 
$4437 = -520.5386 // $ = float 
$4438 = 20.0712 // $ = float 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 0 
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
$4421 = 1 // $ = int 
$4415 = 1 // $ = int 

:PORNO2_2748
if 
  $4416 == 0 // $ == int 
jf @PORNO2_2956 
if 
80F5:   not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 5.0 5.0 5.0 
jf @PORNO2_2842 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4439 $4440 $4441 
jump @PORNO2_2956 

:PORNO2_2842
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
Marker.Disable($4409)
$4439 = -1565.311 // $ = float 
$4440 = -1056.208 // $ = float 
$4441 = 22.5712 // $ = float 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 0 
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
$4421 = 1 // $ = int 
$4416 = 1 // $ = int 

:PORNO2_2956
if 
  $4417 == 0 // $ == int 
jf @PORNO2_3164 
if 
80F5:   not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 5.0 5.0 5.0 
jf @PORNO2_3050 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4442 $4443 $4444 
jump @PORNO2_3164 

:PORNO2_3050
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
$4442 = -3.1542 // $ = float 
$4443 = -1105.706 // $ = float 
$4444 = 20.5712 // $ = float 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 0 
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
$4421 = 1 // $ = int 
$4417 = 1 // $ = int 

:PORNO2_3164
if 
  $4418 == 0 // $ == int 
jf @PORNO2_3372 
if 
80F5:   not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 5.0 5.0 5.0 
jf @PORNO2_3258 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4445 $4446 $4447 
jump @PORNO2_3372 

:PORNO2_3258
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
$4445 = 192.326 // $ = float 
$4446 = -1355.959 // $ = float 
$4447 = 20.5712 // $ = float 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 0 
Marker.Disable($4412)
Marker.Disable($4413)
$4421 = 1 // $ = int 
$4418 = 1 // $ = int 

:PORNO2_3372
if 
  $4419 == 0 // $ == int 
jf @PORNO2_3580 
if 
80F5:   not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 5.0 5.0 5.0 
jf @PORNO2_3466 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4448 $4449 $4450 
jump @PORNO2_3580 

:PORNO2_3466
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
$4448 = 446.6651 // $ = float 
$4449 = 189.8642 // $ = float 
$4450 = 19.8184 // $ = float 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 0 
Marker.Disable($4413)
$4421 = 1 // $ = int 
$4419 = 1 // $ = int 

:PORNO2_3580
if 
  $4420 == 0 // $ == int 
jf @PORNO2_3788 
if 
80F5:   not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 5.0 5.0 5.0 
jf @PORNO2_3674 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4451 $4452 $4453 
jump @PORNO2_3788 

:PORNO2_3674
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
$4451 = 327.7151 // $ = float 
$4452 = 632.7389 // $ = float 
$4453 = 11.8184 // $ = float 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 0 
$4421 = 1 // $ = int 
$4420 = 1 // $ = int 

:PORNO2_3788
jump @PORNO2_5904 

:PORNO2_3795
0209: $4425 = random_int_in_ranges 1 7 
if 
  $4425 == 1 // $ == int 
jf @PORNO2_3829 
gosub @PORNO2_7605 

:PORNO2_3829
if 
  $4425 == 2 // $ == int 
jf @PORNO2_3861 
gosub @PORNO2_7605 
gosub @PORNO2_7605 

:PORNO2_3861
if 
  $4425 == 3 // $ == int 
jf @PORNO2_3900 
gosub @PORNO2_7605 
gosub @PORNO2_7605 
gosub @PORNO2_7605 

:PORNO2_3900
if 
  $4415 == 1 // $ == int 
jf @PORNO2_4234 
if 
80F5:   not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 5.0 5.0 5.0 
jf @PORNO2_3994 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4436 $4437 $4438 
jump @PORNO2_4234 

:PORNO2_3994
$4414 -= 1 // $ -= int 
if 
  $4416 == 0 // $ == int 
jf @PORNO2_4040 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_4040
if 
  $4417 == 0 // $ == int 
jf @PORNO2_4079 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_4079
if 
  $4418 == 0 // $ == int 
jf @PORNO2_4118 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4118
if 
  $4419 == 0 // $ == int 
jf @PORNO2_4157 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4157
if 
  $4420 == 0 // $ == int 
jf @PORNO2_4196 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4196
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4408)
$4421 = 0 // $ = int 
$4415 = 2 // $ = int 

:PORNO2_4234
if 
  $4416 == 1 // $ == int 
jf @PORNO2_4568 
if 
80F5:   not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 5.0 5.0 5.0 
jf @PORNO2_4328 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4439 $4440 $4441 
jump @PORNO2_4568 

:PORNO2_4328
$4414 -= 1 // $ -= int 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_4374 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_4374
if 
  $4417 == 0 // $ == int 
jf @PORNO2_4413 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_4413
if 
  $4418 == 0 // $ == int 
jf @PORNO2_4452 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4452
if 
  $4419 == 0 // $ == int 
jf @PORNO2_4491 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4491
if 
  $4420 == 0 // $ == int 
jf @PORNO2_4530 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4530
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4409)
$4421 = 0 // $ = int 
$4416 = 2 // $ = int 

:PORNO2_4568
if 
  $4417 == 1 // $ == int 
jf @PORNO2_4902 
if 
80F5:   not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 5.0 5.0 5.0 
jf @PORNO2_4662 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4442 $4443 $4444 
jump @PORNO2_4902 

:PORNO2_4662
$4414 -= 1 // $ -= int 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_4708 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_4708
if 
  $4416 == 0 // $ == int 
jf @PORNO2_4747 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_4747
if 
  $4418 == 0 // $ == int 
jf @PORNO2_4786 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_4786
if 
  $4419 == 0 // $ == int 
jf @PORNO2_4825 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_4825
if 
  $4420 == 0 // $ == int 
jf @PORNO2_4864 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_4864
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4410)
$4421 = 0 // $ = int 
$4417 = 2 // $ = int 

:PORNO2_4902
if 
  $4418 == 1 // $ == int 
jf @PORNO2_5236 
if 
80F5:   not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 5.0 5.0 5.0 
jf @PORNO2_4996 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4445 $4446 $4447 
jump @PORNO2_5236 

:PORNO2_4996
$4414 -= 1 // $ -= int 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_5042 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5042
if 
  $4416 == 0 // $ == int 
jf @PORNO2_5081 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5081
if 
  $4417 == 0 // $ == int 
jf @PORNO2_5120 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5120
if 
  $4419 == 0 // $ == int 
jf @PORNO2_5159 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_5159
if 
  $4420 == 0 // $ == int 
jf @PORNO2_5198 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_5198
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4411)
$4421 = 0 // $ = int 
$4418 = 2 // $ = int 

:PORNO2_5236
if 
  $4419 == 1 // $ == int 
jf @PORNO2_5570 
if 
80F5:   not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 5.0 5.0 5.0 
jf @PORNO2_5330 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4448 $4449 $4450 
jump @PORNO2_5570 

:PORNO2_5330
$4414 -= 1 // $ -= int 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_5376 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5376
if 
  $4416 == 0 // $ == int 
jf @PORNO2_5415 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5415
if 
  $4417 == 0 // $ == int 
jf @PORNO2_5454 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5454
if 
  $4418 == 0 // $ == int 
jf @PORNO2_5493 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_5493
if 
  $4420 == 0 // $ == int 
jf @PORNO2_5532 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_5532
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4412)
$4421 = 0 // $ = int 
$4419 = 2 // $ = int 

:PORNO2_5570
if 
  $4420 == 1 // $ == int 
jf @PORNO2_5904 
if 
80F5:   not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 5.0 5.0 5.0 
jf @PORNO2_5664 
024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4451 $4452 $4453 
jump @PORNO2_5904 

:PORNO2_5664
$4414 -= 1 // $ -= int 
if 
  $4415 == 0 // $ == int 
jf @PORNO2_5710 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_5710
if 
  $4416 == 0 // $ == int 
jf @PORNO2_5749 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_5749
if 
  $4417 == 0 // $ == int 
jf @PORNO2_5788 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_5788
if 
  $4418 == 0 // $ == int 
jf @PORNO2_5827 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_5827
if 
  $4419 == 0 // $ == int 
jf @PORNO2_5866 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_5866
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4413)
$4421 = 0 // $ = int 
$4420 = 2 // $ = int 

:PORNO2_5904
if 
80DC:   not player $PLAYER_CHAR in_car $4406 
jf @PORNO2_6176 
01BD: $4435 = current_time_in_ms 
0084: $4429 = $4422 // $ = $ int 
$4429 *= 5000 // $ *= int 
if 
  $4427 == 0 // $ == int 
jf @PORNO2_6016 
01BD: $4428 = current_time_in_ms 
if 
  $4429 > 30000 // $ > int 
jf @PORNO2_6001 
$4430 = 30000 // $ = int 
jump @PORNO2_6009 

:PORNO2_6001
0084: $4430 = $4429 // $ = $ int 

:PORNO2_6009
$4427 = 1 // $ = int 

:PORNO2_6016
01BD: $4431 = current_time_in_ms 
0084: $4432 = $4431 // $ = $ int 
0060: $4432 -= $4428 // $ -= $ int 
0060: $4430 -= $4432 // $ -= $ int 
0084: $4428 = $4431 // $ = $ int 
0084: $4433 = $4430 // $ = $ int 
$4433 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'PORN2_9' $4433 time 200 1  // ~g~You have ~1~ seconds to return to a Skimmer before the mission ends.
if 
  1 > $4433 // int > $ 
jf @PORNO2_6153 
if 
001C:   $4435 > $4434 // $ > $ int 
jf @PORNO2_6146 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @PORNO2_7434 

:PORNO2_6146
jump @PORNO2_6169 

:PORNO2_6153
0084: $4434 = $4435 // $ = $ int 
$4434 += 1000 // $ += int 

:PORNO2_6169
jump @PORNO2_6183 

:PORNO2_6176
$4427 = 0 // $ = int 

:PORNO2_6183
if and
01F4:   car $4406 flipped 
01C1:   car $4406 stopped 
jf @PORNO2_6211 
$4424 = 1 // $ = int 

:PORNO2_6211
if and
80DC:   not player $PLAYER_CHAR in_car $4406 
  $4423 == 0 // $ == int 
  $4424 == 0 // $ == int 
jf @PORNO2_6289 
Marker.CreateAboveCar($4407, $4406)
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
$4423 = 1 // $ = int 

:PORNO2_6289
if and
00DC:   player $PLAYER_CHAR in_car $4406 
  $4423 == 1 // $ == int 
jf @PORNO2_6977 
Marker.Disable($4407)
if 
  $4415 == 0 // $ == int 
jf @PORNO2_6359 
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 2 

:PORNO2_6359
if 
  $4416 == 0 // $ == int 
jf @PORNO2_6398 
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 2 

:PORNO2_6398
if 
  $4417 == 0 // $ == int 
jf @PORNO2_6437 
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 2 

:PORNO2_6437
if 
  $4418 == 0 // $ == int 
jf @PORNO2_6476 
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 2 

:PORNO2_6476
if 
  $4419 == 0 // $ == int 
jf @PORNO2_6515 
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 2 

:PORNO2_6515
if 
  $4420 == 0 // $ == int 
jf @PORNO2_6554 
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 2 

:PORNO2_6554
if 
  $4415 == 1 // $ == int 
jf @PORNO2_6623 
Marker.Disable($4408)
018A: $4408 = create_checkpoint_at $4436 $4437 $4438 
0165: set_marker $4408 color_to 0 
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)

:PORNO2_6623
if 
  $4416 == 1 // $ == int 
jf @PORNO2_6692 
Marker.Disable($4408)
Marker.Disable($4409)
018A: $4409 = create_checkpoint_at $4439 $4440 $4441 
0165: set_marker $4409 color_to 0 
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)

:PORNO2_6692
if 
  $4417 == 1 // $ == int 
jf @PORNO2_6761 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
018A: $4410 = create_checkpoint_at $4442 $4443 $4444 
0165: set_marker $4410 color_to 0 
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)

:PORNO2_6761
if 
  $4418 == 1 // $ == int 
jf @PORNO2_6830 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
018A: $4411 = create_checkpoint_at $4445 $4446 $4447 
0165: set_marker $4411 color_to 0 
Marker.Disable($4412)
Marker.Disable($4413)

:PORNO2_6830
if 
  $4419 == 1 // $ == int 
jf @PORNO2_6899 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
018A: $4412 = create_checkpoint_at $4448 $4449 $4450 
0165: set_marker $4412 color_to 0 
Marker.Disable($4413)

:PORNO2_6899
if 
  $4420 == 1 // $ == int 
jf @PORNO2_6968 
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
018A: $4413 = create_checkpoint_at $4451 $4452 $4453 
0165: set_marker $4413 color_to 0 

:PORNO2_6968
00BE: text_clear_all 
$4423 = 0 // $ = int 

:PORNO2_6977
jump @PORNO2_6991 

:PORNO2_6984
jump @PORNO2_7434 

:PORNO2_6991
if 
  $4422 == 0 // $ == int 
jf @PORNO2_7181 
if 
00DC:   player $PLAYER_CHAR in_car $4406 
jf @PORNO2_7035 
Player.CanMove($PLAYER_CHAR, False)

:PORNO2_7035
if 
  TIMERB > 3000 // @ > int 
jf @PORNO2_7181 
03F5: set_vehicle $4406 apply_damage_rules 1 
020B: explode_car $4406 
Car.StorePos($4406, $95, $96, $97)
020C: create_explosion 2 at $95 $96 $97 
020C: create_explosion 11 at $95 $96 $97 
020C: create_explosion 1 at $95 $96 $97 
020C: create_explosion 6 at $95 $96 $97 
039D: scatter_particles 17 0.8 0 0 0 11000 at $95 $96 $97 0.1 0.0 0.2 
jump @PORNO2_7434 

:PORNO2_7181
if 
  $4422 > 0 // $ > int 
jf @PORNO2_7239 
if 
  TIMERB > 4600 // @ > int 
jf @PORNO2_7232 
$4422 -= 1 // $ -= int 
TIMERB = 0 // @ = int 

:PORNO2_7232
jump @PORNO2_7246 

:PORNO2_7239
$4422 = 0 // $ = int 

:PORNO2_7246
if 
  $4422 > 0 // $ > int 
jf @PORNO2_7402 
if 
  10 > $4422 // int > $ 
jf @PORNO2_7402 
if 
  not Car.Wrecked($4406)
jf @PORNO2_7349 
if 
00DC:   player $PLAYER_CHAR in_car $4406 
jf @PORNO2_7339 
00BC: text_highpriority 'POR2_04' time 5000 1  // ~r~LOW FUEL!!!
jump @PORNO2_7349 

:PORNO2_7339
03D5: remove_text 'POR2_04'  // ~r~LOW FUEL!!!

:PORNO2_7349
if 
  TIMERA > 1000 // @ > int 
jf @PORNO2_7402 
Car.StorePos($4406, $95, $96, $97)
018C: play_sound 35 at $95 $96 $97 
TIMERA = 0 // @ = int 

:PORNO2_7402
if 
  $4414 == 0 // $ == int 
jf @PORNO2_7427 
jump @PORNO2_7451 

:PORNO2_7427
jump @PORNO2_2408 

:PORNO2_7434
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PORNO2_7451
00BE: text_clear_all 
055A: set_secondary_rubbish 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
014C: set_parked_car_generator $1929 cars_to_generate_to 101 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_2'  // Dildo Dodo
start_new_script @PORN3 
$258 = 1 // $ = int 
return 

:PORNO2_7530
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#SKIMMER)
0151: remove_status_text $4414 
0151: remove_status_text $4422 
Marker.Disable($4407)
Marker.Disable($4408)
Marker.Disable($4409)
Marker.Disable($4410)
Marker.Disable($4411)
Marker.Disable($4412)
Marker.Disable($4413)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
mission_cleanup 
return 

:PORNO2_7605
0407: create_coordinate $95 $96 $97 from_car $4406 offset 0.0 -2.0 -2.0 
0437: scatter_particle 11 0.8 at $95 $96 $97 0.0 0.0 0.0 
return 

//-------------Mission 29---------------
// Originally: Martha's Mug Shot

:PORNO3
script_name 'PORNO3' 
gosub @PORNO3_120 
if 
  wasted_or_busted 
jf @PORNO3_111 
if 
  $4487 == 1 // $ == int 
jf @PORNO3_104 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_104
gosub @PORNO3_10564 

:PORNO3_111
gosub @PORNO3_10674 
terminate_this_script 

:PORNO3_120
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN3' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$2887 = 0 // $ = int 
$2888 = 0 // $ = int 
$2891 = 0 // $ = int 
$2892 = 0 // $ = int 
$2895 = 0 // $ = int 
$2896 = 0 // $ = int 
$2883 = 0 // $ = int 
$2884 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4479 = 0 // $ = int 
$4480 = 0 // $ = int 
$4481 = 0 // $ = int 
$4482 = 0 // $ = int 
$4483 = 0 // $ = int 
$4484 = 0 // $ = int 
$4485 = 0 // $ = int 
$4486 = 0 // $ = int 
$4487 = 0 // $ = int 
$4490 = 0 // $ = int 
$4492 = 0 // $ = int 
$4493 = 0 // $ = int 
$4494 = 0 // $ = int 
$4495 = 0 // $ = int 
$4496 = 0 // $ = int 
$4497 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'MPORNA' 
023C: load_special_actor 5 'CMRAMAN' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO3_588
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 
823D:   not special_actor 5 loaded 
jf @PORNO3_630 
wait 0 
jump @PORNO3_588 

:PORNO3_630
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @PORNO3_662 
wait 0 
jump @PORNO3_630 

:PORNO3_662
02E4: load_cutscene_data 'PORN_3' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $165 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $164 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $197 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PORNO3_914
if 
  5363 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_949 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_914 

:PORNO3_949
00BC: text_highpriority 'POR3_A' time 10000 1  // Ok, what's the problem now?

:PORNO3_964
if 
  7267 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_999 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_964 

:PORNO3_999
00BC: text_highpriority 'POR3_B' time 10000 1  // SSShhhh!

:PORNO3_1014
if 
  8405 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1049 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1014 

:PORNO3_1049
00BC: text_highpriority 'POR3_C' time 10000 1  // Well, after his close encounter with the nympho-invaders,

:PORNO3_1064
if 
  11940 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1099 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1064 

:PORNO3_1099
00BC: text_highpriority 'POR3_D' time 10000 1  // our hero finds himself unable to think of anything but this huge phallic mountain -

:PORNO3_1114
if 
  17623 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1149 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1114 

:PORNO3_1149
00BC: text_highpriority 'POR3_E' time 10000 1  // and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh -

:PORNO3_1164
if 
  20572 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1199 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1164 

:PORNO3_1199
00BC: text_highpriority 'POR3_F' time 10000 1  // I don't give a crap about that!

:PORNO3_1214
if 
  23405 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1249 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1214 

:PORNO3_1249
00BC: text_highpriority 'POR3_G' time 10000 1  // J - Just keep going, keep going!

:PORNO3_1264
if 
  24264 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1299 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1264 

:PORNO3_1299
if 
  25472 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1334 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1299 

:PORNO3_1334
00BC: text_highpriority 'POR3_I' time 10000 1  // You mentioned something about some legal problem on the phone?

:PORNO3_1349
if 
  29817 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1384 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1349 

:PORNO3_1384
00BC: text_highpriority 'POR3_J' time 10000 1  // Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote.

:PORNO3_1399
if 
  35410 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1436 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1399 

:PORNO3_1436
00BC: text_highpriority 'POR3_K' time 10000 1  // Rumors are he's gonna support measures to restrict, shall we say,

:PORNO3_1451
if 
  38788 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1488 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1451 

:PORNO3_1488
00BC: text_highpriority 'POR3_L' time 10000 1  // the more fleshy aspects of this nation's great entertainment industry.

:PORNO3_1503
if 
  44773 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1503 

:PORNO3_1540
00BC: text_highpriority 'POR3_M' time 10000 1  // Great.

:PORNO3_1555
if 
  47875 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1592 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1555 

:PORNO3_1592
00BC: text_highpriority 'POR3_N' time 10000 1  // Candy! You know Shrub,

:PORNO3_1607
if 
  50039 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1644 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1607 

:PORNO3_1644
00BC: text_highpriority 'POR3_O' time 10000 1  // you guys get up to anything kinky?

:PORNO3_1659
if 
  53487 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1696 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1659 

:PORNO3_1696
00BC: text_highpriority 'POR3_P' time 10000 1  // Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh!

:PORNO3_1711
if 
  62879 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1748 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1711 

:PORNO3_1748
00BC: text_highpriority 'POR3_Q' time 10000 1  // Please - tell me you got that.

:PORNO3_1763
if 
  64505 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1800 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1763 

:PORNO3_1800
00BC: text_highpriority 'POR3_R' time 10000 1  // Was that part of the, uh... or was she talking to..?

:PORNO3_1815
if 
  66734 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1852 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1815 

:PORNO3_1852
00BC: text_highpriority 'POR3_S' time 10000 1  // Hey, I can never tell. Anyway...

:PORNO3_1867
if 
  69061 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1904 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1867 

:PORNO3_1904
00BC: text_highpriority 'POR3_T' time 10000 1  // You're probably best following her after the shoot,

:PORNO3_1919
if 
  72018 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_1956 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1919 

:PORNO3_1956
00BC: text_highpriority 'POR3_U' time 10000 1  // see if she'll lead you to their new love nest.

:PORNO3_1971
if 
  74686 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_2008 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_1971 

:PORNO3_2008
00BC: text_highpriority 'POR3_V' time 10000 1  // You got a camera?

:PORNO3_2023
if 
  76802 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_2060 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_2023 

:PORNO3_2060
00BC: text_highpriority 'POR3_X' time 10000 1  // Yeah. Get him a camera.

:PORNO3_2075
if 
  77802 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_2112 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_2075 

:PORNO3_2112
00BE: text_clear_all 

:PORNO3_2114
if 
  78976 > $CUT_SCENE_TIME // int > $ 
jf @PORNO3_2151 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO3_2114 

:PORNO3_2151
fade 0 1500 
00BE: text_clear_all 

:PORNO3_2160
if 
  fading 
jf @PORNO3_2184 
wait 0 
jump @PORNO3_2160 

:PORNO3_2184
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 0.75 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-67.0, 939.297, 10.94)
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
023C: load_special_actor 1 'IGCANDY' 
023C: load_special_actor 2 'IGALSCB' 

:PORNO3_2302
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @PORNO3_2332 
wait 0 
jump @PORNO3_2302 

:PORNO3_2332
038B: load_requested_models 
Model.Load(#HMYRI)
Model.Load(#CAMERA)
Model.Load(#FBI)
Model.Load(#GDA)
Model.Load(#UZI)
Model.Load(#BENSON)
Model.Load(#STRETCH)
Model.Load(#RANCHER)
Model.Load(#M4)
Model.Load(#CHEETAH)
Model.Load(#COMET)
04ED: load_animation 'STRIP' 

:PORNO3_2396
if or
  not Model.Available(#HMYRI)
  not Model.Available(#CAMERA)
  not Model.Available(#FBI)
  not Model.Available(#GDA)
  not Model.Available(#UZI)
jf @PORNO3_2440 
wait 0 
jump @PORNO3_2396 

:PORNO3_2440
if or
  not Model.Available(#BENSON)
  not Model.Available(#STRETCH)
  not Model.Available(#RANCHER)
  not Model.Available(#M4)
  not Model.Available(#CHEETAH)
jf @PORNO3_2487 
wait 0 
jump @PORNO3_2440 

:PORNO3_2487
if or
84EE:   not animation 'STRIP' loaded 
  not Model.Available(#COMET)
jf @PORNO3_2524 
wait 0 
jump @PORNO3_2487 

:PORNO3_2524
Object.Destroy($1815)
Object.Init($4466, #SPAD_DR_OPEN2, 461.961, 31.436, 31.24)
Object.RemoveFromMissionCleanupList($4466)
Object.Destroy($1817)
Object.Init($4498, #PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616)
Object.RemoveFromMissionCleanupList($4498)
034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
01B1: give_player $PLAYER_CHAR weapon 36 ammo 12 // Load the weapon model before using this 
$4491 = 12 // $ = int 
Actor.Create($4456, 5, #SPECIAL01, -40.4, 945.0, 9.9)
04F5: set_actor $4456 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4456 walk_style_to 0 
0319: set_actor $4456 running 1 
01ED: clear_actor $4456 threat_search 
Actor.Angle($4456) = 296.8
02A9: set_actor $4456 immune_to_nonplayer 1 
0239: actor $4456 run_to 9.2 964.4 
Marker.CreateAboveActor($4475, $4456)
0568: set_actor $4456 untargetable 1 
Car.Create($4457, #STRETCH, 18.8, 961.6, 10.6)
Car.Angle($4457) = 360.1
0229: set_car $4457 color_to 34 34 
00AE: set_vehicle $4457 traffic_behavior_to 2 
0129: $4458 = create_actor 4 #HMYRI in_car $4457 driverseat 
054A: set_actor $4458 can_be_shot_in_a_car 0 
020A: set_car $4457 door_status_to 3 
Car.SetToNormalDriver($4457)
Car.ImmuneToNonPlayer($4457, True)
Car.Create($4465, #BENSON, -61.7, 1019.0, 9.9)
Car.Angle($4465) = 356.2
04FE: set_vehicle $4465 deflate_tire 0 
04FE: set_vehicle $4465 deflate_tire 2 
0395: clear_area 1 at -61.7 1019.0 9.9 range 300.0 
Marker.CreateAboveCar($4478, $4465)
00BC: text_highpriority 'SBOB232' time 7000 1 
00BB: text_lowpriority 'SBOB229' time 5000 1 
fade 1 1500 
Actor.Create($4455, 4, #SPECIAL02, 471.3, 27.0, 29.6)
01ED: clear_actor $4455 threat_search 
0350: set_actor $4455 maintain_position_when_attacked 1 
Actor.Angle($4455) = 90.5
Actor.Create($4461, 4, #FBI, 477.6, 30.1, 29.9)
Actor.Angle($4461) = 286.6
01B2: give_actor $4461 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4461 threat_search 
0243: set_actor $4461 ped_stats_to 16 
0291: set_actor $4461 heed_threats 1 
0350: set_actor $4461 maintain_position_when_attacked 1 
02A9: set_actor $4461 immune_to_nonplayer 1 
Actor.Create($4462, 4, #FBI, 458.8, 18.1, 32.0)
01B2: give_actor $4462 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4462 threat_search 
0243: set_actor $4462 ped_stats_to 16 
0291: set_actor $4462 heed_threats 1 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E2: add_route_point 1 at 472.0 18.1 32.0 
01E2: add_route_point 1 at 458.8 18.1 32.0 
01E1: set_actor $4462 follow_route 1 3 
02A9: set_actor $4462 immune_to_nonplayer 1 
Actor.Create($4463, 4, #FBI, 458.4, 42.9, 32.0)
01B2: give_actor $4463 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4463 threat_search 
0243: set_actor $4463 ped_stats_to 16 
0291: set_actor $4463 heed_threats 1 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E2: add_route_point 2 at 472.0 42.9 32.0 
01E2: add_route_point 2 at 458.4 42.9 32.0 
01E1: set_actor $4463 follow_route 2 3 
02A9: set_actor $4463 immune_to_nonplayer 1 
Actor.Create($4464, 4, #FBI, 455.0, 37.6, 33.8)
01B2: give_actor $4464 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4464 threat_search 
0243: set_actor $4464 ped_stats_to 16 
0291: set_actor $4464 heed_threats 1 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E2: add_route_point 3 at 455.0 23.8 33.8 
01E2: add_route_point 3 at 455.0 37.6 33.8 
01E1: set_actor $4464 follow_route 3 3 
02A9: set_actor $4464 immune_to_nonplayer 1 
Actor.Create($4459, 4, #GDA, 474.9, 31.9, 11.0)
Actor.Angle($4459) = 269.6
01B2: give_actor $4459 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4459 threat_search 
0243: set_actor $4459 ped_stats_to 16 
0291: set_actor $4459 heed_threats 1 
0350: set_actor $4459 maintain_position_when_attacked 1 
02A9: set_actor $4459 immune_to_nonplayer 1 
Actor.Create($4460, 4, #GDA, 474.9, 28.9, 11.0)
Actor.Angle($4460) = 269.6
01B2: give_actor $4460 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4460 threat_search 
0243: set_actor $4460 ped_stats_to 16 
0291: set_actor $4460 heed_threats 1 
0350: set_actor $4460 maintain_position_when_attacked 1 
02A9: set_actor $4460 immune_to_nonplayer 1 
TIMERA = 0 // @ = int 
0293: $18 = get_controller_mode 

:PORNO3_3624
wait 0 
if 
  $4488 == 0 // $ == int 
jf @PORNO3_3856 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_3830 
if 
  $4489 == 0 // $ == int 
jf @PORNO3_3823 
if 
  $18 == 0 // $ == int 
jf @PORNO3_3718 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
$4489 = 1 // $ = int 

:PORNO3_3718
if 
  $18 == 1 // $ == int 
jf @PORNO3_3753 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
$4489 = 1 // $ = int 

:PORNO3_3753
if 
  $18 == 2 // $ == int 
jf @PORNO3_3788 
03E5: text_box 'POR3_08'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
$4489 = 1 // $ = int 

:PORNO3_3788
if 
  $18 == 3 // $ == int 
jf @PORNO3_3823 
03E5: text_box 'POR3_09'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target ~w~with the camera.
$4489 = 1 // $ = int 

:PORNO3_3823
jump @PORNO3_3856 

:PORNO3_3830
0293: $18 = get_controller_mode 
$4488 = 1 // $ = int 
TIMERA = 0 // @ = int 
$4489 = 0 // $ = int 

:PORNO3_3856
if 
  $4488 == 1 // $ == int 
jf @PORNO3_4084 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_4058 
if 
  $4489 == 0 // $ == int 
jf @PORNO3_4051 
if 
  $18 == 0 // $ == int 
jf @PORNO3_3946 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
$4489 = 1 // $ = int 

:PORNO3_3946
if 
  $18 == 1 // $ == int 
jf @PORNO3_3981 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
$4489 = 1 // $ = int 

:PORNO3_3981
if 
  $18 == 2 // $ == int 
jf @PORNO3_4016 
03E5: text_box 'POR3_11'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
$4489 = 1 // $ = int 

:PORNO3_4016
if 
  $18 == 3 // $ == int 
jf @PORNO3_4051 
03E5: text_box 'POR3_10'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
$4489 = 1 // $ = int 

:PORNO3_4051
jump @PORNO3_4084 

:PORNO3_4058
0293: $18 = get_controller_mode 
$4488 = 2 // $ = int 
TIMERA = 0 // @ = int 
$4489 = 0 // $ = int 

:PORNO3_4084
if 
  $4488 == 2 // $ == int 
jf @PORNO3_4307 
if 
  7000 > TIMERA // int > @ 
jf @PORNO3_4286 
if 
  $4489 == 0 // $ == int 
jf @PORNO3_4279 
if 
  $18 == 0 // $ == int 
jf @PORNO3_4174 
03E5: text_box 'POR3_12'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
$4489 = 1 // $ = int 

:PORNO3_4174
if 
  $18 == 1 // $ == int 
jf @PORNO3_4209 
03E5: text_box 'POR3_12'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
$4489 = 1 // $ = int 

:PORNO3_4209
if 
  $18 == 2 // $ == int 
jf @PORNO3_4244 
03E5: text_box 'POR3_13'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
$4489 = 1 // $ = int 

:PORNO3_4244
if 
  $18 == 3 // $ == int 
jf @PORNO3_4279 
03E5: text_box 'POR3_14'  // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
$4489 = 1 // $ = int 

:PORNO3_4279
jump @PORNO3_4307 

:PORNO3_4286
$4488 = 3 // $ = int 
TIMERA = 0 // @ = int 
$4489 = 0 // $ = int 

:PORNO3_4307
if 
  $4488 == 3 // $ == int 
jf @PORNO3_4351 
if 
  TIMERA > 1000 // @ > int 
jf @PORNO3_4351 
$4488 = 4 // $ = int 

:PORNO3_4351
if 
  not Car.Wrecked($4465)
jf @PORNO3_4405 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PORNO3_4398 
Marker.Disable($4478)
03D5: remove_text 'SBOB229' 

:PORNO3_4398
jump @PORNO3_4420 

:PORNO3_4405
Marker.Disable($4478)
03D5: remove_text 'SBOB229' 

:PORNO3_4420
if 
  not Actor.Dead($4456)
jf @PORNO3_4918 
if 
  not Car.Wrecked($4457)
jf @PORNO3_4889 
if 
  not Actor.Dead($4458)
jf @PORNO3_4860 
if 
  $4480 == 0 // $ == int 
jf @PORNO3_4697 
if 
  Actor.InCar($4456, $4457)
jf @PORNO3_4637 
0362: put_actor $4456 at -862.0 -607.4 11.1 and_remove_from_car 
Actor.DestroyInstantly($4456)
01C8: $4456 = create_actor_pedtype 5 model #SPECIAL01 in_car $4457 passenger_seat 2 
04F5: set_actor $4456 as_player_friend $PLAYER_CHAR flag 1 
0245: set_actor $4456 walk_style_to 46 
01ED: clear_actor $4456 threat_search 
02A9: set_actor $4456 immune_to_nonplayer 1 
Car.DriveTo($4457, 485.9, 31.3, 10.7)
Car.SetMaxSpeed($4457, 40.0)
Marker.Disable($4475)
Marker.CreateAboveActor($4475, $4456)
TIMERA = 0 // @ = int 
$4480 = 1 // $ = int 
jump @PORNO3_4690 

:PORNO3_4637
if 
00ED:   actor $4456 0 9.2 964.4 radius 1.0 1.0 
jf @PORNO3_4690 
01D4: actor $4456 go_to_car $4457 and_enter_it_as_a_passenger 
0319: set_actor $4456 running 1 

:PORNO3_4690
jump @PORNO3_4853 

:PORNO3_4697
if and
82CA:   not car $4457 bounding_sphere_visible 
81FC:   not player $PLAYER_CHAR near_car $4457 radius 150.0 150.0 0 
jf @PORNO3_4755 
00BC: text_highpriority 'POR3_21' time 5000 1  // ~g~You lost Candy's Stretch!
jump @PORNO3_10564 

:PORNO3_4755
if 
01FC:   player $PLAYER_CHAR near_car $4457 radius 22.0 22.0 0 
jf @PORNO3_4808 
00BC: text_highpriority 'SBOB231' time 5000 1 
jump @PORNO3_10564 

:PORNO3_4808
if 
01AD:   car $4457 sphere 0 near_point 485.9 31.3 radius 15.0 15.0 
jf @PORNO3_4853 
jump @PORNO3_5128 

:PORNO3_4853
jump @PORNO3_4882 

:PORNO3_4860
00BC: text_highpriority 'POR3_15' time 5000 1  // ~r~You trashed Candy's Stretch!
jump @PORNO3_10564 

:PORNO3_4882
jump @PORNO3_4911 

:PORNO3_4889
00BC: text_highpriority 'POR3_15' time 5000 1  // ~r~You trashed Candy's Stretch!
jump @PORNO3_10564 

:PORNO3_4911
jump @PORNO3_4940 

:PORNO3_4918
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_10564 

:PORNO3_4940
gosub @PORNO3_11351 
if 
  $4481 == 1 // $ == int 
jf @PORNO3_4987 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_10564 

:PORNO3_4987
if 
  $4481 == 2 // $ == int 
jf @PORNO3_5027 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
jump @PORNO3_10564 

:PORNO3_5027
if 
  $4481 == 3 // $ == int 
jf @PORNO3_5067 
00BC: text_highpriority 'POR3_03' time 5000 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
jump @PORNO3_10564 

:PORNO3_5067
gosub @PORNO3_11736 
gosub @PORNO3_12028 
if 
  $4481 == 4 // $ == int 
jf @PORNO3_5121 
00BC: text_highpriority 'POR3_19' time 5000 1  // ~r~You ran out of film!
jump @PORNO3_10564 

:PORNO3_5121
jump @PORNO3_3624 

:PORNO3_5128
0169: set_fade_color 0 0 1 
fade 0 500 

:PORNO3_5143
if 
  fading 
jf @PORNO3_5167 
wait 0 
jump @PORNO3_5143 

:PORNO3_5167
if 
  not Car.Wrecked($4457)
jf @PORNO3_5213 
Car.PutAt($4457, 485.9, 31.3, 9.8)
Car.Angle($4457) = 196.8

:PORNO3_5213
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
$4494 = 0 // $ = int 
$4495 = 0 // $ = int 
if 
  not Car.Wrecked($4465)
jf @PORNO3_5280 
if 
00DC:   player $PLAYER_CHAR in_car $4465 
jf @PORNO3_5280 
Car.LockInCurrentPosition($4465, True)

:PORNO3_5280
Camera.SetAtPos(478.4, 30.4, 11.0)
03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0 
fade 1 500 
Camera.SetPosition(473.99, 27.96, 13.03, 0.0, 0.0, 0.0)
Camera.PointAt(484.0, 31.4, 10.1, 2)
wait 500 
if 
  not Actor.Dead($4456)
jf @PORNO3_5432 
if 
  not Car.Wrecked($4457)
jf @PORNO3_5432 
01D3: actor $4456 leave_car $4457 

:PORNO3_5432
wait 0 
if 
  not Car.Wrecked($4457)
jf @PORNO3_5590 
01E9: $4486 = car $4457 num_passengers 
if 
  $4486 == 0 // $ == int 
jf @PORNO3_5583 
if 
  not Actor.Dead($4456)
jf @PORNO3_5576 
if 
  not Car.Wrecked($4457)
jf @PORNO3_5540 
Car.DriveTo($4457, 479.0, -174.4, 9.0)
Car.SetMaxSpeed($4457, 20.0)

:PORNO3_5540
0319: set_actor $4456 running 0 
0211: actor $4456 walk_to 475.9 30.2 
TIMERA = 0 // @ = int 
jump @PORNO3_5597 

:PORNO3_5576
jump @PORNO3_5590 

:PORNO3_5583
jump @PORNO3_5432 

:PORNO3_5590
jump @PORNO3_5432 

:PORNO3_5597
wait 0 
if 
  not Actor.Dead($4456)
jf @PORNO3_5675 
if or
00EC:   actor $4456 0 475.9 30.2 radius 1.0 1.0 
  TIMERA > 7000 // @ > int 
jf @PORNO3_5675 
0192: set_actor $4456 objective_to_stand_still 
jump @PORNO3_5682 

:PORNO3_5675
jump @PORNO3_5597 

:PORNO3_5682
Actor.PutAt($4456, 457.6, 30.6, 30.1)
Actor.Angle($4456) = 270.0
Camera.SetPosition(471.75, 25.95, 30.53, 0.0, 0.0, 0.0)
Camera.PointAt(429.69, 57.3, 24.51, 2)
TIMERA = 0 // @ = int 

:PORNO3_5770
wait 0 
if 
  TIMERA > 12000 // @ > int 
jf @PORNO3_5800 
jump @PORNO3_6142 

:PORNO3_5800
if 
  not Actor.Dead($4456)
jf @PORNO3_6135 
if 
  not Actor.Dead($4455)
jf @PORNO3_6135 
if 
  $4492 == 0 // $ == int 
jf @PORNO3_6027 
if 
00EC:   actor $4456 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_6012 
04C2: actor $4456 walk_to_actor $4455 
03CF: load_wav 'PRN1_12' as 1 

:PORNO3_5908
if 
83D0:   not wav 1 loaded 
jf @PORNO3_5934 
wait 0 
jump @PORNO3_5908 

:PORNO3_5934
00BC: text_highpriority 'POR1_19' time 4000 1  // Hey!
03D1: play_wav 1 

:PORNO3_5953
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4456)
jf @PORNO3_5984 
wait 0 
jump @PORNO3_5953 

:PORNO3_5984
040D: unload_wav 1 
03D5: remove_text 'POR1_19'  // Hey!
$4492 = 1 // $ = int 
jump @PORNO3_6027 

:PORNO3_6012
0211: actor $4456 walk_to 463.8 31.4 

:PORNO3_6027
if 
  $4492 == 1 // $ == int 
jf @PORNO3_6135 
if 
  not Actor.Dead($4456)
jf @PORNO3_6135 
if 
  not Actor.Dead($4455)
jf @PORNO3_6135 
if 
00F2:   actor $4456 near_actor $4455 radius 2.0 2.0 0 
jf @PORNO3_6127 
0192: set_actor $4456 objective_to_stand_still 
jump @PORNO3_6142 
jump @PORNO3_6135 

:PORNO3_6127
04C2: actor $4456 walk_to_actor $4455 

:PORNO3_6135
jump @PORNO3_5770 

:PORNO3_6142
03CF: load_wav 'PORN3_1' as 1 
03CF: load_wav 'PORN3_2' as 2 

:PORNO3_6166
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PORNO3_6196 
wait 0 
jump @PORNO3_6166 

:PORNO3_6196
if 
  not Actor.Dead($4455)
jf @PORNO3_6222 
0372: set_actor $4455 anim 19 wait_state_time 10000 ms 

:PORNO3_6222
00BC: text_highpriority 'POR3_04' time 4000 1  // Uh, Candy, could you call me Martha?
03D1: play_wav 1 

:PORNO3_6241
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4455)
jf @PORNO3_6272 
wait 0 
jump @PORNO3_6241 

:PORNO3_6272
040D: unload_wav 1 
03D5: remove_text 'POR3_04'  // Uh, Candy, could you call me Martha?
if 
  not Actor.Dead($4455)
jf @PORNO3_6311 
0372: set_actor $4455 anim 0 wait_state_time 10 ms 

:PORNO3_6311
if 
  not Actor.Dead($4456)
jf @PORNO3_6337 
0372: set_actor $4456 anim 19 wait_state_time 10000 ms 

:PORNO3_6337
00BC: text_highpriority 'POR3_05' time 4000 1  // Oh Alex - I mean Martha. Whatever you say...
03D1: play_wav 2 

:PORNO3_6356
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4456)
jf @PORNO3_6387 
wait 0 
jump @PORNO3_6356 

:PORNO3_6387
040D: unload_wav 2 
03D5: remove_text 'POR3_05'  // Oh Alex - I mean Martha. Whatever you say...
if 
  not Actor.Dead($4456)
jf @PORNO3_6426 
0372: set_actor $4456 anim 0 wait_state_time 10 ms 

:PORNO3_6426
wait 1000 
if 
  $4494 == 0 // $ == int 
jf @PORNO3_6494 
03CF: load_wav 'CAML' as 1 

:PORNO3_6461
if 
83D0:   not wav 1 loaded 
jf @PORNO3_6487 
wait 0 
jump @PORNO3_6461 

:PORNO3_6487
$4494 = 1 // $ = int 

:PORNO3_6494
if 
  $4495 == 0 // $ == int 
jf @PORNO3_6557 
03CF: load_wav 'CAMR' as 2 

:PORNO3_6524
if 
83D0:   not wav 2 loaded 
jf @PORNO3_6550 
wait 0 
jump @PORNO3_6524 

:PORNO3_6550
$4495 = 1 // $ = int 

:PORNO3_6557
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
0169: set_fade_color 0 0 1 
fade 0 500 

:PORNO3_6597
if 
  fading 
jf @PORNO3_6621 
wait 0 
jump @PORNO3_6597 

:PORNO3_6621
if 
  not Car.Wrecked($4465)
jf @PORNO3_6663 
if 
00DC:   player $PLAYER_CHAR in_car $4465 
jf @PORNO3_6663 
Car.LockInCurrentPosition($4465, False)

:PORNO3_6663
Car.Create($10086, #CHEETAH, 495.4096, 31.0869, 10.9015)
Car.Angle($10086) = 186.2759
053F: set_car $10086 tires_vulnerable 0 
Car.Destroy($4457)
wait 600 
fade 1 500 
Actor.PutAt($4456, 479.9162, 28.6665, 11.0712)
Actor.PutAt($4455, 479.2196, 31.59, 11.0712)
01D5: actor $4456 go_to_and_drive_car $10086 
01D4: actor $4455 go_to_car $10086 and_enter_it_as_a_passenger 
0319: set_actor $4456 running 1 
0319: set_actor $4455 running 1 
Camera.SetPosition(483.2462, 45.3037, 15.9015, 0.0, 0.0, 0.0)
Camera.OnVehicle($10086, 15, 2)
00BC: text_highpriority 'SBOB230' time 5000 1 

:PORNO3_6846
wait 0 
if and
  Actor.InCar($4456, $10086)
  Actor.InCar($4455, $10086)
jf @PORNO3_6846 
Car.SetToPsychoDriver($10086)
Car.SetMaxSpeed($10086, 30.0)
00AE: set_vehicle $10086 traffic_behavior_to 2 
0362: put_actor $4455 at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor $4455 into_turret_on_car $10086 at_car_offset 0.0 0.0 0.9322 position 3 angle 270.0 with_weapon 0 
0372: set_actor $4455 anim 32 wait_state_time 999999 ms 
wait 1500 
020A: set_car $10086 door_status_to 2 
00BC: text_highpriority 'SBOB233' time 6000 1 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
  not Actor.Dead($4455)
jf @PORNO3_7035 
if 
  not Actor.Dead($4456)
jf @PORNO3_7035 

:PORNO3_7035
03C4: set_status_text_to $4497 0 'POR3_24'  // PHOTOS TAKEN:
01EB: set_traffic_density_multiplier_to 1.0 

:PORNO3_7057
wait 0 
Car.StorePos($10086, $750, $751, $752)
$10088 += 1 // $ += int 
if 
  not Actor.Dead($4455)
jf @PORNO3_8279 
if and
01FC:   player $PLAYER_CHAR near_car $10086 radius 20.0 20.0 0 
04C5:   actor $4455 photographed 
jf @PORNO3_7251 
018C: play_sound 1 at 0.0 0.0 0.0 
$4497 += 1 // $ += int 
if 
  $10087 == 0 // $ == int 
jf @PORNO3_7638 
$10087 = 1 // $ = int 
00BC: text_highpriority 'SBOB235' time 5000 1 
Actor.DestroyInstantly($4455)
01C8: $4455 = create_actor_pedtype 4 model #SPECIAL02 in_car $10086 passenger_seat 0 
$10088 = 0 // $ = int 
Car.SetMaxSpeed($10086, 60.0)
Car.SetImmunities($10086, 0, 0, 0, 1, 0)

:PORNO3_7251
if 
  not Actor.Dead($4455)
jf @PORNO3_8279 
if and
  $10087 == 0 // $ == int 
01FC:   player $PLAYER_CHAR near_car $10086 radius 20.0 20.0 0 
jf @PORNO3_7320 
00BC: text_highpriority 'SBOB234' time 150 1 

:PORNO3_7320
if 
  not Actor.Dead($4455)
jf @PORNO3_8279 
if and
  $10087 == 1 // $ == int 
  $10088 >= 210 // $ >= int 
jf @PORNO3_7458 
0362: put_actor $4455 at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor $4455 into_turret_on_car $10086 at_car_offset 0.0 0.0 0.9322 position 3 angle 270.0 with_weapon 0 
0372: set_actor $4455 anim 32 wait_state_time 999999 ms 
$10087 = 0 // $ = int 
Car.SetMaxSpeed($10086, 35.0)
Car.SetImmunities($10086, 0, 0, 0, 0, 0)

:PORNO3_7458
if and
  $10089 == 0 // $ == int 
  $4497 > 0 // $ > int 
jf @PORNO3_7560 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\PORN3_3.WAV" loop 0 volume 0.5 
Player.WantedLevel($PLAYER_CHAR) = 2
$10089 = 1 // $ = int 
if 
  $10097 == 0 // $ == int 
jf @PORNO3_7560 
$10097 = 1 // $ = int 

:PORNO3_7560
if and
  $10089 == 1 // $ == int 
  $4497 > 3 // $ > int 
jf @PORNO3_7599 
Player.WantedLevel($PLAYER_CHAR) = 3
$10089 = 2 // $ = int 

:PORNO3_7599
if and
  $10089 == 2 // $ == int 
  $4497 > 7 // $ > int 
jf @PORNO3_7638 
Player.WantedLevel($PLAYER_CHAR) = 4
$10089 = 3 // $ = int 

:PORNO3_7638
if 
  $4497 > 9 // $ > int 
jf @PORNO3_8279 
0151: remove_status_text $4497 
Actor.DestroyInstantly($4456)
Actor.DestroyInstantly($4455)
01C8: $4456 = create_actor_pedtype 4 model #SPECIAL01 in_car $10086 passenger_seat 0 
0129: $4455 = create_actor 4 #SPECIAL02 in_car $10086 driverseat 
Car.SetMaxSpeed($10086, 60.0)
Car.SetImmunities($10086, 0, 0, 0, 1, 0)
00AF: set_car $10086 driver_behaviour_to 2 
Player.WantedLevel($PLAYER_CHAR) = 5
if 
  not Actor.Dead($4459)
jf @PORNO3_7812 
Actor.PutAt($4459, 571.4, 49.3, 13.3)
Actor.Angle($4459) = 185.6
011A: set_actor $4459 search_threat 1 
01CA: actor $4459 kill_player $PLAYER_CHAR 
02E2: set_actor $4459 weapon_accuracy_to 90 
Actor.Health($4459) = 150

:PORNO3_7812
if 
  not Actor.Dead($4460)
jf @PORNO3_7888 
Actor.PutAt($4460, 569.9, 49.0, 13.3)
Actor.Angle($4460) = 185.6
011A: set_actor $4460 search_threat 1 
01CA: actor $4460 kill_player $PLAYER_CHAR 
02E2: set_actor $4460 weapon_accuracy_to 90 
Actor.Health($4460) = 150

:PORNO3_7888
jump @PORNO3_8059 
if 
  $4490 == 0 // $ == int 
jf @PORNO3_8059 
$4494 = 0 // $ = int 
00BC: text_highpriority 'POR3_06' time 4000 1  // Martha, someone's watching.. how kinky.
03D1: play_wav 1 

:PORNO3_7939
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4456)
jf @PORNO3_7970 
wait 0 
jump @PORNO3_7939 

:PORNO3_7970
040D: unload_wav 1 
03D5: remove_text 'POR3_06'  // Martha, someone's watching.. how kinky.
if 
  $4494 == 0 // $ == int 
jf @PORNO3_8047 
03CF: load_wav 'CAML' as 1 

:PORNO3_8014
if 
83D0:   not wav 1 loaded 
jf @PORNO3_8040 
wait 0 
jump @PORNO3_8014 

:PORNO3_8040
$4494 = 1 // $ = int 

:PORNO3_8047
Marker.Disable($4477)
$4490 = 1 // $ = int 

:PORNO3_8059
wait 0 
00BC: text_highpriority 'SBOB236' time 5000 1 
if 
01FC:   player $PLAYER_CHAR near_car $10086 radius 250.0 250.0 0 
jf @PORNO3_8192 
jump @PORNO3_8116 

:PORNO3_8116
if 
  Actor.Dead($4455)
jf @PORNO3_8154 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
jump @PORNO3_10564 

:PORNO3_8154
if 
  Actor.Dead($4456)
jf @PORNO3_8059 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_10564 

:PORNO3_8192
Marker.Disable($4475)
018C: play_sound 1 at 0.0 0.0 0.0 
018A: $4476 = create_checkpoint_at -52.5 941.9 9.9 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
00BC: text_highpriority 'SBOB237' time 7000 1 
$4492 = 0 // $ = int 
00AF: set_car $10086 driver_behaviour_to 1 
jump @PORNO3_8467 

:PORNO3_8279
gosub @PORNO3_11351 
if 
  $4481 == 1 // $ == int 
jf @PORNO3_8326 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_10564 

:PORNO3_8326
if 
  $4481 == 2 // $ == int 
jf @PORNO3_8366 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
jump @PORNO3_10564 

:PORNO3_8366
if 
  $4481 == 3 // $ == int 
jf @PORNO3_8406 
00BC: text_highpriority 'POR3_03' time 5000 1  // ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
jump @PORNO3_10564 

:PORNO3_8406
gosub @PORNO3_12028 
if 
  $4481 == 4 // $ == int 
jf @PORNO3_8453 
00BC: text_highpriority 'POR3_19' time 5000 1  // ~r~You ran out of film!
jump @PORNO3_10564 

:PORNO3_8453
gosub @PORNO3_11736 
jump @PORNO3_7057 

:PORNO3_8467
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 -52.5 941.9 9.9 radius 5.0 5.0 5.0 
jf @PORNO3_8526 
jump @PORNO3_10606 

:PORNO3_8526
if 
  $4496 == 0 // $ == int 
jf @PORNO3_9304 
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @PORNO3_9304 
Actor.RemoveReferences($4461)
Actor.RemoveReferences($4462)
Actor.RemoveReferences($4463)
Actor.RemoveReferences($4464)
Actor.RemoveReferences($4459)
Actor.RemoveReferences($4460)
Actor.Create($4467, 4, #FBI, 14.3, 966.0, 9.9)
Actor.Angle($4467) = 327.1
01B2: give_actor $4467 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4467 threat_search 
0243: set_actor $4467 ped_stats_to 16 
0291: set_actor $4467 heed_threats 1 
0350: set_actor $4467 maintain_position_when_attacked 1 
011A: set_actor $4467 search_threat 1 
01CA: actor $4467 kill_player $PLAYER_CHAR 
02E2: set_actor $4467 weapon_accuracy_to 90 
Actor.Health($4467) = 150
Actor.Create($4468, 4, #FBI, 13.2, 960.4, 9.9)
Actor.Angle($4468) = 191.9
01B2: give_actor $4468 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4468 threat_search 
0243: set_actor $4468 ped_stats_to 16 
0291: set_actor $4468 heed_threats 1 
0350: set_actor $4468 maintain_position_when_attacked 1 
011A: set_actor $4468 search_threat 1 
01CA: actor $4468 kill_player $PLAYER_CHAR 
02E2: set_actor $4468 weapon_accuracy_to 90 
Actor.Health($4468) = 150
Actor.Create($4471, 4, #FBI, 10.1, 965.7, 9.9)
Actor.Angle($4471) = 121.8
01B2: give_actor $4471 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4471 threat_search 
0243: set_actor $4471 ped_stats_to 16 
0291: set_actor $4471 heed_threats 1 
0350: set_actor $4471 maintain_position_when_attacked 1 
011A: set_actor $4471 search_threat 1 
01CA: actor $4471 kill_player $PLAYER_CHAR 
02E2: set_actor $4471 weapon_accuracy_to 90 
Actor.Health($4471) = 150
Car.Create($4472, #RANCHER, 15.5, 962.7, 10.0)
Car.Angle($4472) = 352.8
Actor.Create($4469, 4, #FBI, -6.9, 883.8, 9.7)
Actor.Angle($4469) = 254.8
01B2: give_actor $4469 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4469 threat_search 
0243: set_actor $4469 ped_stats_to 16 
0291: set_actor $4469 heed_threats 1 
0350: set_actor $4469 maintain_position_when_attacked 1 
011A: set_actor $4469 search_threat 1 
01CA: actor $4469 kill_player $PLAYER_CHAR 
02E2: set_actor $4469 weapon_accuracy_to 90 
Actor.Health($4469) = 150
Actor.Create($4470, 4, #FBI, -12.6, 877.7, 9.8)
Actor.Angle($4470) = 222.4
01B2: give_actor $4470 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4470 threat_search 
0243: set_actor $4470 ped_stats_to 16 
0291: set_actor $4470 heed_threats 1 
0350: set_actor $4470 maintain_position_when_attacked 1 
011A: set_actor $4470 search_threat 1 
01CA: actor $4470 kill_player $PLAYER_CHAR 
02E2: set_actor $4470 weapon_accuracy_to 90 
Actor.Health($4470) = 150
Actor.Create($10090, 4, #FBI, -41.5568, 922.6196, 19.4325)
Actor.Angle($10090) = 5.5913
01B2: give_actor $10090 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10090 threat_search 
0243: set_actor $10090 ped_stats_to 16 
0291: set_actor $10090 heed_threats 1 
0350: set_actor $10090 maintain_position_when_attacked 1 
011A: set_actor $10090 search_threat 1 
01CA: actor $10090 kill_player $PLAYER_CHAR 
02E2: set_actor $10090 weapon_accuracy_to 90 
Actor.Health($10090) = 150
Car.Create($4473, #RANCHER, -5.8, 887.2, 9.8)
Car.Angle($4473) = 187.0
Car.Create($4474, #RANCHER, -8.5, 880.2, 9.8)
Car.Angle($4474) = 311.2
$4496 = 1 // $ = int 

:PORNO3_9304
if 
  not Actor.Dead($4461)
jf @PORNO3_9652 
if 
  $4482 == 0 // $ == int 
jf @PORNO3_9421 
if 
82CB:   not actor $4461 bounding_sphere_visible 
jf @PORNO3_9421 
Actor.PutAt($4461, 562.4, 29.6, 16.7)
Actor.Angle($4461) = 271.4
011A: set_actor $4461 search_threat 1 
01CA: actor $4461 kill_player $PLAYER_CHAR 
02E2: set_actor $4461 weapon_accuracy_to 90 
Actor.Health($4461) = 150
$4482 = 1 // $ = int 

:PORNO3_9421
if 
  $4482 == 1 // $ == int 
jf @PORNO3_9652 
if 
02CB:   actor $4461 bounding_sphere_visible 
jf @PORNO3_9652 
if 
  $4490 == 1 // $ == int 
jf @PORNO3_9652 
$4494 = 0 // $ = int 
03CF: load_wav 'PORN3_4' as 1 

:PORNO3_9492
if 
83D0:   not wav 1 loaded 
jf @PORNO3_9518 
wait 0 
jump @PORNO3_9492 

:PORNO3_9518
00BC: text_highpriority 'POR3_07' time 4000 1  // You! Give me that camera!
03D1: play_wav 1 

:PORNO3_9537
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4461)
jf @PORNO3_9568 
wait 0 
jump @PORNO3_9537 

:PORNO3_9568
040D: unload_wav 1 
03D5: remove_text 'POR3_07'  // You! Give me that camera!
if 
  $4494 == 0 // $ == int 
jf @PORNO3_9645 
03CF: load_wav 'CAML' as 1 

:PORNO3_9612
if 
83D0:   not wav 1 loaded 
jf @PORNO3_9638 
wait 0 
jump @PORNO3_9612 

:PORNO3_9638
$4494 = 1 // $ = int 

:PORNO3_9645
$4490 = 2 // $ = int 

:PORNO3_9652
if 
  not Actor.Dead($4462)
jf @PORNO3_9776 
if 
  $4483 == 0 // $ == int 
jf @PORNO3_9776 
if 
82CB:   not actor $4462 bounding_sphere_visible 
jf @PORNO3_9776 
0350: set_actor $4462 maintain_position_when_attacked 1 
Actor.PutAt($4462, 561.7, 27.4, 16.7)
Actor.Angle($4462) = 302.4
011A: set_actor $4462 search_threat 1 
01CA: actor $4462 kill_player $PLAYER_CHAR 
02E2: set_actor $4462 weapon_accuracy_to 90 
Actor.Health($4462) = 150
$4483 = 1 // $ = int 

:PORNO3_9776
if 
  not Actor.Dead($4463)
jf @PORNO3_9900 
if 
  $4484 == 0 // $ == int 
jf @PORNO3_9900 
if 
82CB:   not actor $4463 bounding_sphere_visible 
jf @PORNO3_9900 
0350: set_actor $4463 maintain_position_when_attacked 1 
Actor.PutAt($4463, 574.2, 24.2, 11.7)
Actor.Angle($4463) = 89.0
011A: set_actor $4463 search_threat 1 
01CA: actor $4463 kill_player $PLAYER_CHAR 
02E2: set_actor $4463 weapon_accuracy_to 90 
Actor.Health($4463) = 150
$4484 = 1 // $ = int 

:PORNO3_9900
if 
  not Actor.Dead($4464)
jf @PORNO3_10024 
if 
  $4485 == 0 // $ == int 
jf @PORNO3_10024 
if 
82CB:   not actor $4464 bounding_sphere_visible 
jf @PORNO3_10024 
0350: set_actor $4464 maintain_position_when_attacked 1 
Actor.PutAt($4464, 574.8, 26.3, 11.7)
Actor.Angle($4464) = 107.0
011A: set_actor $4464 search_threat 1 
01CA: actor $4464 kill_player $PLAYER_CHAR 
02E2: set_actor $4464 weapon_accuracy_to 90 
Actor.Health($4464) = 150
$4485 = 1 // $ = int 

:PORNO3_10024
if 
  not Actor.Dead($4456)
jf @PORNO3_10224 
if 
  $4492 == 0 // $ == int 
jf @PORNO3_10140 
if 
00EC:   actor $4456 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_10125 
0211: actor $4456 walk_to 457.6 30.6 
$4492 = 1 // $ = int 
jump @PORNO3_10140 

:PORNO3_10125
0211: actor $4456 walk_to 463.8 31.4 

:PORNO3_10140
if 
  $4492 == 1 // $ == int 
jf @PORNO3_10224 
if 
  not Actor.Dead($4456)
jf @PORNO3_10224 
if 
00EC:   actor $4456 0 457.6 30.6 radius 1.0 1.0 
jf @PORNO3_10224 
Actor.DestroyInstantly($4456)
$4492 = 2 // $ = int 

:PORNO3_10224
if 
  not Actor.Dead($4455)
jf @PORNO3_10424 
if 
  $4493 == 0 // $ == int 
jf @PORNO3_10340 
if 
00EC:   actor $4455 0 463.8 31.4 radius 1.0 1.0 
jf @PORNO3_10325 
0211: actor $4455 walk_to 457.6 30.6 
$4493 = 1 // $ = int 
jump @PORNO3_10340 

:PORNO3_10325
0211: actor $4455 walk_to 463.8 31.4 

:PORNO3_10340
if 
  $4493 == 1 // $ == int 
jf @PORNO3_10424 
if 
  not Actor.Dead($4455)
jf @PORNO3_10424 
if 
00EC:   actor $4455 0 457.6 30.6 radius 1.0 1.0 
jf @PORNO3_10424 
Actor.DestroyInstantly($4455)
$4493 = 2 // $ = int 

:PORNO3_10424
gosub @PORNO3_11736 
gosub @PORNO3_12028 
if 
   not $4492 == 2 // $ == int 
jf @PORNO3_10494 
if 
  Actor.Dead($4456)
jf @PORNO3_10494 
00BC: text_highpriority 'POR1_03' time 5000 1  // ~r~Candy is dead!
jump @PORNO3_10564 

:PORNO3_10494
if 
   not $4493 == 2 // $ == int 
jf @PORNO3_10557 
if 
  Actor.Dead($4455)
jf @PORNO3_10557 
00BC: text_highpriority 'POR3_02' time 5000 1  // ~r~You've killed the Congressman! There's no way you can blackmail him now.
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
jump @PORNO3_10564 

:PORNO3_10557
jump @PORNO3_8467 

:PORNO3_10564
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
  $4481 == 2 // $ == int 
jf @PORNO3_10604 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)

:PORNO3_10604
return 

:PORNO3_10606
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_3'  // Martha's Mug Shot
start_new_script @PORN4 
$259 = 1 // $ = int 
return 

:PORNO3_10674
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
$4488 = 3 // $ = int 
Actor.DestroyWithFade($4456)
Actor.DestroyWithFade($4455)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#HMYRI)
Model.Destroy(#STRETCH)
Model.Destroy(#CAMERA)
Model.Destroy(#FBI)
Model.Destroy(#GDA)
Model.Destroy(#UZI)
Model.Destroy(#BENSON)
Model.Destroy(#RANCHER)
Model.Destroy(#M4)
Model.Destroy(#CHEETAH)
Model.Destroy(#COMET)
04EF: release_animation 'STRIP' 
0151: remove_status_text $4497 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 
017A: set_player $PLAYER_CHAR weapon 36 ammo_to 0 
if 
0056:   player $PLAYER_CHAR 0 585.7 52.8 555.9 8.1 
jf @PORNO3_11035 
fade 0 400 
0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3 
if 
  $4487 == 1 // $ == int 
jf @PORNO3_10972 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_10972
Object.Destroy($4498)
Object.Init($1817, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1817)
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
fade 1 400 
jump @PORNO3_11159 

:PORNO3_11035
if 
   not $259 == 1 // $ == int 
jf @PORNO3_11109 
Object.Destroy($4498)
Object.Init($1817, #PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1817)
034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 
jump @PORNO3_11159 

:PORNO3_11109
Object.Destroy($1817)
Object.Init($4498, #PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616)
Object.RemoveFromMissionCleanupList($4498)
034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 

:PORNO3_11159
if 
0057:   player $PLAYER_CHAR 0 465.1 32.8 29.9 454.5 27.2 32.6 
jf @PORNO3_11285 
fade 0 400 
0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1 
Object.Destroy($4466)
Object.Destroy($1815)
Object.Init($1815, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)
fade 1 400 
jump @PORNO3_11322 

:PORNO3_11285
Object.Destroy($4466)
Object.Destroy($1815)
Object.Init($1815, #SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1815)

:PORNO3_11322
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($4475)
Marker.Disable($4476)
Marker.Disable($4477)
Marker.Disable($4478)
mission_cleanup 
return 

:PORNO3_11351
if 
  Actor.Dead($4456)
jf @PORNO3_11374 
$4481 = 1 // $ = int 

:PORNO3_11374
if 
  Actor.Dead($4455)
jf @PORNO3_11397 
$4481 = 2 // $ = int 

:PORNO3_11397
if 
  Actor.Dead($4459)
jf @PORNO3_11420 
$4481 = 3 // $ = int 

:PORNO3_11420
if 
  Actor.Dead($4460)
jf @PORNO3_11443 
$4481 = 3 // $ = int 

:PORNO3_11443
if 
  Actor.Dead($4461)
jf @PORNO3_11466 
$4481 = 3 // $ = int 

:PORNO3_11466
if 
  Actor.Dead($4462)
jf @PORNO3_11489 
$4481 = 3 // $ = int 

:PORNO3_11489
if 
  Actor.Dead($4463)
jf @PORNO3_11512 
$4481 = 3 // $ = int 

:PORNO3_11512
if 
  Actor.Dead($4464)
jf @PORNO3_11535 
$4481 = 3 // $ = int 

:PORNO3_11535
if 
0057:   player $PLAYER_CHAR 0 477.3 14.8 29.4 448.6 45.5 38.2 
jf @PORNO3_11734 
if 
  not Actor.Dead($4459)
jf @PORNO3_11607 
01CC: actor $4459 kill_player $PLAYER_CHAR 

:PORNO3_11607
if 
  not Actor.Dead($4460)
jf @PORNO3_11631 
01CC: actor $4460 kill_player $PLAYER_CHAR 

:PORNO3_11631
if 
  not Actor.Dead($4461)
jf @PORNO3_11655 
01CC: actor $4461 kill_player $PLAYER_CHAR 

:PORNO3_11655
if 
  not Actor.Dead($4462)
jf @PORNO3_11679 
01CC: actor $4462 kill_player $PLAYER_CHAR 

:PORNO3_11679
if 
  not Actor.Dead($4463)
jf @PORNO3_11703 
01CC: actor $4463 kill_player $PLAYER_CHAR 

:PORNO3_11703
if 
  not Actor.Dead($4464)
jf @PORNO3_11727 
01CC: actor $4464 kill_player $PLAYER_CHAR 

:PORNO3_11727
$4481 = 3 // $ = int 

:PORNO3_11734
return 

:PORNO3_11736
if 
  $4487 == 0 // $ == int 
jf @PORNO3_11881 
if 
00F5:   player $PLAYER_CHAR 0 563.4 26.8 47.6 radius 7.0 7.0 7.0 
jf @PORNO3_11881 
if 
  not Player.Wasted($PLAYER_CHAR)
jf @PORNO3_11874 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODCHARIOT to #LODD_BUILDNEW 

:PORNO3_11874
$4487 = 1 // $ = int 

:PORNO3_11881
if 
  $4487 == 1 // $ == int 
jf @PORNO3_12026 
if 
00F5:   player $PLAYER_CHAR 0 561.9 26.4 18.1 radius 7.0 7.0 7.0 
jf @PORNO3_12026 
if 
  not Player.Wasted($PLAYER_CHAR)
jf @PORNO3_12019 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT 

:PORNO3_12019
$4487 = 0 // $ = int 

:PORNO3_12026
return 

:PORNO3_12028
0419: $4491 = player $PLAYER_CHAR weapon 36 ammo 
if 
  $4491 == 0 // $ == int 
jf @PORNO3_12063 
$4481 = 4 // $ = int 

:PORNO3_12063
if 
  TIMERB > 280 // @ > int 
jf @PORNO3_12269 
if 
  $4494 == 1 // $ == int 
jf @PORNO3_12269 
if 
  $4495 == 1 // $ == int 
jf @PORNO3_12269 
if 
02D7:   player $PLAYER_CHAR current_weapon == 36 
jf @PORNO3_12269 
if 
00E1:   player 0 pressed_button 6 
jf @PORNO3_12269 
if 
00E1:   player 0 pressed_button 17 
jf @PORNO3_12269 
03D1: play_wav 1 
$4494 = 0 // $ = int 
03D1: play_wav 2 
$4495 = 0 // $ = int 
TIMERB = 0 // @ = int 
if 
  $4481 == 4 // $ == int 
jf @PORNO3_12269 

:PORNO3_12217
if 
83D2:   not wav 1 ended 
jf @PORNO3_12243 
wait 0 
jump @PORNO3_12217 

:PORNO3_12243
if 
83D2:   not wav 2 ended 
jf @PORNO3_12269 
wait 0 
jump @PORNO3_12243 

:PORNO3_12269
if 
  $4494 == 0 // $ == int 
jf @PORNO3_12332 
03CF: load_wav 'CAML' as 1 

:PORNO3_12299
if 
83D0:   not wav 1 loaded 
jf @PORNO3_12325 
wait 0 
jump @PORNO3_12299 

:PORNO3_12325
$4494 = 1 // $ = int 

:PORNO3_12332
if 
  $4495 == 0 // $ == int 
jf @PORNO3_12395 
03CF: load_wav 'CAMR' as 2 

:PORNO3_12362
if 
83D0:   not wav 2 loaded 
jf @PORNO3_12388 
wait 0 
jump @PORNO3_12362 

:PORNO3_12388
$4495 = 1 // $ = int 

:PORNO3_12395
return 

//-------------Mission 30---------------
// Originally: G-spotlight

:PORNO4
script_name 'PORNO4' 
gosub @PORNO4_46 
if 
  wasted_or_busted 
jf @PORNO4_37 
gosub @PORNO4_11734 

:PORNO4_37
gosub @PORNO4_11998 
terminate_this_script 

:PORNO4_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PORN4' 
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 
$4525 = 0 // $ = int 
$4526 = 0 // $ = int 
$4527 = 0 // $ = int 
$4528 = 0 // $ = int 
$4529 = 0 // $ = int 
$4530 = 1 // $ = int 
$4531 = 0 // $ = int 
$61 = 0 // $ = int 
$4532 = 0 // $ = int 
$793 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDIREC' 
023C: load_special_actor 3 'CSCANDY' 
023C: load_special_actor 4 'CMRAMAN' 
023C: load_special_actor 5 'MPORNA' 
02F3: load_object #CUTOBJ01 'CS_CAM' 
02F3: load_object #CUTOBJ02 'DRCHAIR' 
Camera.SetAtPos(-86.0, 929.0, 9.764)
038B: load_requested_models 

:PORNO4_297
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 
823D:   not special_actor 5 loaded 
jf @PORNO4_339 
wait 0 
jump @PORNO4_297 

:PORNO4_339
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @PORNO4_371 
wait 0 
jump @PORNO4_339 

:PORNO4_371
02E4: load_cutscene_data 'PORN_4' 
0244: set_cutscene_pos -69.128 920.965 9.764 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $163 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $163 'CSDIREC' 
02E5: $165 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $165 'CSCANDY' 
02E5: $197 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $197 'CMRAMAN' 
02E5: $164 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $164 'MPORNA' 
02E5: $209 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $209 'CS_CAM' 
02E5: $215 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $215 'DRCHAIR' 
0395: clear_area 1 at -66.0 933.04 10.2 range 1.0 
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 275.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
859A:   not australian_game 
jf @PORNO4_1737 

:PORNO4_636
if 
  47 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_670 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_636 

:PORNO4_670
00BC: text_highpriority 'POR4_A' time 10000 1  // I'm sorry, but I just can't swallow this right now.

:PORNO4_685
if 
  1741 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_720 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_685 

:PORNO4_720
00BC: text_highpriority 'POR4_B' time 10000 1  // Oh COME ON darling!

:PORNO4_735
if 
  3291 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_770 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_735 

:PORNO4_770
00BC: text_highpriority 'POR4_C' time 10000 1  // He's hung like a sperm whale for pity's sake,

:PORNO4_785
if 
  5700 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_820 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_785 

:PORNO4_820
00BC: text_highpriority 'POR4_D' time 10000 1  // how can you not feel the part?!

:PORNO4_835
if 
  7244 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_870 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_835 

:PORNO4_870
00BC: text_highpriority 'POR4_E' time 10000 1  // But Stevie...

:PORNO4_885
if 
  9917 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_920 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_885 

:PORNO4_920
00BC: text_highpriority 'POR4_F' time 10000 1  // How's my star director?

:PORNO4_935
if 
  10414 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_970 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_935 

:PORNO4_970
00BC: text_highpriority 'POR4_G' time 10000 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_985
if 
  13409 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1020 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_985 

:PORNO4_1020
00BC: text_highpriority 'POR4_H' time 10000 1  // the humping, pumping action continues unabated.

:PORNO4_1035
if 
  16161 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1070 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1035 

:PORNO4_1070
00BC: text_highpriority 'POR4_I' time 10000 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1085
if 
  19667 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1085 

:PORNO4_1120
00BC: text_highpriority 'POR4_J' time 10000 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1135
if 
  22706 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1170 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1135 

:PORNO4_1170
00BC: text_highpriority 'POR4_K' time 10000 1  // he costs more per hour than you do!

:PORNO4_1185
if 
  24572 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1220 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1185 

:PORNO4_1220
00BC: text_highpriority 'POR4_L' time 10000 1  // Oh, sorry Steve.

:PORNO4_1235
if 
  25843 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1270 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1235 

:PORNO4_1270
00BC: text_highpriority 'POR4_M' time 10000 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_1285
if 
  29291 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1320 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1285 

:PORNO4_1320
00BC: text_highpriority 'POR4_N' time 10000 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_1335
if 
  34272 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1372 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1335 

:PORNO4_1372
00BC: text_highpriority 'POR4_O' time 10000 1  // Well, in the old days they used to have gala events,

:PORNO4_1387
if 
  37360 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1424 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1387 

:PORNO4_1424
00BC: text_highpriority 'POR4_P' time 10000 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_1439
if 
  42492 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1476 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1439 

:PORNO4_1476
00BC: text_highpriority 'POR4_Q' time 10000 1  // Searchlights! I've got an idea...

:PORNO4_1491
if 
  45162 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1528 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1491 

:PORNO4_1528
00BC: text_highpriority 'POR4_R' time 10000 1  // ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres

:PORNO4_1543
if 
  50224 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1580 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1543 

:PORNO4_1580
00BC: text_highpriority 'POR4_S' time 10000 1  // Oh, yes ma'am, of course ma'am,

:PORNO4_1595
if 
  53220 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1632 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1595 

:PORNO4_1632
fade 0 3000 
00BC: text_highpriority 'POR4_T' time 10000 1  // and the press, and the barrage of lights...

:PORNO4_1654
if 
  54220 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1691 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1654 

:PORNO4_1691
00BE: text_clear_all 

:PORNO4_1693
if 
  56064 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1730 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1693 

:PORNO4_1730
jump @PORNO4_2383 

:PORNO4_1737
if 
  194 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1772 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1737 

:PORNO4_1772
00BC: text_highpriority 'POR4_F' time 10000 1  // How's my star director?

:PORNO4_1787
if 
  1394 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1822 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1787 

:PORNO4_1822
00BC: text_highpriority 'POR4_G' time 10000 1  // Oh, man. The struggle between the artistic integrity and

:PORNO4_1837
if 
  4344 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1872 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1837 

:PORNO4_1872
00BC: text_highpriority 'POR4_H' time 10000 1  // the humping, pumping action continues unabated.

:PORNO4_1887
if 
  7178 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1922 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1887 

:PORNO4_1922
00BC: text_highpriority 'POR4_I' time 10000 1  // And before you ask, yes, all four videos will be released by their...

:PORNO4_1937
if 
  10656 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_1972 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1937 

:PORNO4_1972
00BC: text_highpriority 'POR4_J' time 10000 1  // Honey, can you PLEASE keep the anaconda in the shot,

:PORNO4_1987
if 
  13704 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2022 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_1987 

:PORNO4_2022
00BC: text_highpriority 'POR4_K' time 10000 1  // he costs more per hour than you do!

:PORNO4_2037
if 
  15550 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2072 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2037 

:PORNO4_2072
00BC: text_highpriority 'POR4_L' time 10000 1  // Oh, sorry Steve.

:PORNO4_2087
if 
  16828 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2122 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2087 

:PORNO4_2122
00BC: text_highpriority 'POR4_M' time 10000 1  // I was thinking, we need some kind of big stunt to really promote the launch.

:PORNO4_2137
if 
  20256 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2137 

:PORNO4_2172
00BC: text_highpriority 'POR4_N' time 10000 1  // Something that will make a real impact on the City - you got any ideas?

:PORNO4_2187
if 
  25295 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2222 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2187 

:PORNO4_2222
00BC: text_highpriority 'POR4_O' time 10000 1  // Well, in the old days they used to have gala events,

:PORNO4_2237
if 
  28750 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2272 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2237 

:PORNO4_2272
00BC: text_highpriority 'POR4_P' time 10000 1  // stars, limos, the night sky crisscrossed with searchlights...

:PORNO4_2287
if 
  33584 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2324 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2287 

:PORNO4_2324
00BC: text_highpriority 'POR4_Q' time 10000 1  // Searchlights! I've got an idea...

:PORNO4_2339
if 
  36184 > $CUT_SCENE_TIME // int > $ 
jf @PORNO4_2376 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PORNO4_2339 

:PORNO4_2376
fade 0 3000 

:PORNO4_2383
00BE: text_clear_all 

:PORNO4_2385
if 
  fading 
jf @PORNO4_2409 
wait 0 
jump @PORNO4_2385 

:PORNO4_2409
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
Camera.SetAtPos(-67.0, 939.297, 10.94)
00C0: set_current_time 0 0 
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#HFYBU)
Model.Load(#WFYBU)
Model.Load(#WMYBU)
Model.Load(#WMOBU)
Model.Load(#FREEWAY)
Model.Load(#GDA)
Model.Load(#HMYRI)

:PORNO4_2538
if or
  not Model.Available(#HFYBU)
  not Model.Available(#WFYBU)
  not Model.Available(#WMYBU)
  not Model.Available(#WMOBU)
jf @PORNO4_2576 
wait 0 
jump @PORNO4_2538 

:PORNO4_2576
if or
  not Model.Available(#FREEWAY)
  not Model.Available(#GDA)
  not Model.Available(#HMYRI)
jf @PORNO4_2611 
wait 0 
jump @PORNO4_2576 

:PORNO4_2611
if 
  $ONMISSION == 0 // $ == int 
jf @PORNO4_2669 
018A: $4522 = create_checkpoint_at -483.5 853.0 9.9 
018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_2669
Car.Create($4517, #FREEWAY, -6.4, 957.1, 9.4)
Marker.CreateAboveCar($10105, $4517)
01C8: $4518 = create_actor_pedtype 4 model #HMYRI in_car $4517 passenger_seat 0 
Car.Health($4517) = 1850
0526: set_actor $4518 stay_in_car_when_jacked 1 
fade 1 1500 
00BC: text_highpriority 'SBOB240' time 5000 1 
00BB: text_lowpriority 'SBOB238' time 6500 1 
018A: $4521 = create_checkpoint_at 6.8 953.5 9.4 

:PORNO4_2786
wait 0 
if or
  $4525 == 0 // $ == int 
  $4525 == 2 // $ == int 
jf @PORNO4_3214 
if 
00F5:   player $PLAYER_CHAR 1 -487.9 837.7 10.0 radius 5.0 5.0 5.0 
jf @PORNO4_3214 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-456.4, 851.2, 25.9, 0.0, 0.0, 0.0)
Camera.PointAt(-499.2, 837.7, 11.1, 2)
00BE: text_clear_all 
TIMERA = 0 // @ = int 

:PORNO4_2936
if 
  1000 > TIMERA // int > @ 
jf @PORNO4_3047 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_3015 
if 
  $61 == 1 // $ == int 
jf @PORNO4_3008 
$61 = 0 // $ = int 
jump @PORNO4_3180 

:PORNO4_3008
jump @PORNO4_3040 

:PORNO4_3015
if 
  $61 == 0 // $ == int 
jf @PORNO4_3040 
$61 = 1 // $ = int 

:PORNO4_3040
jump @PORNO4_2936 

:PORNO4_3047
00BC: text_highpriority 'POR4_05' time 5000 1  // ~g~These stairs will lead round to a lower office.
TIMERA = 0 // @ = int 

:PORNO4_3069
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_3180 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_3148 
if 
  $61 == 1 // $ == int 
jf @PORNO4_3141 
$61 = 0 // $ = int 
jump @PORNO4_3180 

:PORNO4_3141
jump @PORNO4_3173 

:PORNO4_3148
if 
  $61 == 0 // $ == int 
jf @PORNO4_3173 
$61 = 1 // $ = int 

:PORNO4_3173
jump @PORNO4_3069 

:PORNO4_3180
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
0254: restore_current_time 
02A3: enable_widescreen 0 
Marker.Disable($4521)
Marker.Disable($4522)
$4525 = 3 // $ = int 

:PORNO4_3214
if 
  $4525 == 1 // $ == int 
jf @PORNO4_3264 
Marker.Disable($4521)
018A: $4522 = create_checkpoint_at -487.9 837.7 10.0 
$4525 = 2 // $ = int 

:PORNO4_3264
if 
  $4525 == 3 // $ == int 
jf @PORNO4_3309 
018A: $4519 = create_checkpoint_at -562.7 782.7 22.4 
$4525 = 4 // $ = int 

:PORNO4_3309
if 
  $4525 == 5 // $ == int 
jf @PORNO4_3354 
018A: $4523 = create_checkpoint_at -528.2 774.5 98.0 
$4525 = 6 // $ = int 

:PORNO4_3354
if 
  Actor.Dead($4518)
jf @PORNO4_3392 
00BC: text_highpriority 'SBOB241' time 5000 1 
jump @PORNO4_11734 

:PORNO4_3392
if 
  Car.Wrecked($4517)
jf @PORNO4_3430 
00BC: text_highpriority 'SBOB242' time 5000 1 
jump @PORNO4_11734 

:PORNO4_3430
if 
  not Actor.InCar($4518, $4517)
jf @PORNO4_3471 
00BC: text_highpriority 'SBOB243' time 5000 1 
jump @PORNO4_11734 

:PORNO4_3471
if and
  $10104 == 0 // $ == int 
00DC:   player $PLAYER_CHAR in_car $4517 
jf @PORNO4_3509 
Marker.Disable($10105)
$10104 = 1 // $ = int 

:PORNO4_3509
if and
  $10104 == 0 // $ == int 
80E3:   not player $PLAYER_CHAR 0 -6.4 957.1 radius 100.5 100.5 
jf @PORNO4_3576 
00BC: text_highpriority 'SBOB244' time 5000 1 
jump @PORNO4_11734 

:PORNO4_3576
if and
  $10104 == 1 // $ == int 
  $10103 == 0 // $ == int 
80DC:   not player $PLAYER_CHAR in_car $4517 
jf @PORNO4_3631 
00BC: text_highpriority 'SBOB243' time 5000 1 
jump @PORNO4_11734 

:PORNO4_3631
if and
  $10103 == 0 // $ == int 
00E3:   player $PLAYER_CHAR 0 -356.1089 990.4695 radius 8.0 8.0 
jf @PORNO4_3717 
00BC: text_highpriority 'SBOB245' time 5000 1 
018C: play_sound 1 at 0.0 0.0 0.0 
$10103 = 1 // $ = int 

:PORNO4_3717
if 
  $4525 == 6 // $ == int 
jf @PORNO4_4365 
if 
  $4531 == 0 // $ == int 
jf @PORNO4_4335 
if 
00F5:   player $PLAYER_CHAR 1 -528.2 774.5 98.0 radius 5.0 5.0 5.0 
jf @PORNO4_4335 
Marker.Disable($4523)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-531.8, 817.6, 99.1, 0.0, 0.0, 0.0)
Camera.PointAt(-532.3, 825.6, 98.7, 2)
0055: put_player $PLAYER_CHAR at -537.3 897.3 67.4 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
00BE: text_clear_all 
wait 500 
00BC: text_highpriority 'POR4_08' time 5000 1  // ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen.
TIMERA = 0 // @ = int 

:PORNO4_3929
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_4040 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_4008 
if 
  $61 == 1 // $ == int 
jf @PORNO4_4001 
$61 = 0 // $ = int 
jump @PORNO4_4272 

:PORNO4_4001
jump @PORNO4_4033 

:PORNO4_4008
if 
  $61 == 0 // $ == int 
jf @PORNO4_4033 
$61 = 1 // $ = int 

:PORNO4_4033
jump @PORNO4_3929 

:PORNO4_4040
Camera.SetPosition(-530.2, 825.27, 98.4, 0.0, 0.0, 0.0)
Camera.PointAt(-529.6, 901.06, 72.1, 2)
00BC: text_highpriority 'POR4_09' time 5000 1  // ~g~The pickups will show you which building to jump to next.
TIMERA = 0 // @ = int 

:PORNO4_4113
if 
  5000 > TIMERA // int > @ 
jf @PORNO4_4272 
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
jf @PORNO4_4184 

:PORNO4_4184
if 
00E1:   player 0 pressed_button 16 
jf @PORNO4_4240 
if 
  $61 == 1 // $ == int 
jf @PORNO4_4233 
$61 = 0 // $ = int 
jump @PORNO4_4272 

:PORNO4_4233
jump @PORNO4_4265 

:PORNO4_4240
if 
  $61 == 0 // $ == int 
jf @PORNO4_4265 
$61 = 1 // $ = int 

:PORNO4_4265
jump @PORNO4_4113 

:PORNO4_4272
00BE: text_clear_all 
0055: put_player $PLAYER_CHAR at -528.2 774.5 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 4.5 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4525 = 7 // $ = int 
$4531 = 1 // $ = int 

:PORNO4_4335
Marker.Disable($4523)
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 

:PORNO4_4365
if 
  $4525 == 7 // $ == int 
jf @PORNO4_4463 
if 
00F5:   player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 
jf @PORNO4_4463 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -552.6 1074.7 52.4 
$4525 = 8 // $ = int 

:PORNO4_4463
if 
  $4525 == 8 // $ == int 
jf @PORNO4_4580 
if 
00F5:   player $PLAYER_CHAR 1 -552.6 1074.7 52.4 radius 15.0 15.0 15.0 
jf @PORNO4_4580 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -645.7 1129.7 29.1 
$4525 = 9 // $ = int 

:PORNO4_4580
if 
  $4525 == 9 // $ == int 
jf @PORNO4_4697 
if 
00F5:   player $PLAYER_CHAR 1 -645.7 1129.7 29.1 radius 10.0 10.0 10.0 
jf @PORNO4_4697 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -695.5 1130.3 32.6 
$4525 = 10 // $ = int 

:PORNO4_4697
if 
  $4525 == 10 // $ == int 
jf @PORNO4_4814 
if 
00F5:   player $PLAYER_CHAR 1 -695.5 1130.3 32.6 radius 10.0 10.0 10.0 
jf @PORNO4_4814 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -800.6 1141.7 25.6 
$4525 = 11 // $ = int 

:PORNO4_4814
if 
  $4525 == 11 // $ == int 
jf @PORNO4_4931 
if 
00F5:   player $PLAYER_CHAR 1 -800.6 1141.7 25.6 radius 20.0 20.0 20.0 
jf @PORNO4_4931 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -840.1 1194.3 16.7 
$4525 = 12 // $ = int 

:PORNO4_4931
if 
  $4525 == 12 // $ == int 
jf @PORNO4_5029 
if 
00F5:   player $PLAYER_CHAR 1 -840.1 1194.3 16.7 radius 10.0 10.0 10.0 
jf @PORNO4_5029 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -792.4 1299.2 27.9 
$4525 = 13 // $ = int 

:PORNO4_5029
if 
  $4525 == 13 // $ == int 
jf @PORNO4_5146 
if 
00F5:   player $PLAYER_CHAR 1 -792.4 1299.2 27.9 radius 10.0 10.0 10.0 
jf @PORNO4_5146 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -710.1 1302.5 20.6 
$4525 = 14 // $ = int 

:PORNO4_5146
if 
  $4525 == 14 // $ == int 
jf @PORNO4_5263 
if 
00F5:   player $PLAYER_CHAR 1 -710.1 1302.5 20.6 radius 10.0 10.0 10.0 
jf @PORNO4_5263 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -681.8 1338.8 24.3 
$4525 = 15 // $ = int 

:PORNO4_5263
if 
  $4525 == 15 // $ == int 
jf @PORNO4_5380 
if 
00F5:   player $PLAYER_CHAR 1 -681.8 1338.8 24.3 radius 10.0 10.0 10.0 
jf @PORNO4_5380 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -573.5 1365.4 16.6 
$4525 = 16 // $ = int 

:PORNO4_5380
if 
  $4525 == 16 // $ == int 
jf @PORNO4_5497 
if 
00F5:   player $PLAYER_CHAR 1 -573.5 1365.4 16.6 radius 10.0 10.0 10.0 
jf @PORNO4_5497 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -482.0 1355.7 24.7 
$4525 = 17 // $ = int 

:PORNO4_5497
if 
  $4525 > 16 // $ > int 
jf @PORNO4_5761 
if 
029F:   player $PLAYER_CHAR stopped 
jf @PORNO4_5761 
if 
  $4535 == 0 // $ == int 
jf @PORNO4_5761 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-605.6, 1371.6, 23.1, 0.0, 0.0, 0.0)
Camera.PointAt(-562.94, 1373.14, 14.81, 2)
wait 1000 

:PORNO4_5618
if 
  $4537 >= -140.0 // $ >= float 
jf @PORNO4_5678 
wait 0 
0453: object $1807 set_rotation $4537 0.0 0.0 
007E: $4537 -= frame_delta_time * 1.0 // float 
jump @PORNO4_5618 

:PORNO4_5678
wait 1000 
Marker.Disable($4519)
00BC: text_highpriority 'POR4_11' time 7000 1  // ~g~Return to the ladder if you need access to the rooftops again.
Marker.Disable($4519)
0167: $4519 = create_marker_at -574.2 1373.35 16.1 color 5 display 2 
0166: set_marker $4519 brightness_to 1 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4535 = 1 // $ = int 

:PORNO4_5761
if 
  $4525 == 17 // $ == int 
jf @PORNO4_5878 
if 
00F5:   player $PLAYER_CHAR 1 -482.0 1355.7 24.7 radius 10.0 10.0 10.0 
jf @PORNO4_5878 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -410.6 1364.8 29.7 
$4525 = 18 // $ = int 

:PORNO4_5878
if 
  $4525 == 18 // $ == int 
jf @PORNO4_5995 
if 
00F5:   player $PLAYER_CHAR 1 -410.6 1364.8 29.7 radius 10.0 10.0 10.0 
jf @PORNO4_5995 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -354.3 1385.0 27.0 
$4525 = 19 // $ = int 

:PORNO4_5995
if 
  $4525 == 19 // $ == int 
jf @PORNO4_6112 
if 
00F5:   player $PLAYER_CHAR 1 -354.3 1385.0 27.0 radius 10.0 10.0 10.0 
jf @PORNO4_6112 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -283.3 1401.7 27.3 
$4525 = 20 // $ = int 

:PORNO4_6112
if 
  $4525 == 20 // $ == int 
jf @PORNO4_6229 
if 
00F5:   player $PLAYER_CHAR 1 -283.3 1401.7 27.3 radius 10.0 10.0 10.0 
jf @PORNO4_6229 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -280.5 1335.0 27.1 
$4525 = 21 // $ = int 

:PORNO4_6229
if 
  $4525 == 21 // $ == int 
jf @PORNO4_6346 
if 
00F5:   player $PLAYER_CHAR 1 -280.5 1335.0 27.1 radius 10.0 10.0 10.0 
jf @PORNO4_6346 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -277.1 1274.0 27.9 
$4525 = 22 // $ = int 

:PORNO4_6346
if 
  $4525 == 22 // $ == int 
jf @PORNO4_6463 
if 
00F5:   player $PLAYER_CHAR 1 -277.1 1274.0 27.9 radius 10.0 10.0 10.0 
jf @PORNO4_6463 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -277.3 1216.3 42.6 
$4525 = 23 // $ = int 

:PORNO4_6463
if 
  $4525 == 23 // $ == int 
jf @PORNO4_6580 
if 
00F5:   player $PLAYER_CHAR 1 -277.3 1216.3 42.6 radius 10.0 10.0 10.0 
jf @PORNO4_6580 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4524)
018A: $4524 = create_checkpoint_at -336.5 1047.8 38.7 
$4525 = 24 // $ = int 

:PORNO4_6580
if 
  $4525 == 24 // $ == int 
jf @PORNO4_6658 
if 
00F5:   player $PLAYER_CHAR 1 -336.5 1047.8 38.7 radius 10.0 10.0 10.0 
jf @PORNO4_6658 
Marker.Disable($4524)
$4525 = 25 // $ = int 

:PORNO4_6658
if 
  $4525 > 24 // $ > int 
jf @PORNO4_6932 
if 
029F:   player $PLAYER_CHAR stopped 
jf @PORNO4_6932 
if 
  $4536 == 0 // $ == int 
jf @PORNO4_6932 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
$4537 = 0.0 // $ = float 
Camera.SetPosition(-303.3, 858.4, 21.0, 0.0, 0.0, 0.0)
Camera.PointAt(-356.3, 919.0, 23.0, 2)
wait 3000 
Camera.SetPosition(-345.3, 914.7, 17.6, 0.0, 0.0, 0.0)
Camera.PointAt(-368.9, 909.8, 16.8, 2)
wait 1000 

:PORNO4_6845
if 
  $4537 >= -150.0 // $ >= float 
jf @PORNO4_6905 
wait 0 
0453: object $1808 set_rotation $4537 0.0 157.0 
007E: $4537 -= frame_delta_time * 1.0 // float 
jump @PORNO4_6845 

:PORNO4_6905
wait 1000 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$4536 = 1 // $ = int 

:PORNO4_6932
if 
  $4525 == 25 // $ == int 
jf @PORNO4_6977 
018A: $4520 = create_checkpoint_at -358.0 992.2 46.3 
$4525 = 26 // $ = int 

:PORNO4_6977
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
jf @PORNO4_7038 
if 
  $4525 == 0 // $ == int 
jf @PORNO4_7038 
00BE: text_clear_all 
00BC: text_highpriority 'SBOB239' time 5000 1 
$4525 = 1 // $ = int 

:PORNO4_7038
if 
00F5:   player $PLAYER_CHAR 0 6.8 953.5 10.0 radius 80.0 80.0 80.0 
jf @PORNO4_7170 
if 
  $4530 == 0 // $ == int 
jf @PORNO4_7163 
Car.Create($4517, #FREEWAY, -6.4, 957.1, 9.4)
Car.Health($4517) = 1850
01C8: $4518 = create_actor_pedtype 4 model #HMYRI in_car $4517 passenger_seat 0 
0526: set_actor $4518 stay_in_car_when_jacked 1 
$4530 = 1 // $ = int 

:PORNO4_7163
jump @PORNO4_7195 

:PORNO4_7170
if 
  $4530 == 1 // $ == int 
jf @PORNO4_7195 
$4530 = 0 // $ = int 

:PORNO4_7195
if 
  $4525 == 0 // $ == int 
jf @PORNO4_7254 
if 
  $4530 == 1 // $ == int 
jf @PORNO4_7254 
if 
  Car.Wrecked($4517)
jf @PORNO4_7254 
$4525 = 1 // $ = int 

:PORNO4_7254
if 
00F8:   player $PLAYER_CHAR stopped 1 -562.5 782.3 21.8 radius 2.0 2.0 2.0 
jf @PORNO4_9746 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PORNO4_7333 
00BC: text_highpriority 'POR4_07' time 5000 1  // ~g~You will need a bike so you can jump from building to building.

:PORNO4_7333
if 
047E:   player $PLAYER_CHAR on_any_bike 
jf @PORNO4_9746 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @PORNO4_9746 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0253: save_current_time 
Camera.SetPosition(-565.4, 782.6, 23.7, 0.0, 0.0, 0.0)
Camera.PointAt(-556.8, 782.0, 22.8, 2)
00DA: $4515 = player $PLAYER_CHAR car 
Car.PutAt($4515, -562.5, 782.3, 21.8)
Car.Angle($4515) = 264.8
Actor.Create($4513, 5, #WMOBU, -556.2, 783.0, 21.8)
Actor.Angle($4513) = 204.7
Actor.Create($4514, 5, #WFYBU, -555.8, 781.3, 21.8)
Actor.Angle($4514) = 12.4
03F9: make_actors $4513 $4514 converse_in 86400000 ms 
wait 1000 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_7565
if 
83D0:   not wav 1 loaded 
jf @PORNO4_7591 
wait 0 
jump @PORNO4_7565 

:PORNO4_7591
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_7603
if 
83D0:   not wav 2 loaded 
jf @PORNO4_7629 
wait 0 
jump @PORNO4_7603 

:PORNO4_7629
03D1: play_wav 2 

:PORNO4_7633
if 
83D2:   not wav 2 ended 
jf @PORNO4_7659 
wait 0 
jump @PORNO4_7633 

:PORNO4_7659
040D: unload_wav 2 
03CF: load_wav 'LIFTRUN' as 2 

:PORNO4_7675
if 
83D0:   not wav 2 loaded 
jf @PORNO4_7701 
wait 0 
jump @PORNO4_7675 

:PORNO4_7701
TIMERA = 0 // @ = int 

:PORNO4_7708
wait 0 
03D1: play_wav 1 
034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 0.1 0.0 collision_check 0 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_7816 
jump @PORNO4_7823 

:PORNO4_7816
jump @PORNO4_7708 

:PORNO4_7823
if 
  not Actor.Dead($4513)
jf @PORNO4_7873 
if 
  not Actor.Dead($4514)
jf @PORNO4_7873 
03F9: make_actors $4513 $4514 converse_in 10 ms 
022D: set_actor $4513 to_look_at_player $PLAYER_CHAR 

:PORNO4_7873
wait 80 
if 
  not Actor.Dead($4514)
jf @PORNO4_7901 
022D: set_actor $4514 to_look_at_player $PLAYER_CHAR 

:PORNO4_7901
wait 100 
03CF: load_wav 'INLIFT' as 1 

:PORNO4_7917
if 
83D0:   not wav 1 loaded 
jf @PORNO4_7943 
wait 0 
jump @PORNO4_7917 

:PORNO4_7943
if 
  not Car.Wrecked($4515)
jf @PORNO4_7987 
03A2: set_vehicle $4515 action 3 
00AE: set_vehicle $4515 traffic_behavior_to 3 
0477: set_car $4515 action 8 time 1100 
03D1: play_wav 1 

:PORNO4_7987
TIMERA = 0 // @ = int 

:PORNO4_7994
wait 0 
if 
  not Car.Wrecked($4515)
jf @PORNO4_8059 
if 
01AD:   car $4515 sphere 0 near_point -557.9 782.3 radius 1.3 1.3 
jf @PORNO4_8059 
jump @PORNO4_8092 

:PORNO4_8059
if 
  TIMERA > 900 // @ > int 
jf @PORNO4_8085 
jump @PORNO4_8092 

:PORNO4_8085
jump @PORNO4_7994 

:PORNO4_8092
0477: set_car $4515 action 5 time 1 
if 
  not Actor.Dead($4513)
jf @PORNO4_8142 
022F: set_actor $4513 stop_looking 
01BE: set_actor $4513 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_8142
wait 80 
if 
  not Actor.Dead($4514)
jf @PORNO4_8187 
022F: set_actor $4514 stop_looking 
01BE: set_actor $4514 to_look_at_spot -562.5 782.3 21.8 

:PORNO4_8187
wait 1000 
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_8211
if 
83D0:   not wav 1 loaded 
jf @PORNO4_8237 
wait 0 
jump @PORNO4_8211 

:PORNO4_8237
wait 0 
034E: move_object $1801 to -559.476 783.107 23.279 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1802 to -559.476 781.34 23.279 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
if 
  TIMERA > 1000 // @ > int 
jf @PORNO4_8487 
if 
  $4528 == 0 // $ == int 
jf @PORNO4_8487 
Actor.DestroyInstantly($4513)
Actor.DestroyInstantly($4514)
Actor.Create($4513, 5, #WMOBU, -550.0, 788.7, 96.5)
Actor.Angle($4513) = 90.6
Actor.Create($4514, 5, #WFYBU, -550.0, 787.2, 96.5)
Actor.Angle($4514) = 90.6
if 
  not Car.Wrecked($4515)
jf @PORNO4_8480 
Car.PutAt($4515, -551.5, 787.9, 96.5)
Car.Angle($4515) = 269.4

:PORNO4_8480
$4528 = 1 // $ = int 

:PORNO4_8487
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_8513 
jump @PORNO4_8520 

:PORNO4_8513
jump @PORNO4_8237 

:PORNO4_8520
03D1: play_wav 2 
Camera.SetPosition(-553.3, 786.1, 100.0, 0.0, 0.0, 0.0)
Camera.PointAt(-550.4, 788.4, 97.2, 2)
0507: set_camera_interference 1 
wait 5000 
040D: unload_wav 1 
03CF: load_wav 'LIFTBEL' as 2 

:PORNO4_8600
if 
83D0:   not wav 2 loaded 
jf @PORNO4_8626 
wait 0 
jump @PORNO4_8600 

:PORNO4_8626
03D1: play_wav 2 

:PORNO4_8630
if 
83D2:   not wav 2 ended 
jf @PORNO4_8656 
wait 0 
jump @PORNO4_8630 

:PORNO4_8656
040D: unload_wav 2 
Actor.Create($4505, 5, #HFYBU, -564.4, 784.4, 96.5)
Actor.Angle($4505) = 3.1
Actor.Create($4506, 5, #WFYBU, -552.6, 768.6, 96.5)
Actor.Angle($4506) = 179.0
Actor.Create($4507, 5, #HFYBU, -537.9, 787.6, 96.5)
Actor.Angle($4507) = 92.5
Actor.Create($4508, 5, #HFYBU, -524.0, 811.6, 96.5)
Actor.Angle($4508) = 108.6
Actor.Create($4509, 5, #WMOBU, -524.0, 810.0, 96.5)
Actor.Angle($4509) = 0.0
03F9: make_actors $4508 $4509 converse_in 86400000 ms 
Actor.Create($4510, 5, #WMYBU, -529.5, 826.9, 96.5)
Actor.Angle($4510) = 358.0
Actor.Create($4511, 5, #WMYBU, -539.2, 768.6, 96.5)
Actor.Angle($4511) = 6.5
Actor.Create($4512, 5, #HFYBU, -540.2, 769.3, 96.5)
Actor.Angle($4512) = 214.6
03F9: make_actors $4511 $4512 converse_in 86400000 ms 
$4527 = 1 // $ = int 
0507: set_camera_interference 0 
Camera.SetPosition(-557.0, 787.7, 99.0, 0.0, 0.0, 0.0)
Camera.PointAt(-550.6, 787.6, 97.5, 2)
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTOP' as 1 

:PORNO4_9039
if 
83D0:   not wav 1 loaded 
jf @PORNO4_9065 
wait 0 
jump @PORNO4_9039 

:PORNO4_9065
wait 0 
03D1: play_wav 1 
034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 0.1 0.0 collision_check 0 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_9173 
jump @PORNO4_9180 

:PORNO4_9173
jump @PORNO4_9065 

:PORNO4_9180
if 
  not Car.Wrecked($4515)
jf @PORNO4_9213 
0477: set_car $4515 action 2 time 10000 
TIMERA = 0 // @ = int 

:PORNO4_9213
wait 0 
if 
  not Car.Wrecked($4515)
jf @PORNO4_9278 
if 
01AD:   car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
jf @PORNO4_9278 
jump @PORNO4_9311 

:PORNO4_9278
if 
  TIMERA > 2500 // @ > int 
jf @PORNO4_9304 
jump @PORNO4_9311 

:PORNO4_9304
jump @PORNO4_9213 

:PORNO4_9311
0477: set_car $4515 action 5 time 1 
if 
81AD:   not car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 
jf @PORNO4_9388 
Car.PutAt($4515, -560.5, 788.0, 96.0)
Car.Angle($4515) = 186.0

:PORNO4_9388
wait 1000 
TIMERA = 0 // @ = int 
03CF: load_wav 'LIFTCL' as 1 

:PORNO4_9412
if 
83D0:   not wav 1 loaded 
jf @PORNO4_9438 
wait 0 
jump @PORNO4_9412 

:PORNO4_9438
wait 0 
034E: move_object $1803 to -553.563 788.895 97.917 speed 0.0 0.1 0.0 collision_check 0 
034E: move_object $1804 to -553.563 787.127 97.917 speed 0.0 0.1 0.0 collision_check 0 
03D1: play_wav 1 
if 
  TIMERA > 2000 // @ > int 
jf @PORNO4_9546 
jump @PORNO4_9553 

:PORNO4_9546
jump @PORNO4_9438 

:PORNO4_9553
Actor.RemoveReferences($4513)
Actor.RemoveReferences($4514)
if 
  not Car.Wrecked($4515)
jf @PORNO4_9586 
03A2: set_vehicle $4515 action 0 

:PORNO4_9586
$4528 = 0 // $ = int 
0507: set_camera_interference 0 
Camera.Restore_WithJumpCut
0254: restore_current_time 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if or
  $4525 == 1 // $ == int 
  $4525 == 2 // $ == int 
jf @PORNO4_9649 
Marker.Disable($4522)
$4525 = 4 // $ = int 

:PORNO4_9649
if 
  $4525 == 4 // $ == int 
jf @PORNO4_9734 
00BE: text_clear_all 
00BC: text_highpriority 'POR4_06' time 7000 1  // ~g~Return to the lower office if you need access to the rooftops again.
Marker.Disable($4519)
0167: $4519 = create_marker_at -562.7 782.7 22.4 color 5 display 2 
0166: set_marker $4519 brightness_to 1 
$4525 = 5 // $ = int 
jump @PORNO4_9746 

:PORNO4_9734
Marker.Disable($4520)
$4525 = 7 // $ = int 

:PORNO4_9746
if 
00F5:   player $PLAYER_CHAR 0 -568.0 793.2 22.0 radius 40.0 40.0 40.0 
jf @PORNO4_10104 
if 
0057:   player $PLAYER_CHAR 0 -576.9 836.2 15.0 -583.0 821.6 25.0 
jf @PORNO4_10097 
if 
  $4526 == 0 // $ == int 
jf @PORNO4_10097 
Actor.Create($4499, 5, #HFYBU, -571.5, 776.5, 21.8)
Actor.Angle($4499) = 355.4
Actor.Create($4500, 5, #WFYBU, -570.9, 779.1, 21.8)
Actor.Angle($4500) = 171.2
03F9: make_actors $4499 $4500 converse_in 86400000 ms 
Actor.Create($4501, 5, #WMYBU, -574.1, 788.0, 21.8)
Actor.Angle($4501) = 278.0
Actor.Create($4502, 5, #HFYBU, -571.2, 810.6, 21.8)
Actor.Angle($4502) = 272.9
Actor.Create($4503, 5, #HFYBU, -560.8, 787.5, 21.8)
Actor.Angle($4503) = 278.8
Actor.Create($4504, 5, #WMOBU, -569.4, 810.5, 21.8)
Actor.Angle($4504) = 114.1
03F9: make_actors $4502 $4504 converse_in 86400000 ms 
$4526 = 1 // $ = int 

:PORNO4_10097
jump @PORNO4_10159 

:PORNO4_10104
if 
  $4526 == 1 // $ == int 
jf @PORNO4_10159 
Actor.DestroyInstantly($4499)
Actor.DestroyInstantly($4500)
Actor.DestroyInstantly($4501)
Actor.DestroyInstantly($4502)
Actor.DestroyInstantly($4503)
Actor.DestroyInstantly($4504)
$4526 = 0 // $ = int 

:PORNO4_10159
if 
  not Actor.Dead($4501)
jf @PORNO4_10187 
0372: set_actor $4501 anim 24 wait_state_time 999999 ms 

:PORNO4_10187
if 
  not Actor.Dead($4503)
jf @PORNO4_10215 
0372: set_actor $4503 anim 25 wait_state_time 999999 ms 

:PORNO4_10215
if 
  not Actor.Dead($4504)
jf @PORNO4_10243 
0372: set_actor $4504 anim 24 wait_state_time 999999 ms 

:PORNO4_10243
if 
  not Actor.Dead($4505)
jf @PORNO4_10271 
0372: set_actor $4505 anim 24 wait_state_time 999999 ms 

:PORNO4_10271
if 
  not Actor.Dead($4506)
jf @PORNO4_10299 
0372: set_actor $4506 anim 25 wait_state_time 999999 ms 

:PORNO4_10299
if 
  not Actor.Dead($4507)
jf @PORNO4_10327 
0372: set_actor $4507 anim 24 wait_state_time 999999 ms 

:PORNO4_10327
if 
  not Actor.Dead($4511)
jf @PORNO4_10355 
0372: set_actor $4511 anim 24 wait_state_time 999999 ms 

:PORNO4_10355
if 
8057:   not player $PLAYER_CHAR 0 -568.6 765.4 90.9 -479.8 846.2 111.0 
jf @PORNO4_10468 
if 
  $4527 == 1 // $ == int 
jf @PORNO4_10468 
Actor.DestroyInstantly($4505)
Actor.DestroyInstantly($4506)
Actor.DestroyInstantly($4507)
Actor.DestroyInstantly($4508)
Actor.DestroyInstantly($4509)
Actor.DestroyInstantly($4510)
Actor.DestroyInstantly($4511)
Actor.DestroyInstantly($4512)
$4527 = 0 // $ = int 

:PORNO4_10468
if 
  $4525 == 26 // $ == int 
jf @PORNO4_11678 
if 
00F9:   player $PLAYER_CHAR stopped 1 -355.6 990.8 44.4 radius 1.0 1.0 2.0 
jf @PORNO4_11678 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BF: $4533 = current_time_hours, $4534 = current_time_minutes 
if 
  $4533 > 16 // $ > int 
jf @PORNO4_10595 
if 
  23 > $4533 // int > $ 
jf @PORNO4_10595 
00C0: set_current_time 23 0 

:PORNO4_10595
0395: clear_area 1 at -356.1 990.1 44.4 range 1.0 
0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 260.5 
Camera.SetPosition(-358.1, 991.5, 46.8, 0.0, 0.0, 0.0)
Camera.PointAt(-355.2, 990.3, 46.1, 2)
02E4: load_cutscene_data 'GSPOT' 
02E7: start_cutscene 
wait 1000 
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 
wait 2000 
053D: clear_actor $PLAYER_ACTOR wait_state 
Object.Destroy($1806)
wait 500 
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 500 
Object.Destroy($1806)
wait 500 
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 300 
Object.Destroy($1806)
wait 200 
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 100 
Object.Destroy($1806)
wait 50 
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 10 
Object.Destroy($1806)
wait 10 
Object.Init($1806, #DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
wait 10 
Object.Destroy($1806)
wait 500 
Camera.SetPosition(-350.1, 991.07, 44.97, 0.0, 0.0, 0.0)
Camera.PointAt(-478.2, 969.8, 137.3, 2)
wait 1000 
0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8 

:PORNO4_11003
if 
834D:   not rotate_object $1805 from_angle 360.0 to_angle 1.0 flag 0 
jf @PORNO4_11042 
wait 0 
jump @PORNO4_11003 

:PORNO4_11042
wait 500 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 10 
Object.Destroy($4516)
wait 10 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 10 
Object.Destroy($4516)
wait 50 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 100 
Object.Destroy($4516)
wait 200 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 300 
Object.Destroy($4516)
wait 500 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
wait 500 
Object.Destroy($4516)
wait 500 
Object.Init($4516, #DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66)
Object.RemoveFromMissionCleanupList($4516)
wait 5000 
02EA: end_cutscene 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
fade 0 500 

:PORNO4_11287
if 
  fading 
jf @PORNO4_11311 
wait 0 
jump @PORNO4_11287 

:PORNO4_11311
0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9 
04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 rate $631 
Camera.SetAtPos(17.6, 957.6, 16.7)
Camera.SetPosition(39.5, 940.1, 21.8, 0.0, 0.0, 0.0)
Camera.PointAt(17.6, 957.6, 16.7, 2)
fade 1 500 

:PORNO4_11426
if 
  fading 
jf @PORNO4_11450 
wait 0 
jump @PORNO4_11426 

:PORNO4_11450
0394: play_music 1 
00BA: text_styled 'POR_AS1' 5000 ms 6  // FILM STUDIO ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-4.0, 961.5, 9.7)
Camera.SetPosition(9.2, 964.6, 12.9, 0.0, 0.0, 0.0)
Camera.PointAt(-4.0, 961.5, 9.7, 2)
01E5: text_1number_highpriority 'POR_AS2' $631 time 6000 1  // ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:PORNO4_11572
if 
  fading 
jf @PORNO4_11596 
wait 0 
jump @PORNO4_11572 

:PORNO4_11596
0055: put_player $PLAYER_CHAR at -353.0 990.0 44.4 
0171: set_player $PLAYER_CHAR z_angle_to 102.5 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PORNO4_11751 

:PORNO4_11678
00C1: $4529 = minutes_to_current_time 7 0 
if 
  $4529 == 0 // $ == int 
jf @PORNO4_11727 
00BC: text_highpriority 'POR4_10' time 5000 1  // ~r~It's too light to get up there unseen.
jump @PORNO4_11734 

:PORNO4_11727
jump @PORNO4_2786 

:PORNO4_11734
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PORNO4_11751
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 8000
014C: set_parked_car_generator $1995 cars_to_generate_to 101 
034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 10.0 0.0 collision_check 0 
034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 10.0 0.0 collision_check 0 
030C: progress_made += 1 
0318: set_latest_mission_passed 'PORN_4'  // G-spotlight
Marker.Disable($256)
04CE: $256 = create_icon_marker_without_sphere $424 at $576 $577 $578 
$1175 += 1 // $ += int 
$633 = 1 // $ = int 
$260 = 1 // $ = int 
return 

:PORNO4_11998
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($4519)
Marker.Disable($4520)
Marker.Disable($4521)
Marker.Disable($4522)
Marker.Disable($4523)
Marker.Disable($4524)
Model.Destroy(#HFYBU)
Model.Destroy(#WFYBU)
Model.Destroy(#WMYBU)
Model.Destroy(#WMOBU)
Model.Destroy(#FREEWAY)
Model.Destroy(#GDA)
Model.Destroy(#HMYRI)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 31---------------
// Originally: Shakedown

:PROTEC1
script_name 'PROTEC1' 
gosub @PROTEC1_46 
if 
  wasted_or_busted 
jf @PROTEC1_37 
gosub @PROTEC1_7854 

:PROTEC1_37
gosub @PROTEC1_7968 
terminate_this_script 

:PROTEC1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT1' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$2887 = 0 // $ = int 
$2888 = 0 // $ = int 
$2891 = 0 // $ = int 
$2892 = 0 // $ = int 
$2895 = 0 // $ = int 
$2896 = 0 // $ = int 
$2883 = 0 // $ = int 
$2884 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4565 = 0 // $ = int 
$4566 = 301000 // $ = int 
$4567 = 0 // $ = int 
$4568 = 0 // $ = int 
$4569 = 0 // $ = int 
$4570 = 0 // $ = int 
$4571 = 0 // $ = int 
$4572 = 0 // $ = int 
$4573 = 0 // $ = int 
$4574 = 0 // $ = int 
$4575 = 0 // $ = int 
$4576 = 0 // $ = int 
$4577 = 0 // $ = int 
$4578 = 0 // $ = int 
$4579 = 0 // $ = int 
$4580 = 0 // $ = int 
$4581 = 0 // $ = int 
$4582 = 0 // $ = int 
$4583 = 0 // $ = int 
$4584 = 0 // $ = int 
$4585 = 0 // $ = int 
$4586 = 0 // $ = int 
$4587 = 0 // $ = int 
$4588 = 0 // $ = int 
$4589 = 0 // $ = int 
$4590 = 0 // $ = int 
$4591 = 0 // $ = int 
$4592 = 0 // $ = int 
$4593 = 0 // $ = int 
$4594 = 0 // $ = int 
$4595 = 0 // $ = int 
$4596 = 0 // $ = int 
$4597 = 0 // $ = int 
$4598 = 0 // $ = int 
$4599 = 0 // $ = int 
$4600 = 0 // $ = int 
$4601 = 0 // $ = int 
$4602 = 0 // $ = int 
$4603 = 0 // $ = int 
select_interior 2 
$991 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSAVERY' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC1_651
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 
jf @PROTEC1_689 
wait 0 
jump @PROTEC1_651 

:PROTEC1_689
02E4: load_cutscene_data 'BUD_1' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $149 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $149 'CSAVERY' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC1_880
if 
  498 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_880 

:PROTEC1_915
00BC: text_highpriority 'PRO1_A' time 10000 1  // Oh, we gotta redecorate this place. We gotta make it look older.

:PROTEC1_930
if 
  3470 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_930 

:PROTEC1_965
00BC: text_highpriority 'PRO1_B' time 10000 1  // I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...

:PROTEC1_980
if 
  7473 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1015 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_980 

:PROTEC1_1015
00BC: text_highpriority 'PRO1_C' time 10000 1  // You're my lawyer, Rosenberg, not my interior decorator. Got it?

:PROTEC1_1030
if 
  11644 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1065 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1030 

:PROTEC1_1065
00BC: text_highpriority 'PRO1_D' time 10000 1  // Listen to me,

:PROTEC1_1080
if 
  12448 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1115 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1080 

:PROTEC1_1115
00BC: text_highpriority 'PRO1_E' time 10000 1  // The time to take over this town is now. It's all out there waiting for us.

:PROTEC1_1130
if 
  16477 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1130 

:PROTEC1_1165
00BC: text_highpriority 'PRO1_F' time 10000 1  // We need to start seizing territory,

:PROTEC1_1180
if 
  18657 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1215 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1180 

:PROTEC1_1215
00BC: text_highpriority 'PRO1_G' time 10000 1  // let Vice City know we're the new players in town, know what I'm saying?

:PROTEC1_1230
if 
  21849 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1265 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1230 

:PROTEC1_1265
00BC: text_highpriority 'PRO1_I' time 10000 1  // What you need is a legitimate front Tommy, real estate. It's never done me no harm.

:PROTEC1_1280
if 
  26212 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1280 

:PROTEC1_1315
00BC: text_highpriority 'PRO1_J' time 10000 1  // We need to start using some muscle or we can kiss all that hard work goodbye.

:PROTEC1_1330
if 
  30323 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1365 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1330 

:PROTEC1_1365
00BC: text_highpriority 'PRO1_K' time 10000 1  // Local businesses know Diaz is dead, and they're refusing to pay protection!

:PROTEC1_1380
if 
  34351 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1417 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1380 

:PROTEC1_1417
00BC: text_highpriority 'PRO1_L' time 10000 1  // Ooh! We could try bribery...

:PROTEC1_1432
if 
  36310 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1469 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1432 

:PROTEC1_1469
00BC: text_highpriority 'PRO1_M' time 10000 1  // Bribery? Screw bribery! I'll show you how to make 'em scared!

:PROTEC1_1484
if 
  40077 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1521 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1484 

:PROTEC1_1521
00BC: text_highpriority 'PRO1_N' time 10000 1  // I'll be back here in five minutes...

:PROTEC1_1536
if 
  41077 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1573 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1536 

:PROTEC1_1573
00BE: text_clear_all 

:PROTEC1_1575
if 
  42112 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC1_1612 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC1_1575 

:PROTEC1_1612
fade 0 1500 
00BE: text_clear_all 

:PROTEC1_1621
if 
  fading 
jf @PROTEC1_1645 
wait 0 
jump @PROTEC1_1621 

:PROTEC1_1645
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
$991 = 0 // $ = int 
select_interior 0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetAtPos(-375.9, -510.6, 16.2)
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Marker.Disable($434)
Marker.Disable($437)
Model.Load(#STINGER)
Model.Load(#SWAT)
Model.Load(#UZI)

:PROTEC1_1790
if or
  not Model.Available(#STINGER)
  not Model.Available(#SWAT)
  not Model.Available(#UZI)
jf @PROTEC1_1826 
wait 0 
jump @PROTEC1_1790 

:PROTEC1_1826
Car.Create($4538, #STINGER, -345.3, -524.6, 11.5)
032B: $4539 = create_weapon_pickup #UZI 3 ammo 250 at -347.8 -527.2 12.7 
fade 1 1500 
00BC: text_highpriority 'PRO1_11' time 5000 1  // ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority 'PRO1_01' time 5000 1  // ~g~Do a hit and run on the shop fronts and the owners will be begging for protection.
00BB: text_lowpriority 'PRO1_13' time 5000 1  // ~g~You have five minutes to smash them all.
00BB: text_lowpriority 'SBOB247' time 5000 1 
0540: set_player $PLAYER_CHAR auto_aim 0 
018A: $4540 = create_checkpoint_at 459.9 1004.1 18.1 
018A: $4541 = create_checkpoint_at 467.2 1012.0 18.1 
018A: $4542 = create_checkpoint_at 457.5 1197.6 18.1 
018A: $4543 = create_checkpoint_at 463.8 1207.4 18.1 
018A: $4544 = create_checkpoint_at 466.8 1211.8 18.1 
018A: $4545 = create_checkpoint_at 369.9 1222.0 18.1 
018A: $4546 = create_checkpoint_at 369.9 1212.2 18.1 
018A: $4547 = create_checkpoint_at 356.5 1120.0 24.5 
018A: $4548 = create_checkpoint_at 356.6 1115.5 24.5 
018A: $4549 = create_checkpoint_at 361.1 1110.2 24.5 
018A: $4550 = create_checkpoint_at 364.2 1107.2 24.5 
018A: $4551 = create_checkpoint_at 367.0 1104.2 24.5 
018A: $4552 = create_checkpoint_at 369.2 1101.7 24.5 
018A: $4553 = create_checkpoint_at 403.1 1022.0 24.5 
018A: $4554 = create_checkpoint_at 403.1 1033.0 24.5 
018A: $4555 = create_checkpoint_at 406.7 1041.0 24.5 
018A: $4556 = create_checkpoint_at 421.0 1041.0 24.5 
018A: $4557 = create_checkpoint_at 425.1 1035.7 24.5 
018A: $4558 = create_checkpoint_at 425.1 1021.8 24.5 
018A: $4559 = create_checkpoint_at 403.1 1024.6 18.1 
018A: $4560 = create_checkpoint_at 403.1 1033.0 18.1 
018A: $4561 = create_checkpoint_at 406.7 1041.0 18.1 
018A: $4562 = create_checkpoint_at 421.0 1041.0 18.1 
018A: $4563 = create_checkpoint_at 425.1 1035.7 18.1 
018A: $4564 = create_checkpoint_at 425.1 1021.8 18.1 
014E: start_timer_at $4566 count_in_direction 1 

:PROTEC1_2458
wait 0 
if 
  $1003 == 1 // $ == int 
jf @PROTEC1_6709 
if 
  $4598 == 0 // $ == int 
jf @PROTEC1_2520 
00BC: text_highpriority 'PRO1_12' time 5000 1  // ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection.
$4598 = 1 // $ = int 

:PROTEC1_2520
if 
  $4567 == 25 // $ == int 
jf @PROTEC1_2552 
$4565 = 1 // $ = int 
jump @PROTEC1_6709 

:PROTEC1_2552
if 
  2 > $4568 // int > $ 
jf @PROTEC1_2752 
if 
  $4573 == 0 // $ == int 
jf @PROTEC1_2661 
if 
0523:   glass_been_shattered_near 459.9 1004.1 19.7 
jf @PROTEC1_2661 
$4568 += 1 // $ += int 
$4573 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4540)

:PROTEC1_2661
if 
  $4574 == 0 // $ == int 
jf @PROTEC1_2752 
if 
0523:   glass_been_shattered_near 467.2 1012.0 19.7 
jf @PROTEC1_2752 
$4568 += 1 // $ += int 
$4574 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4541)

:PROTEC1_2752
if 
  $4568 == 2 // $ == int 
jf @PROTEC1_2874 
03CF: load_wav 'BUD1_1' as 1 

:PROTEC1_2782
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_2808 
wait 0 
jump @PROTEC1_2782 

:PROTEC1_2808
00BC: text_highpriority 'PRO1_04' time 4000 1  // My livelihood, destroyed!
03D1: play_wav 1 

:PROTEC1_2827
if 
83D2:   not wav 1 ended 
jf @PROTEC1_2853 
wait 0 
jump @PROTEC1_2827 

:PROTEC1_2853
040D: unload_wav 1 
03D5: remove_text 'PRO1_04'  // My livelihood, destroyed!
$4568 = 3 // $ = int 

:PROTEC1_2874
if 
  $4568 == 3 // $ == int 
jf @PROTEC1_2996 
03CF: load_wav 'BUD1_9' as 2 

:PROTEC1_2904
if 
83D0:   not wav 2 loaded 
jf @PROTEC1_2930 
wait 0 
jump @PROTEC1_2904 

:PROTEC1_2930
00BC: text_highpriority 'PRO1_09' time 4000 1  // Vercetti. Remember the name.
03D1: play_wav 2 

:PROTEC1_2949
if 
83D2:   not wav 2 ended 
jf @PROTEC1_2975 
wait 0 
jump @PROTEC1_2949 

:PROTEC1_2975
040D: unload_wav 2 
03D5: remove_text 'PRO1_09'  // Vercetti. Remember the name.
$4568 = 4 // $ = int 

:PROTEC1_2996
if 
  3 > $4569 // int > $ 
jf @PROTEC1_3287 
if 
  $4575 == 0 // $ == int 
jf @PROTEC1_3105 
if 
0523:   glass_been_shattered_near 457.5 1197.6 19.7 
jf @PROTEC1_3105 
$4569 += 1 // $ += int 
$4575 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4542)

:PROTEC1_3105
if 
  $4576 == 0 // $ == int 
jf @PROTEC1_3196 
if 
0523:   glass_been_shattered_near 463.8 1207.4 19.7 
jf @PROTEC1_3196 
$4569 += 1 // $ += int 
$4576 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4543)

:PROTEC1_3196
if 
  $4577 == 0 // $ == int 
jf @PROTEC1_3287 
if 
0523:   glass_been_shattered_near 466.8 1211.8 19.7 
jf @PROTEC1_3287 
$4569 += 1 // $ += int 
$4577 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4544)

:PROTEC1_3287
if 
  $4569 == 3 // $ == int 
jf @PROTEC1_3409 
03CF: load_wav 'BUD1_2' as 1 

:PROTEC1_3317
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_3343 
wait 0 
jump @PROTEC1_3317 

:PROTEC1_3343
00BC: text_highpriority 'PRO1_05' time 4000 1  // Ruined...RUINED!!
03D1: play_wav 1 

:PROTEC1_3362
if 
83D2:   not wav 1 ended 
jf @PROTEC1_3388 
wait 0 
jump @PROTEC1_3362 

:PROTEC1_3388
040D: unload_wav 1 
03D5: remove_text 'PRO1_05'  // Ruined...RUINED!!
$4569 = 4 // $ = int 

:PROTEC1_3409
if 
  2 > $4570 // int > $ 
jf @PROTEC1_3609 
if 
  $4578 == 0 // $ == int 
jf @PROTEC1_3518 
if 
0523:   glass_been_shattered_near 369.9 1222.0 19.7 
jf @PROTEC1_3518 
$4570 += 1 // $ += int 
$4578 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4545)

:PROTEC1_3518
if 
  $4579 == 0 // $ == int 
jf @PROTEC1_3609 
if 
0523:   glass_been_shattered_near 369.9 1212.2 19.7 
jf @PROTEC1_3609 
$4570 += 1 // $ += int 
$4579 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4546)

:PROTEC1_3609
if 
  $4570 == 2 // $ == int 
jf @PROTEC1_3731 
03CF: load_wav 'BUD1_3' as 1 

:PROTEC1_3639
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_3665 
wait 0 
jump @PROTEC1_3639 

:PROTEC1_3665
00BC: text_highpriority 'PRO1_06' time 4000 1  // I pay through the ass for protection!
03D1: play_wav 1 

:PROTEC1_3684
if 
83D2:   not wav 1 ended 
jf @PROTEC1_3710 
wait 0 
jump @PROTEC1_3684 

:PROTEC1_3710
040D: unload_wav 1 
03D5: remove_text 'PRO1_06'  // I pay through the ass for protection!
$4570 = 3 // $ = int 

:PROTEC1_3731
if 
  $4570 == 3 // $ == int 
jf @PROTEC1_3853 
03CF: load_wav 'BUD1_10' as 2 

:PROTEC1_3761
if 
83D0:   not wav 2 loaded 
jf @PROTEC1_3787 
wait 0 
jump @PROTEC1_3761 

:PROTEC1_3787
00BC: text_highpriority 'PRO1_10' time 4000 1  // I run this town now. ME!
03D1: play_wav 2 

:PROTEC1_3806
if 
83D2:   not wav 2 ended 
jf @PROTEC1_3832 
wait 0 
jump @PROTEC1_3806 

:PROTEC1_3832
040D: unload_wav 2 
03D5: remove_text 'PRO1_10'  // I run this town now. ME!
$4570 = 4 // $ = int 

:PROTEC1_3853
if 
  6 > $4571 // int > $ 
jf @PROTEC1_4417 
if 
  $4580 == 0 // $ == int 
jf @PROTEC1_3962 
if 
0523:   glass_been_shattered_near 356.5 1120.0 25.7 
jf @PROTEC1_3962 
$4571 += 1 // $ += int 
$4580 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4547)

:PROTEC1_3962
if 
  $4581 == 0 // $ == int 
jf @PROTEC1_4053 
if 
0523:   glass_been_shattered_near 356.6 1115.5 25.7 
jf @PROTEC1_4053 
$4571 += 1 // $ += int 
$4581 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4548)

:PROTEC1_4053
if 
  $4582 == 0 // $ == int 
jf @PROTEC1_4144 
if 
0523:   glass_been_shattered_near 361.1 1110.2 25.7 
jf @PROTEC1_4144 
$4571 += 1 // $ += int 
$4582 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4549)

:PROTEC1_4144
if 
  $4583 == 0 // $ == int 
jf @PROTEC1_4235 
if 
0523:   glass_been_shattered_near 364.2 1107.2 25.7 
jf @PROTEC1_4235 
$4571 += 1 // $ += int 
$4583 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4550)

:PROTEC1_4235
if 
  $4584 == 0 // $ == int 
jf @PROTEC1_4326 
if 
0523:   glass_been_shattered_near 367.0 1104.2 25.7 
jf @PROTEC1_4326 
$4571 += 1 // $ += int 
$4584 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4551)

:PROTEC1_4326
if 
  $4585 == 0 // $ == int 
jf @PROTEC1_4417 
if 
0523:   glass_been_shattered_near 369.2 1101.7 25.7 
jf @PROTEC1_4417 
$4571 += 1 // $ += int 
$4585 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4552)

:PROTEC1_4417
if 
  $4571 == 6 // $ == int 
jf @PROTEC1_4539 
03CF: load_wav 'BUD1_4' as 1 

:PROTEC1_4447
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_4473 
wait 0 
jump @PROTEC1_4447 

:PROTEC1_4473
00BC: text_highpriority 'PRO1_07' time 4000 1  // My beautiful window display!
03D1: play_wav 1 

:PROTEC1_4492
if 
83D2:   not wav 1 ended 
jf @PROTEC1_4518 
wait 0 
jump @PROTEC1_4492 

:PROTEC1_4518
040D: unload_wav 1 
03D5: remove_text 'PRO1_07'  // My beautiful window display!
$4571 = 7 // $ = int 

:PROTEC1_4539
if 
  12 > $4572 // int > $ 
jf @PROTEC1_5649 
if 
  $4586 == 0 // $ == int 
jf @PROTEC1_4648 
if 
0523:   glass_been_shattered_near 403.1 1022.0 25.7 
jf @PROTEC1_4648 
$4572 += 1 // $ += int 
$4586 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4553)

:PROTEC1_4648
if 
  $4587 == 0 // $ == int 
jf @PROTEC1_4739 
if 
0523:   glass_been_shattered_near 403.1 1033.0 25.7 
jf @PROTEC1_4739 
$4572 += 1 // $ += int 
$4587 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4554)

:PROTEC1_4739
if 
  $4588 == 0 // $ == int 
jf @PROTEC1_4830 
if 
0523:   glass_been_shattered_near 406.7 1041.0 25.7 
jf @PROTEC1_4830 
$4572 += 1 // $ += int 
$4588 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4555)

:PROTEC1_4830
if 
  $4589 == 0 // $ == int 
jf @PROTEC1_4921 
if 
0523:   glass_been_shattered_near 421.0 1041.0 25.7 
jf @PROTEC1_4921 
$4572 += 1 // $ += int 
$4589 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4556)

:PROTEC1_4921
if 
  $4590 == 0 // $ == int 
jf @PROTEC1_5012 
if 
0523:   glass_been_shattered_near 425.1 1035.7 25.7 
jf @PROTEC1_5012 
$4572 += 1 // $ += int 
$4590 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4557)

:PROTEC1_5012
if 
  $4591 == 0 // $ == int 
jf @PROTEC1_5103 
if 
0523:   glass_been_shattered_near 425.1 1021.8 25.7 
jf @PROTEC1_5103 
$4572 += 1 // $ += int 
$4591 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4558)

:PROTEC1_5103
if 
  $4592 == 0 // $ == int 
jf @PROTEC1_5194 
if 
0523:   glass_been_shattered_near 403.1 1024.6 19.7 
jf @PROTEC1_5194 
$4572 += 1 // $ += int 
$4592 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4559)

:PROTEC1_5194
if 
  $4593 == 0 // $ == int 
jf @PROTEC1_5285 
if 
0523:   glass_been_shattered_near 403.1 1033.0 19.7 
jf @PROTEC1_5285 
$4572 += 1 // $ += int 
$4593 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4560)

:PROTEC1_5285
if 
  $4594 == 0 // $ == int 
jf @PROTEC1_5376 
if 
0523:   glass_been_shattered_near 406.7 1041.0 19.7 
jf @PROTEC1_5376 
$4572 += 1 // $ += int 
$4594 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4561)

:PROTEC1_5376
if 
  $4595 == 0 // $ == int 
jf @PROTEC1_5467 
if 
0523:   glass_been_shattered_near 421.0 1041.0 19.7 
jf @PROTEC1_5467 
$4572 += 1 // $ += int 
$4595 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4562)

:PROTEC1_5467
if 
  $4596 == 0 // $ == int 
jf @PROTEC1_5558 
if 
0523:   glass_been_shattered_near 425.1 1035.7 19.7 
jf @PROTEC1_5558 
$4572 += 1 // $ += int 
$4596 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4563)

:PROTEC1_5558
if 
  $4597 == 0 // $ == int 
jf @PROTEC1_5649 
if 
0523:   glass_been_shattered_near 425.1 1021.8 19.7 
jf @PROTEC1_5649 
$4572 += 1 // $ += int 
$4597 = 1 // $ = int 
$4567 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($4564)

:PROTEC1_5649
if 
  $4572 == 12 // $ == int 
jf @PROTEC1_5771 
03CF: load_wav 'BUD1_5' as 1 

:PROTEC1_5679
if 
83D0:   not wav 1 loaded 
jf @PROTEC1_5705 
wait 0 
jump @PROTEC1_5679 

:PROTEC1_5705
00BC: text_highpriority 'PRO1_08' time 4000 1  // My store. My wonderful store.
03D1: play_wav 1 

:PROTEC1_5724
if 
83D2:   not wav 1 ended 
jf @PROTEC1_5750 
wait 0 
jump @PROTEC1_5724 

:PROTEC1_5750
040D: unload_wav 1 
03D5: remove_text 'PRO1_08'  // My store. My wonderful store.
$4572 = 13 // $ = int 

:PROTEC1_5771
if 
  $4567 > 0 // $ > int 
jf @PROTEC1_6583 
if 
  $4602 == 0 // $ == int 
jf @PROTEC1_6583 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
00BC: text_highpriority 'SBOB246' time 7000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BNK4_28.WAV" loop 0 volume 0.5 
$4602 = 1 // $ = int 
TIMERB = 0 // @ = int 
Actor.Create($10104, 6, #SWAT, 422.3739, 1029.409, 25.2994)
Actor.Health($10104) = 250
01B2: give_actor $10104 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10104 weapon_accuracy_to 90 
01CA: actor $10104 kill_player $PLAYER_CHAR 
0446: set_actor $10104 dismemberment_possible 0 
0350: set_actor $10104 maintain_position_when_attacked 1 
056B: set_actor $10104 crouch_when_threatened 1 
Actor.Create($10103, 6, #SWAT, 407.2996, 1018.158, 25.3203)
Actor.Health($10103) = 250
01B2: give_actor $10103 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10103 weapon_accuracy_to 90 
01CA: actor $10103 kill_player $PLAYER_CHAR 
0446: set_actor $10103 dismemberment_possible 0 
0350: set_actor $10103 maintain_position_when_attacked 1 
056B: set_actor $10103 crouch_when_threatened 1 
Actor.Create($10102, 6, #SWAT, 406.1468, 1031.35, 18.9625)
Actor.Health($10102) = 250
01B2: give_actor $10102 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10102 weapon_accuracy_to 90 
01CA: actor $10102 kill_player $PLAYER_CHAR 
0446: set_actor $10102 dismemberment_possible 0 
0350: set_actor $10102 maintain_position_when_attacked 1 
056B: set_actor $10102 crouch_when_threatened 1 
Actor.Create($10101, 6, #SWAT, 423.2589, 1024.729, 18.9627)
Actor.Health($10101) = 250
01B2: give_actor $10101 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10101 weapon_accuracy_to 90 
01CA: actor $10101 kill_player $PLAYER_CHAR 
0446: set_actor $10101 dismemberment_possible 0 
0350: set_actor $10101 maintain_position_when_attacked 1 
056B: set_actor $10101 crouch_when_threatened 1 
Actor.Create($10100, 6, #SWAT, 466.9382, 1006.655, 19.1618)
Actor.Health($10100) = 250
01B2: give_actor $10100 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10100 weapon_accuracy_to 90 
01CA: actor $10100 kill_player $PLAYER_CHAR 
0446: set_actor $10100 dismemberment_possible 0 
0350: set_actor $10100 maintain_position_when_attacked 1 
056B: set_actor $10100 crouch_when_threatened 1 
Actor.Create($10099, 6, #SWAT, 366.3044, 1107.429, 25.3934)
Actor.Health($10099) = 250
01B2: give_actor $10099 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10099 weapon_accuracy_to 90 
01CA: actor $10099 kill_player $PLAYER_CHAR 
0446: set_actor $10099 dismemberment_possible 0 
0350: set_actor $10099 maintain_position_when_attacked 1 
056B: set_actor $10099 crouch_when_threatened 1 
Actor.Create($10098, 6, #SWAT, 359.7176, 1122.662, 25.3916)
Actor.Health($10098) = 250
01B2: give_actor $10098 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10098 weapon_accuracy_to 90 
01CA: actor $10098 kill_player $PLAYER_CHAR 
0446: set_actor $10098 dismemberment_possible 0 
0350: set_actor $10098 maintain_position_when_attacked 1 
056B: set_actor $10098 crouch_when_threatened 1 
Actor.Create($10097, 6, #SWAT, 459.0615, 1206.111, 19.0107)
Actor.Health($10097) = 250
01B2: give_actor $10097 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10097 weapon_accuracy_to 90 
01CA: actor $10097 kill_player $PLAYER_CHAR 
0446: set_actor $10097 dismemberment_possible 0 
0350: set_actor $10097 maintain_position_when_attacked 1 
056B: set_actor $10097 crouch_when_threatened 1 
Actor.Create($10096, 6, #SWAT, 373.2027, 1217.179, 19.2413)
Actor.Health($10096) = 250
01B2: give_actor $10096 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10096 weapon_accuracy_to 90 
01CA: actor $10096 kill_player $PLAYER_CHAR 
0446: set_actor $10096 dismemberment_possible 0 
0350: set_actor $10096 maintain_position_when_attacked 1 
056B: set_actor $10096 crouch_when_threatened 1 

:PROTEC1_6583
if 
  $4567 > 0 // $ > int 
jf @PROTEC1_6709 
if 
  TIMERB > 3600 // @ > int 
jf @PROTEC1_6709 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
$901 = 31.6846 // $ = float 
Actor.Create($10105, 6, #SWAT, $899, $900, $901)
Actor.Health($10105) = 250
01B2: give_actor $10105 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10105 weapon_accuracy_to 80 
01CA: actor $10105 kill_player $PLAYER_CHAR 
0446: set_actor $10105 dismemberment_possible 0 
TIMERB = 0 // @ = int 

:PROTEC1_6709
if 
  $4566 == 0 // $ == int 
jf @PROTEC1_6749 
00BC: text_highpriority 'PRO1_03' time 5000 1  // ~r~This was supposed to be a hit and run, not a 'hit and have coffee'.
jump @PROTEC1_7854 

:PROTEC1_6749
if 
  $4565 == 1 // $ == int 
jf @PROTEC1_7847 
Pickup.Destroy($PRINT_WORKS_ASSET)
0570: $634 = create_asset_radar_marker_with_icon 25 at $549 $550 $551 
018B: set_marker $634 display 2 
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $549 $550 $551 price $635  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print Works for $~1~
start_new_script @COUBUY 
Pickup.Destroy($CAR_SHOWROOM_ASSET)
0570: $624 = create_asset_radar_marker_with_icon 25 at $552 $553 $554 
018B: set_marker $624 display 2 
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $552 $553 $554 price $625  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car Showroom for $~1~
start_new_script @CARBUY 
Pickup.Destroy($FILM_STUDIO_ASSET)
0570: $629 = create_asset_radar_marker_with_icon 25 at $555 $556 $557 
018B: set_marker $629 display 2 
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $555 $556 $557 price $630  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film Studios for $~1~
start_new_script @PORNBUY 
Pickup.Destroy($ICE_CREAM_FACTORY_ASSET)
0570: $608 = create_asset_radar_marker_with_icon 25 at $558 $559 $560 
018B: set_marker $608 display 2 
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $558 $559 $560 price $609  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Ice Cream Factory for $~1~
start_new_script @ICEBUY 
Pickup.Destroy($678)
0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 
018B: set_marker $619 display 2 
0518: $678 = create_available_asset_pickup 'TAXI_L' at $561 $562 $563 price $620  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company for $~1~
start_new_script @TAXIBUY 
Pickup.Destroy($679)
0570: $638 = create_asset_radar_marker_with_icon 25 at $564 $565 $566 
018B: set_marker $638 display 2 
0518: $679 = create_available_asset_pickup 'BANK_L' at $564 $565 $566 price $639  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for $~1~
start_new_script @BANKBUY 
Pickup.Destroy($680)
0570: $603 = create_asset_radar_marker_with_icon 25 at $567 $568 $569 
018B: set_marker $603 display 2 
0518: $680 = create_available_asset_pickup 'BOAT_L' at $567 $568 $569 price $604  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for $~1~
start_new_script @BOATBUY 
Pickup.Destroy($615)
0518: $615 = create_available_asset_pickup 'STRP_L' at $570 $571 $572 price $614  // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position Club for $~1~
0570: $613 = create_asset_radar_marker_with_icon 25 at $570 $571 $572 
018B: set_marker $613 display 2 
start_new_script @STRPBUY 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
fade 0 1500 

:PROTEC1_7283
if 
  fading 
jf @PROTEC1_7307 
wait 0 
jump @PROTEC1_7283 

:PROTEC1_7307
02A3: enable_widescreen 1 
00C0: set_current_time 22 0 
if 
  $1003 == 1 // $ == int 
jf @PROTEC1_7339 
select_interior 0 

:PROTEC1_7339
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Camera.SetAtPos(475.4, -67.8, 19.6)
fade 1 1500 
Camera.SetPosition(524.9, -88.8, 15.6, 0.0, 0.0, 0.0)
Camera.PointAt(498.2, -74.0, 13.6, 2)
TIMERB = 0 // @ = int 
00BC: text_highpriority 'BUYP1' time 8000 1  // You can now buy property in certain areas of the map.

:PROTEC1_7450
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_7504 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_7497 
jump @PROTEC1_7707 

:PROTEC1_7497
jump @PROTEC1_7450 

:PROTEC1_7504
TIMERB = 0 // @ = int 
Camera.SetPosition(495.7, -79.5, 12.6, 0.0, 0.0, 0.0)
Camera.PointAt(488.6, -79.7, 12.3, 2)
00BC: text_highpriority 'BUYP2' time 8000 1  // If you see a green house pickup, you can buy that property.

:PROTEC1_7577
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_7631 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_7624 
jump @PROTEC1_7707 

:PROTEC1_7624
jump @PROTEC1_7577 

:PROTEC1_7631
TIMERB = 0 // @ = int 
00BC: text_highpriority 'BUYP3' time 8000 1  // Stand inside the pickup, then press the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property.

:PROTEC1_7653
if 
   not TIMERB > 8000 // @ > int 
jf @PROTEC1_7707 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC1_7700 
jump @PROTEC1_7707 

:PROTEC1_7700
jump @PROTEC1_7653 

:PROTEC1_7707
fade 0 1000 

:PROTEC1_7714
if 
  fading 
jf @PROTEC1_7738 
wait 0 
jump @PROTEC1_7714 

:PROTEC1_7738
if 
  $1003 == 1 // $ == int 
jf @PROTEC1_7760 
select_interior 4 

:PROTEC1_7760
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
fade 1 1000 
Player.ClearWantedLevel($PLAYER_CHAR)
jump @PROTEC1_7871 

:PROTEC1_7847
jump @PROTEC1_2458 

:PROTEC1_7854
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PROTEC1_7871
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 2000
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_1'  // Shakedown
Marker.Disable($265)
02A7: $265 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 
start_new_script @PRO2 
$856 = 1 // $ = int 
$266 = 1 // $ = int 
return 

:PROTEC1_7968
$ONMISSION = 0 // $ = int 
0540: set_player $PLAYER_CHAR auto_aim 1 
Marker.Disable($434)
Marker.Disable($437)
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
Marker.Disable($4540)
Marker.Disable($4541)
Marker.Disable($4542)
Marker.Disable($4543)
Marker.Disable($4544)
Marker.Disable($4545)
Marker.Disable($4546)
Marker.Disable($4547)
Marker.Disable($4548)
Marker.Disable($4549)
Marker.Disable($4550)
Marker.Disable($4551)
Marker.Disable($4552)
Marker.Disable($4553)
Marker.Disable($4554)
Marker.Disable($4555)
Marker.Disable($4556)
Marker.Disable($4557)
Marker.Disable($4558)
Marker.Disable($4559)
Marker.Disable($4560)
Marker.Disable($4561)
Marker.Disable($4562)
Marker.Disable($4563)
Marker.Disable($4564)
if 
  not Pickup.Picked_up($4539)
jf @PROTEC1_8182 
Pickup.Destroy($4539)

:PROTEC1_8182
Model.Destroy(#STINGER)
Model.Destroy(#SWAT)
Model.Destroy(#UZI)
Player.CanMove($PLAYER_CHAR, True)
014F: stop_timer $4566 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 32---------------
// Originally: Bar Brawl

:PROTEC2
script_name 'PROTEC2' 
gosub @PROTEC2_46 
if 
  wasted_or_busted 
jf @PROTEC2_37 
gosub @PROTEC2_13758 

:PROTEC2_37
gosub @PROTEC2_13877 
terminate_this_script 

:PROTEC2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT2' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4629 = 0 // $ = int 
$4631 = 0 // $ = int 
$4630 = 0 // $ = int 
$61 = 0 // $ = int 
$4632 = 0 // $ = int 
$4633 = 0 // $ = int 
$4634 = 0 // $ = int 
$4635 = 160000 // $ = int 
$4636 = 0 // $ = int 
$4637 = 0 // $ = int 
$4638 = 0 // $ = int 
$4639 = 0 // $ = int 
$4621 = 0 // $ = int 
$4622 = 0 // $ = int 
select_interior 2 
Pickup.Destroy($2061)
$991 = 1 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
023C: load_special_actor 4 'DGOONC' 
023C: load_special_actor 5 'CSAVERY' 
02F3: load_object #CUTOBJ01 'DCFAN' 
02F3: load_object #CUTOBJ02 'DRINK' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC2_463
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 
823D:   not special_actor 5 loaded 
jf @PROTEC2_505 
wait 0 
jump @PROTEC2_463 

:PROTEC2_505
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @PROTEC2_537 
wait 0 
jump @PROTEC2_505 

:PROTEC2_537
02E4: load_cutscene_data 'BUD_2' 
0395: clear_area 1 at -378.6 -552.6 25.5 range 15.0 
0395: clear_area 1 at -379.0 -564.6 19.8 range 15.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
02E5: $194 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $194 'DGOONC' 
02E5: $149 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $149 'CSAVERY' 
02E5: $203 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'DCFAN' to_loop 
02E6: set_cutscene_anim $203 'DCFAN' 
02E5: $4640 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4640 'DRINK01' 
02E5: $4641 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4641 'DRINK02' 
02E5: $4642 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $4642 'DRINK03' 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC2_842
if 
  5914 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_877 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_842 

:PROTEC2_877
00BC: text_highpriority 'PRO2_A' time 10000 1  // What's the problem?

:PROTEC2_892
if 
  7399 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_927 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_892 

:PROTEC2_927
00BC: text_highpriority 'PRO2_B' time 10000 1  // Some bar is refusing to pay.

:PROTEC2_942
if 
  9756 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_977 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_942 

:PROTEC2_977
00BC: text_highpriority 'PRO2_C' time 10000 1  // They reckon they're protected by a local gang of thugs.

:PROTEC2_992
if 
  12705 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1027 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_992 

:PROTEC2_1027
00BC: text_highpriority 'PRO2_D' time 10000 1  // But don't worry Tommy, I can handle it.

:PROTEC2_1042
if 
  16592 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1077 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1042 

:PROTEC2_1077
00BC: text_highpriority 'PRO2_E' time 10000 1  // You call this handling it?

:PROTEC2_1092
if 
  19312 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1127 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1092 

:PROTEC2_1127
00BC: text_highpriority 'PRO2_F' time 10000 1  // You two, off your asses...

:PROTEC2_1142
if 
  21275 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1177 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1142 

:PROTEC2_1177
00BC: text_highpriority 'PRO2_G' time 10000 1  // Let's go.

:PROTEC2_1192
if 
  22275 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1227 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1192 

:PROTEC2_1227
00BE: text_clear_all 

:PROTEC2_1229
if 
  22784 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC2_1264 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC2_1229 

:PROTEC2_1264
fade 0 1500 
00BE: text_clear_all 

:PROTEC2_1273
if 
  fading 
jf @PROTEC2_1297 
wait 0 
jump @PROTEC2_1273 

:PROTEC2_1297
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Pickup.Create($2061, #HEALTH, 2, -406.2503, -566.4947, 19.5804)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
select_interior 0 
$991 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 
Camera.SetAtPos(-375.9, -510.6, 16.2)
0171: set_player $PLAYER_CHAR z_angle_to 360.0 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Model.Load(#UZI)
Model.Load(#BRASSKNUCKLE)
Model.Load(#M4)
Model.Load(#PCJ600)
Model.Load(#OCEANIC)
Model.Load(#SENTINEL)
Model.Load(#RUGER)

:PROTEC2_1483
if or
  not Model.Available(#UZI)
  not Model.Available(#BRASSKNUCKLE)
  not Model.Available(#M4)
  not Model.Available(#PCJ600)
  not Model.Available(#OCEANIC)
  not Model.Available(#SENTINEL)
jf @PROTEC2_1535 
wait 0 
jump @PROTEC2_1483 

:PROTEC2_1535
Model.Load(#GDA)
Model.Load(#GDB)
Model.Load(#HMOST)
Model.Load(#SECURICA)
Model.Load(#SNIPER)

:PROTEC2_1557
if or
  not Model.Available(#GDA)
  not Model.Available(#GDB)
  not Model.Available(#HMOST)
  not Model.Available(#SECURICA)
  not Model.Available(#RUGER)
  not Model.Available(#SNIPER)
jf @PROTEC2_1606 
wait 0 
jump @PROTEC2_1557 

:PROTEC2_1606
if 
  $ONMISSION == 0 // $ == int 
jf @PROTEC2_1644 
018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 

:PROTEC2_1644
Actor.Create($4604, 13, #SPECIAL03, -368.8, -544.8, 16.2)
04F5: set_actor $4604 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $4604 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4604 threat_search 
02A9: set_actor $4604 immune_to_nonplayer 1 
039E: set_actor $4604 locked_while_in_vehicle 1 
0243: set_actor $4604 ped_stats_to 16 
0291: set_actor $4604 heed_threats 1 
Actor.Angle($4604) = 281.0
Actor.Create($4605, 13, #SPECIAL04, -370.9, -546.8, 16.2)
04F5: set_actor $4605 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $4605 weapon 23 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4605 threat_search 
02A9: set_actor $4605 immune_to_nonplayer 1 
039E: set_actor $4605 locked_while_in_vehicle 1 
0243: set_actor $4605 ped_stats_to 16 
0291: set_actor $4605 heed_threats 1 
Actor.Angle($4605) = 281.0
01DF: tie_actor $4604 to_player $PLAYER_CHAR 
01DF: tie_actor $4605 to_player $PLAYER_CHAR 
0319: set_actor $4604 running 1 
0319: set_actor $4605 running 1 
Car.Create($4615, #SENTINEL, -345.3, -524.6, 11.5)
fade 1 1500 
00BC: text_highpriority 'PRO2_01' time 11000 1  // ~g~Take out the guards protecting the Front Page Bar and find out who supplied them.
0376: $4610 = create_random_actor 236.8 -1244.0 10.9 
Actor.Angle($4610) = 320.4
0376: $4611 = create_random_actor 237.5 -1243.0 10.9 
Actor.Angle($4611) = 140.3
03F9: make_actors $4610 $4611 converse_in 86400000 ms 
Actor.Create($4607, 11, #GDA, 243.0834, -1232.148, 14.4913)
Actor.Angle($4607) = 266.4952
01B2: give_actor $4607 weapon 27 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
02E2: set_actor $4607 weapon_accuracy_to 100 
Marker.CreateAboveActor($4623, $4607)
0350: set_actor $4607 maintain_position_when_attacked 1 
01CA: actor $4607 kill_player $PLAYER_CHAR 
Actor.Create($4608, 11, #GDB, 242.4723, -1237.863, 11.8947)
Actor.Angle($4608) = 266.4952
01B2: give_actor $4608 weapon 27 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
Marker.CreateAboveActor($4624, $4608)
0350: set_actor $4608 maintain_position_when_attacked 1 
01CA: actor $4608 kill_player $PLAYER_CHAR 
02E2: set_actor $4608 weapon_accuracy_to 100 
Actor.Create($10086, 11, #GDA, 237.1308, -1231.849, 28.4297)
Actor.Angle($10086) = 270.882
01B2: give_actor $10086 weapon 27 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $10086 threat_search 
0243: set_actor $10086 ped_stats_to 16 
Marker.CreateAboveActor($10087, $10086)
0350: set_actor $10086 maintain_position_when_attacked 1 
01CA: actor $10086 kill_player $PLAYER_CHAR 
02E2: set_actor $10086 weapon_accuracy_to 100 
Actor.Create($10089, 11, #GDB, 278.2396, -1257.651, 11.0712)
Actor.Angle($10089) = 67.7276
Actor.Health($10089) = 10
01B2: give_actor $10089 weapon 28 ammo 10000 // Load the weapon model before using this 
01ED: clear_actor $10089 threat_search 
0243: set_actor $10089 ped_stats_to 16 
0350: set_actor $10089 maintain_position_when_attacked 1 
02E2: set_actor $10089 weapon_accuracy_to 100 

:PROTEC2_2301
wait 0 
if 
  Actor.Dead($4604)
jf @PROTEC2_2343 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_2343
if 
  Actor.Dead($4605)
jf @PROTEC2_2381 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_2381
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 35.0 35.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 35.0 35.0 
jf @PROTEC2_2447 
00BC: text_highpriority 'SBOB251' time 250 1 

:PROTEC2_2447
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 125.0 125.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 125.0 125.0 
jf @PROTEC2_2520 
00BC: text_highpriority 'SBOB252' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_2520
if and
  $10088 == 0 // $ == int 
  Actor.Dead($10086)
jf @PROTEC2_2560 
$10088 = 1 // $ = int 
Marker.Disable($10087)
Actor.RemoveReferences($10086)

:PROTEC2_2560
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_2620 
if 
  not Actor.Dead($4610)
jf @PROTEC2_2599 
Actor.RemoveReferences($4610)

:PROTEC2_2599
if 
  not Actor.Dead($4611)
jf @PROTEC2_2620 
Actor.RemoveReferences($4610)

:PROTEC2_2620
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_2722 
if 
  not Actor.Dead($4607)
jf @PROTEC2_2680 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $4607 
jf @PROTEC2_2680 
$4629 = 1 // $ = int 

:PROTEC2_2680
if 
  not Actor.Dead($4608)
jf @PROTEC2_2722 
if 
0457:   player $PLAYER_CHAR aiming_at_actor $4608 
jf @PROTEC2_2722 
$4629 = 1 // $ = int 

:PROTEC2_2722
if 
  $4632 == 0 // $ == int 
jf @PROTEC2_2948 
if 
  not Actor.Dead($4604)
jf @PROTEC2_2948 
if 
0320:   actor $4604 in_range_of_player $PLAYER_CHAR 
jf @PROTEC2_2948 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC2_2948 
if 
8449:   not actor $4604 sitting_in_any_car 
jf @PROTEC2_2948 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC2_2948 
if 
84AA:   not player $PLAYER_CHAR in_any_heli 
jf @PROTEC2_2948 
03CF: load_wav 'BUD2_1' as 1 

:PROTEC2_2851
if 
83D0:   not wav 1 loaded 
jf @PROTEC2_2877 
wait 0 
jump @PROTEC2_2851 

:PROTEC2_2877
00BC: text_highpriority 'PRO2_11' time 4000 1  // Get in the car, useless.
03D1: play_wav 1 

:PROTEC2_2896
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4604)
jf @PROTEC2_2927 
wait 0 
jump @PROTEC2_2896 

:PROTEC2_2927
040D: unload_wav 1 
03D5: remove_text 'PRO2_11'  // Get in the car, useless.
$4632 = 1 // $ = int 

:PROTEC2_2948
if 
  not Actor.Dead($4607)
jf @PROTEC2_3055 
if 
8184:   not actor $4607 health > 95 
jf @PROTEC2_3007 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_3007 
$4629 = 1 // $ = int 

:PROTEC2_3007
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_3048 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
01CA: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_3048
jump @PROTEC2_3090 

:PROTEC2_3055
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_3080 
$4629 = 1 // $ = int 

:PROTEC2_3080
Marker.Disable($4623)
Actor.RemoveReferences($4607)

:PROTEC2_3090
if 
  not Actor.Dead($4608)
jf @PROTEC2_3314 
if 
8184:   not actor $4608 health > 95 
jf @PROTEC2_3149 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_3149 
$4629 = 1 // $ = int 

:PROTEC2_3149
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_3307 
if 
  $4630 == 0 // $ == int 
jf @PROTEC2_3237 
if 
80EC:   not actor $4608 0 240.2 -1241.8 radius 1.0 1.0 
jf @PROTEC2_3230 
jump @PROTEC2_3237 

:PROTEC2_3230
$4630 = 1 // $ = int 

:PROTEC2_3237
if 
  $4630 == 1 // $ == int 
jf @PROTEC2_3307 
if 
80EC:   not actor $4608 0 242.9 -1241.5 radius 1.0 1.0 
jf @PROTEC2_3300 
jump @PROTEC2_3307 

:PROTEC2_3300
$4630 = 2 // $ = int 

:PROTEC2_3307
jump @PROTEC2_3349 

:PROTEC2_3314
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_3339 
$4629 = 1 // $ = int 

:PROTEC2_3339
Marker.Disable($4624)
Actor.RemoveReferences($4608)

:PROTEC2_3349
if 
  Actor.Dead($4607)
jf @PROTEC2_5193 
if 
  Actor.Dead($4608)
jf @PROTEC2_5193 
if 
  Actor.Dead($10086)
jf @PROTEC2_5193 
if 
00F9:   player $PLAYER_CHAR stopped 1 240.9 -1241.8 10.8 radius 1.0 1.0 2.0 
jf @PROTEC2_5133 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Marker.Disable($4628)
03EB: clear_small_messages_only 
Actor.Create($4606, 4, #HMOST, 235.6, -1236.0, 13.3)
01ED: clear_actor $4606 threat_search 
01D1: actor $4606 follow_actor $PLAYER_ACTOR 
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 233.1 -1240.6 11.9 
0568: set_actor $4606 untargetable 1 
Camera.SetPosition(245.88, -1241.78, 13.24, 0.0, 0.0, 0.0)
Camera.PointAt(240.75, -1241.51, 11.93, 2)
TIMERA = 0 // @ = int 

:PROTEC2_3585
wait 0 
if 
  not Actor.Dead($4606)
jf @PROTEC2_5119 
if 
  not Actor.Dead($4604)
jf @PROTEC2_3671 
if 
00F3:   actor $4604 near_actor_on_foot $4606 radius 5.0 5.0 0 
jf @PROTEC2_3671 
01E0: clear_leader $4604 
0291: set_actor $4604 heed_threats 0 
0350: set_actor $4604 maintain_position_when_attacked 1 

:PROTEC2_3671
if 
  not Actor.Dead($4605)
jf @PROTEC2_3737 
if 
00F3:   actor $4605 near_actor_on_foot $4606 radius 5.0 5.0 0 
jf @PROTEC2_3737 
01E0: clear_leader $4605 
0291: set_actor $4605 heed_threats 0 
0350: set_actor $4605 maintain_position_when_attacked 1 

:PROTEC2_3737
if or
00F3:   actor $PLAYER_ACTOR near_actor_on_foot $4606 radius 2.0 2.0 0 
  TIMERA > 2000 // @ > int 
jf @PROTEC2_5119 
wait 500 
if 
  not Actor.Dead($4606)
jf @PROTEC2_3818 
011C: actor $4606 clear_objective 
020F: actor $4606 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $4606 

:PROTEC2_3818
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_2' as 1 

:PROTEC2_3840
if 
83D0:   not wav 1 loaded 
jf @PROTEC2_3866 
wait 0 
jump @PROTEC2_3840 

:PROTEC2_3866
00BC: text_highpriority 'PRO2_02' time 4000 1  // Your protection needs a little more protection.
03D1: play_wav 1 

:PROTEC2_3885
if 
83D2:   not wav 1 ended 
jf @PROTEC2_3975 
wait 0 
if 
  $61 == 1 // $ == int 
jf @PROTEC2_3936 
$61 = 0 // $ = int 
jump @PROTEC2_4924 

:PROTEC2_3936
jump @PROTEC2_3968 
if 
  $61 == 0 // $ == int 
jf @PROTEC2_3968 
$61 = 1 // $ = int 

:PROTEC2_3968
jump @PROTEC2_3885 

:PROTEC2_3975
040D: unload_wav 1 
03D5: remove_text 'PRO2_02'  // Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4606)
jf @PROTEC2_4024 
0372: set_actor $4606 anim 19 wait_state_time 20000 ms 

:PROTEC2_4024
00BC: text_highpriority 'PRO2_03' time 4000 1  // Aw hell, not again! I don't need this crap!
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\BUD2_3.WAV" loop 0 volume 0.3 
wait 2200 
if 
  not Actor.Dead($10089)
jf @PROTEC2_4159 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Player.CanMove($PLAYER_CHAR, True)
Camera.Shake(250)
0322: kill_player $PLAYER_CHAR 

:PROTEC2_4159
wait 1500 
jump @PROTEC2_4171 

:PROTEC2_4171
03CF: load_wav 'BUD2_4' as 1 
03CF: load_wav 'BUD2_5' as 2 

:PROTEC2_4195
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC2_4225 
wait 0 
jump @PROTEC2_4195 

:PROTEC2_4225
00BC: text_highpriority 'PRO2_04' time 4000 1  // These idiots operate out of DBP Security around the block.
03D1: play_wav 1 

:PROTEC2_4244
if and
83D2:   not wav 1 ended 
  not Actor.Dead($4606)
jf @PROTEC2_4356 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4324 
if 
  $61 == 1 // $ == int 
jf @PROTEC2_4317 
$61 = 0 // $ = int 
jump @PROTEC2_4924 

:PROTEC2_4317
jump @PROTEC2_4349 

:PROTEC2_4324
if 
  $61 == 0 // $ == int 
jf @PROTEC2_4349 
$61 = 1 // $ = int 

:PROTEC2_4349
jump @PROTEC2_4244 

:PROTEC2_4356
040D: unload_wav 1 
03D5: remove_text 'PRO2_04'  // These idiots operate out of DBP Security around the block.
00BC: text_highpriority 'PRO2_05' time 4000 1  // You guys just sort it out amongst yourselves.
03D1: play_wav 2 

:PROTEC2_4389
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4606)
jf @PROTEC2_4501 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4469 
if 
  $61 == 1 // $ == int 
jf @PROTEC2_4462 
$61 = 0 // $ = int 
jump @PROTEC2_4924 

:PROTEC2_4462
jump @PROTEC2_4494 

:PROTEC2_4469
if 
  $61 == 0 // $ == int 
jf @PROTEC2_4494 
$61 = 1 // $ = int 

:PROTEC2_4494
jump @PROTEC2_4389 

:PROTEC2_4501
040D: unload_wav 2 
03D5: remove_text 'PRO2_05'  // You guys just sort it out amongst yourselves.
if 
  not Actor.Dead($4606)
jf @PROTEC2_4540 
0372: set_actor $4606 anim 0 wait_state_time 100 ms 

:PROTEC2_4540
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
03CF: load_wav 'BUD2_6' as 1 
03CF: load_wav 'BUD2_7' as 2 

:PROTEC2_4574
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC2_4604 
wait 0 
jump @PROTEC2_4574 

:PROTEC2_4604
00BC: text_highpriority 'PRO2_06' time 4000 1  // I'll be seeing you later.
03D1: play_wav 1 

:PROTEC2_4623
if 
83D2:   not wav 1 ended 
jf @PROTEC2_4730 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4698 
if 
  $61 == 1 // $ == int 
jf @PROTEC2_4691 
$61 = 0 // $ = int 
jump @PROTEC2_4924 

:PROTEC2_4691
jump @PROTEC2_4723 

:PROTEC2_4698
if 
  $61 == 0 // $ == int 
jf @PROTEC2_4723 
$61 = 1 // $ = int 

:PROTEC2_4723
jump @PROTEC2_4623 

:PROTEC2_4730
040D: unload_wav 1 
03D5: remove_text 'PRO2_06'  // I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4606)
jf @PROTEC2_4779 
0372: set_actor $4606 anim 19 wait_state_time 20000 ms 

:PROTEC2_4779
00BC: text_highpriority 'PRO2_07' time 4000 1  // Yeah, yeah, whatever.
03D1: play_wav 2 

:PROTEC2_4798
if and
83D2:   not wav 2 ended 
  not Actor.Dead($4606)
jf @PROTEC2_4910 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @PROTEC2_4878 
if 
  $61 == 1 // $ == int 
jf @PROTEC2_4871 
$61 = 0 // $ = int 
jump @PROTEC2_4924 

:PROTEC2_4871
jump @PROTEC2_4903 

:PROTEC2_4878
if 
  $61 == 0 // $ == int 
jf @PROTEC2_4903 
$61 = 1 // $ = int 

:PROTEC2_4903
jump @PROTEC2_4798 

:PROTEC2_4910
040D: unload_wav 2 
03D5: remove_text 'PRO2_07'  // Yeah, yeah, whatever.

:PROTEC2_4924
03EB: clear_small_messages_only 
040D: unload_wav 1 
040D: unload_wav 2 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($4606)
jf @PROTEC2_4968 
0372: set_actor $4606 anim 0 wait_state_time 100 ms 

:PROTEC2_4968
if 
  not Actor.Dead($4604)
jf @PROTEC2_5006 
0291: set_actor $4604 heed_threats 1 
0350: set_actor $4604 maintain_position_when_attacked 0 
01DF: tie_actor $4604 to_player $PLAYER_CHAR 

:PROTEC2_5006
if 
  not Actor.Dead($4605)
jf @PROTEC2_5044 
0291: set_actor $4605 heed_threats 1 
0350: set_actor $4605 maintain_position_when_attacked 0 
01DF: tie_actor $4605 to_player $PLAYER_CHAR 

:PROTEC2_5044
011C: actor $PLAYER_ACTOR clear_objective 
if 
  not Actor.Dead($4606)
jf @PROTEC2_5070 
011C: actor $4606 clear_objective 

:PROTEC2_5070
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'PRO2_08' time 11000 1  // ~g~DBP Security will know you are on your way, go and get them before they clear out.
014E: start_timer_at $4635 count_in_direction 1 
$4629 = 0 // $ = int 
jump @PROTEC2_5200 

:PROTEC2_5119
jump @PROTEC2_3585 
jump @PROTEC2_5193 

:PROTEC2_5133
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_5193 
00BC: text_highpriority 'PRO2_09' time 11000 1  // ~g~Go and speak to the Front Page Bar Owner.
018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 
$4629 = 2 // $ = int 

:PROTEC2_5193
jump @PROTEC2_2301 

:PROTEC2_5200
Car.Create($4612, #OCEANIC, 346.8, -727.1, 9.1)
Car.Angle($4612) = 247.9
Car.Create($10090, #OCEANIC, 379.4209, -706.8511, 11.0371)
Car.Angle($10090) = 335.6088
04E1: open_trunk_of_car_fully $4612 
04E1: open_trunk_of_car_fully $10090 
Object.Create($4616, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.Create($4617, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.Create($4618, #BRIEFCASE, 346.8, -727.1, 9.1)
Object.CollisionDetection($4616, False)
Object.CollisionDetection($4617, False)
Object.CollisionDetection($4618, False)
Actor.Create($4607, 11, #GDB, 371.2034, -709.9767, 18.9349)
Actor.Angle($4607) = 209.6945
01CA: actor $4607 kill_player $PLAYER_CHAR 
01B2: give_actor $4607 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
Marker.CreateAboveActor($4623, $4607)
0350: set_actor $4607 maintain_position_when_attacked 1 
02E2: set_actor $4607 weapon_accuracy_to 90 
Actor.Health($4607) = 150
Actor.Create($4608, 11, #GDA, 378.6584, -709.4702, 11.0533)
Actor.Angle($4608) = 186.7974
01CA: actor $4608 kill_player $PLAYER_CHAR 
01B2: give_actor $4608 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
Marker.CreateAboveActor($4624, $4608)
0350: set_actor $4608 maintain_position_when_attacked 1 
02E2: set_actor $4608 weapon_accuracy_to 90 
Actor.Health($4608) = 150
Actor.Create($4609, 11, #GDA, 374.8344, -708.7418, 11.0252)
Actor.Angle($4609) = 182.724
01CA: actor $4609 kill_player $PLAYER_CHAR 
01B2: give_actor $4609 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4609 threat_search 
0243: set_actor $4609 ped_stats_to 16 
Marker.CreateAboveActor($4625, $4609)
0350: set_actor $4609 maintain_position_when_attacked 1 
02E2: set_actor $4609 weapon_accuracy_to 90 
Actor.Health($4609) = 150
04EB: actor $4609 crouch 1 86400000 ms 
Actor.Create($4610, 11, #GDB, 350.6747, -724.2723, 12.371)
Actor.Angle($4610) = 279.5684
01CA: actor $4610 kill_player $PLAYER_CHAR 
01B2: give_actor $4610 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4610 threat_search 
0350: set_actor $4610 maintain_position_when_attacked 1 
0243: set_actor $4610 ped_stats_to 16 
Marker.CreateAboveActor($4626, $4610)
02E2: set_actor $4610 weapon_accuracy_to 90 
Actor.Health($4610) = 150
Actor.Create($4611, 11, #GDA, 360.9326, -732.6559, 12.9057)
Actor.Angle($4611) = 319.3622
01CA: actor $4611 kill_player $PLAYER_CHAR 
01B2: give_actor $4611 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4611 threat_search 
0243: set_actor $4611 ped_stats_to 16 
0350: set_actor $4611 maintain_position_when_attacked 1 
Marker.CreateAboveActor($4627, $4611)
02E2: set_actor $4611 weapon_accuracy_to 90 
Actor.Health($4611) = 150
Actor.Create($10091, 11, #GDA, 350.1948, -733.6468, 23.1448)
Actor.Angle($10091) = 319.3622
01CA: actor $10091 kill_player $PLAYER_CHAR 
01B2: give_actor $10091 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10091 threat_search 
0243: set_actor $10091 ped_stats_to 16 
0350: set_actor $10091 maintain_position_when_attacked 1 
Marker.CreateAboveActor($10092, $10091)
02E2: set_actor $10091 weapon_accuracy_to 90 
Actor.Health($10091) = 150
Actor.Create($10093, 11, #GDA, 352.8095, -730.9449, 10.5747)
Actor.Angle($10093) = 319.3622
01CA: actor $10093 kill_player $PLAYER_CHAR 
01B2: give_actor $10093 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10093 threat_search 
0350: set_actor $10093 maintain_position_when_attacked 1 
0243: set_actor $10093 ped_stats_to 16 
Marker.CreateAboveActor($10094, $10093)
02E2: set_actor $10093 weapon_accuracy_to 90 
Actor.Health($10093) = 150
Actor.Create($10095, 11, #GDA, 350.6421, -726.6566, 10.4661)
Actor.Angle($10095) = 319.3622
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 27 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $10095 threat_search 
0243: set_actor $10095 ped_stats_to 16 
Marker.CreateAboveActor($10096, $10095)
02E2: set_actor $10095 weapon_accuracy_to 90 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Health($10095) = 150
TIMERB = 0 // @ = int 

:PROTEC2_6134
wait 0 
if 
  Actor.Dead($4604)
jf @PROTEC2_6176 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_6176
if 
  Actor.Dead($4605)
jf @PROTEC2_6214 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_6214
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 35.0 35.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 35.0 35.0 
jf @PROTEC2_6280 
00BC: text_highpriority 'SBOB251' time 250 1 

:PROTEC2_6280
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 125.0 125.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 125.0 125.0 
jf @PROTEC2_6353 
00BC: text_highpriority 'SBOB252' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_6353
if and
  Actor.Dead($10091)
  $10097 == 0 // $ == int 
jf @PROTEC2_6388 
Marker.Disable($10092)
$10097 = 1 // $ = int 

:PROTEC2_6388
if and
  Actor.Dead($10093)
  $10098 == 0 // $ == int 
jf @PROTEC2_6423 
Marker.Disable($10094)
$10098 = 1 // $ = int 

:PROTEC2_6423
if and
  Actor.Dead($10095)
  $10099 == 0 // $ == int 
jf @PROTEC2_6458 
Marker.Disable($10096)
$10099 = 1 // $ = int 

:PROTEC2_6458
if 
  $4635 == 0 // $ == int 
jf @PROTEC2_6498 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @PROTEC2_13758 

:PROTEC2_6498
if 
  not Car.Wrecked($4612)
jf @PROTEC2_6627 
if 
00DC:   player $PLAYER_CHAR in_car $4612 
jf @PROTEC2_6558 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_6558 
$4629 = 1 // $ = int 

:PROTEC2_6558
035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 
035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 
035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 

:PROTEC2_6627
if 
  not Actor.Dead($4607)
jf @PROTEC2_6786 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_6695 
if 
0123:   actor $4607 spotted_player $PLAYER_CHAR 
jf @PROTEC2_6695 
$4629 = 1 // $ = int 
TIMERB = 0 // @ = int 

:PROTEC2_6695
if 
8184:   not actor $4607 health > 95 
jf @PROTEC2_6738 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_6738 
$4629 = 1 // $ = int 

:PROTEC2_6738
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_6779 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
01CA: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_6779
jump @PROTEC2_6803 

:PROTEC2_6786
$4629 = 1 // $ = int 
Marker.Disable($4623)
Actor.RemoveReferences($4607)

:PROTEC2_6803
if 
  not Actor.Dead($4608)
jf @PROTEC2_6910 
if 
8184:   not actor $4608 health > 95 
jf @PROTEC2_6862 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_6862 
$4629 = 1 // $ = int 

:PROTEC2_6862
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_6903 
011A: set_actor $4608 search_threat 1 
011A: set_actor $4608 search_threat 8192 
01CA: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_6903
jump @PROTEC2_6927 

:PROTEC2_6910
$4629 = 1 // $ = int 
Marker.Disable($4624)
Actor.RemoveReferences($4608)

:PROTEC2_6927
if 
  not Actor.Dead($4609)
jf @PROTEC2_7174 
if 
8184:   not actor $4609 health > 95 
jf @PROTEC2_6986 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_6986 
$4629 = 1 // $ = int 

:PROTEC2_6986
if 
  $4636 == 0 // $ == int 
jf @PROTEC2_7051 
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_7051 
0350: set_actor $4609 maintain_position_when_attacked 0 
011A: set_actor $4609 search_threat 1 
011A: set_actor $4609 search_threat 8192 
$4636 = 1 // $ = int 

:PROTEC2_7051
if 
  $4636 == 1 // $ == int 
jf @PROTEC2_7091 
0239: actor $4609 run_to 355.6 -726.0 
$4636 = 2 // $ = int 

:PROTEC2_7091
if 
  $4636 == 2 // $ == int 
jf @PROTEC2_7167 
if 
00EC:   actor $4609 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_7167 
011C: actor $4609 clear_objective 
01CA: actor $4609 kill_player $PLAYER_CHAR 
$4636 = 3 // $ = int 

:PROTEC2_7167
jump @PROTEC2_7191 

:PROTEC2_7174
$4629 = 1 // $ = int 
Marker.Disable($4625)
Actor.RemoveReferences($4609)

:PROTEC2_7191
if 
  not Actor.Dead($4610)
jf @PROTEC2_7438 
if 
8184:   not actor $4610 health > 95 
jf @PROTEC2_7250 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_7250 
$4629 = 1 // $ = int 

:PROTEC2_7250
if 
  $4637 == 0 // $ == int 
jf @PROTEC2_7315 
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_7315 
0350: set_actor $4610 maintain_position_when_attacked 0 
011A: set_actor $4610 search_threat 1 
011A: set_actor $4610 search_threat 8192 
$4637 = 1 // $ = int 

:PROTEC2_7315
if 
  $4637 == 1 // $ == int 
jf @PROTEC2_7355 
0239: actor $4610 run_to 355.6 -726.0 
$4637 = 2 // $ = int 

:PROTEC2_7355
if 
  $4637 == 2 // $ == int 
jf @PROTEC2_7431 
if 
00EC:   actor $4610 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_7431 
011C: actor $4610 clear_objective 
01CA: actor $4610 kill_player $PLAYER_CHAR 
$4637 = 3 // $ = int 

:PROTEC2_7431
jump @PROTEC2_7455 

:PROTEC2_7438
$4629 = 1 // $ = int 
Marker.Disable($4626)
Actor.RemoveReferences($4610)

:PROTEC2_7455
if 
  not Actor.Dead($4611)
jf @PROTEC2_7702 
if 
8184:   not actor $4611 health > 95 
jf @PROTEC2_7514 
if 
  $4629 == 0 // $ == int 
jf @PROTEC2_7514 
$4629 = 1 // $ = int 

:PROTEC2_7514
if 
  $4638 == 0 // $ == int 
jf @PROTEC2_7579 
if 
  $4629 == 1 // $ == int 
jf @PROTEC2_7579 
0350: set_actor $4611 maintain_position_when_attacked 0 
011A: set_actor $4611 search_threat 1 
011A: set_actor $4611 search_threat 8192 
$4638 = 1 // $ = int 

:PROTEC2_7579
if 
  $4638 == 1 // $ == int 
jf @PROTEC2_7619 
0239: actor $4611 run_to 355.6 -726.0 
$4638 = 2 // $ = int 

:PROTEC2_7619
if 
  $4638 == 2 // $ == int 
jf @PROTEC2_7695 
if 
00EC:   actor $4611 0 355.6 -726.0 radius 2.0 2.0 
jf @PROTEC2_7695 
011C: actor $4611 clear_objective 
01CA: actor $4611 kill_player $PLAYER_CHAR 
$4638 = 3 // $ = int 

:PROTEC2_7695
jump @PROTEC2_7719 

:PROTEC2_7702
$4629 = 1 // $ = int 
Marker.Disable($4627)
Actor.RemoveReferences($4611)

:PROTEC2_7719
if 
  Actor.Dead($4607)
jf @PROTEC2_7866 
if 
  Actor.Dead($4608)
jf @PROTEC2_7866 
if 
  Actor.Dead($4609)
jf @PROTEC2_7866 
if 
  Actor.Dead($4610)
jf @PROTEC2_7866 
if 
  Actor.Dead($4611)
jf @PROTEC2_7866 
if 
  Actor.Dead($10091)
jf @PROTEC2_7866 
if 
  Actor.Dead($10093)
jf @PROTEC2_7866 
if 
  Actor.Dead($10095)
jf @PROTEC2_7866 
Car.RemoveReferences($4612)
$4629 = 0 // $ = int 
jump @PROTEC2_7873 

:PROTEC2_7866
jump @PROTEC2_6134 

:PROTEC2_7873
wait 2000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0 
Camera.SetPosition(353.54, -719.07, 13.89, 0.0, 0.0, 0.0)
Camera.PointAt(365.18, -730.36, 10.99, 2)
0239: actor $PLAYER_ACTOR run_to 356.8 -724.7 
wait 1000 
020C: create_explosion 2 at 366.4 -730.3 9.0 
020C: create_explosion 11 at 366.4 -730.3 9.0 
020C: create_explosion 6 at 366.4 -730.3 9.0 
039D: scatter_particles 17 0.8 0 0 0 11000 at 366.4 -730.3 9.0 0.1 0.0 0.2 
wait 500 
Car.Create($4613, #SECURICA, 362.4815, -740.6189, 10.8486)
Car.Angle($4613) = 332.8
00AE: set_vehicle $4613 traffic_behavior_to 2 
Car.SetMaxSpeed($4613, 0.0)
Car.SetImmunities($4613, 1, 0, 0, 0, 0)
Car.ImmuneToNonPlayer($4613, True)
Car.SetImmunities($4613, 1, 1, 1, 1, 1)
0129: $4607 = create_actor 5 #GDB in_car $4613 driverseat 
01B2: give_actor $4607 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4607 threat_search 
0243: set_actor $4607 ped_stats_to 16 
011A: set_actor $4607 search_threat 1 
011A: set_actor $4607 search_threat 8192 
0319: set_actor $4607 running 1 
02AB: set_actor $4607 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $4607 immune_to_nonplayer 1 
Actor.Health($4607) = 150
Marker.CreateAboveActor($4623, $4607)
0291: set_actor $4607 heed_threats 1 
Car.Create($4614, #SECURICA, 358.6265, -749.4012, 10.8658)
Car.Angle($4614) = 332.8
Car.SetImmunities($4614, 1, 0, 0, 0, 0)
00AE: set_vehicle $4614 traffic_behavior_to 3 
Car.SetMaxSpeed($4614, 0.0)
Car.ImmuneToNonPlayer($4614, True)
Car.SetImmunities($4614, 1, 1, 1, 1, 1)
0129: $4608 = create_actor 5 #GDA in_car $4614 driverseat 
01B2: give_actor $4608 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4608 threat_search 
0243: set_actor $4608 ped_stats_to 16 
011A: set_actor $4608 search_threat 1 
011A: set_actor $4608 search_threat 8192 
0319: set_actor $4608 running 1 
02AB: set_actor $4608 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor $4608 immune_to_nonplayer 1 
Actor.Health($4607) = 150
Marker.CreateAboveActor($4624, $4608)
04BD: set_car $4613 is_part_of_convoy 1 
04E0: car $4613 abandon_path_radius 255 
04BD: set_car $4614 is_part_of_convoy 1 
04E0: car $4614 abandon_path_radius 255 
0291: set_actor $4608 heed_threats 1 
Car.Create($4619, #SECURICA, 250.8, -1292.2, 10.0)
Car.Angle($4619) = 347.7
00AE: set_vehicle $4619 traffic_behavior_to 2 
Car.SetMaxSpeed($4619, 0.0)
04E0: car $4619 abandon_path_radius 15 
020A: set_car $4619 door_status_to 2 
0129: $4620 = create_actor 5 #GDA in_car $4619 driverseat 
01B2: give_actor $4620 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $4620 threat_search 
0243: set_actor $4620 ped_stats_to 16 
011A: set_actor $4620 search_threat 1 
011A: set_actor $4620 search_threat 8192 
0319: set_actor $4620 running 1 
if 
  not Car.Wrecked($4613)
jf @PROTEC2_8674 
Car.DriveTo($4613, 368.4, -726.3, 10.1)
Car.SetMaxSpeed($4613, 25.0)

:PROTEC2_8674
if 
  not Car.Wrecked($4614)
jf @PROTEC2_8720 
Car.DriveTo($4614, 368.4, -726.3, 10.1)
Car.SetMaxSpeed($4614, 25.0)

:PROTEC2_8720
if 
  not Car.Wrecked($4613)
jf @PROTEC2_8745 
Camera.OnVehicle($4613, 15, 2)

:PROTEC2_8745
TIMERA = 0 // @ = int 

:PROTEC2_8752
wait 0 
if 
  Actor.Dead($4604)
jf @PROTEC2_8794 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_8794
if 
  Actor.Dead($4605)
jf @PROTEC2_8832 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_8832
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 35.0 35.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 35.0 35.0 
jf @PROTEC2_8898 
00BC: text_highpriority 'SBOB251' time 250 1 

:PROTEC2_8898
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 125.0 125.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 125.0 125.0 
jf @PROTEC2_8971 
00BC: text_highpriority 'SBOB252' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_8971
if 
  not Car.Wrecked($4613)
jf @PROTEC2_9052 
if 
01AD:   car $4613 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
jf @PROTEC2_9052 
Car.DriveTo($4613, 391.7, -743.9, 10.9)
$4633 = 1 // $ = int 

:PROTEC2_9052
if 
  not Car.Wrecked($4614)
jf @PROTEC2_9143 
if 
01AD:   car $4614 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 
jf @PROTEC2_9143 
Car.DriveTo($4614, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($4614, 25.0)
$4634 = 1 // $ = int 

:PROTEC2_9143
if and
  $4633 == 1 // $ == int 
  $4634 == 1 // $ == int 
jf @PROTEC2_9175 
jump @PROTEC2_9208 

:PROTEC2_9175
if 
  TIMERA > 5000 // @ > int 
jf @PROTEC2_9201 
jump @PROTEC2_9208 

:PROTEC2_9201
jump @PROTEC2_8752 

:PROTEC2_9208
$4629 = 0 // $ = int 
if 
  $4633 == 0 // $ == int 
jf @PROTEC2_9253 
Car.DriveTo($4613, 391.7, -743.9, 10.9)

:PROTEC2_9253
if 
  $4634 == 0 // $ == int 
jf @PROTEC2_9291 
Car.DriveTo($4614, 391.7, -743.9, 10.9)

:PROTEC2_9291
$4633 = 0 // $ = int 
$4634 = 0 // $ = int 
if 
  not Car.Wrecked($4613)
jf @PROTEC2_9328 
jump @PROTEC2_9328 

:PROTEC2_9328
if 
  not Car.Wrecked($4614)
jf @PROTEC2_9351 
jump @PROTEC2_9351 

:PROTEC2_9351
if 
  not Actor.Dead($4607)
jf @PROTEC2_9382 
02AB: set_actor $4607 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_9382
if 
  not Actor.Dead($4608)
jf @PROTEC2_9413 
02AB: set_actor $4608 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC2_9413
wait 2000 
011C: actor $PLAYER_ACTOR clear_objective 
00BC: text_highpriority 'SBOB248' time 6000 1 
0481: set_enter_car_range_multiplier 3.5 
011C: actor $PLAYER_ACTOR clear_objective 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
  not Car.Wrecked($4619)
jf @PROTEC2_9496 
Car.SetMaxSpeed($4619, 100.0)
00AF: set_car $4619 driver_behaviour_to 2 

:PROTEC2_9496
wait 0 
if 
  Actor.Dead($4604)
jf @PROTEC2_9538 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_9538
if 
  Actor.Dead($4605)
jf @PROTEC2_9576 
00BC: text_highpriority 'SBOB250' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_9576
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 35.0 35.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 35.0 35.0 
jf @PROTEC2_9642 
00BC: text_highpriority 'SBOB251' time 250 1 

:PROTEC2_9642
if or
80E9:   not player $PLAYER_CHAR 0 $4604 radius 125.0 125.0 
80E9:   not player $PLAYER_CHAR 0 $4605 radius 125.0 125.0 
jf @PROTEC2_9715 
00BC: text_highpriority 'SBOB252' time 5000 1 
jump @PROTEC2_13758 

:PROTEC2_9715
if 
  $4639 == 0 // $ == int 
jf @PROTEC2_9801 
if 
  Car.Wrecked($4619)
jf @PROTEC2_9801 
01E3: text_1number_styled 'BONUS' number 1000 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 1000
$4639 = 1 // $ = int 

:PROTEC2_9801
if 
  $4635 == 0 // $ == int 
jf @PROTEC2_9841 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @PROTEC2_13758 

:PROTEC2_9841
if 
  not Car.Wrecked($4612)
jf @PROTEC2_9926 
035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 
035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 
035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 

:PROTEC2_9926
if 
  not Actor.Dead($4607)
jf @PROTEC2_11814 
if 
  not Car.Wrecked($4613)
jf @PROTEC2_11794 
if 
  Actor.InCar($4607, $4613)
jf @PROTEC2_11377 
if 
  $4633 == 0 // $ == int 
jf @PROTEC2_10120 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10055 
011C: actor $4607 clear_objective 
Car.DriveTo($4613, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10055
if 
01AD:   car $4613 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
jf @PROTEC2_10120 
02C2: car $4613 drive_to_point 300.3 -955.4 10.8 
$4633 = 1 // $ = int 

:PROTEC2_10120
if 
  $4633 == 1 // $ == int 
jf @PROTEC2_10263 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10198 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 300.3 -955.4 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10198
if 
01AD:   car $4613 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
jf @PROTEC2_10263 
02C2: car $4613 drive_to_point 285.3 -1048.8 11.3 
$4633 = 2 // $ = int 

:PROTEC2_10263
if 
  $4633 == 2 // $ == int 
jf @PROTEC2_10406 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10341 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 285.3 -1048.8 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10341
if 
01AD:   car $4613 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
jf @PROTEC2_10406 
02C2: car $4613 drive_to_point 257.9 -1206.8 11.3 
$4633 = 3 // $ = int 

:PROTEC2_10406
if 
  $4633 == 3 // $ == int 
jf @PROTEC2_10549 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10484 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 257.9 -1206.8 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10484
if 
01AD:   car $4613 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
jf @PROTEC2_10549 
02C2: car $4613 drive_to_point 234.4 -1326.1 11.3 
$4633 = 4 // $ = int 

:PROTEC2_10549
if 
  $4633 == 4 // $ == int 
jf @PROTEC2_10692 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10627 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 234.4 -1326.1 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10627
if 
01AD:   car $4613 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
jf @PROTEC2_10692 
02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 
$4633 = 5 // $ = int 

:PROTEC2_10692
if 
  $4633 == 5 // $ == int 
jf @PROTEC2_10835 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10770 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10770
if 
01AD:   car $4613 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
jf @PROTEC2_10835 
02C2: car $4613 drive_to_point 169.0 -1525.2 11.3 
$4633 = 6 // $ = int 

:PROTEC2_10835
if 
  $4633 == 6 // $ == int 
jf @PROTEC2_10978 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_10913 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 169.0 -1525.2 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_10913
if 
01AD:   car $4613 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
jf @PROTEC2_10978 
02C2: car $4613 drive_to_point 192.8 -1583.0 11.3 
$4633 = 7 // $ = int 

:PROTEC2_10978
if 
  $4633 == 7 // $ == int 
jf @PROTEC2_11131 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_11056 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 192.8 -1583.0 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_11056
if 
01AD:   car $4613 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
jf @PROTEC2_11131 
02C2: car $4613 drive_to_point 240.5 -1689.2 11.3 
Car.SetMaxSpeed($4613, 15.0)
$4633 = 8 // $ = int 

:PROTEC2_11131
if 
  $4633 == 8 // $ == int 
jf @PROTEC2_11281 
if 
  $4621 == 1 // $ == int 
jf @PROTEC2_11209 
011C: actor $4607 clear_objective 
02C2: car $4613 drive_to_point 240.5 -1689.2 10.8 
Car.SetMaxSpeed($4613, 25.0)
$4621 = 0 // $ = int 

:PROTEC2_11209
if 
01AD:   car $4613 sphere 0 near_point 240.5 -1689.2 radius 7.0 7.0 
jf @PROTEC2_11281 
0477: set_car $4613 action 5 time 10000 
Car.SetMaxSpeed($4613, 0.0)
Car.ImmuneToNonPlayer($4613, False)
$4633 = 9 // $ = int 

:PROTEC2_11281
if 
  $4633 == 9 // $ == int 
jf @PROTEC2_11345 
00BC: text_highpriority 'SBOB249' time 5000 1 
04BA: set_car $4613 speed_instantly 300.0 
TIMERA = 0 // @ = int 
$4633 = 10 // $ = int 
jump @PROTEC2_13758 

:PROTEC2_11345
if 
  $4633 > 9 // $ > int 
jf @PROTEC2_11370 
$4633 = 9 // $ = int 

:PROTEC2_11370
jump @PROTEC2_11787 

:PROTEC2_11377
if 
  9 > $4633 // int > $ 
jf @PROTEC2_11509 
if 
00E9:   player $PLAYER_CHAR 0 $4607 radius 10.0 10.0 
jf @PROTEC2_11441 
01CC: actor $4607 kill_player $PLAYER_CHAR 
jump @PROTEC2_11495 

:PROTEC2_11441
if 
0202:   actor $4607 near_car $4613 radius 30.0 30.0 sphere 0 
jf @PROTEC2_11487 
01D5: actor $4607 go_to_and_drive_car $4613 
jump @PROTEC2_11495 

:PROTEC2_11487
01CC: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_11495
$4621 = 1 // $ = int 
jump @PROTEC2_11787 

:PROTEC2_11509
if 
  $4634 == 9 // $ == int 
jf @PROTEC2_11583 
if 
  Actor.InCar($4607, $4613)
jf @PROTEC2_11554 
01D3: actor $4607 leave_car $4613 

:PROTEC2_11554
0239: actor $4607 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$4634 = 10 // $ = int 

:PROTEC2_11583
if 
  $4633 == 10 // $ == int 
jf @PROTEC2_11754 
if 
80EC:   not actor $4607 0 454.3 -1727.9 radius 5.0 5.0 
jf @PROTEC2_11735 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_11728 
if 
8510:   not actor $4607 path_is_clear 454.3 -1727.9 9.0 radius 1.0 
jf @PROTEC2_11721 
009E: set_actor $4607 follow_path 454.3 -1727.9 9.0 radius 1.0 move_stat 1 

:PROTEC2_11721
TIMERA = 0 // @ = int 

:PROTEC2_11728
jump @PROTEC2_11754 

:PROTEC2_11735
011C: actor $4607 clear_objective 
0350: set_actor $4607 maintain_position_when_attacked 1 
$4633 = 11 // $ = int 

:PROTEC2_11754
if 
  $4633 == 11 // $ == int 
jf @PROTEC2_11787 
01CA: actor $4607 kill_player $PLAYER_CHAR 
$4633 = 12 // $ = int 

:PROTEC2_11787
jump @PROTEC2_11807 

:PROTEC2_11794
Car.RemoveReferences($4613)
01CC: actor $4607 kill_player $PLAYER_CHAR 

:PROTEC2_11807
jump @PROTEC2_11819 

:PROTEC2_11814
Marker.Disable($4623)

:PROTEC2_11819
if 
  not Actor.Dead($4608)
jf @PROTEC2_13707 
if 
  not Car.Wrecked($4614)
jf @PROTEC2_13687 
if 
  Actor.InCar($4608, $4614)
jf @PROTEC2_13270 
if 
  $4634 == 0 // $ == int 
jf @PROTEC2_12013 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_11948 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 391.7, -743.9, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_11948
if 
01AD:   car $4614 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 
jf @PROTEC2_12013 
02C2: car $4614 drive_to_point 300.3 -955.4 10.8 
$4634 = 1 // $ = int 

:PROTEC2_12013
if 
  $4634 == 1 // $ == int 
jf @PROTEC2_12156 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12091 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 300.3, -955.4, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12091
if 
01AD:   car $4614 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 
jf @PROTEC2_12156 
02C2: car $4614 drive_to_point 285.3 -1048.8 11.3 
$4634 = 2 // $ = int 

:PROTEC2_12156
if 
  $4634 == 2 // $ == int 
jf @PROTEC2_12299 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12234 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 285.3, -1048.8, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12234
if 
01AD:   car $4614 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 
jf @PROTEC2_12299 
02C2: car $4614 drive_to_point 257.9 -1206.8 11.3 
$4634 = 3 // $ = int 

:PROTEC2_12299
if 
  $4634 == 3 // $ == int 
jf @PROTEC2_12442 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12377 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 257.9, -1206.8, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12377
if 
01AD:   car $4614 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 
jf @PROTEC2_12442 
02C2: car $4614 drive_to_point 234.4 -1326.1 11.3 
$4634 = 4 // $ = int 

:PROTEC2_12442
if 
  $4634 == 4 // $ == int 
jf @PROTEC2_12585 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12520 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 234.4, -1326.1, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12520
if 
01AD:   car $4614 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 
jf @PROTEC2_12585 
02C2: car $4614 drive_to_point 220.7 -1398.6 11.3 
$4634 = 5 // $ = int 

:PROTEC2_12585
if 
  $4634 == 5 // $ == int 
jf @PROTEC2_12728 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12663 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 220.7, -1398.6, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12663
if 
01AD:   car $4614 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 
jf @PROTEC2_12728 
02C2: car $4614 drive_to_point 169.0 -1525.2 11.3 
$4634 = 6 // $ = int 

:PROTEC2_12728
if 
  $4634 == 6 // $ == int 
jf @PROTEC2_12881 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12806 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 169.0, -1525.2, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12806
if 
01AD:   car $4614 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 
jf @PROTEC2_12881 
02C2: car $4614 drive_to_point 192.8 -1583.0 11.3 
Car.SetMaxSpeed($4614, 15.0)
$4634 = 7 // $ = int 

:PROTEC2_12881
if 
  $4634 == 7 // $ == int 
jf @PROTEC2_13024 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_12959 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 192.8, -1583.0, 10.9)
Car.SetMaxSpeed($4614, 23.0)
$4622 = 0 // $ = int 

:PROTEC2_12959
if 
01AD:   car $4614 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 
jf @PROTEC2_13024 
02C2: car $4614 drive_to_point 240.5 -1689.2 11.3 
$4634 = 8 // $ = int 

:PROTEC2_13024
if 
  $4634 == 8 // $ == int 
jf @PROTEC2_13174 
if 
  $4622 == 1 // $ == int 
jf @PROTEC2_13102 
011C: actor $4608 clear_objective 
Car.DriveTo($4614, 240.5, -1689.2, 10.9)
Car.SetMaxSpeed($4614, 15.0)
$4622 = 0 // $ = int 

:PROTEC2_13102
if 
01AD:   car $4614 sphere 0 near_point 240.5 -1689.2 radius 9.0 9.0 
jf @PROTEC2_13174 
0477: set_car $4614 action 5 time 10000 
Car.SetMaxSpeed($4614, 0.0)
Car.ImmuneToNonPlayer($4614, False)
$4634 = 9 // $ = int 

:PROTEC2_13174
if 
  $4634 == 9 // $ == int 
jf @PROTEC2_13238 
00BC: text_highpriority 'SBOB249' time 5000 1 
04BA: set_car $4614 speed_instantly 300.0 
TIMERA = 0 // @ = int 
$4634 = 10 // $ = int 
jump @PROTEC2_13758 

:PROTEC2_13238
if 
  $4634 > 9 // $ > int 
jf @PROTEC2_13263 
$4634 = 9 // $ = int 

:PROTEC2_13263
jump @PROTEC2_13680 

:PROTEC2_13270
if 
  9 > $4634 // int > $ 
jf @PROTEC2_13402 
if 
00E9:   player $PLAYER_CHAR 0 $4608 radius 10.0 10.0 
jf @PROTEC2_13334 
01CC: actor $4608 kill_player $PLAYER_CHAR 
jump @PROTEC2_13388 

:PROTEC2_13334
if 
0202:   actor $4608 near_car $4614 radius 30.0 30.0 sphere 0 
jf @PROTEC2_13380 
01D5: actor $4608 go_to_and_drive_car $4614 
jump @PROTEC2_13388 

:PROTEC2_13380
01CC: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_13388
$4622 = 1 // $ = int 
jump @PROTEC2_13680 

:PROTEC2_13402
if 
  $4634 == 9 // $ == int 
jf @PROTEC2_13476 
if 
  Actor.InCar($4608, $4614)
jf @PROTEC2_13447 
01D3: actor $4608 leave_car $4614 

:PROTEC2_13447
0239: actor $4608 run_to 258.7 -1703.0 
TIMERA = 0 // @ = int 
$4634 = 10 // $ = int 

:PROTEC2_13476
if 
  $4634 == 10 // $ == int 
jf @PROTEC2_13647 
if 
80EC:   not actor $4608 0 454.3 -1727.9 radius 5.0 5.0 
jf @PROTEC2_13628 
if 
  TIMERA > 500 // @ > int 
jf @PROTEC2_13621 
if 
8510:   not actor $4608 path_is_clear 454.3 -1727.9 9.0 radius 1.0 
jf @PROTEC2_13614 
009E: set_actor $4608 follow_path 454.3 -1727.9 9.0 radius 1.0 move_stat 1 

:PROTEC2_13614
TIMERA = 0 // @ = int 

:PROTEC2_13621
jump @PROTEC2_13647 

:PROTEC2_13628
011C: actor $4608 clear_objective 
0350: set_actor $4608 maintain_position_when_attacked 1 
$4634 = 11 // $ = int 

:PROTEC2_13647
if 
  $4634 == 11 // $ == int 
jf @PROTEC2_13680 
01CA: actor $4608 kill_player $PLAYER_CHAR 
$4634 = 12 // $ = int 

:PROTEC2_13680
jump @PROTEC2_13700 

:PROTEC2_13687
Car.RemoveReferences($4614)
01CC: actor $4608 kill_player $PLAYER_CHAR 

:PROTEC2_13700
jump @PROTEC2_13712 

:PROTEC2_13707
Marker.Disable($4624)

:PROTEC2_13712
if 
  Actor.Dead($4607)
jf @PROTEC2_13751 
if 
  Actor.Dead($4608)
jf @PROTEC2_13751 
jump @PROTEC2_13775 

:PROTEC2_13751
jump @PROTEC2_9496 

:PROTEC2_13758
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PROTEC2_13775
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
0318: set_latest_mission_passed 'BUD_2'  // Bar Brawl
030C: progress_made += 1 
Marker.Disable($265)
02A7: $265 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 
start_new_script @PRO3 
$267 = 1 // $ = int 
$848 = 1 // $ = int 
return 

:PROTEC2_13877
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
014F: stop_timer $4635 
Model.Destroy(#UZI)
Model.Destroy(#BRASSKNUCKLE)
Model.Destroy(#M4)
Model.Destroy(#PCJ600)
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#HMOST)
Model.Destroy(#OCEANIC)
Model.Destroy(#SENTINEL)
Model.Destroy(#SECURICA)
Model.Destroy(#RUGER)
Model.Destroy(#SNIPER)
Actor.DestroyWithFade($4604)
Actor.DestroyWithFade($4605)
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Marker.Disable($4623)
Marker.Disable($4624)
Marker.Disable($4625)
Marker.Disable($4626)
Marker.Disable($4627)
Marker.Disable($4628)
Object.Destroy($4616)
Object.Destroy($4617)
Object.Destroy($4618)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 33---------------
// Originally: Cop Land

:PROTEC3
script_name 'PROTEC3' 
gosub @PROTEC3_46 
if 
  wasted_or_busted 
jf @PROTEC3_37 
gosub @PROTEC3_13043 

:PROTEC3_37
gosub @PROTEC3_13238 
terminate_this_script 

:PROTEC3_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
Player.ClearWantedLevel($PLAYER_CHAR)
$ONMISSION = 1 // $ = int 
$1603 = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'PROT3' 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_143 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_143 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_143
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$4680 = 0 // $ = int 
$4681 = 0 // $ = int 
$4682 = 1 // $ = int 
$4683 = 0 // $ = int 
$4684 = 0 // $ = int 
$4685 = 0 // $ = int 
$4686 = 0 // $ = int 
$4687 = 0 // $ = int 
$4688 = 0 // $ = int 
$4690 = 0 // $ = int 
$4691 = 0 // $ = int 
$4692 = 0 // $ = int 
$4665 = 0 // $ = int 
$4666 = 0 // $ = int 
$4667 = 0 // $ = int 
$4668 = 0 // $ = int 
$4674 = 0 // $ = int 
$4675 = 0 // $ = int 
$10086 = 106000 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4689 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBUDDY' 
023C: load_special_actor 3 'DGOONA' 
Camera.SetAtPos(-378.62, -552.676, 18.534)
038B: load_requested_models 

:PROTEC3_499
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @PROTEC3_533 
wait 0 
jump @PROTEC3_499 

:PROTEC3_533
02E4: load_cutscene_data 'BUD_3' 
0244: set_cutscene_pos -378.62 -552.676 18.534 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $136 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $193 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $193 'DGOONA' 
0395: clear_area 1 at -379.0 -539.6 19.8 range 60.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:PROTEC3_680
if 
  640 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_715 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_680 

:PROTEC3_715
00BC: text_highpriority 'PRO3_A' time 10000 1  // You moron! What were you thinking?!

:PROTEC3_730
if 
  3260 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_765 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_730 

:PROTEC3_765
00BC: text_highpriority 'PRO3_B' time 10000 1  // Do you realize what this means?!

:PROTEC3_780
if 
  5037 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_815 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_780 

:PROTEC3_815
00BC: text_highpriority 'PRO3_C' time 10000 1  // We could all be sunk!

:PROTEC3_830
if 
  6257 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_865 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_830 

:PROTEC3_865
00BC: text_highpriority 'PRO3_D' time 10000 1  // The timer must have got screwed.

:PROTEC3_880
if 
  8063 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_915 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_880 

:PROTEC3_915
00BC: text_highpriority 'PRO3_E' time 10000 1  // That place was wired to go up like a firework factory.

:PROTEC3_930
if 
  10576 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_965 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_930 

:PROTEC3_965
00BC: text_highpriority 'PRO3_F' time 10000 1  // Then somebody tipped off the cops...

:PROTEC3_980
if 
  12294 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1015 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_980 

:PROTEC3_1015
00BC: text_highpriority 'PRO3_G' time 10000 1  // What's the problem, fellas?

:PROTEC3_1030
if 
  13350 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1065 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1030 

:PROTEC3_1065
00BC: text_highpriority 'PRO3_H' time 10000 1  // Mike was supposed to torch some place in the mall,

:PROTEC3_1080
if 
  15890 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1115 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1080 

:PROTEC3_1115
00BC: text_highpriority 'PRO3_I' time 10000 1  // but he screwed the fuses and now the cops are crawling all over it.

:PROTEC3_1130
if 
  19687 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1130 

:PROTEC3_1165
00BC: text_highpriority 'PRO3_J' time 10000 1  // We gotta get our stuff and get out of here!

:PROTEC3_1180
if 
  21037 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1215 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1180 

:PROTEC3_1215
00BC: text_highpriority 'PRO3_K' time 10000 1  // Relax, both of you, let me think for a second!

:PROTEC3_1230
if 
  23717 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1265 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1230 

:PROTEC3_1265
00BC: text_highpriority 'PRO3_L' time 10000 1  // Tommy Vercetti just doesn't cut and run.

:PROTEC3_1280
if 
  29837 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1315 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1280 

:PROTEC3_1315
00BC: text_highpriority 'PRO3_M' time 10000 1  // The cops are gonna be going over that building with a fine toothed comb, right?

:PROTEC3_1330
if 
  33146 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1367 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1330 

:PROTEC3_1367
00BC: text_highpriority 'PRO3_N' time 10000 1  // But that takes time.

:PROTEC3_1382
if 
  34850 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1419 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1382 

:PROTEC3_1419
00BC: text_highpriority 'PRO3_O' time 10000 1  // We gotta go in and torch that place ourselves.

:PROTEC3_1434
if 
  36855 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1471 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1434 

:PROTEC3_1471
00BC: text_highpriority 'PRO3_P' time 10000 1  // Yeah, but...

:PROTEC3_1486
if 
  37233 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1523 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1486 

:PROTEC3_1523
00BC: text_highpriority 'PRO3_Q' time 10000 1  // No one but a cop could get within a mile of that place!

:PROTEC3_1538
if 
  39659 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1575 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1538 

:PROTEC3_1575
00BC: text_highpriority 'PRO3_R' time 10000 1  // So we go as cops.

:PROTEC3_1590
if 
  41424 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1590 

:PROTEC3_1627
00BC: text_highpriority 'PRO3_S' time 10000 1  // We gotta get uniforms - and we're gonna need a squad car.

:PROTEC3_1642
if 
  44643 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1679 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1642 

:PROTEC3_1679
00BC: text_highpriority 'PRO3_T' time 10000 1  // All thanks to you Mike.

:PROTEC3_1694
if 
  45615 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1731 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1694 

:PROTEC3_1731
00BC: text_highpriority 'PRO3_U' time 10000 1  // I'm sorry.

:PROTEC3_1746
if 
  46434 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1783 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1746 

:PROTEC3_1783
00BC: text_highpriority 'PRO3_V' time 10000 1  // I got it.

:PROTEC3_1798
if 
  48010 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1835 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1798 

:PROTEC3_1835
00BC: text_highpriority 'PRO3_W' time 10000 1  // What we got to do is lure the cops in with the finger,

:PROTEC3_1850
if 
  50758 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1887 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1850 

:PROTEC3_1887
00BC: text_highpriority 'PRO3_X' time 10000 1  // put them in a lock-up

:PROTEC3_1902
if 
  52122 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1939 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1902 

:PROTEC3_1939
00BC: text_highpriority 'PRO3_Y' time 10000 1  // and jump 'em.

:PROTEC3_1954
if 
  52864 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_1991 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_1954 

:PROTEC3_1991
00BC: text_highpriority 'PRO3_Z' time 10000 1  // Good plan. Let's go!

:PROTEC3_2006
if 
  54506 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_2043 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_2006 

:PROTEC3_2043
00BC: text_highpriority 'PRO3_A1' time 10000 1  // Alright.

:PROTEC3_2058
if 
  55506 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_2095 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_2058 

:PROTEC3_2095
00BE: text_clear_all 

:PROTEC3_2097
if 
  56320 > $CUT_SCENE_TIME // int > $ 
jf @PROTEC3_2134 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @PROTEC3_2097 

:PROTEC3_2134
fade 0 1500 
00BE: text_clear_all 

:PROTEC3_2143
if 
  fading 
jf @PROTEC3_2167 
wait 0 
jump @PROTEC3_2143 

:PROTEC3_2167
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
$991 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7 
Camera.SetAtPos(-353.1, -510.4, 11.7)
0171: set_player $PLAYER_CHAR z_angle_to 304.3 
Player.CanMove($PLAYER_CHAR, True)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Pickup.Destroy($1297)
Pickup.Destroy($1298)
Pickup.Destroy($1284)
Pickup.Destroy($1285)
Pickup.Destroy($1286)
Pickup.Destroy($1287)
Pickup.Destroy($1288)
Pickup.Destroy($1289)
Pickup.Destroy($1290)
Pickup.Destroy($1291)
Pickup.Destroy($1292)
Pickup.Destroy($1296)
Model.Load(#DYNAMITE)
Model.Load(#COP)
Model.Load(#ARMY)
Model.Load(#NITESTICK)
Model.Load(#BUDDYSHOT)
Model.Load(#M4)
Model.Load(#SENTINEL)
Model.Load(#POLICE)
Model.Load(#COLT45)
Model.Load(#ELECTRICGATE)

:PROTEC3_2393
if or
  not Model.Available(#COP)
  not Model.Available(#ARMY)
  not Model.Available(#DYNAMITE)
  not Model.Available(#NITESTICK)
jf @PROTEC3_2432 
wait 0 
jump @PROTEC3_2393 

:PROTEC3_2432
if or
  not Model.Available(#BUDDYSHOT)
  not Model.Available(#M4)
  not Model.Available(#SENTINEL)
  not Model.Available(#POLICE)
  not Model.Available(#COLT45)
jf @PROTEC3_2479 
wait 0 
jump @PROTEC3_2432 

:PROTEC3_2479
if 
  not Model.Available(#ELECTRICGATE)
jf @PROTEC3_2505 
wait 0 
jump @PROTEC3_2479 

:PROTEC3_2505
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGBUDY2' 
023C: load_special_actor 3 'PLAYER6' 
038B: load_requested_models 

:PROTEC3_2543
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @PROTEC3_2577 
wait 0 
jump @PROTEC3_2543 

:PROTEC3_2577
038B: load_requested_models 
03CF: load_wav 'BUD3_1A' as 1 
03CF: load_wav 'BUD3_1B' as 2 

:PROTEC3_2603
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_2633 
wait 0 
jump @PROTEC3_2603 

:PROTEC3_2633
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 0 0 0 0 0 0 0 1000 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 0 0 0 0 0 0 0 1000 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
if 
  $ONMISSION == 0 // $ == int 
jf @PROTEC3_3218 
018A: $4676 = create_checkpoint_at 471.0 1028.0 19.1 
0469: create_actor $4644 in area 587.7 -70.7 551.6 -110.6 unknown 1 0 0 0 0 
018A: $4678 = create_checkpoint_at 157.4 -1277.0 9.4 

:PROTEC3_3218
Actor.Create($LANCE_VANCE, 13, #SPECIAL01, -351.3, -525.1, 11.7)
Actor.Angle($LANCE_VANCE) = 124.3
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
Actor.Create($4647, 4, #ARMY, 464.3, 1010.9, 17.2)
Actor.Angle($4647) = 37.9
02A9: set_actor $4647 immune_to_nonplayer 1 
01B2: give_actor $4647 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4647 weapon_accuracy_to 90 
0350: set_actor $4647 maintain_position_when_attacked 1 
Actor.Create($4648, 4, #ARMY, 462.5, 1009.0, 17.2)
Actor.Angle($4648) = 54.3
02A9: set_actor $4648 immune_to_nonplayer 1 
01B2: give_actor $4648 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $4648 maintain_position_when_attacked 1 
02E2: set_actor $4647 weapon_accuracy_to 90 
Object.Create($4669, #DYNAMITE, 467.9, 1004.8, 18.9)
Object.CollisionDetection($4669, False)
Object.ToggleInMovingList($4669, False)
Object.Create($4670, #DYNAMITE, 468.5, 1004.4, 18.9)
Object.CollisionDetection($4670, False)
Object.ToggleInMovingList($4670, False)
Object.Create($4671, #DYNAMITE, 468.1, 1004.8, 18.9)
Object.CollisionDetection($4671, False)
Object.ToggleInMovingList($4671, False)
Object.Create($4672, #DYNAMITE, 468.3, 1004.5, 18.9)
Object.CollisionDetection($4672, False)
Object.ToggleInMovingList($4672, False)
Object.Create($4673, #DYNAMITE, 468.4, 1004.3, 18.9)
Object.CollisionDetection($4673, False)
Object.ToggleInMovingList($4673, False)
0514: set_actor $LANCE_VANCE can_be_damaged_by_members_of_gang 6 0 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 
0360: open_garage $690 
03DA: set_garage $690 camera_follows_player 
Car.Create($4663, #SENTINEL, -345.3, -524.6, 11.5)
Car.Create($4664, #POLICE, 469.6, 336.6, 11.4)
020A: set_car $4664 door_status_to 1 
014E: start_timer_at $10086 count_in_direction 1 
fade 1 1500 
wait 1000 
00BC: text_highpriority 'PRO3_01' time 5000 1  // Ok Lance, let's get the cops' attention!
03D1: play_wav 1 

:PROTEC3_3742
if 
83D2:   not wav 1 ended 
jf @PROTEC3_3768 
wait 0 
jump @PROTEC3_3742 

:PROTEC3_3768
040D: unload_wav 1 
03D5: remove_text 'PRO3_01'  // Ok Lance, let's get the cops' attention!
00BB: text_lowpriority 'SBOB253' time 5000 1 
00BB: text_lowpriority 'SBOB254' time 5000 1 
018A: $4677 = create_checkpoint_at 459.1 332.5 9.4 
TIMERA = 0 // @ = int 

:PROTEC3_3839
wait 0 
if 
  $10086 >= 1 // $ >= int 
jf @PROTEC3_4014 
if 
  $4680 == 0 // $ == int 
jf @PROTEC3_6947 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_5595 
if 
  Player.WantedLevel($PLAYER_CHAR) > 0
jf @PROTEC3_4088 
if 
  $4685 == 0 // $ == int 
jf @PROTEC3_4088 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_4088 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_4088 
Player.WantedLevel($PLAYER_CHAR) = 3
00BC: text_highpriority 'PRO3_19' time 5000 1  // Now that got them really irritated.
00BB: text_lowpriority 'PRO3_20' time 5000 1  // ~g~ Get two cops to follow you into the garage.
03D1: play_wav 2 
jump @PROTEC3_4036 

:PROTEC3_4014
00BC: text_highpriority 'SBOB255' time 5000 1 
jump @PROTEC3_13043 

:PROTEC3_4036
if and
83D2:   not wav 2 ended 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_4067 
wait 0 
jump @PROTEC3_4036 

:PROTEC3_4067
040D: unload_wav 2 
03D5: remove_text 'PRO3_19'  // Now that got them really irritated.
$4685 = 1 // $ = int 

:PROTEC3_4088
if 
0056:   player $PLAYER_CHAR 0 466.1 325.5 448.1 335.2 
jf @PROTEC3_5536 
if 
   not $4681 == 2 // $ == int 
jf @PROTEC3_4374 
if 
  Player.WantedLevel($PLAYER_CHAR) > 1
jf @PROTEC3_4374 
if 
  $4691 == 0 // $ == int 
jf @PROTEC3_4268 
if 
80C2:   not sphere_onscreen 444.6 348.4 10.7 2.0 
jf @PROTEC3_4268 
Actor.Create($4645, 4, #COP, 444.6, 348.4, 10.7)
01CA: actor $4645 kill_player $PLAYER_CHAR 
011A: set_actor $4645 search_threat 1 
01B2: give_actor $4645 weapon 4 ammo 1 // Load the weapon model before using this 
$4691 = 1 // $ = int 

:PROTEC3_4268
if 
  $4692 == 0 // $ == int 
jf @PROTEC3_4374 
if 
80C2:   not sphere_onscreen 472.1 347.8 10.6 2.0 
jf @PROTEC3_4374 
Actor.Create($4646, 4, #COP, 472.1, 347.8, 10.6)
01CA: actor $4646 kill_player $PLAYER_CHAR 
011A: set_actor $4646 search_threat 1 
01B2: give_actor $4646 weapon 4 ammo 1 // Load the weapon model before using this 
$4692 = 1 // $ = int 

:PROTEC3_4374
if 
00A3:   actor $LANCE_VANCE 0 466.1 325.5 448.1 339.2 
jf @PROTEC3_5470 
if 
  $4681 == 0 // $ == int 
jf @PROTEC3_4904 
if 
  $4691 == 1 // $ == int 
jf @PROTEC3_4585 
if 
  not Actor.Dead($4645)
jf @PROTEC3_4566 
if 
00A3:   actor $4645 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4559 
if 
  $4667 == 0 // $ == int 
jf @PROTEC3_4559 
if 
  $4668 == 0 // $ == int 
jf @PROTEC3_4559 
$4681 += 1 // $ += int 
$4667 = 1 // $ = int 
$4674 = 1 // $ = int 

:PROTEC3_4559
jump @PROTEC3_4585 

:PROTEC3_4566
Actor.RemoveReferences($4645)
$4691 = 0 // $ = int 
$4674 = 0 // $ = int 

:PROTEC3_4585
if 
  $4692 == 1 // $ == int 
jf @PROTEC3_4740 
if 
  not Actor.Dead($4646)
jf @PROTEC3_4721 
if 
00A3:   actor $4646 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_4714 
if 
  $4667 == 0 // $ == int 
jf @PROTEC3_4714 
if 
  $4668 == 0 // $ == int 
jf @PROTEC3_4714 
$4681 += 1 // $ += int 
$4668 = 1 // $ = int 
$4675 = 1 // $ = int 

:PROTEC3_4714
jump @PROTEC3_4740 

:PROTEC3_4721
Actor.RemoveReferences($4646)
$4692 = 0 // $ = int 
$4675 = 0 // $ = int 

:PROTEC3_4740
0469: create_actor $4643 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
if 
   not $4643 == -1 // $ == int 
jf @PROTEC3_4904 
if 
  not Actor.Dead($4643)
jf @PROTEC3_4887 
if 
02F2:   actor $4643 model == #COP 
jf @PROTEC3_4880 
if 
  $4665 == 0 // $ == int 
jf @PROTEC3_4859 
$4681 += 1 // $ += int 
$4665 = 1 // $ = int 

:PROTEC3_4859
if 
  Actor.Driving($4643)
jf @PROTEC3_4880 
03E2: actor $4643 leave_any_car 

:PROTEC3_4880
jump @PROTEC3_4904 

:PROTEC3_4887
Actor.RemoveReferences($4643)
Actor.RemoveReferences($4644)
$4681 = 0 // $ = int 

:PROTEC3_4904
if 
  $4681 == 1 // $ == int 
jf @PROTEC3_5463 
if 
  $4691 == 1 // $ == int 
jf @PROTEC3_5088 
if 
  not Actor.Dead($4645)
jf @PROTEC3_5069 
if 
00A3:   actor $4645 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_5062 
if 
  $4674 == 0 // $ == int 
jf @PROTEC3_5062 
if 
  2 > $4667 // int > $ 
jf @PROTEC3_5062 
if 
  2 > $4668 // int > $ 
jf @PROTEC3_5062 
$4681 += 1 // $ += int 
$4667 = 2 // $ = int 

:PROTEC3_5062
jump @PROTEC3_5088 

:PROTEC3_5069
Actor.RemoveReferences($4645)
$4691 = 0 // $ = int 
$4674 = 0 // $ = int 

:PROTEC3_5088
if 
  $4692 == 1 // $ == int 
jf @PROTEC3_5254 
if 
  not Actor.Dead($4646)
jf @PROTEC3_5235 
if 
00A3:   actor $4646 0 466.1 325.5 448.1 337.2 
jf @PROTEC3_5228 
if 
  $4675 == 0 // $ == int 
jf @PROTEC3_5228 
if 
  2 > $4667 // int > $ 
jf @PROTEC3_5228 
if 
  2 > $4668 // int > $ 
jf @PROTEC3_5228 
$4681 += 1 // $ += int 
$4668 = 2 // $ = int 

:PROTEC3_5228
jump @PROTEC3_5254 

:PROTEC3_5235
Actor.RemoveReferences($4646)
$4692 = 0 // $ = int 
$4675 = 0 // $ = int 

:PROTEC3_5254
0469: create_actor $4644 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 
if 
   not $4644 == -1 // $ == int 
jf @PROTEC3_5463 
if 
  not Actor.Dead($4644)
jf @PROTEC3_5446 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_5417 
if 
02F2:   actor $4644 model == #COP 
jf @PROTEC3_5410 
if 
  $4666 == 0 // $ == int 
jf @PROTEC3_5389 
$4681 += 1 // $ += int 
$4666 = 1 // $ = int 

:PROTEC3_5389
if 
  Actor.Driving($4644)
jf @PROTEC3_5410 
03E2: actor $4644 leave_any_car 

:PROTEC3_5410
jump @PROTEC3_5439 

:PROTEC3_5417
00BC: text_highpriority 'PRO3_05' time 5000 1  // ~r~You killed Lance!
jump @PROTEC3_13043 

:PROTEC3_5439
jump @PROTEC3_5463 

:PROTEC3_5446
Actor.RemoveReferences($4643)
Actor.RemoveReferences($4644)
$4681 = 0 // $ = int 

:PROTEC3_5463
jump @PROTEC3_5529 

:PROTEC3_5470
Actor.RemoveReferences($4643)
Actor.RemoveReferences($4644)
$4681 = 0 // $ = int 
$4665 = 0 // $ = int 
$4666 = 0 // $ = int 
$4667 = 0 // $ = int 
$4668 = 0 // $ = int 
$4674 = 0 // $ = int 
$4675 = 0 // $ = int 

:PROTEC3_5529
jump @PROTEC3_5595 

:PROTEC3_5536
Actor.RemoveReferences($4643)
Actor.RemoveReferences($4644)
$4681 = 0 // $ = int 
$4665 = 0 // $ = int 
$4666 = 0 // $ = int 
$4667 = 0 // $ = int 
$4668 = 0 // $ = int 
$4674 = 0 // $ = int 
$4675 = 0 // $ = int 

:PROTEC3_5595
if 
  $4681 == 2 // $ == int 
jf @PROTEC3_6860 
if 
8339:   not anything_in_cube_cornerA 465.2 339.8 5.0 cornerB 451.5 341.0 15.5 solid 0 car 1 actor 0 object 0 particle 0 
jf @PROTEC3_6835 
if 
  not Actor.Dead($4643)
jf @PROTEC3_5695 
01ED: clear_actor $4643 threat_search 
01D2: actor $4643 follow_player $PLAYER_CHAR 

:PROTEC3_5695
if 
  not Actor.Dead($4644)
jf @PROTEC3_5724 
01ED: clear_actor $4644 threat_search 
01D2: actor $4644 follow_player $PLAYER_CHAR 

:PROTEC3_5724
if 
  not Actor.Dead($4645)
jf @PROTEC3_5753 
01ED: clear_actor $4645 threat_search 
01D2: actor $4645 follow_player $PLAYER_CHAR 

:PROTEC3_5753
if 
  not Actor.Dead($4646)
jf @PROTEC3_5782 
01ED: clear_actor $4646 threat_search 
01D2: actor $4646 follow_player $PLAYER_CHAR 

:PROTEC3_5782
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01F0: set_max_wanted_level_to 0 
014F: stop_timer $10086 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(460.0, 350.5, 14.1, 0.0, 0.0, 0.0)
Camera.PointAt(458.85, 342.56, 11.7, 2)
0361: close_garage $690 

:PROTEC3_5872
if 
83B1:   not garage $690 door_closed 
jf @PROTEC3_5899 
wait 0 
jump @PROTEC3_5872 

:PROTEC3_5899
if 
  $4665 > 0 // $ > int 
jf @PROTEC3_5938 
if 
  not Actor.Dead($4643)
jf @PROTEC3_5938 
0321: kill_actor $4643 

:PROTEC3_5938
if 
  $4666 > 0 // $ > int 
jf @PROTEC3_5977 
if 
  not Actor.Dead($4644)
jf @PROTEC3_5977 
0321: kill_actor $4644 

:PROTEC3_5977
if 
  $4667 > 0 // $ > int 
jf @PROTEC3_6016 
if 
  not Actor.Dead($4645)
jf @PROTEC3_6016 
0321: kill_actor $4645 

:PROTEC3_6016
if 
  $4668 > 0 // $ > int 
jf @PROTEC3_6055 
if 
  not Actor.Dead($4646)
jf @PROTEC3_6055 
0321: kill_actor $4646 

:PROTEC3_6055
0591: unlock_all_car_doors_in_area 466.1 325.5 448.1 339.2 
042B: clear_peds_from_cube 466.1 325.5 5.0 448.0 340.1 15.0 
03CF: load_wav 'BUD3_1' as 1 
03CF: load_wav 'BUD3_2' as 2 

:PROTEC3_6133
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_6163 
wait 0 
jump @PROTEC3_6133 

:PROTEC3_6163
Marker.Disable($4677)
wait 2000 
00BC: text_highpriority 'PRO3_09' time 5000 1  // Tie 'em up and gag 'em!
03D1: play_wav 1 

:PROTEC3_6192
if 
83D2:   not wav 1 ended 
jf @PROTEC3_6218 
wait 0 
jump @PROTEC3_6192 

:PROTEC3_6218
040D: unload_wav 1 
03D5: remove_text 'PRO3_09'  // Tie 'em up and gag 'em!
00BC: text_highpriority 'PRO3_10' time 5000 1  // Ooo. Fits perfectly!
03D1: play_wav 2 

:PROTEC3_6251
if and
83D2:   not wav 2 ended 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_6282 
wait 0 
jump @PROTEC3_6251 

:PROTEC3_6282
040D: unload_wav 2 
03D5: remove_text 'PRO3_10'  // Ooo. Fits perfectly!
Actor.DestroyInstantly($LANCE_VANCE)
Actor.Create($LANCE_VANCE, 4, #SPECIAL02, 456.4, 338.7, 10.8)
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
01ED: clear_actor $LANCE_VANCE threat_search 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 
0319: set_actor $LANCE_VANCE running 1 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC3_6429 
0362: put_actor $PLAYER_ACTOR at 458.5 338.9 10.8 and_remove_from_car 
jump @PROTEC3_6449 

:PROTEC3_6429
0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8 

:PROTEC3_6449
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_6501 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_6501 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_6501
03CF: load_wav 'BUD3_3' as 1 
03CF: load_wav 'BUD3_4' as 2 

:PROTEC3_6525
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_6555 
wait 0 
jump @PROTEC3_6525 

:PROTEC3_6555
00BC: text_highpriority 'PRO3_11' time 5000 1  // Bit tight around the crotch though...
03D1: play_wav 1 

:PROTEC3_6574
if 
83D2:   not wav 1 ended 
jf @PROTEC3_6600 
wait 0 
jump @PROTEC3_6574 

:PROTEC3_6600
040D: unload_wav 1 
03D5: remove_text 'PRO3_11'  // Bit tight around the crotch though...
00BC: text_highpriority 'PRO3_12' time 5000 1  // Oh yeah yeah, mine too. Mine too.
03D1: play_wav 2 

:PROTEC3_6633
if and
83D2:   not wav 2 ended 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_6664 
wait 0 
jump @PROTEC3_6633 

:PROTEC3_6664
040D: unload_wav 2 
03D5: remove_text 'PRO3_12'  // Oh yeah yeah, mine too. Mine too.
03CF: load_wav 'BUD3_1C' as 1 
03CF: load_wav 'BUD3_5' as 2 

:PROTEC3_6702
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_6732 
wait 0 
jump @PROTEC3_6702 

:PROTEC3_6732
Actor.DestroyInstantly($4643)
Actor.DestroyInstantly($4644)
Actor.DestroyInstantly($4645)
Actor.DestroyInstantly($4646)
wait 2000 
0360: open_garage $690 

:PROTEC3_6762
if 
83B0:   not garage $690 door_open 
jf @PROTEC3_6789 
wait 0 
jump @PROTEC3_6762 

:PROTEC3_6789
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $10086 count_in_direction 1 
02A3: enable_widescreen 0 
Marker.Disable($4676)
$4685 = 0 // $ = int 
$4680 = 1 // $ = int 
jump @PROTEC3_6860 

:PROTEC3_6835
Actor.RemoveReferences($4643)
Actor.RemoveReferences($4644)
00BC: text_highpriority 'PRO3_22' time 5000 1  // ~g~The lock-up door is blocked! You need to clear the door so it can close.

:PROTEC3_6860
if 
  $1003 == 1 // $ == int 
jf @PROTEC3_6947 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
if 
  not Actor.Dead($4647)
jf @PROTEC3_6916 
0243: set_actor $4647 ped_stats_to 16 
01CC: actor $4647 kill_player $PLAYER_CHAR 

:PROTEC3_6916
if 
  not Actor.Dead($4648)
jf @PROTEC3_6947 
0243: set_actor $4648 ped_stats_to 16 
01CC: actor $4648 kill_player $PLAYER_CHAR 

:PROTEC3_6947
if 
  $4680 == 1 // $ == int 
jf @PROTEC3_7443 
Actor.Create($4649, 4, #COP, 452.1, 994.0, 17.2)
Actor.Angle($4649) = 171.9
02A9: set_actor $4649 immune_to_nonplayer 1 
01B2: give_actor $4649 weapon 26 ammo 30000 // Load the weapon model before using this 
Actor.Create($4650, 4, #COP, 377.3, 993.8, 17.2)
Actor.Angle($4650) = 172.1
02A9: set_actor $4650 immune_to_nonplayer 1 
01B2: give_actor $4650 weapon 26 ammo 30000 // Load the weapon model before using this 
Actor.Create($4651, 4, #COP, 348.9, 1122.3, 17.2)
Actor.Angle($4651) = 86.1
02A9: set_actor $4651 immune_to_nonplayer 1 
01B2: give_actor $4651 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($4652, 4, #COP, 478.9, 1125.5, 17.5)
Actor.Angle($4652) = 259.1
02A9: set_actor $4652 immune_to_nonplayer 1 
01B2: give_actor $4652 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($4653, 4, #COP, 368.9, 1208.5, 24.5)
Actor.Angle($4653) = 90.1
02A9: set_actor $4653 immune_to_nonplayer 1 
01B2: give_actor $4653 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($4654, 4, #COP, 380.5, 1257.9, 16.4)
Actor.Angle($4654) = 353.1
02A9: set_actor $4654 immune_to_nonplayer 1 
01B2: give_actor $4654 weapon 17 ammo 30000 // Load the weapon model before using this 
Actor.Create($4655, 4, #COP, 447.7, 1257.1, 17.3)
Actor.Angle($4655) = 2.6
02A9: set_actor $4655 immune_to_nonplayer 1 
01B2: give_actor $4655 weapon 17 ammo 30000 // Load the weapon model before using this 
04C0: create_police_roadblock_at 556.5 763.3 10.2 538.5 763.3 10.2 
04C0: create_police_roadblock_at 306.3 881.2 10.2 325.5 881.2 10.2 
018A: $4676 = create_checkpoint_at 468.0 1005.9 18.1 
00BB: text_lowpriority 'PRO3_02' time 7000 1  // ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall.
00BB: text_lowpriority 'SBOB256' time 7000 1 
$4680 = 2 // $ = int 

:PROTEC3_7443
if 
  $4680 == 2 // $ == int 
jf @PROTEC3_11627 
if 
  $1003 == 1 // $ == int 
jf @PROTEC3_7519 
if 
  $4690 == 0 // $ == int 
jf @PROTEC3_7519 
00BC: text_highpriority 'PRO3_23' time 5000 1  // ~g~Walk into the marker to plant the bomb.
$4690 = 1 // $ = int 

:PROTEC3_7519
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_7880 
if or
00F5:   player $PLAYER_CHAR 0 556.5 763.3 10.2 radius 20.0 20.0 20.0 
00F5:   player $PLAYER_CHAR 0 306.3 881.2 10.2 radius 20.0 20.0 20.0 
jf @PROTEC3_7880 
if 
  $4685 == 0 // $ == int 
jf @PROTEC3_7880 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_7880 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PROTEC3_7880 
00DA: $4661 = player $PLAYER_CHAR car 
02E3: $4689 = car $4661 speed 
if or
  Car.Model($4661) == #POLICE
  Car.Model($4661) == #VICECHEE
  Car.Model($4661) == #FBICAR
  Car.Model($4661) == #FBIRANCH
jf @PROTEC3_7795 
if 
  $4689 > 35.0 // $ > float 
jf @PROTEC3_7880 
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 3
00BC: text_highpriority 'PRO3_13' time 5000 1  // Easy brother! No cop drives this bad!
03D1: play_wav 1 
wait 2400 
jump @PROTEC3_13043 

:PROTEC3_7795
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 3
00BC: text_highpriority 'SBOB258' time 5000 1 
jump @PROTEC3_13043 

:PROTEC3_7828
if and
83D2:   not wav 1 ended 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_7859 
wait 0 
jump @PROTEC3_7828 

:PROTEC3_7859
040D: unload_wav 1 
03D5: remove_text 'PRO3_13'  // Easy brother! No cop drives this bad!
$4685 = 1 // $ = int 

:PROTEC3_7880
if or
0057:   player $PLAYER_CHAR 0 436.2 995.1 17.3 468.7 988.7 19.7 
00F5:   player $PLAYER_CHAR 0 377.3 993.8 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 348.9 1122.3 18.2 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 478.9 1125.5 17.5 radius 15.0 15.0 15.0 
00F5:   player $PLAYER_CHAR 0 368.9 1208.5 25.5 radius 15.0 15.0 15.0 
jf @PROTEC3_8558 
if 
  not Player.WantedLevel($PLAYER_CHAR) > 0
jf @PROTEC3_8558 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8229 
if 
  $4686 == 0 // $ == int 
jf @PROTEC3_8229 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_8229 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_8229 
00BC: text_highpriority 'PRO3_14' time 5000 1  // Remember - smile at the other cops
03D1: play_wav 2 

:PROTEC3_8182
if 
83D2:   not wav 2 ended 
jf @PROTEC3_8208 
wait 0 
jump @PROTEC3_8182 

:PROTEC3_8208
040D: unload_wav 2 
03D5: remove_text 'PRO3_14'  // Remember - smile at the other cops
$4686 = 1 // $ = int 

:PROTEC3_8229
if 
  $4686 == 1 // $ == int 
jf @PROTEC3_8423 
03CF: load_wav 'BUD3_6' as 1 
03CF: load_wav 'BUD3_7' as 2 

:PROTEC3_8271
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_8301 
wait 0 
jump @PROTEC3_8271 

:PROTEC3_8301
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8423 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_8423 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_8423 
00BC: text_highpriority 'PRO3_15' time 5000 1  // Hey there officer. Nice badge, nice badge.
03D1: play_wav 1 

:PROTEC3_8371
if and
83D2:   not wav 1 ended 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8402 
wait 0 
jump @PROTEC3_8371 

:PROTEC3_8402
040D: unload_wav 1 
03D5: remove_text 'PRO3_15'  // Hey there officer. Nice badge, nice badge.
$4686 = 2 // $ = int 

:PROTEC3_8423
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_8558 
if 
  $4686 == 2 // $ == int 
jf @PROTEC3_8558 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_8558 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @PROTEC3_8558 
00BC: text_highpriority 'PRO3_16' time 5000 1  // Real smooth, Lance.
03D1: play_wav 2 

:PROTEC3_8511
if 
83D2:   not wav 2 ended 
jf @PROTEC3_8537 
wait 0 
jump @PROTEC3_8511 

:PROTEC3_8537
040D: unload_wav 2 
03D5: remove_text 'PRO3_16'  // Real smooth, Lance.
$4686 = 3 // $ = int 

:PROTEC3_8558
if 
  $4684 == 0 // $ == int 
jf @PROTEC3_8660 
if 
8500:   not player $PLAYER_CHAR skin == 'PLAYER6' 
jf @PROTEC3_8625 
if 
  $1003 == 1 // $ == int 
jf @PROTEC3_8625 
$4684 = 1 // $ = int 

:PROTEC3_8625
if or
  Actor.Dead($4647)
  Actor.Dead($4648)
jf @PROTEC3_8653 
$4684 = 1 // $ = int 

:PROTEC3_8653
jump @PROTEC3_8983 

:PROTEC3_8660
00BB: text_lowpriority 'PRO3_07' time 5000 1  // ~g~ You have blown your cover. Hurry up and plant the bomb!
if 
  $4683 == 0 // $ == int 
jf @PROTEC3_8704 
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 4

:PROTEC3_8704
if 
  not Actor.Dead($4649)
jf @PROTEC3_8735 
0243: set_actor $4649 ped_stats_to 16 
01CC: actor $4649 kill_player $PLAYER_CHAR 

:PROTEC3_8735
if 
  not Actor.Dead($4650)
jf @PROTEC3_8766 
0243: set_actor $4650 ped_stats_to 16 
01CC: actor $4650 kill_player $PLAYER_CHAR 

:PROTEC3_8766
if 
  not Actor.Dead($4651)
jf @PROTEC3_8797 
0243: set_actor $4651 ped_stats_to 16 
01CC: actor $4651 kill_player $PLAYER_CHAR 

:PROTEC3_8797
if 
  not Actor.Dead($4652)
jf @PROTEC3_8828 
0243: set_actor $4652 ped_stats_to 16 
01CC: actor $4652 kill_player $PLAYER_CHAR 

:PROTEC3_8828
if 
  not Actor.Dead($4653)
jf @PROTEC3_8859 
0243: set_actor $4653 ped_stats_to 16 
01CC: actor $4653 kill_player $PLAYER_CHAR 

:PROTEC3_8859
if 
  not Actor.Dead($4654)
jf @PROTEC3_8890 
0243: set_actor $4654 ped_stats_to 16 
01CC: actor $4654 kill_player $PLAYER_CHAR 

:PROTEC3_8890
if 
  not Actor.Dead($4655)
jf @PROTEC3_8921 
0243: set_actor $4655 ped_stats_to 16 
01CC: actor $4655 kill_player $PLAYER_CHAR 

:PROTEC3_8921
if 
  not Actor.Dead($4647)
jf @PROTEC3_8952 
0243: set_actor $4647 ped_stats_to 16 
01CC: actor $4647 kill_player $PLAYER_CHAR 

:PROTEC3_8952
if 
  not Actor.Dead($4648)
jf @PROTEC3_8983 
0243: set_actor $4648 ped_stats_to 16 
01CC: actor $4648 kill_player $PLAYER_CHAR 

:PROTEC3_8983
if 
  $4683 == 0 // $ == int 
jf @PROTEC3_9240 
if 
00F6:   player $PLAYER_CHAR 1 468.0 1005.9 18.1 radius 1.0 1.0 2.0 
jf @PROTEC3_9240 
Marker.Disable($4676)
014F: stop_timer $10086 
Player.CanMove($PLAYER_CHAR, False)
03CF: load_wav 'BUD3_8A' as 1 
03CF: load_wav 'BUD3_9A' as 2 

:PROTEC3_9090
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @PROTEC3_9120 
wait 0 
jump @PROTEC3_9090 

:PROTEC3_9120
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
Actor.Angle($PLAYER_ACTOR) = 232.0
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms 
Camera.SetBehindPlayer
wait 1000 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_9187 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_9187
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_9226 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 

:PROTEC3_9226
TIMERB = 0 // @ = int 
$4683 = 1 // $ = int 

:PROTEC3_9240
if 
  $4683 == 1 // $ == int 
jf @PROTEC3_11627 
if 
  $4687 == 0 // $ == int 
jf @PROTEC3_9473 
00BC: text_highpriority 'PRO3_17' time 5000 1  // Ok, timers are set, 5 seconds and ticking.
03D1: play_wav 1 

:PROTEC3_9295
if 
83D2:   not wav 1 ended 
jf @PROTEC3_9376 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_9369 
jump @PROTEC3_9529 

:PROTEC3_9369
jump @PROTEC3_9295 

:PROTEC3_9376
040D: unload_wav 1 
03D5: remove_text 'PRO3_17'  // Ok, timers are set, 5 seconds and ticking.
TIMERB = 0 // @ = int 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9466 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_9466 
00BC: text_highpriority 'PRO3_18' time 5000 1  // 5 seconds?!! We got to get the hell out of here!
00BB: text_lowpriority 'PRO3_24' time 5000 1  // ~g~Get clear of the Cafe!
03D1: play_wav 2 

:PROTEC3_9466
$4687 = 1 // $ = int 

:PROTEC3_9473
if or
  TIMERB > 6000 // @ > int 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_11627 

:PROTEC3_9529
if 
00F5:   player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 
jf @PROTEC3_9628 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC3_9598 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9598
0055: put_player $PLAYER_CHAR at 449.4 1007.1 18.1 
0171: set_player $PLAYER_CHAR z_angle_to 182.3 

:PROTEC3_9628
if 
8057:   not player $PLAYER_CHAR 0 458.7 1002.1 25.0 398.2 1095.3 15.7 
jf @PROTEC3_9717 
if 
847E:   not player $PLAYER_CHAR on_any_bike 
jf @PROTEC3_9697 
0579: stop_actor $PLAYER_ACTOR 

:PROTEC3_9697
0055: put_player $PLAYER_CHAR at 435.1 1030.4 18.1 

:PROTEC3_9717
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
$96 += 1.0 // $ += float 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9771 
Actor.PutAt($LANCE_VANCE, $95, $96, $97)

:PROTEC3_9771
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_9822 
02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:PROTEC3_9822
Camera.SetPosition(450.5358, 1023.133, 22.5928, 0.0, 0.0, 0.0)
Camera.PointAt(451.2465, 1022.443, 22.4529, 2)
020C: create_explosion 2 at 471.5 1009.5 18.1 
020C: create_explosion 11 at 471.5 1009.5 18.1 
020C: create_explosion 1 at 471.5 1009.5 18.1 
020C: create_explosion 6 at 471.5 1009.5 18.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at 468.5 1010.1 18.1 
020C: create_explosion 11 at 468.5 1010.1 18.1 
020C: create_explosion 1 at 468.5 1010.1 18.1 
020C: create_explosion 6 at 468.5 1010.1 18.1 
039D: scatter_particles 17 0.6 5 156 165 11000 at 468.5 1010.1 18.1 0.1 0.0 0.2 
020C: create_explosion 2 at 466.5 1012.5 18.1 
020C: create_explosion 11 at 466.5 1012.5 18.1 
020C: create_explosion 1 at 466.5 1012.5 18.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at 465.3 1005.6 18.1 
020C: create_explosion 11 at 465.3 1005.6 18.1 
020C: create_explosion 1 at 465.3 1005.6 18.1 
020C: create_explosion 2 at 461.7 1002.3 18.1 
020C: create_explosion 11 at 461.7 1002.3 18.1 
020C: create_explosion 1 at 461.7 1002.3 18.1 
020C: create_explosion 6 at 461.7 1002.3 18.1 
039D: scatter_particles 17 0.8 0 0 0 11000 at 461.7 1002.3 18.1 0.1 0.0 0.2 
Camera.Shake(1800)
wait 2000 
020C: create_explosion 6 at 463.9 1008.0 18.1 
020C: create_explosion 6 at 464.3 1008.0 18.1 
020C: create_explosion 6 at 464.9 1008.0 18.1 
020C: create_explosion 6 at 465.3 1008.0 18.1 
020C: create_explosion 6 at 465.9 1008.0 18.1 
039D: scatter_particles 4 3.0 0 0 0 11000 at 463.9 1008.0 18.1 0.2 0.0 0.1 
020C: create_explosion 6 at 452.5358 1023.133 22.5928 
Camera.Shake(1000)
0169: set_fade_color 255 255 255 
fade 0 400 
if 
  not Player.Wasted($PLAYER_CHAR)
jf @PROTEC3_10613 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_10613 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE 
if 
  $4688 == 0 // $ == int 
jf @PROTEC3_10613 
$4688 = 1 // $ = int 

:PROTEC3_10613
fade 1 400 
02CF: $4656 = create_fire_at 471.5 1009.5 18.1 
02CF: $4657 = create_fire_at 468.5 1010.1 18.1 
02CF: $4658 = create_fire_at 465.3 1005.6 18.1 
02CF: $4659 = create_fire_at 461.7 1002.3 18.1 
02CF: $4660 = create_fire_at 463.9 1008.0 18.1 
Object.Init($10087, #ELECTRICGATE, 440.1887, 1003.101, 18.1813)
Object.Angle($10087) = 180.4339
Object.ToggleInMovingList($10087, True)
Camera.SetPosition(455.3893, 1021.483, 24.6835, 0.0, 0.0, 0.0)
Camera.PointAt(450.7807, 1008.264, 20.1835, 2)
00BC: text_highpriority 'SBOB259' time 5000 1 
Actor.Create($10088, 4, #ARMY, 421.8078, 1045.424, 25.7719)
Actor.Angle($10088) = 54.3
01CA: actor $10088 kill_player $PLAYER_CHAR 
01B2: give_actor $10088 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10088 maintain_position_when_attacked 1 
02E2: set_actor $10088 weapon_accuracy_to 85 
Actor.Create($10089, 4, #ARMY, 419.6886, 1045.454, 25.7753)
Actor.Angle($10089) = 54.3
01CA: actor $10089 kill_player $PLAYER_CHAR 
01B2: give_actor $10089 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10089 maintain_position_when_attacked 1 
02E2: set_actor $10089 weapon_accuracy_to 85 
Actor.Create($10090, 4, #ARMY, 378.4783, 1007.365, 25.9684)
Actor.Angle($10090) = 54.3
01CA: actor $10090 kill_player $PLAYER_CHAR 
01B2: give_actor $10090 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10090 maintain_position_when_attacked 1 
02E2: set_actor $10090 weapon_accuracy_to 85 
Actor.Create($10091, 4, #ARMY, 386.2353, 1046.227, 19.2965)
Actor.Angle($10091) = 54.3
01CA: actor $10091 kill_player $PLAYER_CHAR 
01B2: give_actor $10091 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10091 maintain_position_when_attacked 1 
02E2: set_actor $10091 weapon_accuracy_to 85 
Actor.Create($10092, 4, #ARMY, 391.6786, 1094.544, 18.8026)
Actor.Angle($10092) = 54.3
01CA: actor $10092 kill_player $PLAYER_CHAR 
01B2: give_actor $10092 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10092 maintain_position_when_attacked 1 
02E2: set_actor $10092 weapon_accuracy_to 85 
Actor.Create($10093, 4, #ARMY, 428.0552, 1112.085, 18.4233)
Actor.Angle($10093) = 54.3
01CA: actor $10093 kill_player $PLAYER_CHAR 
01B2: give_actor $10093 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10093 maintain_position_when_attacked 1 
02E2: set_actor $10093 weapon_accuracy_to 85 
Actor.Create($10094, 4, #ARMY, 395.4898, 1113.933, 19.5)
Actor.Angle($10094) = 54.3
01CA: actor $10094 kill_player $PLAYER_CHAR 
01B2: give_actor $10094 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10094 maintain_position_when_attacked 1 
02E2: set_actor $10094 weapon_accuracy_to 85 
Actor.Create($10095, 4, #ARMY, 429.1241, 1110.058, 23.4606)
Actor.Angle($10095) = 54.3
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
02E2: set_actor $10095 weapon_accuracy_to 85 

:PROTEC3_11353
if 
834E:   not move_object $10087 to 450.1887 1003.101 18.1813 speed 0.1 0.1 0.0 collision_check 0 
jf @PROTEC3_11412 
wait 0 
jump @PROTEC3_11353 

:PROTEC3_11412
wait 4000 
Object.ToggleInMovingList($10087, False)
select_interior 4 
0055: put_player $PLAYER_CHAR at 443.5807 1012.131 18.1924 
Actor.PutAt($LANCE_VANCE, 440.4904, 1015.056, 18.1962)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0336: set_player $PLAYER_CHAR visible 1 
01F0: set_max_wanted_level_to 6 
Player.WantedLevel($PLAYER_CHAR) = 5
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Object.Init($10088, #ELECTRICGATE, 381.0649, 1002.213, 18.1842)
Object.Angle($10088) = 180.5542
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_11569 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:PROTEC3_11569
$4684 = 1 // $ = int 
00BC: text_highpriority 'PRO3_08' time 5000 1  // ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.
018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 
04C1: remove_references_to_roadblocks 
$4680 = 3 // $ = int 
$4683 = 1 // $ = int 

:PROTEC3_11627
if 
  $4680 == 3 // $ == int 
jf @PROTEC3_12653 
if 
00F9:   player $PLAYER_CHAR stopped 1 -378.2 -549.8 17.6 radius 3.0 3.0 3.0 
jf @PROTEC3_12653 
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_12653 
if 
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_12653 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1 
Actor.Create($4643, 4, #SPECIAL03, -378.2, -549.8, 17.6)
Actor.Angle($4643) = 184.6
if 
  not Actor.Dead($4643)
jf @PROTEC3_11824 
0239: actor $4643 run_to -378.4 -561.1 

:PROTEC3_11824
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_11890 
Actor.PutAt($LANCE_VANCE, -377.4, -547.9, 16.7)
Actor.Angle($LANCE_VANCE) = 184.6
01E0: clear_leader $LANCE_VANCE 
0239: actor $LANCE_VANCE run_to -378.4 -561.1 

:PROTEC3_11890
Camera.SetPosition(-378.5, -546.1, 21.2, 0.0, 0.0, 0.0)
Camera.PointAt(-378.7, -553.7, 19.6, 2)
wait 1000 
if 
  not Actor.Dead($4643)
jf @PROTEC3_11977 
0239: actor $4643 run_to -378.4 -561.1 

:PROTEC3_11977
TIMERA = 0 // @ = int 

:PROTEC3_11984
if and
80ED:   not actor $4643 0 -378.4 -561.1 radius 1.0 1.0 
   not TIMERA > 7000 // @ > int 
jf @PROTEC3_12057 
wait 0 
if 
  not Actor.Dead($4643)
jf @PROTEC3_12050 

:PROTEC3_12050
jump @PROTEC3_11984 

:PROTEC3_12057
if 
  not Actor.Dead($4643)
jf @PROTEC3_12078 
Actor.DestroyInstantly($4643)

:PROTEC3_12078
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_12130 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 
038B: load_requested_models 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @PROTEC3_12130 
0353: refresh_actor $PLAYER_ACTOR 

:PROTEC3_12130
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_12151 
Actor.DestroyInstantly($LANCE_VANCE)

:PROTEC3_12151
Actor.Create($4643, 4, #NULL, -378.4, -561.1, 18.5)
if 
  not Actor.Dead($4643)
jf @PROTEC3_12206 
0239: actor $4643 run_to -378.2 -549.8 

:PROTEC3_12206
TIMERA = 0 // @ = int 

:PROTEC3_12213
if and
80ED:   not actor $4643 0 -378.2 -549.8 radius 1.0 1.0 
   not TIMERA > 7000 // @ > int 
jf @PROTEC3_12286 
wait 0 
if 
  not Actor.Dead($4643)
jf @PROTEC3_12279 

:PROTEC3_12279
jump @PROTEC3_12213 

:PROTEC3_12286
wait 2000 
Actor.DestroyInstantly($4643)
0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6 
0171: set_player $PLAYER_CHAR z_angle_to 9.3 
Camera.SetBehindPlayer
Marker.Disable($4678)
fade 0 500 

:PROTEC3_12340
if 
  fading 
jf @PROTEC3_12364 
wait 0 
jump @PROTEC3_12340 

:PROTEC3_12364
04A6: $4662 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $621 rate $621 
Camera.SetPosition(-369.1, -467.9, 22.7, 0.0, 0.0, 0.0)
Camera.PointAt(-370.6, -533.8, 18.0, 2)
fade 1 500 

:PROTEC3_12448
if 
  fading 
jf @PROTEC3_12472 
wait 0 
jump @PROTEC3_12448 

:PROTEC3_12472
0394: play_music 1 
00BA: text_styled 'PRO_AS1' 5000 ms 6  // PROTECTION RING ASSET COMPLETED
wait 5000 
Camera.SetPosition(-377.1, -526.9, 19.4, 0.0, 0.0, 0.0)
Camera.PointAt(-377.6, -536.6, 17.5, 2)
01E5: text_1number_highpriority 'PRO_AS2' $621 time 6000 1  // ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:PROTEC3_12577
if 
  fading 
jf @PROTEC3_12601 
wait 0 
jump @PROTEC3_12577 

:PROTEC3_12601
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
fade 1 500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @PROTEC3_13106 

:PROTEC3_12653
if 
  not Actor.Dead($LANCE_VANCE)
jf @PROTEC3_13014 
if 
  $4682 == 1 // $ == int 
jf @PROTEC3_12770 
if 
8320:   not actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR 
jf @PROTEC3_12770 
if 
  TIMERA > 3000 // @ > int 
jf @PROTEC3_12740 
00BC: text_highpriority 'PRO3_03' time 5000 1  // ~g~ You've left Lance behind, go and get him.

:PROTEC3_12740
Marker.Disable($4677)
Marker.Disable($4676)
Marker.Disable($4678)
Marker.CreateAboveActor($4679, $LANCE_VANCE)
$4682 = 0 // $ = int 

:PROTEC3_12770
if 
  $4682 == 0 // $ == int 
jf @PROTEC3_13007 
if 
00FB:   player $PLAYER_CHAR 0 $LANCE_VANCE radius 8.0 8.0 8.0 
jf @PROTEC3_13007 
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 
if 
  TIMERA > 3000 // @ > int 
jf @PROTEC3_12866 
00BC: text_highpriority 'PRO3_04' time 5000 1  // ~g~ Let's go.

:PROTEC3_12866
Marker.Disable($4679)
Marker.Disable($4677)
Marker.Disable($4676)
Marker.Disable($4678)
if 
  $4680 == 0 // $ == int 
jf @PROTEC3_12924 
018A: $4677 = create_checkpoint_at 457.4 335.28 9.4 

:PROTEC3_12924
if 
  $4680 == 2 // $ == int 
jf @PROTEC3_12962 
018A: $4676 = create_checkpoint_at 471.5 1009.5 18.1 

:PROTEC3_12962
if 
  $4680 == 3 // $ == int 
jf @PROTEC3_13000 
018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 

:PROTEC3_13000
$4682 = 1 // $ = int 

:PROTEC3_13007
jump @PROTEC3_13036 

:PROTEC3_13014
00BC: text_highpriority 'PRO3_05' time 5000 1  // ~r~You killed Lance!
jump @PROTEC3_13043 

:PROTEC3_13036
jump @PROTEC3_3839 

:PROTEC3_13043
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
  $4688 == 1 // $ == int 
jf @PROTEC3_13104 
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSHDAMAGE to #ML_TARBRUSH 

:PROTEC3_13104
return 

:PROTEC3_13106
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
$1269 = 1 // $ = int 
start_new_script @CLOTH5 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0318: set_latest_mission_passed 'BUD_3'  // Cop Land
Marker.Disable($265)
Marker.Disable($234)
04CE: $234 = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2 
$1175 += 1 // $ += int 
$268 = 1 // $ = int 
return 

:PROTEC3_13238
014F: stop_timer $10086 
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
01F0: set_max_wanted_level_to 6 
Actor.DestroyWithFade($LANCE_VANCE)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#COP)
Model.Destroy(#ARMY)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#M4)
Model.Destroy(#SENTINEL)
Model.Destroy(#POLICE)
Model.Destroy(#DYNAMITE)
Model.Destroy(#NITESTICK)
Model.Destroy(#COLT45)
Model.Destroy(#ELECTRICGATE)
Object.Destroy($4669)
Object.Destroy($4670)
Object.Destroy($4671)
Object.Destroy($4672)
Object.Destroy($4673)
Object.Destroy($10087)
Object.Destroy($10088)
Marker.Disable($4678)
Marker.Disable($4677)
Marker.Disable($4676)
Marker.Disable($4679)
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 30 0 0 50 0 50 0 0 0 0 10 
015C: set_zone_gang_info 'SHOP1' 0 20 0 0 50 0 50 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 1 15 0 0 50 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SHOP1' 0 13 0 0 50 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
if 
  $1278 == 1 // $ == int 
jf @PROTEC3_13903 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 

:PROTEC3_13903
if 
  $1277 == 1 // $ == int 
jf @PROTEC3_13943 
055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 

:PROTEC3_13943
if 
  $1300 == 1 // $ == int 
jf @PROTEC3_13983 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 

:PROTEC3_13983
if 
  $1265 == 1 // $ == int 
jf @PROTEC3_14023 
055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 

:PROTEC3_14023
if 
  $1266 == 1 // $ == int 
jf @PROTEC3_14063 
055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 

:PROTEC3_14063
if 
  $1267 == 1 // $ == int 
jf @PROTEC3_14103 
055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 

:PROTEC3_14103
if 
  $1268 == 1 // $ == int 
jf @PROTEC3_14143 
055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 

:PROTEC3_14143
if 
  $268 == 0 // $ == int 
jf @PROTEC3_14201 
if 
  $1269 == 1 // $ == int 
jf @PROTEC3_14201 
055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 

:PROTEC3_14201
if 
  $1270 == 1 // $ == int 
jf @PROTEC3_14241 
055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 

:PROTEC3_14241
if 
  $1271 == 1 // $ == int 
jf @PROTEC3_14281 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 

:PROTEC3_14281
if 
  $1272 == 1 // $ == int 
jf @PROTEC3_14321 
055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 

:PROTEC3_14321
if 
  $1276 == 1 // $ == int 
jf @PROTEC3_14361 
055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 

:PROTEC3_14361
03AE: remove_objects_from_cube 466.0 1023.0 14.1 476.0 1033.0 24.1 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$1603 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 34---------------
// Originally: Spilling the Beans

:COUNT1
script_name 'COUNT1' 
gosub @COUNT1_46 
if 
  wasted_or_busted 
jf @COUNT1_37 
gosub @COUNT1_7362 

:COUNT1_37
gosub @COUNT1_7445 
terminate_this_script 

:COUNT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$994 = 1 // $ = int 
$4694 = 0 // $ = int 
$4697 = 0 // $ = int 
$4695 = 0 // $ = int 
$4699 = 0 // $ = int 
$4700 = 0 // $ = int 
$4701 = 0 // $ = int 
$4698 = 0 // $ = int 
$4704 = 0 // $ = int 
$4703 = 0 // $ = int 
$4705 = 0 // $ = int 
$4708 = 0 // $ = int 
$4707 = 0 // $ = int 
$4709 = 0 // $ = int 
$4712 = 0 // $ = int 
$4711 = 0 // $ = int 
$4713 = 0 // $ = int 
$4716 = 0 // $ = int 
$4715 = 0 // $ = int 
$4717 = 0 // $ = int 
$4720 = 0 // $ = int 
$4719 = 0 // $ = int 
$4721 = 0 // $ = int 
$4724 = 0 // $ = int 
$4723 = 0 // $ = int 
$4725 = 0 // $ = int 
$4728 = 0 // $ = int 
$4727 = 0 // $ = int 
$4729 = 0 // $ = int 
$4732 = 0 // $ = int 
$4731 = 0 // $ = int 
$4733 = 0 // $ = int 
$4736 = 0 // $ = int 
$4735 = 0 // $ = int 
$4737 = 0 // $ = int 
$4739 = 0 // $ = int 
$4740 = 0 // $ = int 
$4741 = 0 // $ = int 
$4747 = 0 // $ = int 
$4743 = 0 // $ = int 
$4744 = 0.0 // $ = float 
$4745 = 0.0 // $ = float 
$4746 = 0.0 // $ = float 
$4750 = 0 // $ = int 
$4751 = 0 // $ = int 
$4752 = 0 // $ = int 
$4755 = 0 // $ = int 
$4757 = 0 // $ = int 
$4759 = 0 // $ = int 
$4761 = 0 // $ = int 
$4763 = 0 // $ = int 
$4765 = 0 // $ = int 
$4767 = 0 // $ = int 
$4769 = 0 // $ = int 
$4770 = 0 // $ = int 
$4771 = 0 // $ = int 
$4772 = 0 // $ = int 
$4775 = 0 // $ = int 
$4776 = 0 // $ = int 
$4777 = 0 // $ = int 
$4778 = 0 // $ = int 
$4779 = 0 // $ = int 
$4780 = 0 // $ = int 
$4781 = 0 // $ = int 
$4782 = 0 // $ = int 
$4785 = 0 // $ = int 
$4786 = 0 // $ = int 
$4748 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'COUNT1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
select_interior 18 
Camera.SetAtPos(-1070.05, -280.06, 11.09)
038B: load_requested_models 

:COUNT1_763
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @COUNT1_793 
wait 0 
jump @COUNT1_763 

:COUNT1_793
02E4: load_cutscene_data 'CNT_1A' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $167 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $167 'CSKELLY' 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_943
if 
  11104 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_978 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_943 

:COUNT1_978
00BC: text_highpriority 'CM1_A' time 10000 1  // Mr. Vercetti? Hey. You bought the old print works?

:COUNT1_993
if 
  15668 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1028 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_993 

:COUNT1_1028
00BC: text_highpriority 'CM1_B' time 10000 1  // Yeah, my old man used to work on these.

:COUNT1_1043
if 
  18152 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1078 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1043 

:COUNT1_1078
00BC: text_highpriority 'CM1_N' time 10000 1  // I used to spend the evenings with him, cleaning the rollers...

:COUNT1_1093
if 
  21286 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1128 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1093 

:COUNT1_1128
00BC: text_highpriority 'CM1_C' time 10000 1  // I was going to follow him in his trade, but...I lived a different life.

:COUNT1_1143
if 
  25141 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1178 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1143 

:COUNT1_1178
00BC: text_highpriority 'CM1_D' time 10000 1  // You planning on selling the old machinery, breaking it down?

:COUNT1_1193
if 
  28808 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1228 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1193 

:COUNT1_1228
00BC: text_highpriority 'CM1_E' time 10000 1  // I'm thinking we might print something - a newspaper, a magazine...

:COUNT1_1243
if 
  31680 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1278 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1243 

:COUNT1_1278
00BC: text_highpriority 'CM1_F' time 10000 1  // Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard.

:COUNT1_1293
if 
  37694 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1330 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1293 

:COUNT1_1330
00BC: text_highpriority 'CM1_G' time 10000 1  // You know, I've been doing it on a small scale for years.

:COUNT1_1345
if 
  40520 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1382 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1345 

:COUNT1_1382
00BC: text_highpriority 'CM1_H' time 10000 1  // Really?

:COUNT1_1397
if 
  41862 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1434 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1397 

:COUNT1_1434
00BC: text_highpriority 'CM1_I' time 10000 1  // Sure. But we'd need some good quality plates.

:COUNT1_1449
if 
  46771 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1486 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1449 

:COUNT1_1486
00BC: text_highpriority 'CM1_J' time 10000 1  // Of course! There's a counterfeiting syndicate already operating in Florida.

:COUNT1_1501
if 
  51081 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1538 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1501 

:COUNT1_1538
00BC: text_highpriority 'CM1_K' time 10000 1  // A syndicate?

:COUNT1_1553
if 
  51973 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1590 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1553 

:COUNT1_1590
00BC: text_highpriority 'CM1_L' time 10000 1  // Yeah. Just rumors is all I've heard.

:COUNT1_1605
if 
  54422 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1642 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1605 

:COUNT1_1642
00BC: text_highpriority 'CM1_M' time 10000 1  // I know a man who's good with rumors...

:COUNT1_1657
if 
  56704 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1694 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1657 

:COUNT1_1694
00BE: text_clear_all 

:COUNT1_1696
if 
  57968 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_1733 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_1696 

:COUNT1_1733
fade 0 2000 
00BE: text_clear_all 

:COUNT1_1742
if 
  fading 
jf @COUNT1_1766 
wait 0 
jump @COUNT1_1742 

:COUNT1_1766
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
0556: create_cab -1047.664 -298.188 11.0 266.28 -381.272 -1738.195 11.6376 270.932 
if 
  $1580 == 0 // $ == int 
jf @COUNT1_1896 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 

:COUNT1_1896
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Model.Load(#GDA)
Model.Load(#GDB)
Model.Load(#MP5LNG)
Model.Load(#M4)
Model.Load(#MOLOTOV)
03CF: load_wav 'CNT1_1' as 2 

:COUNT1_1951
if or
  not Model.Available(#GDA)
  not Model.Available(#GDB)
  not Model.Available(#MP5LNG)
  not Model.Available(#M4)
  not Model.Available(#MOLOTOV)
83D0:   not wav 2 loaded 
jf @COUNT1_2000 
wait 0 
jump @COUNT1_1951 

:COUNT1_2000
if 
  fading 
jf @COUNT1_2024 
wait 0 
jump @COUNT1_2000 

:COUNT1_2024
if 
  $1580 == 0 // $ == int 
jf @COUNT1_2219 
wait 100 
0395: clear_area 0 at -1042.921 -304.553 12.463 range 1.0 
Camera.SetPosition(-1042.921, -304.553, 12.463, 0.0, 0.0, 0.0)
Camera.PointAt(-1043.434, -303.718, 12.266, 2)
00BC: text_highpriority 'TAXSHRT' time 10000 1  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
TIMERA = 0 // @ = int 

:COUNT1_2143
if 
  6000 > TIMERA // int > @ 
jf @COUNT1_2173 
wait 0 
jump @COUNT1_2143 

:COUNT1_2173
03D5: remove_text 'TAXSHRT'  // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$1580 = 1 // $ = int 

:COUNT1_2219
00BC: text_highpriority 'CM1_5' time 5000 1  // ~g~Go and meet Kent Paul at the Malibu Club!
018A: $4749 = create_checkpoint_at 491.0 -77.7 10.4 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
$1012 = 1 // $ = int 
$1011 = 0 // $ = int 

:COUNT1_2295
wait 0 
if 
00E3:   player $PLAYER_CHAR 0 -381.272 -1738.195 radius 9.0 9.0 
jf @COUNT1_2420 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT1_2420 
00DA: $2108 = player $PLAYER_CHAR car 
if 
  Car.Model($2108) == #KAUFMAN
jf @COUNT1_2420 
if 
  $10086 == 0 // $ == int 
jf @COUNT1_2420 
$10086 = 1 // $ = int 
00BC: text_highpriority 'SBOB257' time 5000 1 

:COUNT1_2420
if 
80F5:   not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 3.0 3.0 3.0 
jf @COUNT1_2475 
jump @COUNT1_2295 

:COUNT1_2475
Player.CanMove($PLAYER_CHAR, False)
Marker.Disable($4749)
0169: set_fade_color 0 0 0 
fade 0 1500 

:COUNT1_2502
if 
  fading 
jf @COUNT1_2526 
wait 0 
jump @COUNT1_2502 

:COUNT1_2526
01BD: $29 = current_time_in_ms 
$30 = 0 // $ = int 

:COUNT1_2538
if and
  not Player.Controllable($PLAYER_CHAR)
  5000 > $30 // int > $ 
jf @COUNT1_2594 
wait 0 
01BD: $28 = current_time_in_ms 
0084: $30 = $28 // $ = $ int 
0060: $30 -= $29 // $ -= $ int 
jump @COUNT1_2538 

:COUNT1_2594
Player.MakeSafe($PLAYER_CHAR)
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKENT' 
023C: load_special_actor 3 'FLOOZYA' 
select_interior 17 
Camera.SetAtPos(470.495, -57.014, 10.04)
038B: load_requested_models 

:COUNT1_2666
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @COUNT1_2700 
wait 0 
jump @COUNT1_2666 

:COUNT1_2700
04F9: set_extra_colors 1 fade 0 
02E4: load_cutscene_data 'CNT_1B' 
0244: set_cutscene_pos 476.972 -65.499 8.943 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $142 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $174 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $174 'FLOOZYA' 
0395: clear_area 1 at 493.1 -82.4 9.8 range 1.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT1_2931 
00D9: $4784 = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
  not Car.Wrecked($4784)
jf @COUNT1_2894 
Car.PutAt($4784, 496.3, -82.8, 9.0)
Car.Angle($4784) = 116.6

:COUNT1_2894
0362: put_actor $PLAYER_ACTOR at 493.1 -82.4 9.8 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
jump @COUNT1_2961 

:COUNT1_2931
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:COUNT1_2961
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT1_2983
if 
  7872 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3018 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_2983 

:COUNT1_3018
00BC: text_highpriority 'CM1_2A' time 10000 1  // Look at the arse on that!

:COUNT1_3033
if 
  12284 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3068 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3033 

:COUNT1_3068
00BC: text_highpriority 'CM1_2B' time 10000 1  // Awright girl, it's your loss mate init!

:COUNT1_3083
if 
  14399 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3118 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3083 

:COUNT1_3118
00BC: text_highpriority 'CM1_2C' time 10000 1  // Awright me ol'china, how's it hangin'?

:COUNT1_3133
if 
  17102 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3168 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3133 

:COUNT1_3168
00BC: text_highpriority 'CM1_2D' time 10000 1  // What do you know about counterfeiting?

:COUNT1_3183
if 
  18528 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3218 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3183 

:COUNT1_3218
00BC: text_highpriority 'CM1_2E' time 10000 1  // Oh I'm fine Paul, how 'bout you?

:COUNT1_3233
if 
  20285 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3268 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3233 

:COUNT1_3268
00BC: text_highpriority 'CM1_2F' time 10000 1  // Come 'ere!

:COUNT1_3283
if 
  21336 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3318 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3283 

:COUNT1_3318
00BC: text_highpriority 'CM1_2G' time 10000 1  // Awright! Awright! Awright!! You're obviously a busy man.

:COUNT1_3333
if 
  24945 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3368 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3333 

:COUNT1_3368
00BC: text_highpriority 'CM1_2H' time 10000 1  // All I know about dodgy readys is the Triads supply the plates.

:COUNT1_3383
if 
  31191 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3418 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3383 

:COUNT1_3418
00BC: text_highpriority 'CM1_2I' time 10000 1  // They've got a shipping company down the docks,

:COUNT1_3433
if 
  33488 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3470 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3433 

:COUNT1_3470
00BC: text_highpriority 'CM1_2J' time 10000 1  // the boss man would know when the plates are coming in next!

:COUNT1_3485
if 
  37791 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3522 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3485 

:COUNT1_3522
00BC: text_highpriority 'CM1_2K' time 10000 1  // Thanks Paul.

:COUNT1_3537
if 
  40783 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3574 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3537 

:COUNT1_3574
00BC: text_highpriority 'CM1_2L' time 10000 1  // What's the matter with you, you maniac!

:COUNT1_3589
if 
  43496 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3626 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3589 

:COUNT1_3626
00BC: text_highpriority 'CM1_2M' time 10000 1  // Give me another drink, lively!

:COUNT1_3641
if 
  45120 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3678 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3641 

:COUNT1_3678
00BE: text_clear_all 

:COUNT1_3680
if 
  47160 > $CUT_SCENE_TIME // int > $ 
jf @COUNT1_3717 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT1_3680 

:COUNT1_3717
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // $ = int 
$1012 = 0 // $ = int 
$994 = 0 // $ = int 
$986 = 0 // $ = int 
fade 0 2000 
00BE: text_clear_all 

:COUNT1_3786
if 
  fading 
jf @COUNT1_3810 
wait 0 
jump @COUNT1_3786 

:COUNT1_3810
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Camera.SetAtPos(493.1, -82.4, 9.8)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
00BC: text_highpriority 'CM1_1' time 5000 1  // ~g~Go to the Chartered Libertine Lines boat at the docks.
00BB: text_lowpriority 'CM1_2' time 5000 1  // ~g~The Shipping Officer will have the information that is required.
018A: $4693 = create_checkpoint_at -686.85 -1245.43 30.14 
03BC: $4773 = create_sphere -686.85 -1245.43 30.14 1.5 
$98 = 0.0 // $ = float 

:COUNT1_3987
if 
  10.0 > $98 // float > $ 
jf @COUNT1_4039 
wait 0 
02CE: $98 = ground_z -686.85 -1245.43 30.14 
jump @COUNT1_3987 

:COUNT1_4039
Actor.Create($4696, 11, #GDA, -662.12, -1326.81, 15.26)
0446: set_actor $4696 dismemberment_possible 0 
Actor.Health($4696) = 400
$4751 += 1 // $ += int 
01ED: clear_actor $4696 threat_search 
01B2: give_actor $4696 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4696 weapon_accuracy_to 85 
011A: set_actor $4696 search_threat 1 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -699.76 -1245.01 15.26 
01E2: add_route_point 0 at -693.41 -1258.63 15.24 
01E2: add_route_point 0 at -683.28 -1282.11 15.26 
01E2: add_route_point 0 at -673.8 -1302.02 15.26 
01E2: add_route_point 0 at -666.06 -1318.48 15.26 
01E2: add_route_point 0 at -662.12 -1326.81 15.26 
01E1: set_actor $4696 follow_route 0 3 
Actor.Create($4702, 11, #GDB, -659.26, -1330.93, 15.26)
0446: set_actor $4702 dismemberment_possible 0 
$4751 += 1 // $ += int 
01ED: clear_actor $4702 threat_search 
01B2: give_actor $4702 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4702 weapon_accuracy_to 85 
Actor.Health($4702) = 400
011A: set_actor $4702 search_threat 1 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -632.47 -1382.57 15.29 
01E2: add_route_point 1 at -647.19 -1355.4 15.27 
01E2: add_route_point 1 at -653.93 -1342.18 15.26 
01E2: add_route_point 1 at -659.26 -1330.93 15.26 
01E1: set_actor $4702 follow_route 1 3 
Actor.Create($4706, 11, #GDA, -609.85, -1381.29, 15.25)
Actor.Health($4706) = 400
0446: set_actor $4706 dismemberment_possible 0 
$4751 += 1 // $ += int 
01ED: clear_actor $4706 threat_search 
01B2: give_actor $4706 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4706 weapon_accuracy_to 85 
011A: set_actor $4706 search_threat 1 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -635.64 -1363.45 15.28 
01E2: add_route_point 2 at -620.06 -1355.03 15.28 
01E2: add_route_point 2 at -615.43 -1367.41 15.28 
01E2: add_route_point 2 at -609.85 -1381.29 15.25 
01E1: set_actor $4706 follow_route 2 3 
Actor.Create($4710, 11, #GDB, -627.04, -1339.79, 15.27)
Actor.Health($4710) = 400
0446: set_actor $4710 dismemberment_possible 0 
$4751 += 1 // $ += int 
01ED: clear_actor $4710 threat_search 
01B2: give_actor $4710 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4710 weapon_accuracy_to 85 
011A: set_actor $4710 search_threat 1 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -642.71 -1303.6 15.26 
01E2: add_route_point 3 at -639.33 -1307.99 15.26 
01E2: add_route_point 3 at -634.26 -1322.39 15.27 
01E2: add_route_point 3 at -630.43 -1333.91 15.27 
01E2: add_route_point 3 at -627.04 -1339.79 15.27 
01E1: set_actor $4710 follow_route 3 3 
Actor.Create($4714, 11, #GDA, -653.46, -1279.55, 15.26)
Actor.Health($4714) = 400
0446: set_actor $4714 dismemberment_possible 0 
$4751 += 1 // $ += int 
01ED: clear_actor $4714 threat_search 
01B2: give_actor $4714 weapon 25 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4714 weapon_accuracy_to 85 
011A: set_actor $4714 search_threat 1 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -664.83 -1254.11 15.26 
01E2: add_route_point 4 at -660.34 -1262.76 15.26 
01E2: add_route_point 4 at -656.61 -1271.76 15.26 
01E2: add_route_point 4 at -653.46 -1279.55 15.26 
01E1: set_actor $4714 follow_route 4 3 
Actor.Create($4718, 11, #GDB, -691.13, -1260.5, 31.93)
Actor.Health($4718) = 400
0446: set_actor $4718 dismemberment_possible 0 
$4751 += 1 // $ += int 
Actor.Angle($4718) = 180.0
01ED: clear_actor $4718 threat_search 
01B2: give_actor $4718 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4718 weapon_accuracy_to 100 
011A: set_actor $4718 search_threat 1 
0350: set_actor $4718 maintain_position_when_attacked 1 
01CA: actor $4718 kill_player $PLAYER_CHAR 
Actor.Create($4722, 11, #GDA, -667.68, -1249.14, 31.93)
Actor.Health($4722) = 400
0446: set_actor $4722 dismemberment_possible 0 
$4751 += 1 // $ += int 
Actor.Angle($4722) = 180.0
01ED: clear_actor $4722 threat_search 
01B2: give_actor $4722 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4722 weapon_accuracy_to 100 
011A: set_actor $4722 search_threat 1 
0350: set_actor $4722 maintain_position_when_attacked 1 
01CA: actor $4722 kill_player $PLAYER_CHAR 
Actor.Create($4726, 11, #GDB, -690.94, -1218.18, 15.28)
Actor.Health($4726) = 400
$4751 += 1 // $ += int 
0446: set_actor $4726 dismemberment_possible 0 
01ED: clear_actor $4726 threat_search 
01B2: give_actor $4726 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4726 weapon_accuracy_to 85 
011A: set_actor $4726 search_threat 1 
01E2: add_route_point 5 at -698.0 -1221.23 15.28 
01E2: add_route_point 5 at -690.94 -1218.18 15.28 
01E1: set_actor $4726 follow_route 5 3 
Actor.Create($4730, 11, #GDB, -690.69, -1229.06, 22.46)
Actor.Health($4730) = 400
$4751 += 1 // $ += int 
Actor.Angle($4730) = 33.0
01ED: clear_actor $4730 threat_search 
01B2: give_actor $4730 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4730 weapon_accuracy_to 85 
011A: set_actor $4730 search_threat 1 
0446: set_actor $4730 dismemberment_possible 0 
0350: set_actor $4730 maintain_position_when_attacked 1 
01CA: actor $4730 kill_player $PLAYER_CHAR 
Actor.Create($4734, 11, #GDB, -689.14, -1242.03, 30.14)
Actor.Health($4734) = 400
$4751 += 1 // $ += int 
Actor.Angle($4734) = 100.0
01ED: clear_actor $4734 threat_search 
01B2: give_actor $4734 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4734 weapon_accuracy_to 85 
011A: set_actor $4734 search_threat 1 
0446: set_actor $4734 dismemberment_possible 0 
0350: set_actor $4734 maintain_position_when_attacked 1 
01CA: actor $4734 kill_player $PLAYER_CHAR 
Actor.Create($4738, 11, #GDA, -670.709, -1296.564, 18.94)
$4751 += 1 // $ += int 
Actor.Angle($4738) = 146.102
01ED: clear_actor $4738 threat_search 
Actor.Health($4738) = 400
0446: set_actor $4738 dismemberment_possible 0 
01B2: give_actor $4738 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $4738 weapon_accuracy_to 100 
011A: set_actor $4738 search_threat 1 
0350: set_actor $4738 maintain_position_when_attacked 1 
01CA: actor $4738 kill_player $PLAYER_CHAR 

:COUNT1_5765
if 
  2 > $4772 // int > $ 
jf @COUNT1_6970 
wait 0 
$4782 += 1 // $ += int 
if 
  $4782 > 17 // $ > int 
jf @COUNT1_5819 
$4782 = 0 // $ = int 

:COUNT1_5819
if 
  $4772 >= 1 // $ >= int 
jf @COUNT1_5957 
if and
82B3:   not player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
82B3:   not player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
jf @COUNT1_5957 
if 
  $4786 == 0 // $ == int 
jf @COUNT1_5957 
gosub @COUNT1_18052 

:COUNT1_5957
01BD: $4775 = current_time_in_ms 
if 
  $4772 == 1 // $ == int 
jf @COUNT1_6096 
if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
jf @COUNT1_6089 
$4772 = 1 // $ = int 
jump @COUNT1_6096 

:COUNT1_6089
$4772 = 2 // $ = int 

:COUNT1_6096
0054: store_player $PLAYER_CHAR position_to $4744 $4745 $4746 
if or
02B3:   player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 
02B3:   player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 180.0 180.0 
jf @COUNT1_6239 
$4743 = 1 // $ = int 

:COUNT1_6239
if 
  $4694 == 0 // $ == int 
jf @COUNT1_6312 
if 
00E4:   player $PLAYER_CHAR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_6312 
03BD: destroy_sphere $4773 
Marker.Disable($4693)
$4694 = 1 // $ = int 

:COUNT1_6312
if 
  $4694 == 1 // $ == int 
jf @COUNT1_6762 
if 
  $4771 == 0 // $ == int 
jf @COUNT1_6362 
gosub @COUNT1_15925 
jump @COUNT1_6762 

:COUNT1_6362
if 
  $4772 == 0 // $ == int 
jf @COUNT1_6762 
00BC: text_highpriority 'CM1_6' time 5000 1  // ~g~Get the information back to the Print Works!
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
Actor.Create($10087, 11, #GDA, -699.9549, -1251.749, 12.213)
Actor.Angle($10087) = 146.102
01ED: clear_actor $10087 threat_search 
Actor.Health($10087) = 400
0446: set_actor $10087 dismemberment_possible 0 
01B2: give_actor $10087 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10087 weapon_accuracy_to 100 
011A: set_actor $10087 search_threat 1 
0350: set_actor $10087 maintain_position_when_attacked 1 
01CA: actor $10087 kill_player $PLAYER_CHAR 
Actor.Create($10088, 11, #GDA, -709.4003, -1230.029, 12.2648)
Actor.Angle($10088) = 146.102
01ED: clear_actor $10088 threat_search 
Actor.Health($10088) = 400
0446: set_actor $10088 dismemberment_possible 0 
01B2: give_actor $10088 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10088 weapon_accuracy_to 100 
011A: set_actor $10088 search_threat 1 
0350: set_actor $10088 maintain_position_when_attacked 1 
01CA: actor $10088 kill_player $PLAYER_CHAR 
Actor.Create($10089, 11, #GDA, -679.8631, -1298.118, 12.3004)
Actor.Angle($10089) = 146.102
01ED: clear_actor $10089 threat_search 
Actor.Health($10089) = 400
0446: set_actor $10089 dismemberment_possible 0 
01B2: give_actor $10089 weapon 26 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
011A: set_actor $10089 search_threat 1 
0350: set_actor $10089 maintain_position_when_attacked 1 
01CA: actor $10089 kill_player $PLAYER_CHAR 
018A: $4774 = create_checkpoint_at -1052.579 -282.013 10.279 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_6755 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 

:COUNT1_6755
$4772 = 1 // $ = int 

:COUNT1_6762
gosub @COUNT1_7595 
if 
  $4748 == 1 // $ == int 
jf @COUNT1_6801 
TIMERA = 0 // @ = int 
$4748 = 2 // $ = int 

:COUNT1_6801
if 
  $4748 == 2 // $ == int 
jf @COUNT1_6892 
if 
  TIMERA >= 30000 // @ >= int 
jf @COUNT1_6892 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_6892 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 

:COUNT1_6892
if 
  $4741 == 1 // $ == int 
jf @COUNT1_6963 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_6942 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_6942
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_6963
jump @COUNT1_5765 

:COUNT1_6970
$123 = 1 // $ = int 

:COUNT1_6977
if 
80F8:   not player $PLAYER_CHAR stopped $123 -1052.579 -282.013 10.279 radius 3.0 3.0 3.0 
jf @COUNT1_7037 
wait 0 
jump @COUNT1_6977 

:COUNT1_7037
Marker.Disable($4774)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -1063.095 -286.61 14.163 range 1.0 
Camera.SetPosition(-1063.095, -286.61, 14.163, 0.0, 0.0, 0.0)
Camera.PointAt(-1062.265, -286.498, 13.616, 2)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT1_7227 
00DA: $4783 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $4783 

:COUNT1_7174
if 
00DC:   player $PLAYER_CHAR in_car $4783 
jf @COUNT1_7227 
wait 0 
if 
  Car.Wrecked($4783)
jf @COUNT1_7220 
jump @COUNT1_7362 

:COUNT1_7220
jump @COUNT1_7174 

:COUNT1_7227
0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:COUNT1_7256
if 
  4000 > TIMERA // int > @ 
jf @COUNT1_7286 
wait 0 
jump @COUNT1_7256 

:COUNT1_7286
Camera.Restore_WithJumpCut
009F: set_actor $PLAYER_ACTOR idle 
0055: put_player $PLAYER_CHAR at -1059.214 -285.815 10.22 
0171: set_player $PLAYER_CHAR z_angle_to 289.0 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
wait 300 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @COUNT1_7379 

:COUNT1_7362
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:COUNT1_7379
$272 = 1 // $ = int 
0318: set_latest_mission_passed 'CNT_1'  // Spilling the Beans
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
start_new_script @COU2 
return 

:COUNT1_7445
$ONMISSION = 0 // $ = int 
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
03AC: clear_route 4 
03AC: clear_route 5 
Object.Destroy($1013)
Object.Init($1013, #OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($1013)
$1011 = 1 // $ = int 
$1012 = 0 // $ = int 
$994 = 0 // $ = int 
$986 = 0 // $ = int 
0557: release_cab 
Model.Destroy(#GDA)
Model.Destroy(#GDB)
Model.Destroy(#MP5LNG)
Model.Destroy(#M4)
Model.Destroy(#MOLOTOV)
Marker.Disable($4774)
03BD: destroy_sphere $4773 
018E: stop_sound $4742 
Marker.Disable($4693)
Marker.Disable($4749)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COUNT1_7595
if 
  $4782 == 0 // $ == int 
jf @COUNT1_8409 
if 
  $4697 == 0 // $ == int 
jf @COUNT1_8409 
if 
  Actor.Dead($4696)
jf @COUNT1_7896 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_7877 
if or
031D:   actor $4696 hit_by_weapon 12 
031D:   actor $4696 hit_by_weapon 13 
031D:   actor $4696 hit_by_weapon 15 
031D:   actor $4696 hit_by_weapon 16 
031D:   actor $4696 hit_by_weapon 17 
031D:   actor $4696 hit_by_weapon 18 
jf @COUNT1_7732 
$4748 = 1 // $ = int 

:COUNT1_7732
if or
031D:   actor $4696 hit_by_weapon 19 
031D:   actor $4696 hit_by_weapon 20 
031D:   actor $4696 hit_by_weapon 21 
031D:   actor $4696 hit_by_weapon 27 
031D:   actor $4696 hit_by_weapon 22 
031D:   actor $4696 hit_by_weapon 26 
jf @COUNT1_7792 
$4748 = 1 // $ = int 

:COUNT1_7792
if or
031D:   actor $4696 hit_by_weapon 25 
031D:   actor $4696 hit_by_weapon 23 
031D:   actor $4696 hit_by_weapon 42 
031D:   actor $4696 hit_by_weapon 31 
031D:   actor $4696 hit_by_weapon 32 
031D:   actor $4696 hit_by_weapon 33 
jf @COUNT1_7852 
$4748 = 1 // $ = int 

:COUNT1_7852
if 
031D:   actor $4696 hit_by_weapon 11 
jf @COUNT1_7877 
$4748 = 1 // $ = int 

:COUNT1_7877
Actor.RemoveReferences($4696)
$4697 = 1 // $ = int 
jump @COUNT1_8409 

:COUNT1_7896
if 
  $4743 == 1 // $ == int 
jf @COUNT1_8409 
if or
0123:   actor $4696 spotted_player $PLAYER_CHAR 
0480:   actor $4696 looking_at_death_of_actor_with_pedtype 11 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_8409 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_8326 
if 
  $4695 == 0 // $ == int 
jf @COUNT1_8082 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4747 = 1 // $ = int 
$4695 = 1 // $ = int 

:COUNT1_8082
if or
  $4699 == 0 // $ == int 
  $4698 == 1 // $ == int 
jf @COUNT1_8319 
if 
  $4700 == 0 // $ == int 
jf @COUNT1_8159 
009E: set_actor $4696 follow_path -697.39 -1250.62 15.24 radius 0.5 move_stat 1 
$4700 = 1 // $ = int 

:COUNT1_8159
if 
  $4700 == 1 // $ == int 
jf @COUNT1_8319 
if 
00ED:   actor $4696 0 -697.39 -1250.62 radius 1.0 1.0 
jf @COUNT1_8319 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_8262 
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4741 = 1 // $ = int 

:COUNT1_8262
009E: set_actor $4696 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
011A: set_actor $4696 search_threat 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 
$4747 = 1 // $ = int 
$4699 = 1 // $ = int 
$4700 = 2 // $ = int 

:COUNT1_8319
jump @COUNT1_8409 

:COUNT1_8326
if 
  $4701 == 0 // $ == int 
jf @COUNT1_8380 
009E: set_actor $4696 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 
$4701 = 1 // $ = int 

:COUNT1_8380
009E: set_actor $4696 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4696 kill_player $PLAYER_CHAR 

:COUNT1_8409
if 
  $4782 == 1 // $ == int 
jf @COUNT1_8986 
if 
  $4704 == 0 // $ == int 
jf @COUNT1_8986 
if 
  Actor.Dead($4702)
jf @COUNT1_8710 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_8691 
if or
031D:   actor $4702 hit_by_weapon 12 
031D:   actor $4702 hit_by_weapon 13 
031D:   actor $4702 hit_by_weapon 15 
031D:   actor $4702 hit_by_weapon 16 
031D:   actor $4702 hit_by_weapon 17 
031D:   actor $4702 hit_by_weapon 18 
jf @COUNT1_8546 
$4748 = 1 // $ = int 

:COUNT1_8546
if or
031D:   actor $4702 hit_by_weapon 19 
031D:   actor $4702 hit_by_weapon 20 
031D:   actor $4702 hit_by_weapon 21 
031D:   actor $4702 hit_by_weapon 27 
031D:   actor $4702 hit_by_weapon 22 
031D:   actor $4702 hit_by_weapon 26 
jf @COUNT1_8606 
$4748 = 1 // $ = int 

:COUNT1_8606
if or
031D:   actor $4702 hit_by_weapon 25 
031D:   actor $4702 hit_by_weapon 23 
031D:   actor $4702 hit_by_weapon 42 
031D:   actor $4702 hit_by_weapon 31 
031D:   actor $4702 hit_by_weapon 32 
031D:   actor $4702 hit_by_weapon 33 
jf @COUNT1_8666 
$4748 = 1 // $ = int 

:COUNT1_8666
if 
031D:   actor $4702 hit_by_weapon 11 
jf @COUNT1_8691 
$4748 = 1 // $ = int 

:COUNT1_8691
Actor.RemoveReferences($4702)
$4704 = 1 // $ = int 
jump @COUNT1_8986 

:COUNT1_8710
if 
  $4743 == 1 // $ == int 
jf @COUNT1_8986 
if or
0480:   actor $4702 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4702 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_8986 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_8903 
if 
  $4705 == 0 // $ == int 
jf @COUNT1_8903 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4705 = 1 // $ = int 

:COUNT1_8903
if 
  $4703 == 0 // $ == int 
jf @COUNT1_8957 
009E: set_actor $4702 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4702 kill_player $PLAYER_CHAR 
$4703 = 1 // $ = int 

:COUNT1_8957
009E: set_actor $4702 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4702 kill_player $PLAYER_CHAR 

:COUNT1_8986
if 
  $4782 == 2 // $ == int 
jf @COUNT1_9563 
if 
  $4708 == 0 // $ == int 
jf @COUNT1_9563 
if 
  Actor.Dead($4706)
jf @COUNT1_9287 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_9268 
if or
031D:   actor $4706 hit_by_weapon 12 
031D:   actor $4706 hit_by_weapon 13 
031D:   actor $4706 hit_by_weapon 15 
031D:   actor $4706 hit_by_weapon 16 
031D:   actor $4706 hit_by_weapon 17 
031D:   actor $4706 hit_by_weapon 18 
jf @COUNT1_9123 
$4748 = 1 // $ = int 

:COUNT1_9123
if or
031D:   actor $4706 hit_by_weapon 19 
031D:   actor $4706 hit_by_weapon 20 
031D:   actor $4706 hit_by_weapon 21 
031D:   actor $4706 hit_by_weapon 27 
031D:   actor $4706 hit_by_weapon 22 
031D:   actor $4706 hit_by_weapon 26 
jf @COUNT1_9183 
$4748 = 1 // $ = int 

:COUNT1_9183
if or
031D:   actor $4706 hit_by_weapon 25 
031D:   actor $4706 hit_by_weapon 23 
031D:   actor $4706 hit_by_weapon 42 
031D:   actor $4706 hit_by_weapon 31 
031D:   actor $4706 hit_by_weapon 32 
031D:   actor $4706 hit_by_weapon 33 
jf @COUNT1_9243 
$4748 = 1 // $ = int 

:COUNT1_9243
if 
031D:   actor $4706 hit_by_weapon 11 
jf @COUNT1_9268 
$4748 = 1 // $ = int 

:COUNT1_9268
Actor.RemoveReferences($4706)
$4708 = 1 // $ = int 
jump @COUNT1_9563 

:COUNT1_9287
if 
  $4743 == 1 // $ == int 
jf @COUNT1_9563 
if or
0480:   actor $4706 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4706 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_9563 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_9480 
if 
  $4709 == 0 // $ == int 
jf @COUNT1_9480 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4709 = 1 // $ = int 

:COUNT1_9480
if 
  $4707 == 0 // $ == int 
jf @COUNT1_9534 
009E: set_actor $4706 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4706 kill_player $PLAYER_CHAR 
$4707 = 1 // $ = int 

:COUNT1_9534
009E: set_actor $4706 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4706 kill_player $PLAYER_CHAR 

:COUNT1_9563
if 
  $4782 == 3 // $ == int 
jf @COUNT1_10140 
if 
  $4712 == 0 // $ == int 
jf @COUNT1_10140 
if 
  Actor.Dead($4710)
jf @COUNT1_9864 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_9845 
if or
031D:   actor $4710 hit_by_weapon 12 
031D:   actor $4710 hit_by_weapon 13 
031D:   actor $4710 hit_by_weapon 15 
031D:   actor $4710 hit_by_weapon 16 
031D:   actor $4710 hit_by_weapon 17 
031D:   actor $4710 hit_by_weapon 18 
jf @COUNT1_9700 
$4748 = 1 // $ = int 

:COUNT1_9700
if or
031D:   actor $4710 hit_by_weapon 19 
031D:   actor $4710 hit_by_weapon 20 
031D:   actor $4710 hit_by_weapon 21 
031D:   actor $4710 hit_by_weapon 27 
031D:   actor $4710 hit_by_weapon 22 
031D:   actor $4710 hit_by_weapon 26 
jf @COUNT1_9760 
$4748 = 1 // $ = int 

:COUNT1_9760
if or
031D:   actor $4710 hit_by_weapon 25 
031D:   actor $4710 hit_by_weapon 23 
031D:   actor $4710 hit_by_weapon 42 
031D:   actor $4710 hit_by_weapon 31 
031D:   actor $4710 hit_by_weapon 32 
031D:   actor $4710 hit_by_weapon 33 
jf @COUNT1_9820 
$4748 = 1 // $ = int 

:COUNT1_9820
if 
031D:   actor $4710 hit_by_weapon 11 
jf @COUNT1_9845 
$4748 = 1 // $ = int 

:COUNT1_9845
Actor.RemoveReferences($4710)
$4712 = 1 // $ = int 
jump @COUNT1_10140 

:COUNT1_9864
if 
  $4743 == 1 // $ == int 
jf @COUNT1_10140 
if or
0480:   actor $4710 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4710 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_10140 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_10057 
if 
  $4713 == 0 // $ == int 
jf @COUNT1_10057 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4713 = 1 // $ = int 

:COUNT1_10057
if 
  $4711 == 0 // $ == int 
jf @COUNT1_10111 
009E: set_actor $4710 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4710 kill_player $PLAYER_CHAR 
$4711 = 1 // $ = int 

:COUNT1_10111
009E: set_actor $4710 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4710 kill_player $PLAYER_CHAR 

:COUNT1_10140
if 
  $4782 == 4 // $ == int 
jf @COUNT1_10717 
if 
  $4716 == 0 // $ == int 
jf @COUNT1_10717 
if 
  Actor.Dead($4714)
jf @COUNT1_10441 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_10422 
if or
031D:   actor $4714 hit_by_weapon 12 
031D:   actor $4714 hit_by_weapon 13 
031D:   actor $4714 hit_by_weapon 15 
031D:   actor $4714 hit_by_weapon 16 
031D:   actor $4714 hit_by_weapon 17 
031D:   actor $4714 hit_by_weapon 18 
jf @COUNT1_10277 
$4748 = 1 // $ = int 

:COUNT1_10277
if or
031D:   actor $4714 hit_by_weapon 19 
031D:   actor $4714 hit_by_weapon 20 
031D:   actor $4714 hit_by_weapon 21 
031D:   actor $4714 hit_by_weapon 27 
031D:   actor $4714 hit_by_weapon 22 
031D:   actor $4714 hit_by_weapon 26 
jf @COUNT1_10337 
$4748 = 1 // $ = int 

:COUNT1_10337
if or
031D:   actor $4714 hit_by_weapon 25 
031D:   actor $4714 hit_by_weapon 23 
031D:   actor $4714 hit_by_weapon 42 
031D:   actor $4714 hit_by_weapon 31 
031D:   actor $4714 hit_by_weapon 32 
031D:   actor $4714 hit_by_weapon 33 
jf @COUNT1_10397 
$4748 = 1 // $ = int 

:COUNT1_10397
if 
031D:   actor $4714 hit_by_weapon 11 
jf @COUNT1_10422 
$4748 = 1 // $ = int 

:COUNT1_10422
Actor.RemoveReferences($4714)
$4716 = 1 // $ = int 
jump @COUNT1_10717 

:COUNT1_10441
if 
  $4743 == 1 // $ == int 
jf @COUNT1_10717 
if or
0480:   actor $4714 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4714 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_10717 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_10634 
if 
  $4717 == 0 // $ == int 
jf @COUNT1_10634 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4717 = 1 // $ = int 

:COUNT1_10634
if 
  $4715 == 0 // $ == int 
jf @COUNT1_10688 
009E: set_actor $4714 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4714 kill_player $PLAYER_CHAR 
$4715 = 1 // $ = int 

:COUNT1_10688
009E: set_actor $4714 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4714 kill_player $PLAYER_CHAR 

:COUNT1_10717
if 
  $4782 == 5 // $ == int 
jf @COUNT1_11244 
if 
  $4720 == 0 // $ == int 
jf @COUNT1_11244 
if 
  Actor.Dead($4718)
jf @COUNT1_11018 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_10999 
if or
031D:   actor $4718 hit_by_weapon 12 
031D:   actor $4718 hit_by_weapon 13 
031D:   actor $4718 hit_by_weapon 15 
031D:   actor $4718 hit_by_weapon 16 
031D:   actor $4718 hit_by_weapon 17 
031D:   actor $4718 hit_by_weapon 18 
jf @COUNT1_10854 
$4748 = 1 // $ = int 

:COUNT1_10854
if or
031D:   actor $4718 hit_by_weapon 19 
031D:   actor $4718 hit_by_weapon 20 
031D:   actor $4718 hit_by_weapon 21 
031D:   actor $4718 hit_by_weapon 27 
031D:   actor $4718 hit_by_weapon 22 
031D:   actor $4718 hit_by_weapon 26 
jf @COUNT1_10914 
$4748 = 1 // $ = int 

:COUNT1_10914
if or
031D:   actor $4718 hit_by_weapon 25 
031D:   actor $4718 hit_by_weapon 23 
031D:   actor $4718 hit_by_weapon 42 
031D:   actor $4718 hit_by_weapon 31 
031D:   actor $4718 hit_by_weapon 32 
031D:   actor $4718 hit_by_weapon 33 
jf @COUNT1_10974 
$4748 = 1 // $ = int 

:COUNT1_10974
if 
031D:   actor $4718 hit_by_weapon 11 
jf @COUNT1_10999 
$4748 = 1 // $ = int 

:COUNT1_10999
Actor.RemoveReferences($4718)
$4720 = 1 // $ = int 
jump @COUNT1_11244 

:COUNT1_11018
if 
  $4743 == 1 // $ == int 
jf @COUNT1_11244 
if or
0480:   actor $4718 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4718 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_11244 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_11211 
if 
  $4721 == 0 // $ == int 
jf @COUNT1_11211 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4721 = 1 // $ = int 

:COUNT1_11211
if 
  $4719 == 0 // $ == int 
jf @COUNT1_11244 
01CA: actor $4718 kill_player $PLAYER_CHAR 
$4719 = 1 // $ = int 

:COUNT1_11244
if 
  $4782 == 6 // $ == int 
jf @COUNT1_11771 
if 
  $4724 == 0 // $ == int 
jf @COUNT1_11771 
if 
  Actor.Dead($4722)
jf @COUNT1_11545 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_11526 
if or
031D:   actor $4722 hit_by_weapon 12 
031D:   actor $4722 hit_by_weapon 13 
031D:   actor $4722 hit_by_weapon 15 
031D:   actor $4722 hit_by_weapon 16 
031D:   actor $4722 hit_by_weapon 17 
031D:   actor $4722 hit_by_weapon 18 
jf @COUNT1_11381 
$4748 = 1 // $ = int 

:COUNT1_11381
if or
031D:   actor $4722 hit_by_weapon 19 
031D:   actor $4722 hit_by_weapon 20 
031D:   actor $4722 hit_by_weapon 21 
031D:   actor $4722 hit_by_weapon 27 
031D:   actor $4722 hit_by_weapon 22 
031D:   actor $4722 hit_by_weapon 26 
jf @COUNT1_11441 
$4748 = 1 // $ = int 

:COUNT1_11441
if or
031D:   actor $4722 hit_by_weapon 25 
031D:   actor $4722 hit_by_weapon 23 
031D:   actor $4722 hit_by_weapon 42 
031D:   actor $4722 hit_by_weapon 31 
031D:   actor $4722 hit_by_weapon 32 
031D:   actor $4722 hit_by_weapon 33 
jf @COUNT1_11501 
$4748 = 1 // $ = int 

:COUNT1_11501
if 
031D:   actor $4722 hit_by_weapon 11 
jf @COUNT1_11526 
$4748 = 1 // $ = int 

:COUNT1_11526
Actor.RemoveReferences($4722)
$4724 = 1 // $ = int 
jump @COUNT1_11771 

:COUNT1_11545
if 
  $4743 == 1 // $ == int 
jf @COUNT1_11771 
if or
0480:   actor $4722 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4722 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_11771 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_11738 
if 
  $4725 == 0 // $ == int 
jf @COUNT1_11738 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4725 = 1 // $ = int 

:COUNT1_11738
if 
  $4723 == 0 // $ == int 
jf @COUNT1_11771 
01CA: actor $4722 kill_player $PLAYER_CHAR 
$4723 = 1 // $ = int 

:COUNT1_11771
if 
  $4782 == 7 // $ == int 
jf @COUNT1_12348 
if 
  $4728 == 0 // $ == int 
jf @COUNT1_12348 
if 
  Actor.Dead($4726)
jf @COUNT1_12072 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_12053 
if or
031D:   actor $4726 hit_by_weapon 12 
031D:   actor $4726 hit_by_weapon 13 
031D:   actor $4726 hit_by_weapon 15 
031D:   actor $4726 hit_by_weapon 16 
031D:   actor $4726 hit_by_weapon 17 
031D:   actor $4726 hit_by_weapon 18 
jf @COUNT1_11908 
$4748 = 1 // $ = int 

:COUNT1_11908
if or
031D:   actor $4726 hit_by_weapon 19 
031D:   actor $4726 hit_by_weapon 20 
031D:   actor $4726 hit_by_weapon 21 
031D:   actor $4726 hit_by_weapon 27 
031D:   actor $4726 hit_by_weapon 22 
031D:   actor $4726 hit_by_weapon 26 
jf @COUNT1_11968 
$4748 = 1 // $ = int 

:COUNT1_11968
if or
031D:   actor $4726 hit_by_weapon 25 
031D:   actor $4726 hit_by_weapon 23 
031D:   actor $4726 hit_by_weapon 42 
031D:   actor $4726 hit_by_weapon 31 
031D:   actor $4726 hit_by_weapon 32 
031D:   actor $4726 hit_by_weapon 33 
jf @COUNT1_12028 
$4748 = 1 // $ = int 

:COUNT1_12028
if 
031D:   actor $4726 hit_by_weapon 11 
jf @COUNT1_12053 
$4748 = 1 // $ = int 

:COUNT1_12053
Actor.RemoveReferences($4726)
$4728 = 1 // $ = int 
jump @COUNT1_12348 

:COUNT1_12072
if 
  $4743 == 1 // $ == int 
jf @COUNT1_12348 
if or
0480:   actor $4726 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4726 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_12348 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_12265 
if 
  $4729 == 0 // $ == int 
jf @COUNT1_12265 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4729 = 1 // $ = int 

:COUNT1_12265
if 
  $4727 == 0 // $ == int 
jf @COUNT1_12319 
009E: set_actor $4726 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4726 kill_player $PLAYER_CHAR 
$4727 = 1 // $ = int 

:COUNT1_12319
009E: set_actor $4726 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4726 kill_player $PLAYER_CHAR 

:COUNT1_12348
if 
  $4782 == 8 // $ == int 
jf @COUNT1_12875 
if 
  $4732 == 0 // $ == int 
jf @COUNT1_12875 
if 
  Actor.Dead($4730)
jf @COUNT1_12649 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_12630 
if or
031D:   actor $4730 hit_by_weapon 12 
031D:   actor $4730 hit_by_weapon 13 
031D:   actor $4730 hit_by_weapon 15 
031D:   actor $4730 hit_by_weapon 16 
031D:   actor $4730 hit_by_weapon 17 
031D:   actor $4730 hit_by_weapon 18 
jf @COUNT1_12485 
$4748 = 1 // $ = int 

:COUNT1_12485
if or
031D:   actor $4730 hit_by_weapon 19 
031D:   actor $4730 hit_by_weapon 20 
031D:   actor $4730 hit_by_weapon 21 
031D:   actor $4730 hit_by_weapon 27 
031D:   actor $4730 hit_by_weapon 22 
031D:   actor $4730 hit_by_weapon 26 
jf @COUNT1_12545 
$4748 = 1 // $ = int 

:COUNT1_12545
if or
031D:   actor $4730 hit_by_weapon 25 
031D:   actor $4730 hit_by_weapon 23 
031D:   actor $4730 hit_by_weapon 42 
031D:   actor $4730 hit_by_weapon 31 
031D:   actor $4730 hit_by_weapon 32 
031D:   actor $4730 hit_by_weapon 33 
jf @COUNT1_12605 
$4748 = 1 // $ = int 

:COUNT1_12605
if 
031D:   actor $4730 hit_by_weapon 11 
jf @COUNT1_12630 
$4748 = 1 // $ = int 

:COUNT1_12630
Actor.RemoveReferences($4730)
$4732 = 1 // $ = int 
jump @COUNT1_12875 

:COUNT1_12649
if 
  $4743 == 1 // $ == int 
jf @COUNT1_12875 
if or
0480:   actor $4730 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4730 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_12875 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_12842 
if 
  $4733 == 0 // $ == int 
jf @COUNT1_12842 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4733 = 1 // $ = int 

:COUNT1_12842
if 
  $4731 == 0 // $ == int 
jf @COUNT1_12875 
01CA: actor $4730 kill_player $PLAYER_CHAR 
$4731 = 1 // $ = int 

:COUNT1_12875
if 
  $4782 == 9 // $ == int 
jf @COUNT1_13402 
if 
  $4736 == 0 // $ == int 
jf @COUNT1_13402 
if 
  Actor.Dead($4734)
jf @COUNT1_13176 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_13157 
if or
031D:   actor $4734 hit_by_weapon 12 
031D:   actor $4734 hit_by_weapon 13 
031D:   actor $4734 hit_by_weapon 15 
031D:   actor $4734 hit_by_weapon 16 
031D:   actor $4734 hit_by_weapon 17 
031D:   actor $4734 hit_by_weapon 18 
jf @COUNT1_13012 
$4748 = 1 // $ = int 

:COUNT1_13012
if or
031D:   actor $4734 hit_by_weapon 19 
031D:   actor $4734 hit_by_weapon 20 
031D:   actor $4734 hit_by_weapon 21 
031D:   actor $4734 hit_by_weapon 27 
031D:   actor $4734 hit_by_weapon 22 
031D:   actor $4734 hit_by_weapon 26 
jf @COUNT1_13072 
$4748 = 1 // $ = int 

:COUNT1_13072
if or
031D:   actor $4734 hit_by_weapon 25 
031D:   actor $4734 hit_by_weapon 23 
031D:   actor $4734 hit_by_weapon 42 
031D:   actor $4734 hit_by_weapon 31 
031D:   actor $4734 hit_by_weapon 32 
031D:   actor $4734 hit_by_weapon 33 
jf @COUNT1_13132 
$4748 = 1 // $ = int 

:COUNT1_13132
if 
031D:   actor $4734 hit_by_weapon 11 
jf @COUNT1_13157 
$4748 = 1 // $ = int 

:COUNT1_13157
Actor.RemoveReferences($4734)
$4736 = 1 // $ = int 
jump @COUNT1_13402 

:COUNT1_13176
if 
  $4743 == 1 // $ == int 
jf @COUNT1_13402 
if or
0480:   actor $4734 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4734 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_13402 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_13369 
if 
  $4737 == 0 // $ == int 
jf @COUNT1_13369 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4737 = 1 // $ = int 

:COUNT1_13369
if 
  $4735 == 0 // $ == int 
jf @COUNT1_13402 
01CA: actor $4734 kill_player $PLAYER_CHAR 
$4735 = 1 // $ = int 

:COUNT1_13402
if 
  $4739 == 0 // $ == int 
jf @COUNT1_13878 
if 
  Actor.Dead($4738)
jf @COUNT1_13685 
$4751 -= 1 // $ -= int 
if 
  $4748 == 0 // $ == int 
jf @COUNT1_13666 
if or
031D:   actor $4738 hit_by_weapon 12 
031D:   actor $4738 hit_by_weapon 13 
031D:   actor $4738 hit_by_weapon 15 
031D:   actor $4738 hit_by_weapon 16 
031D:   actor $4738 hit_by_weapon 17 
031D:   actor $4738 hit_by_weapon 18 
jf @COUNT1_13521 
$4748 = 1 // $ = int 

:COUNT1_13521
if or
031D:   actor $4738 hit_by_weapon 19 
031D:   actor $4738 hit_by_weapon 20 
031D:   actor $4738 hit_by_weapon 21 
031D:   actor $4738 hit_by_weapon 27 
031D:   actor $4738 hit_by_weapon 22 
031D:   actor $4738 hit_by_weapon 26 
jf @COUNT1_13581 
$4748 = 1 // $ = int 

:COUNT1_13581
if or
031D:   actor $4738 hit_by_weapon 25 
031D:   actor $4738 hit_by_weapon 23 
031D:   actor $4738 hit_by_weapon 42 
031D:   actor $4738 hit_by_weapon 31 
031D:   actor $4738 hit_by_weapon 32 
031D:   actor $4738 hit_by_weapon 33 
jf @COUNT1_13641 
$4748 = 1 // $ = int 

:COUNT1_13641
if 
031D:   actor $4738 hit_by_weapon 11 
jf @COUNT1_13666 
$4748 = 1 // $ = int 

:COUNT1_13666
Actor.RemoveReferences($4738)
$4739 = 1 // $ = int 
jump @COUNT1_13878 

:COUNT1_13685
if 
  $4743 == 1 // $ == int 
jf @COUNT1_13878 
if or
0480:   actor $4738 looking_at_death_of_actor_with_pedtype 11 
0123:   actor $4738 spotted_player $PLAYER_CHAR 
00E3:   player $PLAYER_CHAR 0 -659.2997 -1303.446 radius 255.0 255.0 
  $4741 == 1 // $ == int 
  $4747 == 1 // $ == int 
jf @COUNT1_13878 
if 
  $4741 == 0 // $ == int 
jf @COUNT1_13878 
if 
  $4740 == 0 // $ == int 
jf @COUNT1_13878 
00BC: text_highpriority 'CM1_3' time 5000 1  // ~g~You've been spotted!
018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 
$4747 = 1 // $ = int 
$4741 = 1 // $ = int 
$4698 = 1 // $ = int 
$4747 = 1 // $ = int 
$4740 = 1 // $ = int 

:COUNT1_13878
return 

:COUNT1_13880
if 
  40 >= $4750 // int >= $ 
jf @COUNT1_14901 
if 
  6 > $4751 // int > $ 
jf @COUNT1_14901 
if 
  $4752 == 2 // $ == int 
jf @COUNT1_13948 
TIMERB = 0 // @ = int 
$4752 = 0 // $ = int 

:COUNT1_13948
if 
8339:   not anything_in_cube_cornerA -693.25 -1257.23 14.0 cornerB -685.06 -1261.67 17.0 solid 0 car 1 actor 1 object 0 particle 0 
jf @COUNT1_14901 
$4785 = 3000 // $ = int 
if 
002F:   TIMERB >= $4785 // @ >= $ int 
jf @COUNT1_14901 
if 
  $4752 == 0 // $ == int 
jf @COUNT1_14901 
$4753 = -1 // $ = int 
if or
  $4755 == 0 // $ == int 
  $4755 == 2 // $ == int 
jf @COUNT1_14156 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4754, 11, #GDA, -689.73, -1259.37, 15.24)
Actor.Health($4754) = 400
0084: $4753 = $4754 // $ = $ int 
$4755 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14156
if or
  $4757 == 0 // $ == int 
  $4757 == 2 // $ == int 
jf @COUNT1_14251 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4756, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4756 // $ = $ int 
$4757 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14251
if or
  $4759 == 0 // $ == int 
  $4759 == 2 // $ == int 
jf @COUNT1_14346 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4758, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4758 // $ = $ int 
$4759 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14346
if or
  $4761 == 0 // $ == int 
  $4761 == 2 // $ == int 
jf @COUNT1_14441 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4760, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4760 // $ = $ int 
$4761 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14441
if or
  $4763 == 0 // $ == int 
  $4763 == 2 // $ == int 
jf @COUNT1_14536 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4762, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4762 // $ = $ int 
$4763 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14536
if or
  $4765 == 0 // $ == int 
  $4765 == 2 // $ == int 
jf @COUNT1_14631 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4764, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4764 // $ = $ int 
$4765 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14631
if or
  $4767 == 0 // $ == int 
  $4767 == 2 // $ == int 
jf @COUNT1_14726 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4766, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4766 // $ = $ int 
$4767 = 1 // $ = int 
jump @COUNT1_14814 

:COUNT1_14726
if or
  $4769 == 0 // $ == int 
  $4769 == 2 // $ == int 
jf @COUNT1_14814 
0395: clear_area 0 at -689.73 -1259.37 15.24 range 1.0 
Actor.Create($4768, 11, #GDA, -689.73, -1259.37, 15.24)
0084: $4753 = $4768 // $ = $ int 
$4769 = 1 // $ = int 

:COUNT1_14814
if 
  not Actor.Dead($4753)
jf @COUNT1_14901 
if 
   not $4753 == -1 // $ == int 
jf @COUNT1_14901 
0243: set_actor $4753 ped_stats_to 16 
Actor.Angle($4753) = 204.71
0239: actor $4753 run_to -688.4 -1262.07 
$4751 += 1 // $ += int 
$4750 += 1 // $ += int 
$4752 = 1 // $ = int 

:COUNT1_14901
return 

:COUNT1_14903
if 
  $4752 == 1 // $ == int 
jf @COUNT1_15065 
if 
  not Actor.Dead($4753)
jf @COUNT1_15058 
if 
00ED:   actor $4753 0 -688.4 -1262.07 radius 1.0 1.0 
jf @COUNT1_15051 
01B2: give_actor $4753 weapon 15 ammo 30000 // Load the weapon model before using this 
Actor.Health($4753) = 400
02AB: set_actor $4753 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0446: set_actor $4753 dismemberment_possible 0 
009E: set_actor $4753 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4753 kill_player $PLAYER_CHAR 
$4752 = 2 // $ = int 

:COUNT1_15051
jump @COUNT1_15065 

:COUNT1_15058
$4752 = 2 // $ = int 

:COUNT1_15065
return 

:COUNT1_15067
if 
  $4782 == 10 // $ == int 
jf @COUNT1_15174 
if 
  $4755 == 1 // $ == int 
jf @COUNT1_15174 
if 
  Actor.Dead($4754)
jf @COUNT1_15145 
Actor.DestroyWithFade($4754)
$4751 -= 1 // $ -= int 
$4755 = 2 // $ = int 
jump @COUNT1_15174 

:COUNT1_15145
009E: set_actor $4754 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4754 kill_player $PLAYER_CHAR 

:COUNT1_15174
if 
  $4782 == 11 // $ == int 
jf @COUNT1_15281 
if 
  $4757 == 1 // $ == int 
jf @COUNT1_15281 
if 
  Actor.Dead($4756)
jf @COUNT1_15252 
Actor.DestroyWithFade($4756)
$4751 -= 1 // $ -= int 
$4757 = 2 // $ = int 
jump @COUNT1_15281 

:COUNT1_15252
009E: set_actor $4756 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4756 kill_player $PLAYER_CHAR 

:COUNT1_15281
if 
  $4782 == 12 // $ == int 
jf @COUNT1_15388 
if 
  $4759 == 1 // $ == int 
jf @COUNT1_15388 
if 
  Actor.Dead($4758)
jf @COUNT1_15359 
Actor.DestroyWithFade($4758)
$4751 -= 1 // $ -= int 
$4759 = 2 // $ = int 
jump @COUNT1_15388 

:COUNT1_15359
009E: set_actor $4758 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4758 kill_player $PLAYER_CHAR 

:COUNT1_15388
if 
  $4782 == 13 // $ == int 
jf @COUNT1_15495 
if 
  $4761 == 1 // $ == int 
jf @COUNT1_15495 
if 
  Actor.Dead($4760)
jf @COUNT1_15466 
Actor.DestroyWithFade($4760)
$4751 -= 1 // $ -= int 
$4761 = 2 // $ = int 
jump @COUNT1_15495 

:COUNT1_15466
009E: set_actor $4760 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4760 kill_player $PLAYER_CHAR 

:COUNT1_15495
if 
  $4782 == 14 // $ == int 
jf @COUNT1_15602 
if 
  $4763 == 1 // $ == int 
jf @COUNT1_15602 
if 
  Actor.Dead($4762)
jf @COUNT1_15573 
Actor.DestroyWithFade($4762)
$4751 -= 1 // $ -= int 
$4763 = 2 // $ = int 
jump @COUNT1_15602 

:COUNT1_15573
009E: set_actor $4762 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4762 kill_player $PLAYER_CHAR 

:COUNT1_15602
if 
  $4782 == 15 // $ == int 
jf @COUNT1_15709 
if 
  $4765 == 1 // $ == int 
jf @COUNT1_15709 
if 
  Actor.Dead($4764)
jf @COUNT1_15680 
Actor.DestroyWithFade($4764)
$4751 -= 1 // $ -= int 
$4765 = 2 // $ = int 
jump @COUNT1_15709 

:COUNT1_15680
009E: set_actor $4764 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4764 kill_player $PLAYER_CHAR 

:COUNT1_15709
if 
  $4782 == 16 // $ == int 
jf @COUNT1_15816 
if 
  $4767 == 1 // $ == int 
jf @COUNT1_15816 
if 
  Actor.Dead($4766)
jf @COUNT1_15787 
Actor.DestroyWithFade($4766)
$4751 -= 1 // $ -= int 
$4767 = 2 // $ = int 
jump @COUNT1_15816 

:COUNT1_15787
009E: set_actor $4766 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4766 kill_player $PLAYER_CHAR 

:COUNT1_15816
if 
  $4782 == 17 // $ == int 
jf @COUNT1_15923 
if 
  $4769 == 1 // $ == int 
jf @COUNT1_15923 
if 
  Actor.Dead($4768)
jf @COUNT1_15894 
Actor.DestroyWithFade($4768)
$4751 -= 1 // $ -= int 
$4769 = 2 // $ = int 
jump @COUNT1_15923 

:COUNT1_15894
009E: set_actor $4768 follow_path $4744 $4745 $4746 radius 0.5 move_stat 1 
01CA: actor $4768 kill_player $PLAYER_CHAR 

:COUNT1_15923
return 

:COUNT1_15925
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 
0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 
Camera.SetPosition(-691.09, -1242.906, 31.45, 0.0, 0.0, 0.0)
Camera.PointAt(-690.182, -1243.3, 31.46, 2)
0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98 
TIMERA = 0 // @ = int 

:COUNT1_16079
if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
jf @COUNT1_16492 
wait 0 
01BD: $4775 = current_time_in_ms 
if 
  $4747 == 1 // $ == int 
jf @COUNT1_16330 
if 
  $4778 == 0 // $ == int 
jf @COUNT1_16177 
0084: $4776 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_16177
if 
  $4778 == 1 // $ == int 
jf @COUNT1_16237 
0084: $4777 = $4775 // $ = $ int 
0060: $4777 -= $4776 // $ -= $ int 
if 
  $4777 >= 1000 // $ >= int 
jf @COUNT1_16237 
$4778 = 2 // $ = int 

:COUNT1_16237
if 
  $4779 == 0 // $ == int 
jf @COUNT1_16270 
0084: $4781 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_16270
if 
  $4779 == 1 // $ == int 
jf @COUNT1_16330 
0084: $4780 = $4775 // $ = $ int 
0060: $4780 -= $4781 // $ -= $ int 
if 
  $4780 >= 1000 // $ >= int 
jf @COUNT1_16330 
$4779 = 2 // $ = int 

:COUNT1_16330
if 
  TIMERA >= 6000 // @ >= int 
jf @COUNT1_16407 
if 
80ED:   not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 
jf @COUNT1_16407 
Actor.PutAt($PLAYER_ACTOR, -684.9, -1248.98, 30.14)

:COUNT1_16407
gosub @COUNT1_7595 
if 
  $4741 == 1 // $ == int 
jf @COUNT1_16485 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_16464 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_16464
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_16485
jump @COUNT1_16079 

:COUNT1_16492
03D1: play_wav 2 
00BC: text_highpriority 'CNT1_1' time 5000 1  // Who are you? Oooof! Aaiieee! Not the face! Not the face!
03CF: load_wav 'CNT1_2' as 1 

:COUNT1_16523
if 
83D2:   not wav 2 ended 
jf @COUNT1_16836 
wait 0 
01BD: $4775 = current_time_in_ms 
if 
  $4747 == 1 // $ == int 
jf @COUNT1_16751 
if 
  $4778 == 0 // $ == int 
jf @COUNT1_16598 
0084: $4776 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_16598
if 
  $4778 == 1 // $ == int 
jf @COUNT1_16658 
0084: $4777 = $4775 // $ = $ int 
0060: $4777 -= $4776 // $ -= $ int 
if 
  $4777 >= 1000 // $ >= int 
jf @COUNT1_16658 
$4778 = 2 // $ = int 

:COUNT1_16658
if 
  $4779 == 0 // $ == int 
jf @COUNT1_16691 
0084: $4781 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_16691
if 
  $4779 == 1 // $ == int 
jf @COUNT1_16751 
0084: $4780 = $4775 // $ = $ int 
0060: $4780 -= $4781 // $ -= $ int 
if 
  $4780 >= 1000 // $ >= int 
jf @COUNT1_16751 
$4779 = 2 // $ = int 

:COUNT1_16751
gosub @COUNT1_7595 
if 
  $4741 == 1 // $ == int 
jf @COUNT1_16829 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_16808 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_16808
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_16829
jump @COUNT1_16523 

:COUNT1_16836
03D5: remove_text 'CNT1_1'  // Who are you? Oooof! Aaiieee! Not the face! Not the face!

:COUNT1_16846
if 
83D0:   not wav 1 loaded 
jf @COUNT1_17159 
wait 0 
01BD: $4775 = current_time_in_ms 
if 
  $4747 == 1 // $ == int 
jf @COUNT1_17074 
if 
  $4778 == 0 // $ == int 
jf @COUNT1_16921 
0084: $4776 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_16921
if 
  $4778 == 1 // $ == int 
jf @COUNT1_16981 
0084: $4777 = $4775 // $ = $ int 
0060: $4777 -= $4776 // $ -= $ int 
if 
  $4777 >= 1000 // $ >= int 
jf @COUNT1_16981 
$4778 = 2 // $ = int 

:COUNT1_16981
if 
  $4779 == 0 // $ == int 
jf @COUNT1_17014 
0084: $4781 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_17014
if 
  $4779 == 1 // $ == int 
jf @COUNT1_17074 
0084: $4780 = $4775 // $ = $ int 
0060: $4780 -= $4781 // $ -= $ int 
if 
  $4780 >= 1000 // $ >= int 
jf @COUNT1_17074 
$4779 = 2 // $ = int 

:COUNT1_17074
gosub @COUNT1_7595 
if 
  $4741 == 1 // $ == int 
jf @COUNT1_17152 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_17131 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_17131
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_17152
jump @COUNT1_16846 

:COUNT1_17159
03D1: play_wav 1 
00BC: text_highpriority 'CNT1_2' time 5000 1  // Ok, I talk! I talk!

:COUNT1_17178
if 
83D2:   not wav 1 ended 
jf @COUNT1_17491 
wait 0 
01BD: $4775 = current_time_in_ms 
if 
  $4747 == 1 // $ == int 
jf @COUNT1_17406 
if 
  $4778 == 0 // $ == int 
jf @COUNT1_17253 
0084: $4776 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_17253
if 
  $4778 == 1 // $ == int 
jf @COUNT1_17313 
0084: $4777 = $4775 // $ = $ int 
0060: $4777 -= $4776 // $ -= $ int 
if 
  $4777 >= 1000 // $ >= int 
jf @COUNT1_17313 
$4778 = 2 // $ = int 

:COUNT1_17313
if 
  $4779 == 0 // $ == int 
jf @COUNT1_17346 
0084: $4781 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_17346
if 
  $4779 == 1 // $ == int 
jf @COUNT1_17406 
0084: $4780 = $4775 // $ = $ int 
0060: $4780 -= $4781 // $ -= $ int 
if 
  $4780 >= 1000 // $ >= int 
jf @COUNT1_17406 
$4779 = 2 // $ = int 

:COUNT1_17406
gosub @COUNT1_7595 
if 
  $4741 == 1 // $ == int 
jf @COUNT1_17484 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_17463 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_17463
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_17484
jump @COUNT1_17178 

:COUNT1_17491
03D5: remove_text 'CNT1_2'  // Ok, I talk! I talk!
Actor.PutAt($PLAYER_ACTOR, -685.59, -1247.87, 30.14)
Actor.Angle($PLAYER_ACTOR) = 32.24
0395: clear_area 0 at -686.85 -1245.43 30.14 range 2.0 
0395: clear_area 0 at -684.9 -1248.98 30.14 range 2.0 
0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43 
TIMERB = 0 // @ = int 

:COUNT1_17601
if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_18014 
wait 0 
01BD: $4775 = current_time_in_ms 
if 
  $4747 == 1 // $ == int 
jf @COUNT1_17852 
if 
  $4778 == 0 // $ == int 
jf @COUNT1_17699 
0084: $4776 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_17699
if 
  $4778 == 1 // $ == int 
jf @COUNT1_17759 
0084: $4777 = $4775 // $ = $ int 
0060: $4777 -= $4776 // $ -= $ int 
if 
  $4777 >= 1000 // $ >= int 
jf @COUNT1_17759 
$4778 = 2 // $ = int 

:COUNT1_17759
if 
  $4779 == 0 // $ == int 
jf @COUNT1_17792 
0084: $4781 = $4775 // $ = $ int 
$4778 = 1 // $ = int 

:COUNT1_17792
if 
  $4779 == 1 // $ == int 
jf @COUNT1_17852 
0084: $4780 = $4775 // $ = $ int 
0060: $4780 -= $4781 // $ -= $ int 
if 
  $4780 >= 1000 // $ >= int 
jf @COUNT1_17852 
$4779 = 2 // $ = int 

:COUNT1_17852
if 
  TIMERB >= 4000 // @ >= int 
jf @COUNT1_17929 
if 
80ED:   not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 
jf @COUNT1_17929 
Actor.PutAt($PLAYER_ACTOR, -686.85, -1245.43, 30.14)

:COUNT1_17929
gosub @COUNT1_7595 
if 
  $4741 == 1 // $ == int 
jf @COUNT1_18007 
if 
  $4770 == 0 // $ == int 
jf @COUNT1_17986 
TIMERB = 0 // @ = int 
$4770 = 1 // $ = int 

:COUNT1_17986
gosub @COUNT1_13880 
gosub @COUNT1_14903 
gosub @COUNT1_15067 

:COUNT1_18007
jump @COUNT1_17601 

:COUNT1_18014
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
$4771 = 1 // $ = int 
return 

:COUNT1_18052
018E: stop_sound $4742 
Actor.RemoveReferences($4696)
Actor.RemoveReferences($4702)
Actor.RemoveReferences($4706)
Actor.RemoveReferences($4710)
Actor.RemoveReferences($4714)
Actor.RemoveReferences($4718)
Actor.RemoveReferences($4722)
Actor.RemoveReferences($4726)
Actor.RemoveReferences($4730)
Actor.RemoveReferences($4734)
Actor.RemoveReferences($4738)
Actor.RemoveReferences($4754)
Actor.RemoveReferences($4756)
Actor.RemoveReferences($4758)
Actor.RemoveReferences($4760)
Actor.RemoveReferences($4762)
Actor.RemoveReferences($4764)
Actor.RemoveReferences($4766)
Actor.RemoveReferences($4768)
$4786 = 1 // $ = int 
return 

//-------------Mission 35---------------
// Originally: Hit the Courier

:COUNT2
gosub @COUNT2_36 
if 
  wasted_or_busted 
jf @COUNT2_27 
gosub @COUNT2_20129 

:COUNT2_27
gosub @COUNT2_20663 
terminate_this_script 

:COUNT2_36
$ONMISSION = 1 // $ = int 
script_name 'COUNT2' 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'COUNT2' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
$4811 = 0 // $ = int 
$4812 = 0 // $ = int 
$4819 = 0 // $ = int 
$4823 = 0 // $ = int 
$4824 = 0 // $ = int 
$4813 = 0 // $ = int 
$4828 = 0 // $ = int 
$4835 = 0 // $ = int 
$4815 = 0 // $ = int 
$4816 = 0 // $ = int 
$4817 = 0 // $ = int 
$4834 = 0 // $ = int 
$4814 = 0 // $ = int 
$4818 = 0 // $ = int 
$4820 = 0 // $ = int 
$4821 = 0 // $ = int 
$4822 = 0 // $ = int 
$4842 = 0 // $ = int 
$4825 = 0 // $ = int 
$4826 = 0 // $ = int 
$4827 = 0 // $ = int 
$4829 = 0 // $ = int 
$4830 = 0 // $ = int 
$4831 = 0 // $ = int 
$4832 = 0 // $ = int 
$4833 = 0 // $ = int 
$4836 = 0 // $ = int 
$4837 = 0 // $ = int 
$4838 = 0 // $ = int 
$4839 = 0 // $ = int 
$4840 = 0 // $ = int 
$4841 = 0 // $ = int 
$4843 = 0 // $ = int 
$4844 = 0 // $ = int 
$4845 = 0 // $ = int 
$4846 = 0 // $ = int 
$4847 = 0 // $ = int 
$4848 = 0 // $ = int 
$4849 = 0 // $ = int 
$4850 = 0 // $ = int 
$4853 = 0.0 // $ = float 
$4854 = 0.0 // $ = float 
$4855 = 0.0 // $ = float 
$4856 = 0.0 // $ = float 
$4857 = 0.0 // $ = float 
$4858 = 0.0 // $ = float 
$4859 = 0.0 // $ = float 
$4860 = 0.0 // $ = float 
$4861 = 0.0 // $ = float 
$4886 = 0.0 // $ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
$4872 = 0.0 // $ = float 
$4873 = 0.0 // $ = float 
$4874 = 0.0 // $ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
$4851 = 0 // $ = int 
$2607 = 0 // $ = int 
$2560 = 0 // $ = int 
$2561 = 0 // $ = int 
$2562 = 0 // $ = int 
$2563 = 0 // $ = int 
$2565 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$6962 = 0.0 // $ = float 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'CSBUDDY' 
select_interior 18 
Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
038B: load_requested_models 

:COUNT2_809
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @COUNT2_843 
wait 0 
jump @COUNT2_809 

:COUNT2_843
02E4: load_cutscene_data 'CNT_2' 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKELLY' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
0395: clear_area 1 at -1071.579 -281.4316 12.3068 range 3.0 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:COUNT2_1045
if 
  1444 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1080 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1045 

:COUNT2_1080
00BC: text_highpriority 'CNT2_B1' time 10000 1  // Alright, the courier's moving the plates from the docks today.

:COUNT2_1095
if 
  3750 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1130 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1095 

:COUNT2_1130
00BC: text_highpriority 'CNT2_B2' time 10000 1  // I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.

:COUNT2_1145
if 
  7974 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1180 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1145 

:COUNT2_1180
00BC: text_highpriority 'CNT2_B3' time 10000 1  // Now. Depending how well this goes,

:COUNT2_1195
if 
  9975 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1230 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1195 

:COUNT2_1230
00BC: text_highpriority 'CNT2_B4' time 10000 1  // we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.

:COUNT2_1245
if 
  14465 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1280 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1245 

:COUNT2_1280
00BC: text_highpriority 'CNT2_B5' time 10000 1  // Either way, I want green rolling off the presses five minutes after I get back. Got it?

:COUNT2_1295
if 
  18722 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1330 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1295 

:COUNT2_1330
00BC: text_highpriority 'CNT2_B6' time 10000 1  // Don't you worry Tommy. We'll be ready.

:COUNT2_1345
if 
  22232 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1380 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1345 

:COUNT2_1380
00BC: text_highpriority 'CNT2_B7' time 10000 1  // Me an'the boys will be around in the neighborhood case you need any heat taken care of.

:COUNT2_1395
if 
  28537 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1430 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1395 

:COUNT2_1430
00BC: text_highpriority 'CNT2_B8' time 10000 1  // All right, everybody cool? All right. I'll catch you later...

:COUNT2_1445
if 
  30268 > $CUT_SCENE_TIME // int > $ 
jf @COUNT2_1480 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @COUNT2_1445 

:COUNT2_1480
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:COUNT2_1497
if 
  fading 
jf @COUNT2_1521 
wait 0 
jump @COUNT2_1497 

:COUNT2_1521
if 
82E9:   not cutscene_reached_end 
jf @COUNT2_1545 
wait 0 
jump @COUNT2_1521 

:COUNT2_1545
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
select_interior 0 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#SENTINEL)
Model.Load(#COLT45)
Model.Load(#BRIEFCASE)
Model.Load(#MAVERICK)
Model.Load(#SNIPER)
Model.Load(#TEC9)
Model.Load(#HFORI)
Model.Load(#HFYBU)
Model.Load(#WFYRI)
Model.Load(#WFORI)
Model.Load(#BFYST)
Model.Load(#WFYBU)
Model.Load(#UZI)
Model.Load(#CHROMEGUN)
Model.Load(#JETMAX)
038B: load_requested_models 

:COUNT2_1670
if or
  not Model.Available(#SENTINEL)
  not Model.Available(#COLT45)
  not Model.Available(#HFORI)
  not Model.Available(#HFYBU)
  not Model.Available(#WFYRI)
  not Model.Available(#WFORI)
jf @COUNT2_1718 
wait 0 
jump @COUNT2_1670 

:COUNT2_1718
if or
  not Model.Available(#BRIEFCASE)
  not Model.Available(#MAVERICK)
  not Model.Available(#SNIPER)
  not Model.Available(#TEC9)
  not Model.Available(#BFYST)
  not Model.Available(#WFYBU)
jf @COUNT2_1767 
wait 0 
jump @COUNT2_1718 

:COUNT2_1767
if or
  not Model.Available(#CHROMEGUN)
  not Model.Available(#UZI)
  not Model.Available(#JETMAX)
jf @COUNT2_1804 
wait 0 
jump @COUNT2_1767 

:COUNT2_1804
Car.Create($10086, #JETMAX, -665.8938, -1577.31, 7.5715)
Car.Angle($10086) = 245.3681
Marker.CreateAboveCar($10092, $10086)
0165: set_marker $10092 color_to 2 
018B: set_marker $10092 display 2 
Car.Create($10087, #JETMAX, -359.1947, -1740.607, 8.04)
Car.Angle($10087) = 220.3246
0323: enable_boat $10087 anchor 0 
Car.Create($4791, #MAVERICK, -1061.335, -228.4957, 39.8141)
Car.Health($4791) = 300
0587: set_load_collision_for_car $4791 flag 0 
04BA: set_car $4791 speed_instantly 10.0 
0129: $4799 = create_actor 9 #WFORI in_car $4791 driverseat 
054A: set_actor $4799 can_be_shot_in_a_car 0 
01B2: give_actor $4799 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4799 threat_search 
011A: set_actor $4799 search_threat 1 
011A: set_actor $4799 search_threat 4194304 
0243: set_actor $4799 ped_stats_to 16 
0319: set_actor $4799 running 1 
0245: set_actor $4799 walk_style_to 46 
0588: set_load_collision_for_actor $4799 flag 0 
01C8: $4800 = create_actor_pedtype 9 model #HFYBU in_car $4791 passenger_seat 0 
054A: set_actor $4800 can_be_shot_in_a_car 0 
01B2: give_actor $4800 weapon 19 ammo 12 // Load the weapon model before using this 
01ED: clear_actor $4800 threat_search 
011A: set_actor $4800 search_threat 1 
011A: set_actor $4800 search_threat 4194304 
0243: set_actor $4800 ped_stats_to 16 
0319: set_actor $4800 running 1 
0245: set_actor $4800 walk_style_to 46 
0588: set_load_collision_for_actor $4800 flag 0 
Marker.CreateAboveActor($4191, $4800)
0168: set_marker $4191 size 3 
04A2: heli $4791 fly_to -372.344 -1739.24 39.0715 speed 26 
04BA: set_car $4791 speed_instantly 15.0 
$4812 = 1 // $ = int 
fade 1 1500 

:COUNT2_2167
if 
  fading 
jf @COUNT2_2191 
wait 0 
jump @COUNT2_2167 

:COUNT2_2191
00BC: text_highpriority 'SBOB260' time 30000 1 
018A: $4852 = create_checkpoint_at -370.7796 -1739.956 11.6376 
0481: set_enter_car_range_multiplier 10.0 
0482: set_threat_reaction_range_multiplier 3.0 
Car.Create($4787, #SENTINEL, -707.2035, -1549.606, 11.4769)
0229: set_car $4787 color_to 10 0 
Car.Angle($4787) = 66.0
Car.SetMaxSpeed($4787, 15.0)
2@ = 0.0 // @ = float 
00AE: set_vehicle $4787 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($4787, True)
0466: set_car $4787 change_lane 0 
03ED: set_car $4787 not_damaged_when_upside_down 1 
Car.SetToNormalDriver($4787)
04BD: set_car $4787 is_part_of_convoy 1 
00AF: set_car $4787 driver_behaviour_to 11 
Car.Create($4788, #SENTINEL, -708.85, -1553.722, 11.4936)
0229: set_car $4788 color_to 0 0 
Car.Angle($4788) = 66.0
Car.SetMaxSpeed($4788, 15.0)
5@ = 0.0 // @ = float 
00AE: set_vehicle $4788 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($4788, True)
0466: set_car $4788 change_lane 0 
03ED: set_car $4788 not_damaged_when_upside_down 1 
020A: set_car $4788 door_status_to 3 
Car.SetToNormalDriver($4788)
04BD: set_car $4788 is_part_of_convoy 1 
00AF: set_car $4788 driver_behaviour_to 11 
Car.Create($4789, #SENTINEL, -710.5004, -1557.811, 11.5109)
0229: set_car $4789 color_to 10 0 
Car.Angle($4789) = 66.0
Car.SetMaxSpeed($4789, 15.0)
8@ = 0.0 // @ = float 
00AE: set_vehicle $4789 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($4789, True)
0466: set_car $4789 change_lane 0 
03ED: set_car $4789 not_damaged_when_upside_down 1 
Car.SetToNormalDriver($4789)
04BD: set_car $4789 is_part_of_convoy 1 
00AF: set_car $4789 driver_behaviour_to 11 
Actor.Create($4793, 9, #HFORI, -718.9443, -1530.91, 11.2232)
Actor.Angle($4793) = 299.6208
054A: set_actor $4793 can_be_shot_in_a_car 0 
01B2: give_actor $4793 weapon 19 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $4793 threat_search 
011A: set_actor $4793 search_threat 1 
011A: set_actor $4793 search_threat 4194304 
011A: set_actor $4793 search_threat 1048576 
0243: set_actor $4793 ped_stats_to 16 
0319: set_actor $4793 running 1 
0194: set_actor $4793 objective_to_guard_point -718.9443 -1530.91 11.2232 
0245: set_actor $4793 walk_style_to 46 
Actor.Create($4794, 9, #HFORI, -716.1127, -1533.785, 11.2238)
Actor.Angle($4794) = 258.1555
01B2: give_actor $4794 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4794 threat_search 
011A: set_actor $4794 search_threat 1 
011A: set_actor $4794 search_threat 4194304 
011A: set_actor $4794 search_threat 1048576 
0243: set_actor $4794 ped_stats_to 16 
0319: set_actor $4794 running 1 
0372: set_actor $4794 anim 24 wait_state_time 60000000 ms 
0194: set_actor $4794 objective_to_guard_point -716.1127 -1533.785 11.2238 
0245: set_actor $4794 walk_style_to 46 
Actor.Create($4795, 9, #WFORI, -715.5613, -1535.627, 11.2565)
Actor.Angle($4795) = 16.6536
01B2: give_actor $4795 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4795 threat_search 
011A: set_actor $4795 search_threat 1 
011A: set_actor $4795 search_threat 4194304 
011A: set_actor $4795 search_threat 1048576 
0243: set_actor $4795 ped_stats_to 16 
0319: set_actor $4795 running 1 
0372: set_actor $4795 anim 19 wait_state_time 60000000 ms 
0194: set_actor $4795 objective_to_guard_point -715.5613 -1535.627 11.2565 
0245: set_actor $4795 walk_style_to 46 
Actor.Create($4796, 9, #WFYRI, -710.0019, -1543.779, 11.4329)
Actor.Angle($4796) = 22.8506
01B2: give_actor $4796 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4796 threat_search 
011A: set_actor $4796 search_threat 1 
011A: set_actor $4796 search_threat 4194304 
011A: set_actor $4796 search_threat 1048576 
0243: set_actor $4796 ped_stats_to 16 
0319: set_actor $4796 running 1 
0372: set_actor $4796 anim 13 wait_state_time 60000000 ms 
0194: set_actor $4796 objective_to_guard_point -710.0019 -1543.779 11.4329 
0245: set_actor $4796 walk_style_to 46 
Actor.Create($4797, 9, #WFORI, -681.0981, -1557.247, 11.4438)
Actor.Angle($4797) = 334.7375
01B2: give_actor $4797 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4797 threat_search 
011A: set_actor $4797 search_threat 1 
011A: set_actor $4797 search_threat 4194304 
011A: set_actor $4797 search_threat 1048576 
0243: set_actor $4797 ped_stats_to 16 
0319: set_actor $4797 running 1 
0194: set_actor $4797 objective_to_guard_point -681.0981 -1557.247 11.4438 
0245: set_actor $4797 walk_style_to 46 
Actor.Create($4798, 9, #WFYBU, -679.4094, -1559.045, 11.4483)
Actor.Angle($4798) = 223.2479
01B2: give_actor $4798 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4798 threat_search 
011A: set_actor $4798 search_threat 1 
011A: set_actor $4798 search_threat 4194304 
011A: set_actor $4798 search_threat 1048576 
0243: set_actor $4798 ped_stats_to 16 
0319: set_actor $4798 running 1 
0194: set_actor $4798 objective_to_guard_point -679.4094 -1559.045 11.4483 
0245: set_actor $4798 walk_style_to 46 
Actor.Create($4802, 9, #HFORI, -718.4953, -1560.214, 13.858)
Actor.Angle($4802) = 14.0515
01B2: give_actor $4802 weapon 19 ammo 2 // Load the weapon model before using this 
01ED: clear_actor $4802 threat_search 
011A: set_actor $4802 search_threat 1 
011A: set_actor $4802 search_threat 4194304 
011A: set_actor $4802 search_threat 1048576 
0243: set_actor $4802 ped_stats_to 16 
0319: set_actor $4802 running 1 
0194: set_actor $4802 objective_to_guard_point -718.4953 -1560.214 13.858 
0245: set_actor $4802 walk_style_to 46 
Actor.Create($4803, 9, #WFYBU, -722.6389, -1557.029, 13.8587)
Actor.Angle($4803) = 344.0981
01B2: give_actor $4803 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4803 threat_search 
011A: set_actor $4803 search_threat 1 
011A: set_actor $4803 search_threat 4194304 
011A: set_actor $4803 search_threat 1048576 
0243: set_actor $4803 ped_stats_to 16 
0319: set_actor $4803 running 1 
0194: set_actor $4803 objective_to_guard_point -722.6389 -1557.029 13.8587 
0245: set_actor $4803 walk_style_to 46 
Actor.Create($4804, 9, #WFYRI, -721.5871, -1542.477, 13.8572)
Actor.Angle($4804) = 344.0981
01B2: give_actor $4804 weapon 23 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4804 threat_search 
011A: set_actor $4804 search_threat 1 
011A: set_actor $4804 search_threat 4194304 
011A: set_actor $4804 search_threat 1048576 
0243: set_actor $4804 ped_stats_to 16 
0319: set_actor $4804 running 1 
0194: set_actor $4804 objective_to_guard_point -721.5871 -1542.477 13.8572 
0245: set_actor $4804 walk_style_to 46 
Actor.Create($4805, 9, #WFYRI, -721.0208, -1548.822, 11.4844)
Actor.Angle($4805) = 263.0088
01B2: give_actor $4805 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4805 threat_search 
011A: set_actor $4805 search_threat 1 
011A: set_actor $4805 search_threat 4194304 
011A: set_actor $4805 search_threat 1048576 
0243: set_actor $4805 ped_stats_to 16 
0319: set_actor $4805 running 1 
0194: set_actor $4805 objective_to_guard_point -721.0208 -1548.822 11.4844 
0245: set_actor $4805 walk_style_to 46 
Actor.Create($4806, 9, #BFYST, -703.3905, -1573.135, 15.6165)
Actor.Angle($4806) = 312.8055
01B2: give_actor $4806 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4806 threat_search 
011A: set_actor $4806 search_threat 1 
011A: set_actor $4806 search_threat 4194304 
011A: set_actor $4806 search_threat 1048576 
0243: set_actor $4806 ped_stats_to 16 
0319: set_actor $4806 running 1 
04C6: actor $4806 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $4806 maintain_position_when_attacked 1 
0291: set_actor $4806 heed_threats 1 
Actor.Create($4807, 9, #BFYST, -671.947, -1553.906, 22.7296)
Actor.Angle($4807) = 3.9435
01B2: give_actor $4807 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4807 threat_search 
011A: set_actor $4807 search_threat 1 
011A: set_actor $4807 search_threat 4194304 
011A: set_actor $4807 search_threat 1048576 
0243: set_actor $4807 ped_stats_to 16 
0319: set_actor $4807 running 1 
04C6: actor $4807 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $4807 maintain_position_when_attacked 1 
0291: set_actor $4807 heed_threats 1 
Actor.Create($4808, 9, #BFYST, -722.8923, -1528.647, 15.904)
Actor.Angle($4808) = 331.8096
01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4808 threat_search 
011A: set_actor $4808 search_threat 1 
011A: set_actor $4808 search_threat 4194304 
011A: set_actor $4808 search_threat 1048576 
0243: set_actor $4808 ped_stats_to 16 
0319: set_actor $4808 running 1 
04C6: actor $4808 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $4808 maintain_position_when_attacked 1 
0291: set_actor $4808 heed_threats 1 
Actor.Create($4809, 9, #BFYST, -728.5547, -1554.013, 21.8729)
Actor.Angle($4809) = 275.5398
01B2: give_actor $4809 weapon 28 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4809 threat_search 
011A: set_actor $4809 search_threat 1 
011A: set_actor $4809 search_threat 4194304 
011A: set_actor $4809 search_threat 1048576 
0243: set_actor $4809 ped_stats_to 16 
0319: set_actor $4809 running 1 
04C6: actor $4809 aim_gun_at_actor $PLAYER_ACTOR 
0350: set_actor $4809 maintain_position_when_attacked 1 
0291: set_actor $4809 heed_threats 1 
Actor.Create($4810, 9, #WFYRI, -721.8732, -1500.1, 10.3946)
Actor.Angle($4810) = 44.3659
01B2: give_actor $4810 weapon 19 ammo 9999 // Load the weapon model before using this 
0319: set_actor $4810 running 1 
0243: set_actor $4810 ped_stats_to 16 
Actor.Create($10094, 9, #WFYRI, -383.9555, -1733.541, 11.6376)
Actor.Angle($10094) = 51.5299
01B2: give_actor $10094 weapon 23 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10094 maintain_position_when_attacked 1 
01CA: actor $10094 kill_player $PLAYER_CHAR 
02E2: set_actor $10094 weapon_accuracy_to 80 
Actor.Create($10095, 9, #WFORI, -378.1524, -1729.416, 8.04)
Actor.Angle($10095) = 54.3266
01B2: give_actor $10095 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
01CA: actor $10095 kill_player $PLAYER_CHAR 
02E2: set_actor $10095 weapon_accuracy_to 80 
Actor.Create($10096, 9, #WFYBU, -363.8761, -1738.855, 9.2958)
Actor.Angle($10096) = 326.3025
01B2: give_actor $10096 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10096 maintain_position_when_attacked 1 
01CA: actor $10096 kill_player $PLAYER_CHAR 
02E2: set_actor $10096 weapon_accuracy_to 80 
Actor.Create($10097, 9, #HFORI, -366.0887, -1730.066, 8.04)
Actor.Angle($10097) = 246.7151
01B2: give_actor $10097 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10097 maintain_position_when_attacked 1 
01CA: actor $10097 kill_player $PLAYER_CHAR 
02E2: set_actor $10097 weapon_accuracy_to 85 
0464: put_actor $10097 into_turret_on_car $10087 at_car_offset -1.4242 -0.0679 1.8322 position 3 angle 270.0 with_weapon 23 
Actor.Create($10098, 9, #HFORI, -672.1998, -1570.841, 12.5233)
Actor.Angle($10098) = 246.7151
01B2: give_actor $10098 weapon 19 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10098 maintain_position_when_attacked 1 
01CA: actor $10098 kill_player $PLAYER_CHAR 
02E2: set_actor $10098 weapon_accuracy_to 90 
Actor.Create($10099, 9, #BFYST, -672.6171, -1576.473, 12.5467)
Actor.Angle($10099) = 246.7151
01B2: give_actor $10099 weapon 19 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10099 maintain_position_when_attacked 1 
01CA: actor $10099 kill_player $PLAYER_CHAR 
02E2: set_actor $10099 weapon_accuracy_to 90 
TIMERA = 3000 // @ = int 
TIMERB = 3000 // @ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @COUNT2_4776 
Car.Create($4791, #MAVERICK, 408.198, -1726.195, 84.1376)

:COUNT2_4776
wait 0 
0395: clear_area 1 at -582.7369 -1508.002 8.1376 range 9.0 
0395: clear_area 1 at -756.0304 -1078.002 6.9868 range 2.0 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
01BD: $4811 = current_time_in_ms 
$2565 += 1 // $ += int 
if 
  $2565 > 3 // $ > int 
jf @COUNT2_4879 
$2565 = 0 // $ = int 

:COUNT2_4879
if 
  $2565 == 0 // $ == int 
jf @COUNT2_6956 
if 
  $4843 == 0 // $ == int 
jf @COUNT2_5025 
if 
  not Car.Wrecked($4791)
jf @COUNT2_5025 
if 
00DC:   player $PLAYER_CHAR in_car $4791 
jf @COUNT2_5025 
if 
  not Actor.Dead($4806)
jf @COUNT2_4984 
01B2: give_actor $4806 weapon 19 ammo 999 // Load the weapon model before using this 
01D9: actor $4806 destroy_car $4791 

:COUNT2_4984
if 
  not Actor.Dead($4807)
jf @COUNT2_5018 
01B2: give_actor $4807 weapon 19 ammo 999 // Load the weapon model before using this 
01D9: actor $4807 destroy_car $4791 

:COUNT2_5018
$4843 = 1 // $ = int 

:COUNT2_5025
if 
  not Actor.Dead($4793)
jf @COUNT2_6669 
if 
  Actor.Driving($4793)
jf @COUNT2_6333 
Car.RemoveReferences($4787)
$4787 = Actor.CurrentCar($4793)
Car.StorePos($4787, 0@, 1@, $447)
if 
  $4816 == -1 // $ == int 
jf @COUNT2_5116 
TIMERA = 0 // @ = int 
$4816 = 0 // $ = int 

:COUNT2_5116
if 
  $4816 == 0 // $ == int 
jf @COUNT2_5466 
if 
  $4812 > 4 // $ > int 
jf @COUNT2_5466 
if 
  TIMERA > 2500 // @ > int 
jf @COUNT2_5466 
if 
  $4814 == 1 // $ == int 
jf @COUNT2_5293 
Car.SetMaxSpeed($4787, 100.0)
2@ = 100.0 // @ = float 
00AE: set_vehicle $4787 traffic_behavior_to 2 
00AF: set_car $4787 driver_behaviour_to 2 
0084: $4829 = $4811 // $ = $ int 
$4816 = 1 // $ = int 
$4820 = 0 // $ = int 
if 
  $4812 == 7 // $ == int 
jf @COUNT2_5286 
0084: $4824 = $4811 // $ = $ int 
$4824 += 250 // $ += int 
$4812 = 8 // $ = int 

:COUNT2_5286
jump @COUNT2_5466 

:COUNT2_5293
if 
  $4812 > 6 // $ > int 
jf @COUNT2_5466 
Car.SetMaxSpeed($4787, 15.0)
2@ = 15.0 // @ = float 
00AE: set_vehicle $4787 traffic_behavior_to 2 
if 
  $4836 == 0 // $ == int 
jf @COUNT2_5383 
Car.DriveTo($4787, -1133.062, -342.2911, 9.8989)
jump @COUNT2_5403 

:COUNT2_5383
02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 

:COUNT2_5403
$4816 = 2 // $ = int 
$4820 = 0 // $ = int 
0084: $4829 = $4811 // $ = $ int 
if 
  $4812 == 7 // $ == int 
jf @COUNT2_5466 
$4812 = 8 // $ = int 
0084: $4824 = $4811 // $ = $ int 
$4824 += 750 // $ += int 

:COUNT2_5466
if 
01FC:   player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 
jf @COUNT2_5511 
Car.ImmuneToNonPlayer($4787, False)
jump @COUNT2_5518 

:COUNT2_5511
Car.ImmuneToNonPlayer($4787, True)

:COUNT2_5518
if 
00DC:   player $PLAYER_CHAR in_car $4787 
jf @COUNT2_5545 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_5545
if 
  $4839 == 0 // $ == int 
jf @COUNT2_5608 
if 
01AD:   car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0 
jf @COUNT2_5608 
$4839 = 1 // $ = int 

:COUNT2_5608
if 
  $4839 == 0 // $ == int 
jf @COUNT2_5775 
if 
   not 2@ == 0.0 // @ == float 
jf @COUNT2_5775 
0084: $4880 = $4787 // $ = $ int 
0084: $4881 = $4820 // $ = $ int 
0084: $4882 = $4829 // $ = $ int 
0086: $4877 = $4853 // $ = $ float 
0086: $4878 = $4854 // $ = $ float 
0086: $4879 = $4855 // $ = $ float 
gosub @COUNT2_21684 
0084: $4820 = $4881 // $ = $ int 
0084: $4829 = $4882 // $ = $ int 
0086: $4853 = $4877 // $ = $ float 
0086: $4854 = $4878 // $ = $ float 
0086: $4855 = $4879 // $ = $ float 
if 
  $4820 == -9 // $ == int 
jf @COUNT2_5775 
046B: actor $4793 leave_car $4787 and_flee 
$4820 = 0 // $ = int 

:COUNT2_5775
if 
  $4816 > 0 // $ > int 
jf @COUNT2_6326 
$4825 = Car.Health($4787)
if 
  $4814 > 0 // $ > int 
jf @COUNT2_5844 
if 
  $4816 == 2 // $ == int 
jf @COUNT2_5844 
$4816 = 0 // $ = int 

:COUNT2_5844
if 
  900 > $4825 // int > $ 
jf @COUNT2_5913 
if 
  $4814 == 0 // $ == int 
jf @COUNT2_5913 
if 
  $4816 == 2 // $ == int 
jf @COUNT2_5913 
$4816 = 0 // $ = int 
$4814 = 1 // $ = int 

:COUNT2_5913
if 
  300 > $4825 // int > $ 
jf @COUNT2_5940 
046B: actor $4793 leave_car $4787 and_flee 

:COUNT2_5940
Car.StorePos($4787, 0@, 1@, $447)
0088: $6958 = 0@ // $ = @ float 
$6958 -= -963.9817 // $ -= float 
0088: $6959 = 1@ // $ = @ float 
$6959 -= 322.1035 // $ -= float 
0069: $6958 *= $6958 // $ *= $ float 
0069: $6959 *= $6959 // $ *= $ float 
0059: $6958 += $6959 // $ += $ float 
01FB: 9@ = square_root $6958 
if 
  $4814 == 0 // $ == int 
jf @COUNT2_6216 
if 
  $4836 == 0 // $ == int 
jf @COUNT2_6123 
if 
01AD:   car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_6123 
02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 
$4836 = 1 // $ = int 

:COUNT2_6123
0088: $4865 = 10@ // $ = @ float 
0067: $4865 -= 9@ // $ -= @ float 
if 
  $4865 > 20.0 // $ > float 
jf @COUNT2_6196 
Car.SetMaxSpeed($4787, 0.0)
0477: set_car $4787 action 1 time 100 
2@ = 0.0 // @ = float 
jump @COUNT2_6216 

:COUNT2_6196
Car.SetMaxSpeed($4787, 15.0)
2@ = 15.0 // @ = float 

:COUNT2_6216
if 
  $4816 == 1 // $ == int 
jf @COUNT2_6319 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_6319 
0084: $4867 = $4787 // $ = $ int 
$4868 = -1 // $ = int 
gosub @COUNT2_20782 
0089: 2@ = $6962 // @ = $ float 
if 
01FC:   player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 
jf @COUNT2_6319 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_6319
gosub @COUNT2_22382 

:COUNT2_6326
jump @COUNT2_6662 

:COUNT2_6333
$4816 = -1 // $ = int 
if 
  $4812 > 4 // $ > int 
jf @COUNT2_6662 
if 
00E9:   player $PLAYER_CHAR 0 $4793 radius 40.0 40.0 
jf @COUNT2_6564 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_6420 
01CA: actor $4793 kill_player $PLAYER_CHAR 
jump @COUNT2_6557 

:COUNT2_6420
if 
00E9:   player $PLAYER_CHAR 0 $4793 radius 25.0 25.0 
jf @COUNT2_6466 
01CA: actor $4793 kill_player $PLAYER_CHAR 
jump @COUNT2_6557 

:COUNT2_6466
0084: $4869 = $4793 // $ = $ int 
if 
  not Car.Wrecked($4787)
jf @COUNT2_6550 
if 
0202:   actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 
jf @COUNT2_6536 
01D5: actor $4793 go_to_and_drive_car $4787 
jump @COUNT2_6543 

:COUNT2_6536
gosub @COUNT2_21049 

:COUNT2_6543
jump @COUNT2_6557 

:COUNT2_6550
gosub @COUNT2_21049 

:COUNT2_6557
jump @COUNT2_6655 

:COUNT2_6564
0084: $4869 = $4793 // $ = $ int 
if 
  not Car.Wrecked($4787)
jf @COUNT2_6648 
if 
0202:   actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 
jf @COUNT2_6634 
01D5: actor $4793 go_to_and_drive_car $4787 
jump @COUNT2_6641 

:COUNT2_6634
gosub @COUNT2_21049 

:COUNT2_6641
jump @COUNT2_6655 

:COUNT2_6648
gosub @COUNT2_21049 

:COUNT2_6655
gosub @COUNT2_22382 

:COUNT2_6662
jump @COUNT2_6956 

:COUNT2_6669
Actor.RemoveReferences($4793)
if 
  not Actor.Dead($4794)
jf @COUNT2_6814 
0084: $4793 = $4794 // $ = $ int 
$4794 = -1 // $ = int 
if 
  not Actor.Dead($4795)
jf @COUNT2_6756 
01DE: tie_actor $4795 to_actor $4793 
if 
831F:   not actor $4795 in_range_of_actor $4793 
jf @COUNT2_6756 
01CC: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_6756
if 
  not Actor.Dead($4796)
jf @COUNT2_6807 
01DE: tie_actor $4796 to_actor $4793 
if 
831F:   not actor $4796 in_range_of_actor $4793 
jf @COUNT2_6807 
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_6807
jump @COUNT2_6956 

:COUNT2_6814
Actor.RemoveReferences($4794)
if 
  not Actor.Dead($4795)
jf @COUNT2_6908 
0084: $4793 = $4795 // $ = $ int 
$4795 = -1 // $ = int 
if 
  not Actor.Dead($4796)
jf @COUNT2_6901 
01DE: tie_actor $4796 to_actor $4793 
if 
831F:   not actor $4796 in_range_of_actor $4793 
jf @COUNT2_6901 
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_6901
jump @COUNT2_6956 

:COUNT2_6908
Actor.RemoveReferences($4795)
if 
  not Actor.Dead($4796)
jf @COUNT2_6951 
0084: $4793 = $4796 // $ = $ int 
$4796 = -1 // $ = int 
jump @COUNT2_6956 

:COUNT2_6951
Actor.RemoveReferences($4796)

:COUNT2_6956
if 
  $2565 == 1 // $ == int 
jf @COUNT2_11500 
if 
  $4812 > 4 // $ > int 
jf @COUNT2_7608 
if 
  not Actor.Dead($4793)
jf @COUNT2_7275 
if 
  $4832 == 0 // $ == int 
jf @COUNT2_7184 
if 
  not Car.Wrecked($4787)
jf @COUNT2_7152 
if 
  not Actor.Dead($4794)
jf @COUNT2_7066 
01DE: tie_actor $4794 to_actor $4793 

:COUNT2_7066
if 
  not Actor.Dead($4795)
jf @COUNT2_7090 
01DE: tie_actor $4795 to_actor $4793 

:COUNT2_7090
if 
  not Actor.Dead($4796)
jf @COUNT2_7114 
01DE: tie_actor $4796 to_actor $4793 

:COUNT2_7114
if 
  not Actor.Driving($4793)
jf @COUNT2_7145 
01D5: actor $4793 go_to_and_drive_car $4787 
$4832 = 1 // $ = int 

:COUNT2_7145
jump @COUNT2_7177 

:COUNT2_7152
if 
  $4814 == 0 // $ == int 
jf @COUNT2_7177 
$4814 = 1 // $ = int 

:COUNT2_7177
jump @COUNT2_7268 

:COUNT2_7184
if 
  $4814 == 1 // $ == int 
jf @COUNT2_7268 
if 
  Actor.Driving($4793)
jf @COUNT2_7225 
$4832 = 2 // $ = int 

:COUNT2_7225
if 
  $4832 == 1 // $ == int 
jf @COUNT2_7268 
011C: actor $4793 clear_objective 
009F: set_actor $4793 idle 
01CA: actor $4793 kill_player $PLAYER_CHAR 
$4832 = 2 // $ = int 

:COUNT2_7268
jump @COUNT2_7300 

:COUNT2_7275
if 
  $4814 == 0 // $ == int 
jf @COUNT2_7300 
$4814 = 1 // $ = int 

:COUNT2_7300
if 
  not Actor.Dead($4802)
jf @COUNT2_7583 
if 
  $4833 == 0 // $ == int 
jf @COUNT2_7492 
if 
  not Car.Wrecked($4789)
jf @COUNT2_7460 
if 
  not Actor.Dead($4803)
jf @COUNT2_7374 
01DE: tie_actor $4803 to_actor $4802 

:COUNT2_7374
if 
  not Actor.Dead($4804)
jf @COUNT2_7398 
01DE: tie_actor $4804 to_actor $4802 

:COUNT2_7398
if 
  not Actor.Dead($4805)
jf @COUNT2_7422 
01DE: tie_actor $4805 to_actor $4802 

:COUNT2_7422
if 
  not Actor.Driving($4802)
jf @COUNT2_7453 
01D5: actor $4802 go_to_and_drive_car $4789 
$4833 = 1 // $ = int 

:COUNT2_7453
jump @COUNT2_7485 

:COUNT2_7460
if 
  $4814 == 0 // $ == int 
jf @COUNT2_7485 
$4814 = 1 // $ = int 

:COUNT2_7485
jump @COUNT2_7576 

:COUNT2_7492
if 
  $4814 == 1 // $ == int 
jf @COUNT2_7576 
if 
  Actor.Driving($4802)
jf @COUNT2_7533 
$4833 = 2 // $ = int 

:COUNT2_7533
if 
  $4833 == 1 // $ == int 
jf @COUNT2_7576 
011C: actor $4802 clear_objective 
009F: set_actor $4802 idle 
01CA: actor $4802 kill_player $PLAYER_CHAR 
$4833 = 2 // $ = int 

:COUNT2_7576
jump @COUNT2_7608 

:COUNT2_7583
if 
  $4814 == 0 // $ == int 
jf @COUNT2_7608 
$4814 = 1 // $ = int 

:COUNT2_7608
if 
  not Actor.Dead($4810)
jf @COUNT2_7971 
if 
00E4:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
jf @COUNT2_7743 
if 
  $4851 == 0 // $ == int 
jf @COUNT2_7736 
if 
  $2563 == 0 // $ == int 
jf @COUNT2_7721 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 6000 // $ += int 

:COUNT2_7721
01D2: actor $4810 follow_player $PLAYER_CHAR 
$4851 = 1 // $ = int 

:COUNT2_7736
jump @COUNT2_7853 

:COUNT2_7743
if or
00E4:   player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0 
00E4:   player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0 
jf @COUNT2_7823 
01CA: actor $4810 kill_player $PLAYER_CHAR 
jump @COUNT2_7853 

:COUNT2_7823
if 
  $4851 == 1 // $ == int 
jf @COUNT2_7853 
011C: actor $4810 clear_objective 
$4851 = 0 // $ = int 

:COUNT2_7853
if 
00E5:   player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 
jf @COUNT2_7964 
if 
   not $4851 == 2 // $ == int 
jf @COUNT2_7964 
01ED: clear_actor $4810 threat_search 
011A: set_actor $4810 search_threat 1 
011A: set_actor $4810 search_threat 4194304 
011A: set_actor $4810 search_threat 1048576 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $4810 destroy_car $4790 
$4851 = 2 // $ = int 

:COUNT2_7964
jump @COUNT2_8001 

:COUNT2_7971
Actor.RemoveReferences($4810)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8001 
$4814 = 1 // $ = int 

:COUNT2_8001
if 
  Actor.Dead($4793)
jf @COUNT2_8054 
Actor.RemoveReferences($4793)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8047 
$4814 = 1 // $ = int 

:COUNT2_8047
jump @COUNT2_8087 

:COUNT2_8054
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8087 
01CA: actor $4793 kill_player $PLAYER_CHAR 

:COUNT2_8087
if 
  Actor.Dead($4794)
jf @COUNT2_8140 
Actor.RemoveReferences($4794)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8133 
$4814 = 1 // $ = int 

:COUNT2_8133
jump @COUNT2_8173 

:COUNT2_8140
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8173 
01CA: actor $4794 kill_player $PLAYER_CHAR 

:COUNT2_8173
if 
  Actor.Dead($4795)
jf @COUNT2_8226 
Actor.RemoveReferences($4795)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8219 
$4814 = 1 // $ = int 

:COUNT2_8219
jump @COUNT2_8259 

:COUNT2_8226
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8259 
01CA: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_8259
if 
  Actor.Dead($4796)
jf @COUNT2_8312 
Actor.RemoveReferences($4796)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8305 
$4814 = 1 // $ = int 

:COUNT2_8305
jump @COUNT2_8345 

:COUNT2_8312
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8345 
01CA: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_8345
if 
  Actor.Dead($4797)
jf @COUNT2_8398 
Actor.RemoveReferences($4797)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8391 
$4814 = 1 // $ = int 

:COUNT2_8391
jump @COUNT2_8431 

:COUNT2_8398
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8431 
01CA: actor $4797 kill_player $PLAYER_CHAR 

:COUNT2_8431
if 
  Actor.Dead($4798)
jf @COUNT2_8484 
Actor.RemoveReferences($4798)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8477 
$4814 = 1 // $ = int 

:COUNT2_8477
jump @COUNT2_8517 

:COUNT2_8484
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8517 
01CA: actor $4798 kill_player $PLAYER_CHAR 

:COUNT2_8517
if 
  Actor.Dead($4802)
jf @COUNT2_8570 
Actor.RemoveReferences($4802)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8563 
$4814 = 1 // $ = int 

:COUNT2_8563
jump @COUNT2_8603 

:COUNT2_8570
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8603 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_8603
if 
  Actor.Dead($4803)
jf @COUNT2_8656 
Actor.RemoveReferences($4803)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8649 
$4814 = 1 // $ = int 

:COUNT2_8649
jump @COUNT2_8689 

:COUNT2_8656
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8689 
01CA: actor $4803 kill_player $PLAYER_CHAR 

:COUNT2_8689
if 
  Actor.Dead($4804)
jf @COUNT2_8742 
Actor.RemoveReferences($4804)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8735 
$4814 = 1 // $ = int 

:COUNT2_8735
jump @COUNT2_8775 

:COUNT2_8742
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8775 
01CA: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_8775
if 
  Actor.Dead($4805)
jf @COUNT2_8828 
Actor.RemoveReferences($4805)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8821 
$4814 = 1 // $ = int 

:COUNT2_8821
jump @COUNT2_8861 

:COUNT2_8828
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8861 
01CA: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_8861
if 
  Actor.Dead($4806)
jf @COUNT2_8914 
Actor.RemoveReferences($4806)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8907 
$4814 = 1 // $ = int 

:COUNT2_8907
jump @COUNT2_8947 

:COUNT2_8914
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_8947 
01CA: actor $4806 kill_player $PLAYER_CHAR 

:COUNT2_8947
if 
  Actor.Dead($4807)
jf @COUNT2_9000 
Actor.RemoveReferences($4807)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_8993 
$4814 = 1 // $ = int 

:COUNT2_8993
jump @COUNT2_9033 

:COUNT2_9000
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_9033 
01CA: actor $4807 kill_player $PLAYER_CHAR 

:COUNT2_9033
if 
  Actor.Dead($4808)
jf @COUNT2_9086 
Actor.RemoveReferences($4808)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_9079 
$4814 = 1 // $ = int 

:COUNT2_9079
jump @COUNT2_9119 

:COUNT2_9086
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_9119 
01CA: actor $4808 kill_player $PLAYER_CHAR 

:COUNT2_9119
if 
  Actor.Dead($4809)
jf @COUNT2_9172 
Actor.RemoveReferences($4809)
if 
  $4814 == 0 // $ == int 
jf @COUNT2_9165 
$4814 = 1 // $ = int 

:COUNT2_9165
jump @COUNT2_9243 

:COUNT2_9172
if and
  $4814 == 1 // $ == int 
  7 > $4812 // int > $ 
jf @COUNT2_9205 
01CA: actor $4809 kill_player $PLAYER_CHAR 

:COUNT2_9205
if and
  $10093 == 0 // $ == int 
00DC:   player $PLAYER_CHAR in_car $10086 
jf @COUNT2_9243 
Marker.Disable($10092)
$10093 = 1 // $ = int 

:COUNT2_9243
if 
  not Actor.Dead($4800)
jf @COUNT2_11214 
if 
  Actor.InCar($4800, $10087)
jf @COUNT2_9292 
$10089 = 1 // $ = int 
jump @COUNT2_9292 

:COUNT2_9292
if and
  $10089 == 1 // $ == int 
  Car.Wrecked($10087)
jf @COUNT2_9337 
00BC: text_highpriority 'SBOB263' time 5000 1 
jump @COUNT2_9337 

:COUNT2_9337
if 
  not Actor.Dead($4800)
jf @COUNT2_11214 
if 
  Actor.Driving($4800)
jf @COUNT2_9421 
if and
  not Actor.InCar($4800, $10087)
050D:   actor $4800 leaving_car_to_die 
jf @COUNT2_9407 
$4823 = 0 // $ = int 
jump @COUNT2_9414 

:COUNT2_9407
$4823 = 1 // $ = int 

:COUNT2_9414
jump @COUNT2_9492 

:COUNT2_9421
$4823 = 0 // $ = int 
if 
001C:   $4828 > $4811 // $ > $ int 
jf @COUNT2_9454 
gosub @COUNT2_22284 

:COUNT2_9454
if and
  $10093 == 0 // $ == int 
00DC:   player $PLAYER_CHAR in_car $10086 
jf @COUNT2_9492 
Marker.Disable($10092)
$10093 = 1 // $ = int 

:COUNT2_9492
if 
  $4812 == 1 // $ == int 
jf @COUNT2_9603 
if 
0100:   actor $4800 near_point_in_car -372.344 -1739.24 39.0715 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_9603 
if 
  not Car.Wrecked($4791)
jf @COUNT2_9596 
04A2: heli $4791 fly_to -372.344 -1739.24 20.0715 speed 15 

:COUNT2_9596
$4812 = 2 // $ = int 

:COUNT2_9603
if 
  $4812 == 2 // $ == int 
jf @COUNT2_9714 
if 
0100:   actor $4800 near_point_in_car -372.344 -1739.24 20.0715 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_9714 
if 
  not Car.Wrecked($4791)
jf @COUNT2_9707 
04A2: heli $4791 fly_to -372.344 -1739.24 13.0715 speed 10 

:COUNT2_9707
$4812 = 3 // $ = int 

:COUNT2_9714
if 
  $4812 == 3 // $ == int 
jf @COUNT2_9825 
if 
0100:   actor $4800 near_point_in_car -372.344 -1739.24 13.0715 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_9825 
if 
  not Car.Wrecked($4791)
jf @COUNT2_9818 
04A2: heli $4791 fly_to -372.344 -1739.24 10.0715 speed 5 

:COUNT2_9818
$4812 = 4 // $ = int 

:COUNT2_9825
if 
  $4812 == 4 // $ == int 
jf @COUNT2_10127 
if 
  not Car.Wrecked($4791)
jf @COUNT2_10127 
if 
00FE:   actor $4800 0 -372.344 -1739.24 10.0715 radius 2.0 2.0 2.0 
jf @COUNT2_10127 
if 
81F3:   not car $4791 airborne 
jf @COUNT2_10127 
if 
  not Car.Wrecked($4788)
jf @COUNT2_10057 
03E2: actor $4800 leave_any_car 
if 
  not Actor.Dead($4797)
jf @COUNT2_9968 
01DE: tie_actor $4797 to_actor $4800 

:COUNT2_9968
if 
  not Actor.Dead($4798)
jf @COUNT2_9992 
01DE: tie_actor $4798 to_actor $4800 

:COUNT2_9992
if 
  not Actor.Dead($4799)
jf @COUNT2_10016 
01DE: tie_actor $4799 to_actor $4800 

:COUNT2_10016
$4812 = 5 // $ = int 
00BC: text_highpriority 'SBOB261' time 5000 1 
Marker.Disable($4852)
$10088 = 1 // $ = int 
jump @COUNT2_10127 

:COUNT2_10057
if 
  not Car.Wrecked($4791)
jf @COUNT2_10095 
04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60 

:COUNT2_10095
$4812 = -1 // $ = int 
if 
   not $4814 == 1 // $ == int 
jf @COUNT2_10127 
$4814 = 1 // $ = int 

:COUNT2_10127
if 
  $10088 == 1 // $ == int 
jf @COUNT2_10197 
if and
  not Actor.Dead($4800)
  not Actor.Driving($4800)
jf @COUNT2_10570 
if 
  not Car.Wrecked($10087)
jf @COUNT2_10498 
0239: actor $4800 run_to -367.6905 -1742.288 

:COUNT2_10197
if 
  $10088 == 1 // $ == int 
jf @COUNT2_10378 
if and
  not Actor.Dead($4800)
  not Actor.Driving($4800)
jf @COUNT2_10378 
if 
  not Car.Wrecked($10087)
jf @COUNT2_10498 
if 
00EC:   actor $4800 0 -367.6905 -1742.288 radius 1.0 1.0 
jf @COUNT2_10570 
$10088 = 2 // $ = int 
Marker.Disable($4191)
Actor.DestroyInstantly($4800)
0129: $4800 = create_actor 9 #HFYBU in_car $10087 driverseat 
054A: set_actor $4800 can_be_shot_in_a_car 1 
Marker.CreateAboveActor($4191, $4800)
0168: set_marker $4191 size 3 
02D3: boat $10087 drive_to 778.9233 -1830.33 7.0405 
02DB: set_boat $10087 speed_to 50.0 
jump @COUNT2_10570 

:COUNT2_10378
if 
  $10088 == 2 // $ == int 
jf @COUNT2_10570 
if 
  not Actor.Dead($4800)
jf @COUNT2_10570 
if 
  not Car.Wrecked($10087)
jf @COUNT2_10498 
if 
00EC:   actor $4800 0 778.9233 -1830.33 radius 3.0 3.0 
jf @COUNT2_10570 
00BC: text_highpriority 'SBOB262' time 5000 1 
Actor.DestroyInstantly($4800)
Car.Destroy($10087)
jump @COUNT2_20129 

:COUNT2_10498
if 
  $2562 == 0 // $ == int 
jf @COUNT2_10539 
$2562 = 1 // $ = int 
0084: $2587 = $4811 // $ = $ int 
$2587 += 6000 // $ += int 

:COUNT2_10539
if 
  not Car.Wrecked($10087)
jf @COUNT2_10570 
01D5: actor $4800 go_to_and_drive_car $10087 
$4812 = -1 // $ = int 

:COUNT2_10570
if 
  $4812 == 6 // $ == int 
jf @COUNT2_10611 
if 
  Actor.Driving($4800)
jf @COUNT2_10611 
$4812 = 7 // $ = int 

:COUNT2_10611
if 
  $4812 == -1 // $ == int 
jf @COUNT2_10693 
if 
  not Car.Wrecked($4791)
jf @COUNT2_10693 
if 
  Actor.InCar($4800, $4791)
jf @COUNT2_10693 
04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60 
$4812 = -2 // $ = int 

:COUNT2_10693
if 
  $4812 == -2 // $ == int 
jf @COUNT2_10819 
if 
0100:   actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0 
jf @COUNT2_10819 
if 
  not Car.Wrecked($4791)
jf @COUNT2_10819 
04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60 
00BC: text_highpriority 'CNT2_02' time 5000 1  // ~r~The plates courier has fled in the helicopter.
jump @COUNT2_20129 

:COUNT2_10819
if 
  $4819 == 1 // $ == int 
jf @COUNT2_10934 
01E0: clear_leader $4800 
if 
  not Actor.Dead($4797)
jf @COUNT2_10863 
01E0: clear_leader $4797 

:COUNT2_10863
if 
  not Actor.Dead($4798)
jf @COUNT2_10884 
01E0: clear_leader $4798 

:COUNT2_10884
if 
  not Actor.Dead($4799)
jf @COUNT2_10905 
01E0: clear_leader $4799 

:COUNT2_10905
0239: actor $4800 run_to -973.956 317.3278 
0411: set_actor $4800 use_pednode_seek 0 
$4819 = 2 // $ = int 

:COUNT2_10934
if 
  $4819 == 2 // $ == int 
jf @COUNT2_11019 
if 
00ED:   actor $4800 0 -973.956 317.3278 radius 1.5 1.5 
jf @COUNT2_11019 
0239: actor $4800 run_to -974.5215 266.5887 
0411: set_actor $4800 use_pednode_seek 0 
$4819 = 3 // $ = int 

:COUNT2_11019
if 
  $4819 == 3 // $ == int 
jf @COUNT2_11104 
if 
00ED:   actor $4800 0 -974.5215 266.5887 radius 1.5 1.5 
jf @COUNT2_11104 
0239: actor $4800 run_to -987.1808 266.6001 
0411: set_actor $4800 use_pednode_seek 0 
$4819 = 4 // $ = int 

:COUNT2_11104
if 
  $4819 == 4 // $ == int 
jf @COUNT2_11207 
if 
00F0:   actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5 
jf @COUNT2_11207 
0194: set_actor $4800 objective_to_guard_point -987.1808 266.6001 7.7758 
01B2: give_actor $4800 weapon 19 ammo 9999 // Load the weapon model before using this 
Actor.Angle($4800) = 270.0
$4819 = 5 // $ = int 

:COUNT2_11207
jump @COUNT2_11500 

:COUNT2_11214
if and
  $4823 == 1 // $ == int 
   not $10089 == 1 // $ == int 
jf @COUNT2_11268 
00BC: text_highpriority 'CNT2_04' time 5000 1  // ~r~You destroyed the plates in the explosion!
jump @COUNT2_20129 
jump @COUNT2_11500 

:COUNT2_11268
if 
84AD:   not actor $4800 in_water 
jf @COUNT2_11460 
if 
   not $4814 == 1 // $ == int 
jf @COUNT2_11309 
$4814 = 1 // $ = int 

:COUNT2_11309
if 
  $4834 == 0 // $ == int 
jf @COUNT2_11453 
Marker.Disable($4191)
if 
056D:   actor $4800 defined 
jf @COUNT2_11369 
Actor.StoreDeadActorPos($4800, $445, $446, $447)
jump @COUNT2_11391 

:COUNT2_11369
00BC: text_highpriority 'CNT2_04' time 5000 1  // ~r~You destroyed the plates in the explosion!
jump @COUNT2_20129 

:COUNT2_11391
Pickup.Create($4792, #BRIEFCASE, 3, $445, $446, $447)
03DC: $4191 = create_marker_above_pickup $4792 
00BC: text_highpriority 'CNT2_06' time 5000 1  // ~g~The courier has died and dropped the plates, get to them before anyone else.
$4823 = 2 // $ = int 
$4834 = 1 // $ = int 
$10090 = 1 // $ = int 

:COUNT2_11453
jump @COUNT2_11500 

:COUNT2_11460
if 
  $10090 == 0 // $ == int 
jf @COUNT2_12333 
00BC: text_highpriority 'CNT2_11' time 5000 1  // ~r~The plates are at the bottom of the sea!
jump @COUNT2_20129 

:COUNT2_11500
if 
  $4823 == 2 // $ == int 
jf @COUNT2_12333 
if 
  not Pickup.Picked_up($4792)
jf @COUNT2_12319 
if 
  $2561 == 0 // $ == int 
jf @COUNT2_11575 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 6000 // $ += int 

:COUNT2_11575
if 
  not Actor.Dead($4797)
jf @COUNT2_11823 
01E0: clear_leader $4797 
011C: actor $4797 clear_objective 
0239: actor $4797 run_to $445 $446 
0411: set_actor $4797 use_pednode_seek 0 
if 
00ED:   actor $4797 0 $445 $446 radius 1.0 1.0 
jf @COUNT2_11816 
Marker.Disable($4191)
Pickup.Destroy($4792)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$4834 = 0 // $ = int 
0084: $4800 = $4797 // $ = $ int 
$4797 = -1 // $ = int 
$4823 = 0 // $ = int 
$4818 = 1 // $ = int 
$4819 = 0 // $ = int 
Marker.CreateAboveActor($4191, $4800)
if 
  not Car.Wrecked($4788)
jf @COUNT2_11801 
if 
0185:   car $10087 health > 200 
jf @COUNT2_11779 
01D5: actor $4800 go_to_and_drive_car $10087 
jump @COUNT2_11794 

:COUNT2_11779
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_11794
jump @COUNT2_11816 

:COUNT2_11801
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_11816
jump @COUNT2_12312 

:COUNT2_11823
if 
  not Actor.Dead($4798)
jf @COUNT2_12071 
01E0: clear_leader $4798 
011C: actor $4798 clear_objective 
0239: actor $4798 run_to $445 $446 
0411: set_actor $4798 use_pednode_seek 0 
if 
00ED:   actor $4798 0 $445 $446 radius 1.0 1.0 
jf @COUNT2_12064 
Marker.Disable($4191)
Pickup.Destroy($4792)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$4834 = 0 // $ = int 
0084: $4800 = $4798 // $ = $ int 
$4798 = -1 // $ = int 
$4823 = 0 // $ = int 
$4818 = 1 // $ = int 
$4819 = 0 // $ = int 
Marker.CreateAboveActor($4191, $4800)
if 
  not Car.Wrecked($4788)
jf @COUNT2_12049 
if 
0185:   car $10087 health > 400 
jf @COUNT2_12027 
01D5: actor $4800 go_to_and_drive_car $10087 
jump @COUNT2_12042 

:COUNT2_12027
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_12042
jump @COUNT2_12064 

:COUNT2_12049
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_12064
jump @COUNT2_12312 

:COUNT2_12071
if 
  not Actor.Dead($4799)
jf @COUNT2_12312 
01E0: clear_leader $4799 
011C: actor $4799 clear_objective 
0239: actor $4799 run_to $445 $446 
0411: set_actor $4799 use_pednode_seek 0 
if 
00ED:   actor $4799 0 $445 $446 radius 1.0 1.0 
jf @COUNT2_12312 
Marker.Disable($4191)
Pickup.Destroy($4792)
00BC: text_highpriority 'CNT2_07' time 5000 1  // ~g~One of the guards has picked up the plates, don't let 'em get away.
$4834 = 0 // $ = int 
0084: $4800 = $4799 // $ = $ int 
$4799 = -1 // $ = int 
$4823 = 0 // $ = int 
$4818 = 1 // $ = int 
$4819 = 0 // $ = int 
Marker.CreateAboveActor($4191, $4800)
if 
  not Car.Wrecked($4788)
jf @COUNT2_12297 
if 
0185:   car $10087 health > 400 
jf @COUNT2_12275 
01D5: actor $4800 go_to_and_drive_car $10087 
jump @COUNT2_12290 

:COUNT2_12275
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_12290
jump @COUNT2_12312 

:COUNT2_12297
0084: $4869 = $4800 // $ = $ int 
gosub @COUNT2_21049 

:COUNT2_12312
jump @COUNT2_12333 

:COUNT2_12319
$4823 = 3 // $ = int 
Player.WantedLevel($PLAYER_CHAR) = 5

:COUNT2_12333
if and
  $4818 == 1 // $ == int 
  $4823 == 1 // $ == int 
jf @COUNT2_12508 
if 
  not Actor.Dead($4800)
jf @COUNT2_12508 
Car.RemoveReferences($4788)
$4788 = -1 // $ = int 
00D9: $4788 = actor $4800 car // add to mission cleanup 
Car.SetMaxSpeed($4788, 15.0)
5@ = 15.0 // @ = float 
00AE: set_vehicle $4788 traffic_behavior_to 2 
if 
  $4837 == 0 // $ == int 
jf @COUNT2_12466 
Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
jump @COUNT2_12486 

:COUNT2_12466
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_12486
$4821 = 0 // $ = int 
0084: $4830 = $4811 // $ = $ int 
$4818 = 0 // $ = int 

:COUNT2_12508
if 
  $4823 == 3 // $ == int 
jf @COUNT2_12586 
Marker.Disable($4191)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'CNT2_05' time 5000 1  // ~g~You have the counterfeit plates. Take them to the print works.
018A: $4191 = create_checkpoint_at $474 $475 $476 
$4823 = 4 // $ = int 

:COUNT2_12586
if 
  $4823 == 4 // $ == int 
jf @COUNT2_12653 
if 
00F5:   player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0 
jf @COUNT2_12653 
jump @COUNT2_20146 

:COUNT2_12653
if 
  $4812 > 6 // $ > int 
jf @COUNT2_12899 
if 
  not Actor.Dead($4806)
jf @COUNT2_12899 
if 
  not Car.Wrecked($4791)
jf @COUNT2_12899 
if 
  $4842 == 0 // $ == int 
jf @COUNT2_12803 
if 
80DC:   not player $PLAYER_CHAR in_car $4791 
jf @COUNT2_12803 
if 
01AF:   car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0 
jf @COUNT2_12803 
01D5: actor $4806 go_to_and_drive_car $4791 
$4842 = 1 // $ = int 

:COUNT2_12803
if 
  $4842 == 1 // $ == int 
jf @COUNT2_12899 
if 
  Actor.InCar($4806, $4791)
jf @COUNT2_12899 
04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50 
Car.RemoveReferences($4791)
Actor.RemoveReferences($4806)
Actor.RemoveReferences($4807)
Actor.RemoveReferences($4808)
Actor.RemoveReferences($4809)
Actor.RemoveReferences($4810)
$4842 = 2 // $ = int 

:COUNT2_12899
if 
  $2565 == 2 // $ == int 
jf @COUNT2_15494 
if 
  not Car.Wrecked($4788)
jf @COUNT2_15472 
Car.StorePos($4788, 3@, 4@, $447)
if 
  $4835 == 1 // $ == int 
jf @COUNT2_13403 
if 
  $4815 == 1 // $ == int 
jf @COUNT2_12990 
$4815 = 2 // $ = int 

:COUNT2_12990
if 
  $4815 == 0 // $ == int 
jf @COUNT2_13228 
if 
001C:   $4811 > $4844 // $ > $ int 
jf @COUNT2_13228 
if 
  not Actor.Dead($4799)
jf @COUNT2_13070 
if 
  Actor.InCar($4799, $4788)
jf @COUNT2_13070 
0084: $4801 = $4799 // $ = $ int 

:COUNT2_13070
if 
  not Actor.Dead($4798)
jf @COUNT2_13113 
if 
  Actor.InCar($4798, $4788)
jf @COUNT2_13113 
0084: $4801 = $4798 // $ = $ int 

:COUNT2_13113
if 
  not Actor.Dead($4797)
jf @COUNT2_13156 
if 
  Actor.InCar($4797, $4788)
jf @COUNT2_13156 
0084: $4801 = $4797 // $ = $ int 

:COUNT2_13156
if 
  not Actor.Dead($4801)
jf @COUNT2_13228 
if 
  Actor.InCar($4801, $4788)
jf @COUNT2_13228 
Car.StorePos($4788, $445, $446, $447)
0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car 
$4815 = 1 // $ = int 

:COUNT2_13228
if 
  $4815 == 3 // $ == int 
jf @COUNT2_13323 
if 
  not Actor.Dead($4801)
jf @COUNT2_13316 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COUNT2_13301 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
01D9: actor $4801 destroy_car $4790 
jump @COUNT2_13309 

:COUNT2_13301
01CA: actor $4801 kill_player $PLAYER_CHAR 

:COUNT2_13309
jump @COUNT2_13323 

:COUNT2_13316
$4835 = 0 // $ = int 

:COUNT2_13323
if 
  $4815 == 2 // $ == int 
jf @COUNT2_13396 
if 
  not Actor.Dead($4801)
jf @COUNT2_13396 
0464: put_actor $4801 into_turret_on_car $4788 at_car_offset 0.0 -0.3 0.8 position 2 angle 360.0 with_weapon 22 
$4815 = 3 // $ = int 

:COUNT2_13396
jump @COUNT2_13721 

:COUNT2_13403
if 
  $4815 > 0 // $ > int 
jf @COUNT2_13721 
if 
  not Actor.Dead($4801)
jf @COUNT2_13709 
0465: remove_actor $4801 from_turret_mode 
$4813 = 0 // $ = int 

:COUNT2_13449
if 
8431:   not car $4788 car_passenger_seat_free $4813 
jf @COUNT2_13482 
$4813 += 1 // $ += int 
jump @COUNT2_13449 

:COUNT2_13482
if 
003A:   $4801 == $4797 // $ == $ int 
jf @COUNT2_13529 
Actor.DestroyInstantly($4797)
01C8: $4797 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 
0084: $4801 = $4797 // $ = $ int 

:COUNT2_13529
if 
003A:   $4801 == $4798 // $ == $ int 
jf @COUNT2_13576 
Actor.DestroyInstantly($4798)
01C8: $4798 = create_actor_pedtype 9 model #WFYBU in_car $4788 passenger_seat $4813 
0084: $4801 = $4798 // $ = $ int 

:COUNT2_13576
if 
003A:   $4801 == $4799 // $ == $ int 
jf @COUNT2_13623 
Actor.DestroyInstantly($4799)
01C8: $4799 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 
0084: $4801 = $4799 // $ = $ int 

:COUNT2_13623
01B2: give_actor $4801 weapon 22 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4801 threat_search 
011A: set_actor $4801 search_threat 1 
011A: set_actor $4801 search_threat 4194304 
011A: set_actor $4801 search_threat 1048576 
0243: set_actor $4801 ped_stats_to 16 
0319: set_actor $4801 running 1 
0084: $4844 = $4811 // $ = $ int 
$4844 += 500 // $ += int 
$4815 = 0 // $ = int 
jump @COUNT2_13721 

:COUNT2_13709
0465: remove_actor $4801 from_turret_mode 
$4815 = 0 // $ = int 

:COUNT2_13721
if 
  not Actor.Dead($4800)
jf @COUNT2_13781 
if 
  Actor.InCar($4800, $4788)
jf @COUNT2_13781 
if 
  $4814 == 1 // $ == int 
jf @COUNT2_13781 
$4812 = 8 // $ = int 

:COUNT2_13781
if 
  $4812 == 8 // $ == int 
jf @COUNT2_13960 
if or
001C:   $4811 > $4824 // $ > $ int 
  $4814 == 1 // $ == int 
jf @COUNT2_13960 
Car.SetMaxSpeed($4788, 15.0)
5@ = 15.0 // @ = float 
00AE: set_vehicle $4788 traffic_behavior_to 2 
if 
  $4837 == 0 // $ == int 
jf @COUNT2_13902 
Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
Actor.RemoveReferences($4810)
jump @COUNT2_13922 

:COUNT2_13902
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 

:COUNT2_13922
$4821 = 0 // $ = int 
0084: $4830 = $4811 // $ = $ int 
0084: $4824 = $4811 // $ = $ int 
$4824 += 750 // $ += int 
$4812 = 9 // $ = int 

:COUNT2_13960
if 
01FC:   player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0 
jf @COUNT2_14005 
Car.ImmuneToNonPlayer($4788, False)
jump @COUNT2_14012 

:COUNT2_14005
Car.ImmuneToNonPlayer($4788, True)

:COUNT2_14012
if 
  $4837 == 0 // $ == int 
jf @COUNT2_14095 
if 
01AD:   car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_14095 
02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 
$4837 = 1 // $ = int 

:COUNT2_14095
if 
  $4812 > 8 // $ > int 
jf @COUNT2_14409 
if 
  $4840 == 0 // $ == int 
jf @COUNT2_14176 
if 
01AD:   car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0 
jf @COUNT2_14176 
$4840 = 1 // $ = int 

:COUNT2_14176
if 
  $4840 == 0 // $ == int 
jf @COUNT2_14384 
if 
   not 5@ == 0.0 // @ == float 
jf @COUNT2_14377 
0084: $4880 = $4788 // $ = $ int 
0084: $4881 = $4821 // $ = $ int 
0084: $4882 = $4830 // $ = $ int 
0086: $4877 = $4856 // $ = $ float 
0086: $4878 = $4857 // $ = $ float 
0086: $4879 = $4858 // $ = $ float 
gosub @COUNT2_21684 
0084: $4821 = $4881 // $ = $ int 
0084: $4830 = $4882 // $ = $ int 
0086: $4856 = $4877 // $ = $ float 
0086: $4857 = $4878 // $ = $ float 
0086: $4858 = $4879 // $ = $ float 
if 
  $4814 > 0 // $ > int 
jf @COUNT2_14377 
if 
  $4821 == -9 // $ == int 
jf @COUNT2_14377 
if 
  not Actor.Dead($4800)
jf @COUNT2_14370 
046B: actor $4800 leave_car $4788 and_flee 

:COUNT2_14370
$4821 = 0 // $ = int 

:COUNT2_14377
jump @COUNT2_14409 

:COUNT2_14384
if 
  $4819 == 0 // $ == int 
jf @COUNT2_14409 
$4819 = 1 // $ = int 

:COUNT2_14409
$4826 = Car.Health($4788)
if 
  990 > $4826 // int > $ 
jf @COUNT2_14461 
if 
  $4814 == 0 // $ == int 
jf @COUNT2_14461 
$4814 = 1 // $ = int 

:COUNT2_14461
if 
  $4812 > 8 // $ > int 
jf @COUNT2_15458 
if 
  300 > $4826 // int > $ 
jf @COUNT2_14574 
Car.SetMaxSpeed($4788, 0.0)
0477: set_car $4788 action 1 time 100 
5@ = 0.0 // @ = float 
if 
  not Actor.Dead($4800)
jf @COUNT2_14551 
046B: actor $4800 leave_car $4788 and_flee 

:COUNT2_14551
0084: $4828 = $4811 // $ = $ int 
$4828 += 5000 // $ += int 
$4814 = 1 // $ = int 

:COUNT2_14574
if 
  $4814 == 0 // $ == int 
jf @COUNT2_15052 
if 
  not Car.Wrecked($4787)
jf @COUNT2_14939 
0084: $4867 = $4788 // $ = $ int 
0084: $4868 = $4787 // $ = $ int 
gosub @COUNT2_20782 
0089: 5@ = $6962 // @ = $ float 
Car.StorePos($4788, 3@, 4@, $447)
0088: $6958 = 3@ // $ = @ float 
$6958 -= -963.9817 // $ -= float 
0088: $6959 = 4@ // $ = @ float 
$6959 -= 322.1035 // $ -= float 
0069: $6958 *= $6958 // $ *= $ float 
0069: $6959 *= $6959 // $ *= $ float 
0059: $6958 += $6959 // $ += $ float 
01FB: 10@ = square_root $6958 
02F8: get_vehicle $4788 Z_angle_sine_to $6976 
02F9: get_vehicle $4788 Z_angle_cosine_to $6977 
if 
  not Car.Wrecked($4787)
jf @COUNT2_14767 
Car.StorePos($4787, 0@, 1@, $447)

:COUNT2_14767
Car.StorePos($4788, 3@, 4@, $447)
0088: $6958 = 3@ // $ = @ float 
0067: $6958 -= 0@ // $ -= @ float 
0069: $6976 *= $6958 // $ *= $ float 
0088: $6959 = 4@ // $ = @ float 
0067: $6959 -= 1@ // $ -= @ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $4864 = $6976 // $ = $ float 
0059: $4864 += $6977 // $ += $ float 
0088: $6979 = 1@ // $ = @ float 
$6979 -= 20.0 // $ -= float 
if 
  $4864 > 0.0 // $ > float 
jf @COUNT2_14932 
if 
0027:   4@ > $6979 // @ > $ float 
jf @COUNT2_14932 
Car.SetMaxSpeed($4788, 0.0)
0477: set_car $4788 action 1 time 100 
5@ = 0.0 // @ = float 

:COUNT2_14932
jump @COUNT2_14959 

:COUNT2_14939
Car.SetMaxSpeed($4788, 15.0)
5@ = 15.0 // @ = float 

:COUNT2_14959
0088: $4866 = 11@ // $ = @ float 
0067: $4866 -= 10@ // $ -= @ float 
if 
  $4866 > 20.0 // $ > float 
jf @COUNT2_15032 
Car.SetMaxSpeed($4788, 0.0)
0477: set_car $4788 action 1 time 100 
5@ = 0.0 // @ = float 
jump @COUNT2_15052 

:COUNT2_15032
Car.SetMaxSpeed($4788, 15.0)
5@ = 15.0 // @ = float 

:COUNT2_15052
if 
  $4814 == 1 // $ == int 
jf @COUNT2_15444 
0086: $4862 = $95 // $ = $ float 
0067: $4862 -= 3@ // $ -= @ float 
0086: $4863 = $96 // $ = $ float 
0067: $4863 -= 4@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
5@ = 1000.0 // @ = float 
0077: 5@ /= $4864 // $ /= @ float 
if 
  5@ > 50.0 // @ > float 
jf @COUNT2_15191 
5@ = 50.0 // @ = float 

:COUNT2_15191
if 
  20.0 > 5@ // float > @ 
jf @COUNT2_15222 
5@ = 20.0 // @ = float 

:COUNT2_15222
Car.SetMaxSpeed($4788, 5@)
if 
01FE:   player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0 
jf @COUNT2_15430 
if 
020D:   car $4788 flipped 
jf @COUNT2_15416 
if 
81C1:   not car $4788 stopped 
jf @COUNT2_15402 
if 
  5@ > 15.0 // @ > float 
jf @COUNT2_15388 
if and
031E:   vehicle $4788 hit_by_weapon 39 
8185:   not car $4788 health > $4845 
jf @COUNT2_15354 
$4835 = 0 // $ = int 
jump @COUNT2_15361 

:COUNT2_15354
$4835 = 1 // $ = int 

:COUNT2_15361
0468: set_vehicle $4788 clear_last_weapon_damage 
$4845 = Car.Health($4788)
$4845 -= 25 // $ -= int 
jump @COUNT2_15395 

:COUNT2_15388
$4835 = 0 // $ = int 

:COUNT2_15395
jump @COUNT2_15409 

:COUNT2_15402
$4835 = 0 // $ = int 

:COUNT2_15409
jump @COUNT2_15423 

:COUNT2_15416
$4835 = 0 // $ = int 

:COUNT2_15423
jump @COUNT2_15437 

:COUNT2_15430
$4835 = 0 // $ = int 

:COUNT2_15437
jump @COUNT2_15451 

:COUNT2_15444
$4835 = 0 // $ = int 

:COUNT2_15451
jump @COUNT2_15465 

:COUNT2_15458
$4835 = 0 // $ = int 

:COUNT2_15465
jump @COUNT2_15494 

:COUNT2_15472
0465: remove_actor $4797 from_turret_mode 
0465: remove_actor $4798 from_turret_mode 
0465: remove_actor $4799 from_turret_mode 
$4835 = 0 // $ = int 

:COUNT2_15494
if 
  $2565 == 3 // $ == int 
jf @COUNT2_19279 
if 
  not Actor.Dead($4802)
jf @COUNT2_17302 
if 
  Actor.Driving($4802)
jf @COUNT2_16966 
Car.RemoveReferences($4789)
$4789 = Actor.CurrentCar($4802)
Car.StorePos($4789, 6@, 7@, $447)
if 
  $4817 == -1 // $ == int 
jf @COUNT2_15603 
TIMERB = 0 // @ = int 
$4817 = 0 // $ = int 

:COUNT2_15603
if 
  $4812 == 9 // $ == int 
jf @COUNT2_15754 
if 
001C:   $4811 > $4824 // $ > $ int 
jf @COUNT2_15754 
Car.SetMaxSpeed($4789, 15.0)
8@ = 15.0 // @ = float 
00AE: set_vehicle $4789 traffic_behavior_to 2 
if 
  $4838 == 0 // $ == int 
jf @COUNT2_15712 
Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
jump @COUNT2_15732 

:COUNT2_15712
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_15732
$4822 = 0 // $ = int 
0084: $4831 = $4811 // $ = $ int 
$4812 = 10 // $ = int 

:COUNT2_15754
if 
01FC:   player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 
jf @COUNT2_15799 
Car.ImmuneToNonPlayer($4789, False)
jump @COUNT2_15806 

:COUNT2_15799
Car.ImmuneToNonPlayer($4789, True)

:COUNT2_15806
if 
  $4817 == 0 // $ == int 
jf @COUNT2_16059 
if or
  $4812 > 4 // $ > int 
  $4814 == 1 // $ == int 
jf @COUNT2_16059 
if 
  TIMERB > 2500 // @ > int 
jf @COUNT2_16059 
if 
  $4814 == 1 // $ == int 
jf @COUNT2_15942 
Car.SetMaxSpeed($4789, 100.0)
8@ = 100.0 // @ = float 
00AE: set_vehicle $4789 traffic_behavior_to 2 
00AF: set_car $4789 driver_behaviour_to 2 
0084: $4831 = $4811 // $ = $ int 
$4817 = 1 // $ = int 
jump @COUNT2_16059 

:COUNT2_15942
if 
  $4812 > 9 // $ > int 
jf @COUNT2_16059 
Car.SetMaxSpeed($4789, 15.0)
8@ = 15.0 // @ = float 
00AE: set_vehicle $4789 traffic_behavior_to 2 
if 
  $4838 == 0 // $ == int 
jf @COUNT2_16032 
Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
jump @COUNT2_16052 

:COUNT2_16032
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 

:COUNT2_16052
$4817 = 2 // $ = int 

:COUNT2_16059
if 
  $4817 > 0 // $ > int 
jf @COUNT2_16959 
if 
00DC:   player $PLAYER_CHAR in_car $4789 
jf @COUNT2_16104 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_16104
if 
  $4812 > 9 // $ > int 
jf @COUNT2_16484 
if 
  $4841 == 0 // $ == int 
jf @COUNT2_16185 
if 
01AD:   car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0 
jf @COUNT2_16185 
$4841 = 1 // $ = int 

:COUNT2_16185
if 
  $4841 == 0 // $ == int 
jf @COUNT2_16352 
if 
   not 8@ == 0.0 // @ == float 
jf @COUNT2_16352 
0084: $4880 = $4789 // $ = $ int 
0084: $4881 = $4822 // $ = $ int 
0084: $4882 = $4831 // $ = $ int 
0086: $4877 = $4859 // $ = $ float 
0086: $4878 = $4860 // $ = $ float 
0086: $4879 = $4861 // $ = $ float 
gosub @COUNT2_21684 
0084: $4822 = $4881 // $ = $ int 
0084: $4831 = $4882 // $ = $ int 
0086: $4859 = $4877 // $ = $ float 
0086: $4860 = $4878 // $ = $ float 
0086: $4861 = $4879 // $ = $ float 
if 
  $4822 == -9 // $ == int 
jf @COUNT2_16352 
046B: actor $4802 leave_car $4789 and_flee 
$4822 = 0 // $ = int 

:COUNT2_16352
if 
  $4814 == 0 // $ == int 
jf @COUNT2_16484 
if 
  $4838 == 0 // $ == int 
jf @COUNT2_16453 
if 
01AD:   car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 
jf @COUNT2_16453 
02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 
$4838 = 1 // $ = int 

:COUNT2_16453
0084: $4867 = $4789 // $ = $ int 
0084: $4868 = $4788 // $ = $ int 
gosub @COUNT2_20782 
0089: 8@ = $6962 // @ = $ float 

:COUNT2_16484
$4827 = Car.Health($4789)
if 
  $4814 == 1 // $ == int 
jf @COUNT2_16542 
if 
  $4817 == 2 // $ == int 
jf @COUNT2_16535 
$4817 = 0 // $ = int 

:COUNT2_16535
jump @COUNT2_16753 

:COUNT2_16542
02F8: get_vehicle $4789 Z_angle_sine_to $6976 
02F9: get_vehicle $4789 Z_angle_cosine_to $6977 
if 
  not Car.Wrecked($4788)
jf @COUNT2_16588 
Car.StorePos($4788, 3@, 4@, $447)

:COUNT2_16588
Car.StorePos($4789, 6@, 7@, $447)
0088: $6958 = 6@ // $ = @ float 
0067: $6958 -= 3@ // $ -= @ float 
0069: $6976 *= $6958 // $ *= $ float 
0088: $6959 = 7@ // $ = @ float 
0067: $6959 -= 4@ // $ -= @ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $4864 = $6976 // $ = $ float 
0059: $4864 += $6977 // $ += $ float 
0088: $6979 = 4@ // $ = @ float 
$6979 -= 20.0 // $ -= float 
if 
  $4864 > 0.0 // $ > float 
jf @COUNT2_16753 
if 
0027:   7@ > $6979 // @ > $ float 
jf @COUNT2_16753 
Car.SetMaxSpeed($4789, 0.0)
0477: set_car $4789 action 1 time 100 
8@ = 0.0 // @ = float 

:COUNT2_16753
if 
  900 > $4827 // int > $ 
jf @COUNT2_16822 
if 
  $4814 == 0 // $ == int 
jf @COUNT2_16822 
if 
  $4817 == 2 // $ == int 
jf @COUNT2_16822 
$4817 = 0 // $ = int 
$4814 = 1 // $ = int 

:COUNT2_16822
if 
  300 > $4827 // int > $ 
jf @COUNT2_16849 
046B: actor $4802 leave_car $4789 and_flee 

:COUNT2_16849
if 
  $4817 == 1 // $ == int 
jf @COUNT2_16952 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_16952 
0084: $4867 = $4789 // $ = $ int 
$4868 = -1 // $ = int 
gosub @COUNT2_20782 
0089: 8@ = $6962 // @ = $ float 
if 
01FC:   player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 
jf @COUNT2_16952 
01CA: actor $4802 kill_player $PLAYER_CHAR 

:COUNT2_16952
gosub @COUNT2_22703 

:COUNT2_16959
jump @COUNT2_17295 

:COUNT2_16966
$4817 = -1 // $ = int 
if 
  $4812 > 4 // $ > int 
jf @COUNT2_17295 
if 
00E9:   player $PLAYER_CHAR 0 $4802 radius 40.0 40.0 
jf @COUNT2_17197 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COUNT2_17053 
01CA: actor $4802 kill_player $PLAYER_CHAR 
jump @COUNT2_17190 

:COUNT2_17053
if 
00E9:   player $PLAYER_CHAR 0 $4802 radius 25.0 25.0 
jf @COUNT2_17099 
01CA: actor $4802 kill_player $PLAYER_CHAR 
jump @COUNT2_17190 

:COUNT2_17099
0084: $4869 = $4802 // $ = $ int 
if 
  not Car.Wrecked($4789)
jf @COUNT2_17183 
if 
0202:   actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 
jf @COUNT2_17169 
01D5: actor $4802 go_to_and_drive_car $4789 
jump @COUNT2_17176 

:COUNT2_17169
gosub @COUNT2_21049 

:COUNT2_17176
jump @COUNT2_17190 

:COUNT2_17183
gosub @COUNT2_21049 

:COUNT2_17190
jump @COUNT2_17288 

:COUNT2_17197
0084: $4869 = $4802 // $ = $ int 
if 
  not Car.Wrecked($4789)
jf @COUNT2_17281 
if 
0202:   actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 
jf @COUNT2_17267 
01D5: actor $4802 go_to_and_drive_car $4789 
jump @COUNT2_17274 

:COUNT2_17267
gosub @COUNT2_21049 

:COUNT2_17274
jump @COUNT2_17288 

:COUNT2_17281
gosub @COUNT2_21049 

:COUNT2_17288
gosub @COUNT2_22703 

:COUNT2_17295
jump @COUNT2_17589 

:COUNT2_17302
Actor.RemoveReferences($4802)
if 
  not Actor.Dead($4803)
jf @COUNT2_17447 
0084: $4802 = $4803 // $ = $ int 
$4803 = -1 // $ = int 
if 
  not Actor.Dead($4804)
jf @COUNT2_17389 
01DE: tie_actor $4804 to_actor $4802 
if 
831F:   not actor $4804 in_range_of_actor $4802 
jf @COUNT2_17389 
01CC: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_17389
if 
  not Actor.Dead($4805)
jf @COUNT2_17440 
01DE: tie_actor $4805 to_actor $4802 
if 
831F:   not actor $4805 in_range_of_actor $4802 
jf @COUNT2_17440 
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_17440
jump @COUNT2_17589 

:COUNT2_17447
Actor.RemoveReferences($4803)
if 
  not Actor.Dead($4804)
jf @COUNT2_17541 
0084: $4802 = $4804 // $ = $ int 
$4804 = -1 // $ = int 
if 
  not Actor.Dead($4805)
jf @COUNT2_17534 
01DE: tie_actor $4805 to_actor $4802 
if 
831F:   not actor $4805 in_range_of_actor $4802 
jf @COUNT2_17534 
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_17534
jump @COUNT2_17589 

:COUNT2_17541
Actor.RemoveReferences($4804)
if 
  not Actor.Dead($4805)
jf @COUNT2_17584 
0084: $4802 = $4805 // $ = $ int 
$4805 = -1 // $ = int 
jump @COUNT2_17589 

:COUNT2_17584
Actor.RemoveReferences($4805)

:COUNT2_17589
if 
  $4837 == 1 // $ == int 
jf @COUNT2_18000 
if 
  $4850 == 0 // $ == int 
jf @COUNT2_18000 
Actor.RemoveReferences($4806)
Actor.Create($4806, 9, #BFYST, -987.1808, 266.6001, 7.7758)
01B2: give_actor $4806 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4806 threat_search 
011A: set_actor $4806 search_threat 1 
011A: set_actor $4806 search_threat 4194304 
011A: set_actor $4806 search_threat 1048576 
0243: set_actor $4806 ped_stats_to 16 
0319: set_actor $4806 running 1 
0245: set_actor $4806 walk_style_to 46 
Actor.RemoveReferences($4807)
Actor.Create($4807, 9, #BFYST, -985.7646, 266.4785, 7.7755)
01B2: give_actor $4807 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4807 threat_search 
011A: set_actor $4807 search_threat 1 
011A: set_actor $4807 search_threat 4194304 
011A: set_actor $4807 search_threat 1048576 
0243: set_actor $4807 ped_stats_to 16 
0319: set_actor $4807 running 1 
0245: set_actor $4807 walk_style_to 46 
Actor.RemoveReferences($4808)
Actor.Create($4808, 9, #BFYST, -984.2117, 266.6248, 7.7751)
01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4808 threat_search 
011A: set_actor $4808 search_threat 1 
011A: set_actor $4808 search_threat 4194304 
011A: set_actor $4808 search_threat 1048576 
0243: set_actor $4808 ped_stats_to 16 
0319: set_actor $4808 running 1 
0245: set_actor $4808 walk_style_to 46 
Actor.RemoveReferences($4809)
Actor.Create($4809, 9, #BFYST, -982.5906, 266.5252, 7.7803)
01B2: give_actor $4809 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4809 threat_search 
011A: set_actor $4809 search_threat 1 
011A: set_actor $4809 search_threat 4194304 
011A: set_actor $4809 search_threat 1048576 
0243: set_actor $4809 ped_stats_to 16 
0319: set_actor $4809 running 1 
0245: set_actor $4809 walk_style_to 46 
$4850 = 1 // $ = int 

:COUNT2_18000
if 
  $4850 == 1 // $ == int 
jf @COUNT2_18185 
12@ += 3.0 // @ += float 
if 
  12@ > 90.0 // @ > float 
jf @COUNT2_18059 
12@ = 90.0 // @ = float 

:COUNT2_18059
Object.Angle($1812) = 12@
13@ -= 3.0 // @ -= float 
if 
  0.0 > 13@ // float > @ 
jf @COUNT2_18108 
13@ += 360.0 // @ += float 

:COUNT2_18108
if 
  270.0 > 13@ // float > @ 
jf @COUNT2_18139 
13@ = 270.0 // @ = float 

:COUNT2_18139
Object.Angle($1813) = 13@
if and
  12@ == 90.0 // @ == float 
  13@ == 270.0 // @ == float 
jf @COUNT2_18185 
$4850 = 2 // $ = int 

:COUNT2_18185
if 
  $4850 == 2 // $ == int 
jf @COUNT2_19279 
if 
  not Actor.Dead($4800)
jf @COUNT2_18471 
if 
00A4:   actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506 
jf @COUNT2_18471 
if 
8057:   not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506 
jf @COUNT2_18471 
12@ -= 3.0 // @ -= float 
if 
  0.0 > 12@ // float > @ 
jf @COUNT2_18356 
12@ = 0.0 // @ = float 

:COUNT2_18356
Object.Angle($1812) = 12@
13@ += 3.0 // @ += float 
if 
  13@ > 360.0 // @ > float 
jf @COUNT2_18405 
13@ = 0.0 // @ = float 

:COUNT2_18405
Object.Angle($1813) = 13@
if and
  12@ == 0.0 // @ == float 
  13@ == 0.0 // @ == float 
jf @COUNT2_18471 
00BC: text_highpriority 'CNT2_03' time 5000 1  // ~r~The courier has arrived at his destination safely, you're too late!
Actor.DestroyInstantly($4800)
jump @COUNT2_20129 

:COUNT2_18471
if 
  not Actor.Dead($4806)
jf @COUNT2_18673 
if 
  $4846 == 0 // $ == int 
jf @COUNT2_18565 
0211: actor $4806 walk_to -973.5972 266.4069 
if 
00ED:   actor $4806 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_18565 
$4846 = 1 // $ = int 

:COUNT2_18565
if 
  $4846 == 1 // $ == int 
jf @COUNT2_18673 
0211: actor $4806 walk_to -974.2487 262.6737 
if 
00F0:   actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0 
jf @COUNT2_18673 
0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265 
Actor.Angle($4806) = 321.3187
$4846 = 2 // $ = int 

:COUNT2_18673
if 
  not Actor.Dead($4807)
jf @COUNT2_18875 
if 
  $4847 == 0 // $ == int 
jf @COUNT2_18767 
0211: actor $4807 walk_to -973.5972 266.4069 
if 
00ED:   actor $4807 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_18767 
$4847 = 1 // $ = int 

:COUNT2_18767
if 
  $4847 == 1 // $ == int 
jf @COUNT2_18875 
0211: actor $4807 walk_to -969.084 282.6923 
if 
00F0:   actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0 
jf @COUNT2_18875 
0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265 
Actor.Angle($4807) = 159.319
$4847 = 2 // $ = int 

:COUNT2_18875
if 
  not Actor.Dead($4808)
jf @COUNT2_19077 
if 
  $4848 == 0 // $ == int 
jf @COUNT2_18969 
0211: actor $4808 walk_to -973.5972 266.4069 
if 
00ED:   actor $4808 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_18969 
$4848 = 1 // $ = int 

:COUNT2_18969
if 
  $4848 == 1 // $ == int 
jf @COUNT2_19077 
0211: actor $4808 walk_to -969.8824 263.6498 
if 
00F0:   actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0 
jf @COUNT2_19077 
0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265 
Actor.Angle($4808) = 12.6357
$4848 = 2 // $ = int 

:COUNT2_19077
if 
  not Actor.Dead($4809)
jf @COUNT2_19279 
if 
  $4849 == 0 // $ == int 
jf @COUNT2_19171 
0211: actor $4809 walk_to -973.5972 266.4069 
if 
00ED:   actor $4809 0 -973.5972 266.4069 radius 1.0 1.0 
jf @COUNT2_19171 
$4849 = 1 // $ = int 

:COUNT2_19171
if 
  $4849 == 1 // $ == int 
jf @COUNT2_19279 
0211: actor $4809 walk_to -977.6256 277.8756 
if 
00F0:   actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0 
jf @COUNT2_19279 
0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265 
Actor.Angle($4809) = 3.8761
$4849 = 2 // $ = int 

:COUNT2_19279
if 
  $4814 == 1 // $ == int 
jf @COUNT2_19457 
if 
  $2560 == 3 // $ == int 
jf @COUNT2_19351 
if 
03D2:   wav 1 ended 
jf @COUNT2_19351 
$2560 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COUNT2_4776 

:COUNT2_19351
if 
  $2560 == 2 // $ == int 
jf @COUNT2_19395 
if 
03D0:   wav 1 loaded 
jf @COUNT2_19395 
03D1: play_wav 1 
$2560 = 3 // $ = int 

:COUNT2_19395
if 
  $2560 == 0 // $ == int 
jf @COUNT2_19457 
if 
  $2607 == 0 // $ == int 
jf @COUNT2_19457 
03CF: load_wav 'CNT2_1' as 1 
$2560 = 2 // $ = int 
$2607 = 1 // $ = int 

:COUNT2_19457
if 
  $2561 > 0 // $ > int 
jf @COUNT2_19668 
if 
  $2561 == 3 // $ == int 
jf @COUNT2_19529 
if 
03D2:   wav 1 ended 
jf @COUNT2_19529 
$2561 = 4 // $ = int 
$2607 = 0 // $ = int 
jump @COUNT2_4776 

:COUNT2_19529
if 
  $2561 == 2 // $ == int 
jf @COUNT2_19573 
if 
03D0:   wav 1 loaded 
jf @COUNT2_19573 
03D1: play_wav 1 
$2561 = 3 // $ = int 

:COUNT2_19573
if 
  $2561 == 1 // $ == int 
jf @COUNT2_19668 
if 
  $2607 == 0 // $ == int 
jf @COUNT2_19642 
03CF: load_wav 'CNT2_2' as 1 
$2561 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COUNT2_19668 

:COUNT2_19642
if 
001C:   $4811 > $2586 // $ > $ int 
jf @COUNT2_19668 
$2561 = 0 // $ = int 

:COUNT2_19668
if 
  $2562 > 0 // $ > int 
jf @COUNT2_19886 
if 
  $2562 == 3 // $ == int 
jf @COUNT2_19740 
if 
03D2:   wav 1 ended 
jf @COUNT2_19740 
$2562 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COUNT2_4776 

:COUNT2_19740
if 
  $2562 == 2 // $ == int 
jf @COUNT2_19784 
if 
03D0:   wav 1 loaded 
jf @COUNT2_19784 
03D1: play_wav 1 
$2562 = 3 // $ = int 

:COUNT2_19784
if and
  $2562 == 1 // $ == int 
  $10091 == 1 // $ == int 
jf @COUNT2_19886 
if 
  $2607 == 0 // $ == int 
jf @COUNT2_19867 
03CF: load_wav 'CNT2_3' as 1 
$2562 = 2 // $ = int 
$2607 = 1 // $ = int 
$10091 = 1 // $ = int 
jump @COUNT2_19886 

:COUNT2_19867
if 
001C:   $4811 > $2587 // $ > $ int 
jf @COUNT2_19886 

:COUNT2_19886
if 
  $2563 > 0 // $ > int 
jf @COUNT2_20122 
if 
  $2563 == 3 // $ == int 
jf @COUNT2_19968 
if 
03D2:   wav 1 ended 
jf @COUNT2_19968 
03D5: remove_text 'CNT2_4'  // Private business. You're not welcome!
$2563 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @COUNT2_4776 

:COUNT2_19968
if 
  $2563 == 2 // $ == int 
jf @COUNT2_20027 
if 
03D0:   wav 1 loaded 
jf @COUNT2_20027 
00BC: text_highpriority 'CNT2_4' time 5000 1  // Private business. You're not welcome!
03D1: play_wav 1 
$2563 = 3 // $ = int 

:COUNT2_20027
if 
  $2563 == 1 // $ == int 
jf @COUNT2_20122 
if 
  $2607 == 0 // $ == int 
jf @COUNT2_20096 
03CF: load_wav 'CNT2_4' as 1 
$2563 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @COUNT2_20122 

:COUNT2_20096
if 
001C:   $4811 > $2588 // $ > $ int 
jf @COUNT2_20122 
$2563 = 0 // $ = int 

:COUNT2_20122
jump @COUNT2_4776 

:COUNT2_20129
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:COUNT2_20146
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0395: clear_area 1 at $549 $550 $551 range 4.0 

:COUNT2_20197
if 
  fading 
jf @COUNT2_20221 
wait 0 
jump @COUNT2_20197 

:COUNT2_20221
04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 rate $636 
02A3: enable_widescreen 1 
Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
Camera.PointAt(-1028.162, -281.0542, 16.273, 2)
0169: set_fade_color 0 0 1 
fade 1 500 

:COUNT2_20311
if 
  fading 
jf @COUNT2_20335 
wait 0 
jump @COUNT2_20311 

:COUNT2_20335
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00BA: text_styled 'CNT2_09' 5000 ms 6  // PRINT WORKS ASSET COMPLETED
wait 5000 
Camera.SetPosition(-1056.369, -273.4923, 12.0057, 0.0, 0.0, 0.0)
Camera.PointAt(-1057.288, -273.828, 11.8015, 2)
01E5: text_1number_highpriority 'CNT2_10' $636 time 6000 1  // ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
0169: set_fade_color 0 0 1 
fade 0 500 

:COUNT2_20453
if 
  fading 
jf @COUNT2_20477 
wait 0 
jump @COUNT2_20453 

:COUNT2_20477
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
Marker.Disable($271)
04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 
$273 = 1 // $ = int 
$1175 += 1 // $ += int 
0318: set_latest_mission_passed 'CNT_2'  // Hit the Courier
030C: progress_made += 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
0169: set_fade_color 0 0 1 
fade 1 500 
wait 0 
return 

:COUNT2_20663
$ONMISSION = 0 // $ = int 
Marker.Disable($4191)
Marker.Disable($4852)
Marker.Disable($10092)
Model.Destroy(#UZI)
Model.Destroy(#SENTINEL)
Model.Destroy(#COLT45)
Model.Destroy(#BRIEFCASE)
Model.Destroy(#MAVERICK)
Model.Destroy(#SNIPER)
Model.Destroy(#TEC9)
Model.Destroy(#HFORI)
Model.Destroy(#HFYBU)
Model.Destroy(#WFYRI)
Model.Destroy(#WFORI)
Model.Destroy(#BFYST)
Model.Destroy(#WFYBU)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#JETMAX)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Object.Angle($1812) = 0.0
Object.Angle($1813) = 0.0
mission_cleanup 
return 

:COUNT2_20782
if 
  $4868 == -1 // $ == int 
jf @COUNT2_20821 
0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 
jump @COUNT2_20851 

:COUNT2_20821
if 
  not Car.Wrecked($4868)
jf @COUNT2_20851 
Car.StorePos($4868, $6960, $6961, $6958)

:COUNT2_20851
Car.StorePos($4867, $6956, $6957, $6958)
0086: $6958 = $6956 // $ = $ float 
0061: $6958 -= $6960 // $ -= $ float 
0086: $6959 = $6957 // $ = $ float 
0061: $6959 -= $6961 // $ -= $ float 
0069: $6958 *= $6958 // $ *= $ float 
0069: $6959 *= $6959 // $ *= $ float 
0059: $6958 += $6959 // $ += $ float 
01FB: $6958 = square_root $6958 
0086: $6962 = $6958 // $ = $ float 
$6962 += 3.0 // $ += float 
if 
  $6962 > 100.0 // $ > float 
jf @COUNT2_20978 
$6962 = 100.0 // $ = float 

:COUNT2_20978
if 
  0.0 > $6962 // float > $ 
jf @COUNT2_21009 
$6962 = 0.0 // $ = float 

:COUNT2_21009
Car.SetMaxSpeed($4867, $6962)
if 
  $6962 == 0.0 // $ == float 
jf @COUNT2_21047 
0477: set_car $4867 action 1 time 100 

:COUNT2_21047
return 

:COUNT2_21049
if 
  $4886 == 919.9 // $ == float 
jf @COUNT2_21087 
Car.Create($451, #SENTINEL, $4872, $4873, $4874)

:COUNT2_21087
Actor.StorePos($4869, $4872, $4873, $4874)
if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 
jf @COUNT2_21445 
0086: $4875 = $4872 // $ = $ float 
$4875 += 20.0 // $ += float 
0086: $4876 = $4873 // $ = $ float 
$4876 += 20.0 // $ += float 
$4872 -= 20.0 // $ -= float 
$4873 -= 20.0 // $ -= float 
Car.RemoveReferences($451)
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
if 
  $451 == -1 // $ == int 
jf @COUNT2_21261 
if 
  not Actor.Dead($4869)
jf @COUNT2_21254 
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_21254
jump @COUNT2_21438 

:COUNT2_21261
$4870 = Car.Model($451)
$4871 = Car.Health($451)
if 
  $4871 > 300 // $ > int 
jf @COUNT2_21430 
if or
  $4870 == 116 // $ == int 
  $4870 == 106 // $ == int 
  $4870 == 122 // $ == int 
  $4870 == 117 // $ == int 
  $4870 == 97 // $ == int 
  $4870 == 107 // $ == int 
jf @COUNT2_21380 
if 
  not Actor.Dead($4869)
jf @COUNT2_21373 
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_21373
jump @COUNT2_21423 

:COUNT2_21380
Car.SetMaxSpeed($451, 0.0)
0477: set_car $451 action 1 time 100 
if 
  not Actor.Dead($4869)
jf @COUNT2_21423 
01D5: actor $4869 go_to_and_drive_car $451 

:COUNT2_21423
jump @COUNT2_21438 

:COUNT2_21430
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COUNT2_21438
jump @COUNT2_21682 

:COUNT2_21445
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
jf @COUNT2_21682 
if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
jf @COUNT2_21593 
Car.RemoveReferences($451)
Car.Create($451, #SENTINEL, $4872, $4873, $4874)
Car.Angle($451) = $4886
if 
  not Actor.Dead($4869)
jf @COUNT2_21586 
01D5: actor $4869 go_to_and_drive_car $451 

:COUNT2_21586
jump @COUNT2_21682 

:COUNT2_21593
if 
  not Actor.Dead($4869)
jf @COUNT2_21682 
if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
jf @COUNT2_21682 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:COUNT2_21682
return 

:COUNT2_21684
01BD: $4887 = current_time_in_ms 
if 
  not Car.Wrecked($4880)
jf @COUNT2_22282 
if and
01F4:   car $4880 flipped 
01C1:   car $4880 stopped 
jf @COUNT2_21880 
if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
jf @COUNT2_21778 
03ED: set_car $4880 not_damaged_when_upside_down 0 
$4881 = -9 // $ = int 
jump @COUNT2_21880 

:COUNT2_21778
if 
82CA:   not car $4880 bounding_sphere_visible 
jf @COUNT2_21880 
Car.StorePos($4880, $4883, $4884, $4885)
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
jf @COUNT2_21880 
Car.PutAt($4880, $4883, $4884, $4885)
Car.Angle($4880) = $4886

:COUNT2_21880
if 
01AF:   car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
jf @COUNT2_22219 
if 
  $4881 == 0 // $ == int 
jf @COUNT2_21955 
0084: $4882 = $4887 // $ = $ int 
$4881 = 1 // $ = int 

:COUNT2_21955
0060: $4887 -= $4882 // $ -= $ int 
if 
  $4881 == 1 // $ == int 
jf @COUNT2_22219 
if 
  $4887 > 8000 // $ > int 
jf @COUNT2_22219 
if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
jf @COUNT2_22060 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0084: $4882 = $4887 // $ = $ int 
$4881 = -9 // $ = int 
jump @COUNT2_22219 

:COUNT2_22060
if 
82CA:   not car $4880 bounding_sphere_visible 
jf @COUNT2_22219 
Car.StorePos($4880, $4883, $4884, $4885)
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
if 
838A:   not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 
jf @COUNT2_22219 
if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
jf @COUNT2_22219 
Car.PutAt($4880, $4883, $4884, $4885)
Car.Angle($4880) = $4886
0450: car $4880 warp_to_player 
0084: $4882 = $4887 // $ = $ int 
$4881 = 0 // $ = int 

:COUNT2_22219
if 
81AF:   not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
jf @COUNT2_22282 
Car.StorePos($4880, $4877, $4878, $4879)
$4881 = 0 // $ = int 

:COUNT2_22282
return 

:COUNT2_22284
if 
  not Actor.Dead($4797)
jf @COUNT2_22308 
01CA: actor $4797 kill_player $PLAYER_CHAR 

:COUNT2_22308
if 
  not Actor.Dead($4798)
jf @COUNT2_22332 
01CA: actor $4798 kill_player $PLAYER_CHAR 

:COUNT2_22332
if 
  not Actor.Dead($4799)
jf @COUNT2_22356 
01CA: actor $4799 kill_player $PLAYER_CHAR 

:COUNT2_22356
if 
  not Actor.Dead($4800)
jf @COUNT2_22380 
01CA: actor $4800 kill_player $PLAYER_CHAR 

:COUNT2_22380
return 

:COUNT2_22382
if 
  not Actor.Dead($4793)
jf @COUNT2_22701 
if 
  not Actor.Dead($4794)
jf @COUNT2_22494 
if 
831F:   not actor $4794 in_range_of_actor $4793 
jf @COUNT2_22487 
if 
00F2:   actor $4794 near_actor $4793 radius 30.0 30.0 0 
jf @COUNT2_22479 
01DE: tie_actor $4794 to_actor $4793 
jump @COUNT2_22487 

:COUNT2_22479
01CC: actor $4794 kill_player $PLAYER_CHAR 

:COUNT2_22487
jump @COUNT2_22499 

:COUNT2_22494
Actor.RemoveReferences($4794)

:COUNT2_22499
if 
  not Actor.Dead($4795)
jf @COUNT2_22595 
if 
831F:   not actor $4795 in_range_of_actor $4793 
jf @COUNT2_22588 
if 
00F2:   actor $4795 near_actor $4793 radius 30.0 30.0 0 
jf @COUNT2_22580 
01DE: tie_actor $4795 to_actor $4793 
jump @COUNT2_22588 

:COUNT2_22580
01CC: actor $4795 kill_player $PLAYER_CHAR 

:COUNT2_22588
jump @COUNT2_22600 

:COUNT2_22595
Actor.RemoveReferences($4795)

:COUNT2_22600
if 
  not Actor.Dead($4796)
jf @COUNT2_22696 
if 
831F:   not actor $4796 in_range_of_actor $4793 
jf @COUNT2_22689 
if 
00F2:   actor $4796 near_actor $4793 radius 30.0 30.0 0 
jf @COUNT2_22681 
01DE: tie_actor $4796 to_actor $4793 
jump @COUNT2_22689 

:COUNT2_22681
01CC: actor $4796 kill_player $PLAYER_CHAR 

:COUNT2_22689
jump @COUNT2_22701 

:COUNT2_22696
Actor.RemoveReferences($4796)

:COUNT2_22701
return 

:COUNT2_22703
if 
  not Actor.Dead($4802)
jf @COUNT2_23022 
if 
  not Actor.Dead($4803)
jf @COUNT2_22815 
if 
831F:   not actor $4803 in_range_of_actor $4802 
jf @COUNT2_22808 
if 
00F2:   actor $4803 near_actor $4802 radius 30.0 30.0 0 
jf @COUNT2_22800 
01DE: tie_actor $4803 to_actor $4802 
jump @COUNT2_22808 

:COUNT2_22800
01CC: actor $4803 kill_player $PLAYER_CHAR 

:COUNT2_22808
jump @COUNT2_22820 

:COUNT2_22815
Actor.RemoveReferences($4803)

:COUNT2_22820
if 
  not Actor.Dead($4804)
jf @COUNT2_22916 
if 
831F:   not actor $4804 in_range_of_actor $4802 
jf @COUNT2_22909 
if 
00F2:   actor $4804 near_actor $4802 radius 30.0 30.0 0 
jf @COUNT2_22901 
01DE: tie_actor $4804 to_actor $4802 
jump @COUNT2_22909 

:COUNT2_22901
01CC: actor $4804 kill_player $PLAYER_CHAR 

:COUNT2_22909
jump @COUNT2_22921 

:COUNT2_22916
Actor.RemoveReferences($4804)

:COUNT2_22921
if 
  not Actor.Dead($4805)
jf @COUNT2_23017 
if 
831F:   not actor $4805 in_range_of_actor $4802 
jf @COUNT2_23010 
if 
00F2:   actor $4805 near_actor $4802 radius 30.0 30.0 0 
jf @COUNT2_23002 
01DE: tie_actor $4805 to_actor $4802 
jump @COUNT2_23010 

:COUNT2_23002
01CC: actor $4805 kill_player $PLAYER_CHAR 

:COUNT2_23010
jump @COUNT2_23022 

:COUNT2_23017
Actor.RemoveReferences($4805)

:COUNT2_23022
return 

//-------------Mission 36---------------
// Originally: Printworks Buy

:BUYPRO1
script_name 'BUYPRO1' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($271)
Marker.Disable($634)
030C: progress_made += 1 
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO1_170
if 
  fading 
jf @BUYPRO1_237 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_230 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_230
jump @BUYPRO1_170 

:BUYPRO1_237
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
Camera.PointAt(-1028.162, -281.0542, 16.273, 2)

:BUYPRO1_361
if 
  fading 
jf @BUYPRO1_428 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_421 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_421
jump @BUYPRO1_361 

:BUYPRO1_428
01E3: text_1number_styled 'CNTBUY1' number $635 time 4000 style 6  // Printworks purchased: $~1~
0529: add $635 to_money_spent_on_property_stats 
0542: add_property 1 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_515 
043C: set_game_sounds_disable_on_fade 1 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_515
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO1_530
if 
  fading 
jf @BUYPRO1_601 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_594 
043C: set_game_sounds_disable_on_fade 1 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @COU1 
terminate_this_script 

:BUYPRO1_594
jump @BUYPRO1_530 

:BUYPRO1_601
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 
start_new_script @COU1 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO1_667
if 
  fading 
jf @BUYPRO1_713 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO1_706 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO1_706
jump @BUYPRO1_667 

:BUYPRO1_713
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE8 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 37---------------
// Originally: Sunshine Autos

:CARBUY1
$ONMISSION = 1 // $ = int 
script_name 'CARBUY1' 
wait 0 
054C: use_GXT_table 'CARBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBJ' 
02F3: load_object #CUTOBJ01 'HLRYCAR' 
Model.Load(#SENTINEL)
038B: load_requested_models 

:CARBUY1_75
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#SENTINEL)
jf @CARBUY1_115 
wait 0 
jump @CARBUY1_75 

:CARBUY1_115
Car.Create($4890, #SENTINEL, -1033.211, -856.8564, 12.0452)
Car.Angle($4890) = 210.278
Model.Destroy(#SENTINEL)
02E4: load_cutscene_data 'CAR_1' 
0244: set_cutscene_pos -1018.647 -877.935 12.045 
02E5: $4889 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $4889 'CSPLAY' 
02E5: $4888 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $4888 'CSBJ' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HLRYCAR' 
0395: clear_area 1 at -1007.303 -869.9353 11.8668 range 1.0 
0055: put_player $PLAYER_CHAR at -1007.303 -869.9353 11.8668 
0171: set_player $PLAYER_CHAR z_angle_to 30.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CARBUY1_325
if 
  976 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_360 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_325 

:CARBUY1_360
00BC: text_highpriority 'CAR1_1' time 10000 1  // B.J. Smith. And you must be Mr. Vercetti.

:CARBUY1_375
if 
  4506 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_410 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_375 

:CARBUY1_410
00BC: text_highpriority 'CAR1_2' time 10000 1  // Would you like the tour?

:CARBUY1_425
if 
  6299 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_460 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_425 

:CARBUY1_460
00BC: text_highpriority 'CAR1_3' time 10000 1  // Might as well.

:CARBUY1_475
if 
  7695 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_510 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_475 

:CARBUY1_510
00BC: text_highpriority 'CAR1_4' time 10000 1  // Well, I'm very sad to be selling the dealership to y'all.

:CARBUY1_525
if 
  10390 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_560 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_525 

:CARBUY1_560
00BC: text_highpriority 'CAR1_5' time 10000 1  // This was my first investment after I turned pro.

:CARBUY1_575
if 
  13170 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_610 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_575 

:CARBUY1_610
00BC: text_highpriority 'CAR1_6' time 10000 1  // But now it's time for me to move on.

:CARBUY1_625
if 
  14855 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_660 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_625 

:CARBUY1_660
00BC: text_highpriority 'CAR1_7' time 10000 1  // You're leaving town?

:CARBUY1_675
if 
  16114 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_710 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_675 

:CARBUY1_710
00BC: text_highpriority 'CAR1_8' time 10000 1  // Not in too much of a hurry, I hope?

:CARBUY1_725
if 
  18118 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_760 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_725 

:CARBUY1_760
00BC: text_highpriority 'CAR1_9' time 10000 1  // No. I'm just coming out of retirement, and preparing for my future comeback.

:CARBUY1_775
if 
  22505 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_810 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_775 

:CARBUY1_810
00BC: text_highpriority 'CAR1_10' time 10000 1  // The business wasn't too strong,

:CARBUY1_825
if 
  23989 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_825 

:CARBUY1_860
00BC: text_highpriority 'CAR1_11' time 10000 1  // and my staff took it upon themselves to get a bit more

:CARBUY1_875
if 
  26958 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_910 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_875 

:CARBUY1_910
00BC: text_highpriority 'CAR1_12' time 10000 1  // creative with the generation of wealth.

:CARBUY1_925
if 
  35538 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_962 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_925 

:CARBUY1_962
00BC: text_highpriority 'CAR1_13' time 10000 1  // Obviously, I could wind down the business before I hand it over.

:CARBUY1_977
if 
  39241 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1014 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_977 

:CARBUY1_1014
00BC: text_highpriority 'CAR1_14' time 10000 1  // Hell, I could burn the place down if I wanted to.

:CARBUY1_1029
if 
  43374 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1066 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1029 

:CARBUY1_1066
00BC: text_highpriority 'CAR1_15' time 10000 1  // This is prime development land.

:CARBUY1_1081
if 
  45142 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1118 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1081 

:CARBUY1_1118
00BC: text_highpriority 'CAR1_16' time 10000 1  // Oh, I wouldn't worry about any of that.

:CARBUY1_1133
if 
  48422 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1170 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1133 

:CARBUY1_1170
00BC: text_highpriority 'CAR1_17' time 10000 1  // This place seems perfect.

:CARBUY1_1185
if 
  50000 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1222 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1185 

:CARBUY1_1222
00BC: text_highpriority 'CAR1_18' time 10000 1  // Yeh it does, So I take it we have a deal?

:CARBUY1_1237
if 
  53504 > $CUT_SCENE_TIME // int > $ 
jf @CARBUY1_1274 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CARBUY1_1237 

:CARBUY1_1274
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:CARBUY1_1291
if 
  fading 
jf @CARBUY1_1315 
wait 0 
jump @CARBUY1_1291 

:CARBUY1_1315
if 
82E9:   not cutscene_reached_end 
jf @CARBUY1_1339 
wait 0 
jump @CARBUY1_1315 

:CARBUY1_1339
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
Model.Destroy(#CUTOBJ01)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
wait 0 
wait 0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
Camera.SetPosition(-1017.024, -922.2878, 19.0987, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.044, -921.3013, 18.9361, 2)
03EA: generate_cars_around_camera 1 
0169: set_fade_color 0 0 1 
fade 1 1500 

:CARBUY1_1455
if 
  fading 
jf @CARBUY1_1479 
wait 0 
jump @CARBUY1_1455 

:CARBUY1_1479
0394: play_music 1 
01E3: text_1number_styled 'CARBUY' number $625 time 7000 style 6  // Car Showroom purchased: $~1~
0529: add $625 to_money_spent_on_property_stats 
0542: add_property 4 to_property_own_stats 
02FA: garage $692 change_to_type 27 
02FA: garage $693 change_to_type 28 
02FA: garage $694 change_to_type 29 
02FA: garage $695 change_to_type 30 
wait 5000 
0169: set_fade_color 0 0 1 
fade 0 1500 

:CARBUY1_1558
if 
  fading 
jf @CARBUY1_1582 
wait 0 
jump @CARBUY1_1558 

:CARBUY1_1582
0189: $4891 = create_checkpoint_and_sphere_at -967.705 -827.3005 5.7702 
018B: set_marker $4891 display 1 
030C: progress_made += 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($624)
0570: $624 = create_asset_radar_marker_with_icon 26 at $552 $553 $554 
018B: set_marker $624 display 2 
Object.Init($1114, #LH_IMP_EXP01, -981.754, -841.278, 8.586)
Object.RemoveFromMissionCleanupList($1114)
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 
start_new_script @RACES 
start_new_script @PSAVE3 
start_new_script @IMPORT1 
02FA: garage $687 change_to_type 8 
0169: set_fade_color 0 0 1 
fade 1 1500 
03EA: generate_cars_around_camera 0 
Camera.Restore_WithJumpCut
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 

//-------------Mission 38---------------
// Originally: Interglobal Films Buy

:BUYPRO2
script_name 'BUYPRO2' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($256)
Marker.Disable($629)
030C: progress_made += 1 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO2_170
if 
  fading 
jf @BUYPRO2_237 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_230 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_230
jump @BUYPRO2_170 

:BUYPRO2_237
Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED)
Object.Destroy($FILM_STUDIO_BACK_GATE_CLOSED)
Object.Init($FILM_STUDIO_FRONT_GATE_OPEN, #CI_GATESOPEN, 10.273, 963.308, 12.258)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_OPEN)
Object.Init($FILM_STUDIO_BACK_GATE_OPEN, #CI_BACKGATEOPEN, -14.381, 884.12, 13.542)
Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_OPEN)
Object.Destroy($1811)
Object.Init($1810, #CI_JETYGATESOPEN, -115.825, 1028.55, 11.334)
Object.RemoveFromMissionCleanupList($1810)
0395: clear_area 1 at 10.1629 963.4605 9.8996 range 1.0 
0055: put_player $PLAYER_CHAR at 10.1629 963.4605 9.8996 
0171: set_player $PLAYER_CHAR z_angle_to 84.6334 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(75.8516, 976.8268, 41.9825, 0.0, 0.0, 0.0)
Camera.PointAt(74.8664, 976.7122, 41.855, 2)

:BUYPRO2_460
if 
  fading 
jf @BUYPRO2_527 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_520 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_520
jump @BUYPRO2_460 

:BUYPRO2_527
01E3: text_1number_styled 'PORNBUY' number $630 time 5000 style 6  // Film Studio purchased: $~1~
0529: add $630 to_money_spent_on_property_stats 
0542: add_property 2 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_614 
043C: set_game_sounds_disable_on_fade 1 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_614
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO2_629
if 
  fading 
jf @BUYPRO2_700 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_693 
043C: set_game_sounds_disable_on_fade 1 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
start_new_script @PORN1 
terminate_this_script 

:BUYPRO2_693
jump @BUYPRO2_629 

:BUYPRO2_700
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 
start_new_script @PORN1 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO2_766
if 
  fading 
jf @BUYPRO2_812 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO2_805 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO2_805
jump @BUYPRO2_766 

:BUYPRO2_812
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE9 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 39---------------
// Originally: Cherry Popper Icecreams Buy

:ICECUT
script_name 'ICECUT' 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ICECUT' 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
03CF: load_wav 'MONO_5' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSMAUDE' 
02F3: load_object #CUTOBJ01 'MCANE' 
038B: load_requested_models 
Camera.SetAtPos(-873.5121, -574.0815, 10.1528)

:ICECUT_121
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
jf @ICECUT_156 
wait 0 
jump @ICECUT_121 

:ICECUT_156
Model.Load(#MRWHOOP)

:ICECUT_161
if 
  not Model.Available(#MRWHOOP)
jf @ICECUT_188 
wait 0 
jump @ICECUT_161 

:ICECUT_188
Car.Create($4894, #MRWHOOP, -877.8974, -562.5469, 10.2353)
Car.Angle($4894) = 184.4191
02E4: load_cutscene_data 'ICE_1' 
0244: set_cutscene_pos -873.5121 -574.0815 10.1528 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $4892 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $4892 'CSMAUDE' 
02E5: $4893 = create_cutscene_object #CUTOBJ01 
0524: attach_cutscene_object $4893 to_bone $4892 34 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_328
if 
  6929 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_328 

:ICECUT_363
00BC: text_highpriority 'ICC1_A' time 10000 1  // Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_383
if 
  8306 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_418 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_383 

:ICECUT_418
00BC: text_highpriority 'ICC1_B' time 10000 1  // Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_438
if 
  10381 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_473 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_438 

:ICECUT_473
00BC: text_highpriority 'ICC1_C' time 10000 1  // Were you now, or at any time, a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_493
if 
  13633 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_528 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_493 

:ICECUT_528
00BC: text_highpriority 'ICC1_D' time 10000 1  // What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_548
if 
  14189 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_583 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_548 

:ICECUT_583
00BC: text_highpriority 'ICC1_E' time 10000 1  // Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_603
if 
  15441 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_638 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_603 

:ICECUT_638
00BC: text_highpriority 'ICC1_F' time 10000 1  // Yes! Calm down! What's wrong with you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_658
if 
  16881 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_693 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_658 

:ICECUT_693
00BC: text_highpriority 'ICC1_G' time 10000 1  // I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_713
if 
  20281 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_748 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_713 

:ICECUT_748
00BC: text_highpriority 'ICC1_H' time 10000 1  // A dirty, stinking, sniveling, snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_768
if 
  25045 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_803 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_768 

:ICECUT_803
00BC: text_highpriority 'ICC1_I' time 10000 1  // A baby.. an awful, horrible, disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_823
if 
  29698 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_858 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_823 

:ICECUT_858
00BC: text_highpriority 'ICC1_J' time 10000 1  // Mommy doesn't love you. You little shit!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_878
if 
  32513 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_878 

:ICECUT_913
00BC: text_highpriority 'ICC1_K' time 10000 1  // Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_933
if 
  35215 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_970 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_933 

:ICECUT_970
00BC: text_highpriority 'ICC1_L' time 10000 1  // I HATE babies, and I hate children.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_990
if 
  38544 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1027 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_990 

:ICECUT_1027
00BC: text_highpriority 'ICC1_M' time 10000 1  // They're dirty, sniveling, snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1047
if 
  40042 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1084 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1047 

:ICECUT_1084
00BC: text_highpriority 'ICC1_N' time 10000 1  // Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1104
if 
  41685 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1141 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1104 

:ICECUT_1141
00BC: text_highpriority 'ICC1_O' time 10000 1  // What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1161
if 
  43879 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1198 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1161 

:ICECUT_1198
00BC: text_highpriority 'ICC1_P' time 10000 1  // You make soft ice cream, okay? It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1218
if 
  48927 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1255 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1218 

:ICECUT_1255
00BC: text_highpriority 'ICC1_Q' time 10000 1  // What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1275
if 
  51501 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1312 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1275 

:ICECUT_1312
00BC: text_highpriority 'ICC1_R' time 10000 1  // Just so I understand this, why make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1332
if 
  55814 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1369 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1332 

:ICECUT_1369
00BC: text_highpriority 'ICC1_S' time 10000 1  // Oh, you stupid, sniveling, snotty-
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1389
if 
  59535 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1426 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1389 

:ICECUT_1426
00BC: text_highpriority 'ICC1_T' time 10000 1  // Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1446
if 
  60379 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1483 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1446 

:ICECUT_1483
00BC: text_highpriority 'ICC1_U' time 10000 1  // - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1503
if 
  62496 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1503 

:ICECUT_1540
00BC: text_highpriority 'ICC1_V' time 10000 1  // The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1560
if 
  64801 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1597 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1560 

:ICECUT_1597
00BC: text_highpriority 'ICC1_W' time 10000 1  // We distribute other, non-dairy products.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1617
if 
  68699 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1654 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1617 

:ICECUT_1654
00BC: text_highpriority 'ICC1_X' time 10000 1  // And if I see a kid, I put him to good use.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1674
if 
  72778 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1674 

:ICECUT_1711
00BC: text_highpriority 'ICC1_Y' time 10000 1  // Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime 

:ICECUT_1731
if 
  78390 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1768 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1731 

:ICECUT_1768
00BC: text_highpriority 'ICC1_Z' time 10000 1  // She HATES you!

:ICECUT_1783
if 
  81000 > $CUT_SCENE_TIME // int > $ 
jf @ICECUT_1820 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ICECUT_1783 

:ICECUT_1820
03AD: set_rubbish 1 
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @ICECUT_1870 
if 
03D0:   wav 1 loaded 
jf @ICECUT_1870 
03D1: play_wav 1 

:ICECUT_1870
00BE: text_clear_all 

:ICECUT_1872
if 
  fading 
jf @ICECUT_1896 
wait 0 
jump @ICECUT_1872 

:ICECUT_1896
03AD: set_rubbish 1 
Camera.SetAtPos(-839.512, -582.021, 24.777)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Car.RemoveReferences($4894)
Car.Destroy($4894)
$338 = 1 // $ = int 
0529: add $609 to_money_spent_on_property_stats 
014C: set_parked_car_generator $1841 cars_to_generate_to 101 
Marker.Disable($608)
0570: $608 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2 
018B: set_marker $608 display 2 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 
0542: add_property 3 to_property_own_stats 
start_new_script @PSAVE7 
wait 1000 
fade 1 1500 
034E: move_object $1819 to -866.689 -572.095 15.573 speed 0.0 0.0 4.5 collision_check 0 
0395: clear_area 1 at -874.324 -565.683 11.194 range 1.0 
0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194 
0171: set_player $PLAYER_CHAR z_angle_to 183.398 
Object.RemoveReferences($1819)
Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0)
Camera.PointAt(-840.451, -581.759, 24.553, 2)
0394: play_music 1 
01E3: text_1number_styled 'ICEBUY' number $609 time 7000 style 6  // Ice Cream Factory purchased: $~1~
wait 7000 
$ONMISSION = 0 // $ = int 
030C: progress_made += 1 
02EA: end_cutscene 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 40---------------
// Originally: Kaufman Cabs Buy

:TAXCUT
$ONMISSION = 1 // $ = int 
Object.Destroy($1785)
script_name 'TAXCUT' 
wait 0 
054C: use_GXT_table 'TAXICUT' 
if 
  $ONMISSION == 0 // $ == int 
jf @TAXCUT_70 
0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 

:TAXCUT_70
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.CanMove($PLAYER_CHAR, False)
03AF: set_streaming 0 
03AD: set_rubbish 0 
0522: disable_cutscene_shadows 
Model.Load(#KAUFMAN)

:TAXCUT_99
if 
  not Model.Available(#KAUFMAN)
jf @TAXCUT_126 
wait 0 
jump @TAXCUT_99 

:TAXCUT_126
0395: clear_area 1 at -1001.7 198.8 11.4 range 4.0 
Car.Create(3@, #KAUFMAN, -1001.7, 198.8, 11.3)
Car.Angle(3@) = 180.0
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDORIS' 
023C: load_special_actor 3 'CDRIVRA' 
023C: load_special_actor 4 'CDRIVRB' 
038B: load_requested_models 

:TAXCUT_233
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 
jf @TAXCUT_271 
wait 0 
jump @TAXCUT_233 

:TAXCUT_271
02E4: load_cutscene_data 'TAX_1' 
0244: set_cutscene_pos -1002.4 202.0 10.4 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: 0@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 0@ 'CSDORIS' 
02E5: 1@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 1@ 'CDRIVRA' 
02E5: 2@ = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim 2@ 'CDRIVRB' 
0395: clear_area 1 at -999.1 193.0 10.4 range 1.0 
0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
wait 700 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:TAXCUT_466
if 
  10228 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_501 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_466 

:TAXCUT_501
00BC: text_highpriority 'TAXC_A' time 10000 1  // Guess you're the new owner.

:TAXCUT_516
if 
  11538 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_551 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_516 

:TAXCUT_551
00BC: text_highpriority 'TAXC_B' time 10000 1  // What are you, mob? Cartel? You don't look Mexican...

:TAXCUT_566
if 
  15232 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_601 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_566 

:TAXCUT_601
00BC: text_highpriority 'TAXC_C' time 10000 1  // Anyhoo, I guess you better get on with the 'things are gonna change around here' crap,

:TAXCUT_616
if 
  19887 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_651 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_616 

:TAXCUT_651
00BC: text_highpriority 'TAXC_D' time 10000 1  // maybe threaten one of the drivers -

:TAXCUT_666
if 
  22198 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_701 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_666 

:TAXCUT_701
00BC: text_highpriority 'TAXC_E' time 10000 1  // go steady on Ted over there, he's just had his hernia fixed.

:TAXCUT_716
if 
  27570 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_751 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_716 

:TAXCUT_751
00BC: text_highpriority 'TAXC_F' time 10000 1  // Well, yeah. Things are going to change around here, lady.

:TAXCUT_766
if 
  30477 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_801 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_766 

:TAXCUT_801
00BC: text_highpriority 'TAXC_G' time 10000 1  // Oh crap, sonny. Might as well leave this to me -

:TAXCUT_816
if 
  33933 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_853 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_816 

:TAXCUT_853
00BC: text_highpriority 'TAXC_H' time 10000 1  // I've been doing this for years.

:TAXCUT_868
if 
  36327 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_905 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_868 

:TAXCUT_905
00BC: text_highpriority 'TAXC_I' time 10000 1  // Now hear this.

:TAXCUT_920
if 
  38262 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_957 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_920 

:TAXCUT_957
00BC: text_highpriority 'TAXC_J' time 10000 1  // We are now under new management and things are going to change around here again.

:TAXCUT_972
if 
  43042 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1009 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_972 

:TAXCUT_1009
00BC: text_highpriority 'TAXC_K' time 10000 1  // Our new management, the

:TAXCUT_1024
if 
  45254 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1061 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1024 

:TAXCUT_1061
00BC: text_highpriority 'TAXC_L' time 10000 1  // - Which gang are you?

:TAXCUT_1076
if 
  46583 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1076 

:TAXCUT_1113
00BC: text_highpriority 'TAXC_M' time 10000 1  // Well, I'm not part of any gang actually.

:TAXCUT_1128
if 
  48993 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1165 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1128 

:TAXCUT_1165
00BC: text_highpriority 'TAXC_N' time 10000 1  // What's your goddamned name, kid?

:TAXCUT_1180
if 
  51083 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1217 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1180 

:TAXCUT_1217
00BC: text_highpriority 'TAXC_O' time 10000 1  // Vercetti, Tommy Vercetti.

:TAXCUT_1232
if 
  52858 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1269 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1232 

:TAXCUT_1269
00BC: text_highpriority 'TAXC_P' time 10000 1  // Our new management, the Vercetti Gang,

:TAXCUT_1284
if 
  55674 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1321 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1284 

:TAXCUT_1321
00BC: text_highpriority 'TAXC_Q' time 10000 1  // is gonna make sure we get no trouble.

:TAXCUT_1336
if 
  57991 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1373 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1336 

:TAXCUT_1373
00BC: text_highpriority 'TAXC_R' time 10000 1  // Capiche? Out!

:TAXCUT_1388
if 
  59837 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1425 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1388 

:TAXCUT_1425
00BC: text_highpriority 'TAXC_S' time 10000 1  // Did you like the 'capiche'? I liked the 'capiche'.

:TAXCUT_1440
if 
  62496 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1440 

:TAXCUT_1477
00BC: text_highpriority 'TAXC_T' time 10000 1  // So this is how it's worked in the past,

:TAXCUT_1492
if 
  64179 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1529 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1492 

:TAXCUT_1529
00BC: text_highpriority 'TAXC_U' time 10000 1  // We run the firm as usual.

:TAXCUT_1544
if 
  65671 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1581 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1544 

:TAXCUT_1581
00BC: text_highpriority 'TAXC_V' time 10000 1  // If we get any trouble from rival firms, you beat the crap out of them.

:TAXCUT_1596
if 
  68752 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1633 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1596 

:TAXCUT_1633
00BC: text_highpriority 'TAXC_W' time 10000 1  // Then they beat the crap out of us,

:TAXCUT_1648
if 
  70262 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1648 

:TAXCUT_1685
00BC: text_highpriority 'TAXC_X' time 10000 1  // then you beat the crap out of them,

:TAXCUT_1700
if 
  71555 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1737 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1700 

:TAXCUT_1737
00BC: text_highpriority 'TAXC_Y' time 10000 1  // etcetera, etcetera. You got it?

:TAXCUT_1752
if 
  73865 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1789 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1752 

:TAXCUT_1789
00BC: text_highpriority 'TAXC_Z' time 10000 1  // Uh, yeah, I guess...

:TAXCUT_1804
if 
  76173 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1804 

:TAXCUT_1841
00BC: text_highpriority 'TAXC_A1' time 10000 1  // Just grab a taxi from the garage if you feel like jumping in.

:TAXCUT_1856
if 
  77173 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1893 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1856 

:TAXCUT_1893
if 
  81852 > $CUT_SCENE_TIME // int > $ 
jf @TAXCUT_1930 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @TAXCUT_1893 

:TAXCUT_1930
fade 0 1500 
00BE: text_clear_all 

:TAXCUT_1939
if 
  fading 
jf @TAXCUT_1963 
wait 0 
jump @TAXCUT_1939 

:TAXCUT_1963
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetAtPos(-999.1, 193.0, 10.4)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
Model.Destroy(#KAUFMAN)
$307 = 1 // $ = int 
wait 1000 
02A3: enable_widescreen 1 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetAtPos(-1017.904, 207.165, 15.09)
Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.904, 207.165, 15.09, 2)
0394: play_music 1 
01E3: text_1number_styled 'TAXIBUY' number $620 time 7000 style 6  // Taxi Firm purchased: $~1~
0529: add $620 to_money_spent_on_property_stats 
0542: add_property 5 to_property_own_stats 
wait 7000 
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($619)
Marker.Disable($306)
02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 
start_new_script @PSAVE4 
030C: progress_made += 1 
Camera.Restore_WithJumpCut
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 41---------------
// Originally: Malibu Club Buy

:BUYPRO3
script_name 'BUYPRO3' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($247)
Marker.Disable($638)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO3_68
if 
  fading 
jf @BUYPRO3_142 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_135 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
start_new_script @BANK1 
$1092 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_135
jump @BUYPRO3_68 

:BUYPRO3_142
0395: clear_area 1 at 495.651 -84.2263 8.9929 range 1.0 
0055: put_player $PLAYER_CHAR at 495.651 -84.2263 8.9929 
0171: set_player $PLAYER_CHAR z_angle_to 47.6086 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(505.4001, -107.8699, 12.9888, 0.0, 0.0, 0.0)
Camera.PointAt(504.9025, -107.0028, 12.9664, 2)

:BUYPRO3_266
if 
  fading 
jf @BUYPRO3_340 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_333 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
start_new_script @BANK1 
$1092 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_333
jump @BUYPRO3_266 

:BUYPRO3_340
01E3: text_1number_styled 'BANKBUY' number $639 time 5000 style 6  // The Malibu purchased: $~1~
0529: add $639 to_money_spent_on_property_stats 
0542: add_property 0 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_434 
043C: set_game_sounds_disable_on_fade 1 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
start_new_script @BANK1 
$1092 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_434
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO3_449
if 
  fading 
jf @BUYPRO3_527 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_520 
043C: set_game_sounds_disable_on_fade 1 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
start_new_script @BANK1 
$1092 = 1 // $ = int 
terminate_this_script 

:BUYPRO3_520
jump @BUYPRO3_449 

:BUYPRO3_527
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 
start_new_script @BANK1 
$1092 = 1 // $ = int 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO3_600
if 
  fading 
jf @BUYPRO3_646 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO3_639 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO3_639
jump @BUYPRO3_600 

:BUYPRO3_646
043C: set_game_sounds_disable_on_fade 1 
start_new_script @PSAVE10 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 42---------------
// Originally: The Boatyard Buy

:BOATBY
$ONMISSION = 1 // $ = int 
script_name 'BOATBY' 
wait 0 
Object.Destroy($1786)
054C: use_GXT_table 'BOATBUY' 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSDWAYN' 
023C: load_special_actor 3 'CSJETRO' 
Object.Init(0@, #DK_REEF, -651.0, -1481.21, 16.647)
Object.RemoveFromMissionCleanupList(0@)
if 
  $ONMISSION == 0 // $ == int 
jf @BOATBY_140 
04CE: $603 = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8 

:BOATBY_140
wait 0 
Camera.SetAtPos(-649.7202, -1482.1, 14.9076)
038B: load_requested_models 

:BOATBY_163
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BOATBY_197 
wait 0 
jump @BOATBY_163 

:BOATBY_197
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSDWAYN' 
0569: load_uncompressed_animation 'CSJETRO' 
02E4: load_cutscene_data 'DRUG_1' 
0244: set_cutscene_pos -690.0 -1568.0 11.4 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: 1@ = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim 1@ 'CSDWAYN' 
02E5: 2@ = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim 2@ 'CSJETRO' 
0395: clear_area 1 at -633.2 -1488.8 12.7 range 1.0 
0055: put_player $PLAYER_CHAR at -633.2 -1488.8 12.7 
0171: set_player $PLAYER_CHAR z_angle_to 250.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BOATBY_405
if 
  142 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_440 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_405 

:BOATBY_440
00BC: text_highpriority 'DRUG_1' time 10000 1  // Hello? Hel-lo?! Hello?

:BOATBY_455
if 
  9838 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_490 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_455 

:BOATBY_490
00BC: text_highpriority 'DRUG_2' time 10000 1  // Put it out. There's a dude here.

:BOATBY_505
if 
  12335 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_540 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_505 

:BOATBY_540
00BC: text_highpriority 'DRUG_3' time 10000 1  // Hey suit dude! I guess you're the new owner?

:BOATBY_555
if 
  14831 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_590 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_555 

:BOATBY_590
00BC: text_highpriority 'DRUG_4' time 10000 1  // Yeah. Which one of the boats is the fastest?

:BOATBY_605
if 
  17624 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_640 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_605 

:BOATBY_640
00BC: text_highpriority 'DRUG_5' time 10000 1  // It's already in the water, dude,

:BOATBY_655
if 
  19626 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_690 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_655 

:BOATBY_690
00BC: text_highpriority 'DRUG_6' time 10000 1  // I though you might want to try her out.

:BOATBY_705
if 
  21916 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_740 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_705 

:BOATBY_740
00BC: text_highpriority 'DRUG_7' time 10000 1  // Dude, she's already running with a 300 horse power engine...

:BOATBY_755
if 
  24845 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_790 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_755 

:BOATBY_790
00BC: text_highpriority 'DRUG_8' time 10000 1  // ...and the fiberglass hull, she just shoots through the waves.!

:BOATBY_805
if 
  29051 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_840 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_805 

:BOATBY_840
00BC: text_highpriority 'DRUG_9' time 10000 1  // She can do like zero to sixty in four seconds flat dude...

:BOATBY_855
if 
  33053 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_892 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_855 

:BOATBY_892
00BC: text_highpriority 'DRUG_10' time 10000 1  // and she can hold like twenty bales of the best Jamaican smoke right in the hull!

:BOATBY_907
if 
  37627 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_944 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_907 

:BOATBY_944
00BC: text_highpriority 'DRUG_11' time 10000 1  // So go ahead dude, she's ready to fly!

:BOATBY_959
if 
  40309 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_996 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_959 

:BOATBY_996
00BC: text_highpriority 'DRUG_12' time 10000 1  // Yo yo, uh, suit dude, you gotta light?

:BOATBY_1011
if 
  44071 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_1048 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_1011 

:BOATBY_1048
00BC: text_highpriority 'DRUG_13' time 10000 1  // Dude?

:BOATBY_1063
if 
  45000 > $CUT_SCENE_TIME // int > $ 
jf @BOATBY_1100 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BOATBY_1063 

:BOATBY_1100
0169: set_fade_color 0 0 1 
fade 0 1500 

:BOATBY_1115
if 
  fading 
jf @BOATBY_1139 
wait 0 
jump @BOATBY_1115 

:BOATBY_1139
if 
82E9:   not cutscene_reached_end 
jf @BOATBY_1163 
wait 0 
jump @BOATBY_1139 

:BOATBY_1163
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Load(#JETMAX)
Model.Load(#SQUALO)
038B: load_requested_models 

:BOATBY_1207
if or
  not Model.Available(#JETMAX)
  not Model.Available(#SQUALO)
jf @BOATBY_1239 
wait 0 
jump @BOATBY_1207 

:BOATBY_1239
Car.Create(3@, #JETMAX, -586.6, -1512.2, 5.0)
Car.Angle(3@) = 253.0
Car.Create(4@, #SQUALO, -581.2, -1503.2, 5.0)
Car.Angle(4@) = 250.0
wait 0 
wait 0 
0169: set_fade_color 0 0 1 
fade 1 1500 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Camera.SetAtPos(-565.647, -1506.333, 8.906)
Camera.SetPosition(-564.65, -1506.31, 8.99, 0.0, 0.0, 0.0)
Camera.PointAt(-565.647, -1506.333, 8.906, 2)

:BOATBY_1407
if 
  fading 
jf @BOATBY_1431 
wait 0 
jump @BOATBY_1407 

:BOATBY_1431
0394: play_music 1 
01E3: text_1number_styled 'BOATBUY' number $604 time 7000 style 6  // Boatyard purchased: $~1~
0529: add $604 to_money_spent_on_property_stats 
0542: add_property 6 to_property_own_stats 
wait 7000 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
030C: progress_made += 1 
014C: set_parked_car_generator $1982 cars_to_generate_to 101 
014C: set_parked_car_generator $1983 cars_to_generate_to 101 
Marker.Disable($603)
0570: $603 = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8 
018B: set_marker $603 display 2 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 
start_new_script @PSAVE6 
start_new_script @COKRUN 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 0 
Model.Destroy(#JETMAX)
Model.Destroy(#SQUALO)
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 

//-------------Mission 43---------------
// Originally: Pole Position Club Buy

:BUYPRO4
script_name 'BUYPRO4' 
$ONMISSION = 1 // $ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @BUYPRO4_58 
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: set_marker $613 display 2 

:BUYPRO4_58
wait 0 
Marker.Disable($613)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO4_104
if 
  fading 
jf @BUYPRO4_176 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_169 
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: set_marker $613 display 2 
$999 = 1 // $ = int 
terminate_this_script 

:BUYPRO4_169
jump @BUYPRO4_104 

:BUYPRO4_176
0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 
018B: set_marker $613 display 2 
start_new_script @PSAVE5 
$999 = 1 // $ = int 
055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 
$1271 = 1 // $ = int 
start_new_script @CLOTH7 
0395: clear_area 1 at 100.9297 -1470.622 9.3871 range 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(112.9674, -1486.218, 11.2691, 0.0, 0.0, 0.0)
Camera.PointAt(112.1791, -1485.63, 11.4509, 2)

:BUYPRO4_375
if 
  fading 
jf @BUYPRO4_417 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_410 
terminate_this_script 

:BUYPRO4_410
jump @BUYPRO4_375 

:BUYPRO4_417
01E3: text_1number_styled 'STRPBUY' number $614 time 5000 style 6  // Pole Position Club purchased: $~1~
0529: add $614 to_money_spent_on_property_stats 
0542: add_property 7 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 4000 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_479 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO4_479
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO4_494
if 
  fading 
jf @BUYPRO4_540 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO4_533 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO4_533
jump @BUYPRO4_494 

:BUYPRO4_540
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 

:BUYPRO4_581
if 
  fading 
jf @BUYPRO4_605 
wait 0 
jump @BUYPRO4_581 

:BUYPRO4_605
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 44---------------
// Originally: El Swanko Casa Buy

:BUYPRO5
script_name 'BUYPRO5' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($660)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:BUYPRO5_63
if 
  fading 
jf @BUYPRO5_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_129 
0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 
018B: set_marker $660 display 2 
start_new_script @SAVE1 
terminate_this_script 

:BUYPRO5_129
jump @BUYPRO5_63 

:BUYPRO5_136
0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 
018B: set_marker $660 display 2 
start_new_script @SAVE1 
0395: clear_area 1 at 428.373 608.9806 11.6898 range 1.0 
0055: put_player $PLAYER_CHAR at 428.373 608.9806 11.6898 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(415.9304, 640.0891, 12.9833, 0.0, 0.0, 0.0)
Camera.PointAt(416.2365, 639.1425, 13.0847, 2)

:BUYPRO5_291
if 
  fading 
jf @BUYPRO5_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_326 
terminate_this_script 

:BUYPRO5_326
jump @BUYPRO5_291 

:BUYPRO5_333
$1798 = 1 // $ = int 
$1303 = 1 // $ = int 
01E3: text_1number_styled 'NBMNBUY' number $661 time 5000 style 6  // El Swanko Casa purchased: $~1~
0529: add $661 to_money_spent_on_property_stats 
0542: add_property 10 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(427.813, 650.6702, 15.3209, 0.0, 0.0, 0.0)
Camera.PointAt(428.6758, 650.2003, 15.1346, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $663 change_to_type 16 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:BUYPRO5_500
if 
  fading 
jf @BUYPRO5_546 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @BUYPRO5_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:BUYPRO5_539
jump @BUYPRO5_500 

:BUYPRO5_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 45---------------
// Originally: Links View Apartment Buy

:LNKVBUY
script_name 'LNKVBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($652)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:LNKVBUY_63
if 
  fading 
jf @LNKVBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_129 
0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 
018B: set_marker $652 display 2 
start_new_script @SAVE2 
terminate_this_script 

:LNKVBUY_129
jump @LNKVBUY_63 

:LNKVBUY_136
0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 
018B: set_marker $652 display 2 
start_new_script @SAVE2 
0395: clear_area 1 at 306.5728 376.2928 12.1856 range 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(241.4097, 420.0691, 10.388, 0.0, 0.0, 0.0)
Camera.PointAt(242.141, 419.4232, 10.6071, 2)

:LNKVBUY_291
if 
  fading 
jf @LNKVBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_326 
terminate_this_script 

:LNKVBUY_326
jump @LNKVBUY_291 

:LNKVBUY_333
$1799 = 1 // $ = int 
$1304 = 1 // $ = int 
01E3: text_1number_styled 'LNKVBUY' number $653 time 5000 style 6  // Links View Apartment purchased: $~1~
0529: add $653 to_money_spent_on_property_stats 
0542: add_property 9 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(313.6496, 390.976, 14.5314, 0.0, 0.0, 0.0)
Camera.PointAt(313.0024, 391.738, 14.5534, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $655 change_to_type 26 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:LNKVBUY_500
if 
  fading 
jf @LNKVBUY_546 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @LNKVBUY_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:LNKVBUY_539
jump @LNKVBUY_500 

:LNKVBUY_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 46---------------
// Originally: Hyman Condo Buy

:HYCOBUY
script_name 'HYCOBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($664)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:HYCOBUY_63
if 
  fading 
jf @HYCOBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_129 
0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 
018B: set_marker $664 display 2 
start_new_script @SAVE3 
terminate_this_script 

:HYCOBUY_129
jump @HYCOBUY_63 

:HYCOBUY_136
0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 
018B: set_marker $664 display 2 
start_new_script @SAVE3 
0395: clear_area 1 at -833.811 1304.07 10.5131 range 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-905.0276, 1352.564, 50.7682, 0.0, 0.0, 0.0)
Camera.PointAt(-904.088, 1352.261, 50.9287, 2)

:HYCOBUY_291
if 
  fading 
jf @HYCOBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_326 
terminate_this_script 

:HYCOBUY_326
jump @HYCOBUY_291 

:HYCOBUY_333
$1795 = 1 // $ = int 
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 
$1300 = 1 // $ = int 
01E3: text_1number_styled 'HYCOBUY' number $665 time 5000 style 6  // Hyman Condo purchased: $~1~
0529: add $665 to_money_spent_on_property_stats 
0542: add_property 14 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(-848.3207, 1292.835, 11.4866, 0.0, 0.0, 0.0)
Camera.PointAt(-847.6996, 1293.611, 11.5998, 2)
00BC: text_highpriority 'BUYGARS' time 3000 1  // ~g~You can also store vehicles in these garages.
02FA: garage $667 change_to_type 17 
02FA: garage $668 change_to_type 18 
02FA: garage $669 change_to_type 24 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:HYCOBUY_536
if 
  fading 
jf @HYCOBUY_582 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @HYCOBUY_575 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:HYCOBUY_575
jump @HYCOBUY_536 

:HYCOBUY_582
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 47---------------
// Originally: Ocean Heighs Aprt. Buy

:OCHEBUY
script_name 'OCHEBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($656)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:OCHEBUY_63
if 
  fading 
jf @OCHEBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_129 
0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 
018B: set_marker $656 display 2 
start_new_script @SAVE5 
terminate_this_script 

:OCHEBUY_129
jump @OCHEBUY_63 

:OCHEBUY_136
0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 
018B: set_marker $656 display 2 
start_new_script @SAVE5 
0395: clear_area 1 at 14.4571 -1498.594 12.1974 range 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-9.9202, -1467.05, 10.114, 0.0, 0.0, 0.0)
Camera.PointAt(-9.376, -1467.813, 10.4639, 2)

:OCHEBUY_291
if 
  fading 
jf @OCHEBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_326 
terminate_this_script 

:OCHEBUY_326
jump @OCHEBUY_291 

:OCHEBUY_333
$1800 = 1 // $ = int 
$1305 = 1 // $ = int 
01E3: text_1number_styled 'OCHEBUY' number $657 time 5000 style 6  // Ocean Heights Apartment purchased: $~1~
0529: add $657 to_money_spent_on_property_stats 
0542: add_property 12 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
Camera.SetPosition(17.7346, -1467.674, 18.6329, 0.0, 0.0, 0.0)
Camera.PointAt(18.0802, -1468.512, 18.2106, 2)
00BC: text_highpriority 'BUYGARG' time 3000 1  // ~g~You can also store vehicles in this garage.
02FA: garage $659 change_to_type 25 
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:OCHEBUY_500
if 
  fading 
jf @OCHEBUY_546 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @OCHEBUY_539 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:OCHEBUY_539
jump @OCHEBUY_500 

:OCHEBUY_546
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 48---------------
// Originally: 1102 Washington Street Buy

:WASHBUY
script_name 'WASHBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($649)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:WASHBUY_63
if 
  fading 
jf @WASHBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_129 
0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 
018B: set_marker $649 display 2 
start_new_script @SAVE4 
terminate_this_script 

:WASHBUY_129
jump @WASHBUY_63 

:WASHBUY_136
0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 
018B: set_marker $649 display 2 
start_new_script @SAVE4 
0395: clear_area 1 at 90.781 -806.1213 10.3349 range 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(57.5999, -681.8762, 10.4095, 0.0, 0.0, 0.0)
Camera.PointAt(57.8653, -682.802, 10.6787, 2)

:WASHBUY_291
if 
  fading 
jf @WASHBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_326 
terminate_this_script 

:WASHBUY_326
jump @WASHBUY_291 

:WASHBUY_333
$1796 = 1 // $ = int 
$1301 = 1 // $ = int 
01E3: text_1number_styled 'WASHBUY' number $650 time 5000 style 6  // 1102 Washington Street purchased: $~1~
0529: add $650 to_money_spent_on_property_stats 
0542: add_property 11 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:WASHBUY_422
if 
  fading 
jf @WASHBUY_468 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @WASHBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:WASHBUY_461
jump @WASHBUY_422 

:WASHBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 49---------------
// Originally: Vice Point Buy

:VCPTBUY
script_name 'VCPTBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($646)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:VCPTBUY_63
if 
  fading 
jf @VCPTBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_129 
0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 
018B: set_marker $646 display 2 
start_new_script @SAVE6 
terminate_this_script 

:VCPTBUY_129
jump @VCPTBUY_63 

:VCPTBUY_136
0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 
018B: set_marker $646 display 2 
start_new_script @SAVE6 
0395: clear_area 1 at 529.6626 1272.155 16.822 range 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(468.3571, 1259.458, 21.8848, 0.0, 0.0, 0.0)
Camera.PointAt(469.2978, 1259.797, 21.8834, 2)

:VCPTBUY_291
if 
  fading 
jf @VCPTBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_326 
terminate_this_script 

:VCPTBUY_326
jump @VCPTBUY_291 

:VCPTBUY_333
$1797 = 1 // $ = int 
$1302 = 1 // $ = int 
01E3: text_1number_styled 'VCPTBUY' number $647 time 5000 style 6  // 3321 Vice Point purchased: $~1~
0529: add $647 to_money_spent_on_property_stats 
0542: add_property 8 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:VCPTBUY_422
if 
  fading 
jf @VCPTBUY_468 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @VCPTBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:VCPTBUY_461
jump @VCPTBUY_422 

:VCPTBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 50---------------
// Originally: Skumole Shack Buy

:SKUMBUY
script_name 'SKUMBUY' 
$ONMISSION = 1 // $ = int 
wait 0 
Marker.Disable($643)
030C: progress_made += 1 
0169: set_fade_color 0 0 1 
fade 0 500 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 

:SKUMBUY_63
if 
  fading 
jf @SKUMBUY_136 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_129 
0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 
018B: set_marker $643 display 2 
start_new_script @SAVE7 
terminate_this_script 

:SKUMBUY_129
jump @SKUMBUY_63 

:SKUMBUY_136
0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 
018B: set_marker $643 display 2 
start_new_script @SAVE7 
0395: clear_area 1 at -559.9 705.4 19.8 range 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 
02A3: enable_widescreen 1 
0169: set_fade_color 0 0 1 
fade 1 500 
Camera.SetPosition(-570.4593, 708.1309, 24.3593, 0.0, 0.0, 0.0)
Camera.PointAt(-569.6928, 707.5626, 24.0599, 2)

:SKUMBUY_291
if 
  fading 
jf @SKUMBUY_333 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_326 
terminate_this_script 

:SKUMBUY_326
jump @SKUMBUY_291 

:SKUMBUY_333
$1794 = 1 // $ = int 
$1299 = 1 // $ = int 
01E3: text_1number_styled 'SKUMBUY' number $644 time 5000 style 6  // Skumole Shack purchased: $~1~
0529: add $644 to_money_spent_on_property_stats 
0542: add_property 13 to_property_own_stats 
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
wait 2000 
00BC: text_highpriority 'BUYSAVE' time 3000 1  // ~g~You can now save your game here when not on a mission.
wait 3000 
0169: set_fade_color 0 0 1 
fade 0 500 

:SKUMBUY_422
if 
  fading 
jf @SKUMBUY_468 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @SKUMBUY_461 
043C: set_game_sounds_disable_on_fade 1 
terminate_this_script 

:SKUMBUY_461
jump @SKUMBUY_422 

:SKUMBUY_468
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02A3: enable_widescreen 0 
0169: set_fade_color 0 0 1 
fade 1 500 
HELP_2932()
043C: set_game_sounds_disable_on_fade 1 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 
return 

//-------------Mission 51---------------
// Originally: Cap the Collector

:CAP_1
gosub @CAP_1_36 
if 
  wasted_or_busted 
jf @CAP_1_27 
gosub @CAP_1_11085 

:CAP_1_27
gosub @CAP_1_11207 
terminate_this_script 

:CAP_1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'CAP_1' 
wait 0 
054C: use_GXT_table 'CAP_1' 
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 
$4895 = -1 // $ = int 
$4896 = -1 // $ = int 
$4897 = -1 // $ = int 
$4940 = 0 // $ = int 
$4941 = 0 // $ = int 
$4942 = 0 // $ = int 
$4943 = 0 // $ = int 
$4944 = 0 // $ = int 
$4945 = 0 // $ = int 
$4966 = 0.0 // $ = float 
$4967 = 0.0 // $ = float 
$4968 = 0.0 // $ = float 
$4969 = 0.0 // $ = float 
$4970 = 0.0 // $ = float 
$4898 = -1 // $ = int 
$4899 = -1 // $ = int 
$4900 = -1 // $ = int 
$4946 = 0 // $ = int 
$4947 = 0 // $ = int 
$4948 = 0 // $ = int 
$4949 = 0 // $ = int 
$4950 = 0 // $ = int 
$4951 = 0 // $ = int 
0@ = 0.0 // @ = float 
1@ = 0.0 // @ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
$4901 = -1 // $ = int 
$4902 = -1 // $ = int 
$4903 = -1 // $ = int 
$4952 = 0 // $ = int 
$4953 = 0 // $ = int 
$4954 = 0 // $ = int 
$4955 = 0 // $ = int 
$4956 = 0 // $ = int 
$4957 = 0 // $ = int 
5@ = 0.0 // @ = float 
6@ = 0.0 // @ = float 
7@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
$4904 = -1 // $ = int 
$4905 = -1 // $ = int 
$4906 = -1 // $ = int 
$4959 = 0 // $ = int 
$4960 = 0 // $ = int 
$4961 = 0 // $ = int 
$4962 = 0 // $ = int 
$4963 = 0 // $ = int 
$4964 = 0 // $ = int 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
14@ = 0.0 // @ = float 
$4916 = 0 // $ = int 
$4917 = 0 // $ = int 
$4918 = 0 // $ = int 
$4919 = 0 // $ = int 
$4920 = 0 // $ = int 
$4921 = 0 // $ = int 
$4922 = 0 // $ = int 
$4925 = 0 // $ = int 
$4926 = 0 // $ = int 
$4927 = 0 // $ = int 
$4928 = 0 // $ = int 
$4929 = 0 // $ = int 
$4930 = 0 // $ = int 
$4931 = 0 // $ = int 
$4932 = 0 // $ = int 
$4933 = 0 // $ = int 
$4934 = 0 // $ = int 
$4923 = 0 // $ = int 
$2607 = 0 // $ = int 
$2560 = 0 // $ = int 
$2561 = 0 // $ = int 
$2562 = 0 // $ = int 
$2563 = 0 // $ = int 
$2564 = 0 // $ = int 
$2567 = 0 // $ = int 
$2568 = 0 // $ = int 
$2569 = 0 // $ = int 
$2570 = 0 // $ = int 
$2571 = 0 // $ = int 
$2573 = 0 // $ = int 
$4935 = 0 // $ = int 
$4936 = 0 // $ = int 
$4937 = 0 // $ = int 
$4938 = 0 // $ = int 
$2797 = 0 // $ = int 
$4872 = 0.0 // $ = float 
$4873 = 0.0 // $ = float 
$4874 = 0.0 // $ = float 
$2585 = 0 // $ = int 
$2586 = 0 // $ = int 
$2587 = 0 // $ = int 
$2588 = 0 // $ = int 
$2589 = 0 // $ = int 
$2590 = 0 // $ = int 
$2591 = 0 // $ = int 
$2592 = 0 // $ = int 
$2593 = 0 // $ = int 
$2594 = 0 // $ = int 
$2596 = 0 // $ = int 
$4958 = 0 // $ = int 
$4965 = 0 // $ = int 
$4924 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKELLY' 
023C: load_special_actor 3 'PRINTRA' 
023C: load_special_actor 4 'PRINTRB' 
023C: load_special_actor 5 'PRINTRC' 
select_interior 18 
Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
038B: load_requested_models 

:CAP_1_1139
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 
823D:   not special_actor 5 loaded 
jf @CAP_1_1181 
wait 0 
jump @CAP_1_1139 

:CAP_1_1181
02E4: load_cutscene_data 'CAP_1' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -1064.103 -276.39 11.066 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $167 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $167 'CSKELLY' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'PRINTRA' 
02E5: $138 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $138 'PRINTRB' 
02E5: $129 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $129 'PRINTRC' 
0395: clear_area 1 at -1059.841 -278.7214 10.4044 range 1.0 
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 
0171: set_player $PLAYER_CHAR z_angle_to 272.2088 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CAP_1_1399
if 
  2420 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1434 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1399 

:CAP_1_1434
00BC: text_highpriority 'CAP_01' time 10000 1  // Ok, what's the emergency?

:CAP_1_1449
if 
  5636 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1484 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1449 

:CAP_1_1484
00BC: text_highpriority 'CAP_02' time 10000 1  // WHO?

:CAP_1_1499
if 
  6065 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1534 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1499 

:CAP_1_1534
00BC: text_highpriority 'CAP_03' time 10000 1  // Tommy...some mob thugs ...said they'd come to take their cut...

:CAP_1_1549
if 
  10876 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1584 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1549 

:CAP_1_1584
00BC: text_highpriority 'CAP_04' time 10000 1  // ...said it was a Mr. Forello's money...I feel like crap.

:CAP_1_1599
if 
  14640 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1634 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1599 

:CAP_1_1634
00BC: text_highpriority 'CAP_05' time 10000 1  // Forelli? SONNY Forelli?

:CAP_1_1649
if 
  17053 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1684 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1649 

:CAP_1_1684
00BC: text_highpriority 'CAP_06' time 10000 1  // Yeah, that's the guy...I think...they were very insistent...

:CAP_1_1699
if 
  20816 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1734 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1699 

:CAP_1_1734
00BC: text_highpriority 'CAP_07' time 10000 1  // Don't you worry, pop, I'm not angry with you.

:CAP_1_1749
if 
  22129 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1784 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1749 

:CAP_1_1784
00BC: text_highpriority 'CAP_08' time 10000 1  // Get him to the hospital.

:CAP_1_1799
if 
  24218 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1834 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1799 

:CAP_1_1834
00BC: text_highpriority 'CAP_09' time 10000 1  // Tommy...rip that guy a new asshole for me...

:CAP_1_1849
if 
  27085 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1884 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1849 

:CAP_1_1884
00BC: text_highpriority 'CAP_10' time 10000 1  // I'm gonna rip him two!

:CAP_1_1899
if 
  27367 > $CUT_SCENE_TIME // int > $ 
jf @CAP_1_1934 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CAP_1_1899 

:CAP_1_1934
0169: set_fade_color 0 0 1 
fade 0 1500 
wait 1000 
00BE: text_clear_all 

:CAP_1_1956
if 
  fading 
jf @CAP_1_1980 
wait 0 
jump @CAP_1_1956 

:CAP_1_1980
if 
82E9:   not cutscene_reached_end 
jf @CAP_1_2004 
wait 0 
jump @CAP_1_1980 

:CAP_1_2004
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
select_interior 0 
Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
023C: load_special_actor 1 'MBA' 
023C: load_special_actor 2 'MBB' 
Model.Load(#M4)
Model.Load(#CHROMEGUN)
Model.Load(#VOODOO)
Model.Load(#RHINO)
Model.Load(#GANGBUR)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#ARMY)
Model.Load(#SGA)
Model.Load(#SGB)
038B: load_requested_models 

:CAP_1_2124
if or
  not Model.Available(#M4)
  not Model.Available(#CHROMEGUN)
  not Model.Available(#VOODOO)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @CAP_1_2169 
wait 0 
jump @CAP_1_2124 

:CAP_1_2169
if or
  not Model.Available(#RHINO)
  not Model.Available(#GANGBUR)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#ARMY)
jf @CAP_1_2213 
wait 0 
jump @CAP_1_2169 

:CAP_1_2213
if or
  not Model.Available(#SGA)
  not Model.Available(#SGB)
jf @CAP_1_2243 
wait 0 
jump @CAP_1_2213 

:CAP_1_2243
if 
  $642 == 1 // $ == int 
jf @CAP_1_2304 
04CE: $4914 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539 
0168: set_marker $4914 size 2 
0165: set_marker $4914 color_to 5 
jump @CAP_1_2311 

:CAP_1_2304
$4916 = 2 // $ = int 

:CAP_1_2311
if 
  $633 == 1 // $ == int 
jf @CAP_1_2363 
04CE: $4915 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996 
Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED)
jump @CAP_1_2370 

:CAP_1_2363
$4919 = 2 // $ = int 

:CAP_1_2370
if 
  $612 == 1 // $ == int 
jf @CAP_1_2417 
04CE: $4910 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 
jump @CAP_1_2424 

:CAP_1_2417
$4920 = 2 // $ = int 

:CAP_1_2424
if 
  $623 == 1 // $ == int 
jf @CAP_1_2471 
04CE: $4911 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 
jump @CAP_1_2478 

:CAP_1_2471
$4921 = 2 // $ = int 

:CAP_1_2478
if 
  $607 == 1 // $ == int 
jf @CAP_1_2525 
04CE: $4912 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758 
jump @CAP_1_2532 

:CAP_1_2525
$4917 = 2 // $ = int 

:CAP_1_2532
if 
  $628 == 1 // $ == int 
jf @CAP_1_2579 
04CE: $4913 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 
jump @CAP_1_2586 

:CAP_1_2579
$4918 = 2 // $ = int 

:CAP_1_2586
if 
  $ONMISSION == 0 // $ == int 
jf @CAP_1_2724 
04A6: $622 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 
04A6: $632 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 
04A6: $641 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 
04A6: $611 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 
04A6: $606 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 
04A6: $627 = create_asset_money_pickup_at $445 $446 $447 money $631 rate $631 

:CAP_1_2724
Car.Create($4899, #VOODOO, -866.8224, -448.586, 9.8801)
Car.Angle($4899) = 198.0
Car.ImmuneToNonPlayer($4899, True)
0466: set_car $4899 change_lane 0 
04BA: set_car $4899 speed_instantly 10.0 
0129: $4898 = create_actor 4 #SPECIAL01 in_car $4899 driverseat 
0446: set_actor $4898 dismemberment_possible 0 
Actor.Health($4898) = 500
054A: set_actor $4898 can_be_shot_in_a_car 0 
01B2: give_actor $4898 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4898 threat_search 
011A: set_actor $4898 search_threat 1 
0243: set_actor $4898 ped_stats_to 16 
Actor.Health($4898) = 250
0483: set_actor $4898 cease_attack_timer 1150 
0291: set_actor $4898 heed_threats 1 
0350: set_actor $4898 maintain_position_when_attacked 1 
0319: set_actor $4898 running 1 
01C8: $4900 = create_actor_pedtype 4 model #SPECIAL02 in_car $4899 passenger_seat 0 
0446: set_actor $4900 dismemberment_possible 0 
Actor.Health($4900) = 500
01B2: give_actor $4900 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4900 threat_search 
011A: set_actor $4900 search_threat 1 
0243: set_actor $4900 ped_stats_to 16 
054A: set_actor $4900 can_be_shot_in_a_car 0 
Actor.Health($4900) = 250
0291: set_actor $4900 heed_threats 1 
0350: set_actor $4900 maintain_position_when_attacked 1 
0319: set_actor $4900 running 1 
01DE: tie_actor $4900 to_actor $4898 
Actor.Create($10086, 4, #HNA, 2, 2, 2)
0446: set_actor $10086 dismemberment_possible 0 
0464: put_actor $10086 into_turret_on_car $4899 at_car_offset 1.2242 -1.0379 1.0322 position 3 angle 270.0 with_weapon 26 
02E2: set_actor $10086 weapon_accuracy_to 90 
01CA: actor $10086 kill_player $PLAYER_CHAR 
04EB: actor $10086 crouch 1 9999999 ms 
Actor.Create($10087, 4, #HNB, 2, 2, 2)
0446: set_actor $10087 dismemberment_possible 0 
0464: put_actor $10087 into_turret_on_car $4899 at_car_offset -1.2242 -1.0379 1.0322 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10087 weapon_accuracy_to 90 
01CA: actor $10087 kill_player $PLAYER_CHAR 
04EB: actor $10087 crouch 1 9999999 ms 
Actor.Create($10095, 4, #SPECIAL01, -714.5659, -1503.575, 15.284)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, -674.157, -1472.813, 23.6873)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #SPECIAL01, -1006.023, -893.5672, 12.8867)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, -1018.329, -885.3235, 12.8868)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #SPECIAL01, -1011.782, 209.1159, 11.2601)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, -1011.782, 209.1159, 11.2601)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #SPECIAL01, 13.8157, 963.9697, 21.2681)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, 11.9898, 953.7079, 10.9538)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #SPECIAL01, 500.2375, -88.9137, 10.8062)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, 497.8377, -89.028, 16.3963)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #SPECIAL01, 104.9522, -1462.346, 10.4318)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10095 maintain_position_when_attacked 1 
Actor.Create($10095, 4, #SPECIAL02, 89.2489, -1474.493, 10.4351)
0446: set_actor $10095 dismemberment_possible 0 
02E2: set_actor $10095 weapon_accuracy_to 95 
01CA: actor $10095 kill_player $PLAYER_CHAR 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
gosub @CAP_1_19768 
0089: 0@ = $4966 // @ = $ float 
0089: 1@ = $4967 // @ = $ float 
0089: 2@ = $4968 // @ = $ float 
if 
  not Car.Wrecked($4899)
jf @CAP_1_3979 
02C2: car $4899 drive_to_point 0@ 1@ 2@ 
Car.SetMaxSpeed($4899, 100.0)
00AE: set_vehicle $4899 traffic_behavior_to 2 

:CAP_1_3979
0481: set_enter_car_range_multiplier 10.0 

:CAP_1_3986
wait 0 
01BD: $4811 = current_time_in_ms 
if 
  $4923 == 3 // $ == int 
jf @CAP_1_4146 
if 
  not fading 
jf @CAP_1_4146 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0054: store_player $PLAYER_CHAR position_to $445 $446 $447 
Camera.SetAtPos($445, $446, $447)
0169: set_fade_color 0 0 1 
fade 1 1500 
if 
  not Actor.Dead($4898)
jf @CAP_1_4127 
Marker.CreateAboveActor($4907, $4898)
0165: set_marker $4907 color_to 0 

:CAP_1_4127
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
$4923 = 4 // $ = int 

:CAP_1_4146
if 
  $4923 == 2 // $ == int 
jf @CAP_1_4205 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @CAP_1_4205 
0169: set_fade_color 0 0 1 
fade 0 1500 
$4923 = 3 // $ = int 

:CAP_1_4205
if 
  $4923 == 1 // $ == int 
jf @CAP_1_4290 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @CAP_1_4290 
if 
  not Car.Wrecked($4899)
jf @CAP_1_4283 
Camera.OnVehicle($4899, 18, 2)
0084: $2797 = $4811 // $ = $ int 
$2797 += 2000 // $ += int 

:CAP_1_4283
$4923 = 2 // $ = int 

:CAP_1_4290
if 
  $4923 == 0 // $ == int 
jf @CAP_1_4520 
if 
001C:   $4811 > $2797 // $ > $ int 
jf @CAP_1_4520 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
03EA: generate_cars_around_camera 1 
Camera.SetPosition(-856.1546, -497.3885, 10.7677, 0.0, 0.0, 0.0)
if 
  not Car.Wrecked($4899)
jf @CAP_1_4410 
Camera.OnVehicle($4899, 15, 2)

:CAP_1_4410
if 
  not Actor.Dead($4898)
jf @CAP_1_4440 
Actor.StorePos($4898, $445, $446, $447)

:CAP_1_4440
Camera.SetAtPos($445, $446, $447)
0084: $2797 = $4811 // $ = $ int 
$2797 += 4000 // $ += int 
0169: set_fade_color 0 0 1 
fade 1 1500 
00BC: text_highpriority 'SBOB275' time 20000 1 
0084: $2547 = $4811 // $ = $ int 
$2547 += 20000 // $ += int 
$4923 = 1 // $ = int 

:CAP_1_4520
if 
  not Actor.Dead($4898)
jf @CAP_1_4774 
0084: $4895 = $4898 // $ = $ int 
0084: $4896 = $4899 // $ = $ int 
0084: $4940 = $4946 // $ = $ int 
0088: $4966 = 0@ // $ = @ float 
0088: $4967 = 1@ // $ = @ float 
0088: $4968 = 2@ // $ = @ float 
0084: $4941 = $4947 // $ = $ int 
0088: $4969 = 3@ // $ = @ float 
0088: $4970 = 4@ // $ = @ float 
0084: $4942 = $4948 // $ = $ int 
0084: $4943 = $4949 // $ = $ int 
0084: $4897 = $4900 // $ = $ int 
0084: $4944 = $4950 // $ = $ int 
0084: $4945 = $4951 // $ = $ int 
gosub @CAP_1_11618 
0084: $4898 = $4895 // $ = $ int 
0084: $4899 = $4896 // $ = $ int 
0084: $4946 = $4940 // $ = $ int 
0089: 0@ = $4966 // @ = $ float 
0089: 1@ = $4967 // @ = $ float 
0089: 2@ = $4968 // @ = $ float 
0084: $4947 = $4941 // $ = $ int 
0089: 3@ = $4969 // @ = $ float 
0089: 4@ = $4970 // @ = $ float 
0084: $4948 = $4942 // $ = $ int 
0084: $4949 = $4943 // $ = $ int 
0084: $4900 = $4897 // $ = $ int 
0084: $4950 = $4944 // $ = $ int 
0084: $4951 = $4945 // $ = $ int 
jump @CAP_1_5436 

:CAP_1_4774
Marker.Disable($4907)
if 
  not Actor.Dead($4900)
jf @CAP_1_4922 
if 
056D:   actor $4898 defined 
jf @CAP_1_4825 
Actor.StoreDeadActorPos($4898, $445, $446, $447)

:CAP_1_4825
if 
00EC:   actor $4900 0 $445 $446 radius 30.0 30.0 
jf @CAP_1_4903 
0084: $4898 = $4900 // $ = $ int 
$4900 = -1 // $ = int 
$4950 = 0 // $ = int 
Marker.CreateAboveActor($4907, $4898)
0165: set_marker $4907 color_to 0 
jump @CAP_1_4915 

:CAP_1_4903
Actor.RemoveReferences($4900)
$4900 = -1 // $ = int 

:CAP_1_4915
jump @CAP_1_5436 

:CAP_1_4922
if 
   not 0@ == 1E09 // @ == float 
jf @CAP_1_5436 
if 
  0@ == -852.5533 // @ == float 
jf @CAP_1_5021 
if 
  $4920 == 1 // $ == int 
jf @CAP_1_4989 
$4920 = 0 // $ = int 

:CAP_1_4989
if and
  $4929 == 0 // $ == int 
  $4920 == 2 // $ == int 
jf @CAP_1_5021 
$4920 = 0 // $ = int 

:CAP_1_5021
if 
  0@ == -1016.265 // @ == float 
jf @CAP_1_5099 
if 
  $4921 == 1 // $ == int 
jf @CAP_1_5067 
$4921 = 0 // $ = int 

:CAP_1_5067
if and
  $4930 == 0 // $ == int 
  $4921 == 2 // $ == int 
jf @CAP_1_5099 
$4921 = 0 // $ = int 

:CAP_1_5099
if 
  0@ == -726.0752 // @ == float 
jf @CAP_1_5177 
if 
  $4917 == 1 // $ == int 
jf @CAP_1_5145 
$4917 = 0 // $ = int 

:CAP_1_5145
if and
  $4931 == 0 // $ == int 
  $4917 == 2 // $ == int 
jf @CAP_1_5177 
$4917 = 0 // $ = int 

:CAP_1_5177
if 
  0@ == -1025.169 // @ == float 
jf @CAP_1_5255 
if 
  $4918 == 1 // $ == int 
jf @CAP_1_5223 
$4918 = 0 // $ = int 

:CAP_1_5223
if and
  $4933 == 0 // $ == int 
  $4918 == 2 // $ == int 
jf @CAP_1_5255 
$4918 = 0 // $ = int 

:CAP_1_5255
if 
  0@ == 506.2871 // @ == float 
jf @CAP_1_5333 
if 
  $4916 == 1 // $ == int 
jf @CAP_1_5301 
$4916 = 0 // $ = int 

:CAP_1_5301
if and
  $4932 == 0 // $ == int 
  $4916 == 2 // $ == int 
jf @CAP_1_5333 
$4916 = 0 // $ = int 

:CAP_1_5333
if 
  0@ == 17.6185 // @ == float 
jf @CAP_1_5411 
if 
  $4919 == 1 // $ == int 
jf @CAP_1_5379 
$4919 = 0 // $ = int 

:CAP_1_5379
if and
  $4934 == 0 // $ == int 
  $4919 == 2 // $ == int 
jf @CAP_1_5411 
$4919 = 0 // $ = int 

:CAP_1_5411
0@ = 1E09 // @ = float 
00BC: text_highpriority 'CAP1B10' time 5000 1  // You've capped the Collectors. More are on their way.

:CAP_1_5436
if 
  $4958 == 0 // $ == int 
jf @CAP_1_6256 
if 
  Actor.Dead($4898)
jf @CAP_1_6256 
Car.Create($4902, #GANGBUR, -830.2028, 756.1009, 9.8816)
Car.Angle($4902) = 264.7463
Car.SetImmunities($4902, 1, 1, 1, 1, 1)
053F: set_car $4902 tires_vulnerable 0 
Car.ImmuneToNonPlayer($4902, True)
0466: set_car $4902 change_lane 0 
04BA: set_car $4902 speed_instantly 10.0 
0129: $4901 = create_actor 4 #SPECIAL01 in_car $4902 driverseat 
01B2: give_actor $4901 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4901 threat_search 
011A: set_actor $4901 search_threat 1 
0243: set_actor $4901 ped_stats_to 16 
0446: set_actor $4901 dismemberment_possible 0 
Actor.Health($4901) = 500
054A: set_actor $4901 can_be_shot_in_a_car 0 
Actor.Health($4901) = 250
0483: set_actor $4901 cease_attack_timer 1150 
0291: set_actor $4901 heed_threats 1 
0350: set_actor $4901 maintain_position_when_attacked 1 
0319: set_actor $4901 running 1 
Marker.CreateAboveActor($4908, $4901)
0165: set_marker $4908 color_to 0 
01C8: $4903 = create_actor_pedtype 4 model #SPECIAL02 in_car $4902 passenger_seat 0 
01B2: give_actor $4903 weapon 19 ammo 9999 // Load the weapon model before using this 
0446: set_actor $4903 dismemberment_possible 0 
Actor.Health($4903) = 500
054A: set_actor $4903 can_be_shot_in_a_car 0 
01ED: clear_actor $4903 threat_search 
011A: set_actor $4903 search_threat 1 
0243: set_actor $4903 ped_stats_to 16 
Actor.Health($4903) = 250
0291: set_actor $4903 heed_threats 1 
0350: set_actor $4903 maintain_position_when_attacked 1 
0319: set_actor $4903 running 1 
01DE: tie_actor $4903 to_actor $4901 
Actor.Create($10088, 4, #SGB, 2, 2, 2)
0446: set_actor $10088 dismemberment_possible 0 
0464: put_actor $10088 into_turret_on_car $4902 at_car_offset -1.4242 -1.5379 0.2322 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10088 weapon_accuracy_to 90 
01CA: actor $10088 kill_player $PLAYER_CHAR 
04EB: actor $10088 crouch 1 9999999 ms 
Actor.Create($10089, 4, #SGA, 2, 2, 2)
0446: set_actor $10089 dismemberment_possible 0 
0464: put_actor $10089 into_turret_on_car $4902 at_car_offset -1.4242 1.3379 0.2322 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10089 weapon_accuracy_to 90 
01CA: actor $10089 kill_player $PLAYER_CHAR 
04EB: actor $10089 crouch 1 9999999 ms 
Actor.Create($10090, 4, #SGA, 2, 2, 2)
0446: set_actor $10090 dismemberment_possible 0 
0464: put_actor $10090 into_turret_on_car $4902 at_car_offset 1.2242 -1.5379 0.2322 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10090 weapon_accuracy_to 90 
01CA: actor $10090 kill_player $PLAYER_CHAR 
04EB: actor $10090 crouch 1 9999999 ms 
Actor.Create($10091, 4, #SGB, 2, 2, 2)
0446: set_actor $10091 dismemberment_possible 0 
0464: put_actor $10091 into_turret_on_car $4902 at_car_offset 1.2242 1.3379 0.2322 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10091 weapon_accuracy_to 90 
01CA: actor $10091 kill_player $PLAYER_CHAR 
04EB: actor $10091 crouch 1 9999999 ms 
Actor.Create($10092, 4, #SGB, 2, 2, 2)
0446: set_actor $10092 dismemberment_possible 0 
0464: put_actor $10092 into_turret_on_car $4902 at_car_offset 0.4242 0.3379 1.5522 position 3 angle -270.0 with_weapon 19 
02E2: set_actor $10092 weapon_accuracy_to 100 
01CA: actor $10092 kill_player $PLAYER_CHAR 
04EB: actor $10092 crouch 1 9999999 ms 
gosub @CAP_1_19768 
0089: 5@ = $4966 // @ = $ float 
0089: 6@ = $4967 // @ = $ float 
0089: 7@ = $4968 // @ = $ float 
if 
  not Car.Wrecked($4902)
jf @CAP_1_6249 
02C2: car $4902 drive_to_point 5@ 6@ 7@ 
Car.SetMaxSpeed($4902, 100.0)
00AE: set_vehicle $4902 traffic_behavior_to 2 

:CAP_1_6249
$4958 = 1 // $ = int 

:CAP_1_6256
if 
  Actor.Dead($4898)
jf @CAP_1_7188 
if 
  not Actor.Dead($4901)
jf @CAP_1_6526 
0084: $4895 = $4901 // $ = $ int 
0084: $4896 = $4902 // $ = $ int 
0084: $4940 = $4952 // $ = $ int 
0088: $4966 = 5@ // $ = @ float 
0088: $4967 = 6@ // $ = @ float 
0088: $4968 = 7@ // $ = @ float 
0084: $4941 = $4953 // $ = $ int 
0088: $4969 = 8@ // $ = @ float 
0088: $4970 = 9@ // $ = @ float 
0084: $4942 = $4954 // $ = $ int 
0084: $4943 = $4955 // $ = $ int 
0084: $4897 = $4903 // $ = $ int 
0084: $4944 = $4956 // $ = $ int 
0084: $4945 = $4957 // $ = $ int 
gosub @CAP_1_11618 
0084: $4901 = $4895 // $ = $ int 
0084: $4902 = $4896 // $ = $ int 
0084: $4952 = $4940 // $ = $ int 
0089: 5@ = $4966 // @ = $ float 
0089: 6@ = $4967 // @ = $ float 
0089: 7@ = $4968 // @ = $ float 
0084: $4953 = $4941 // $ = $ int 
0089: 8@ = $4969 // @ = $ float 
0089: 9@ = $4970 // @ = $ float 
0084: $4954 = $4942 // $ = $ int 
0084: $4955 = $4943 // $ = $ int 
0084: $4903 = $4897 // $ = $ int 
0084: $4956 = $4944 // $ = $ int 
0084: $4957 = $4945 // $ = $ int 
jump @CAP_1_7188 

:CAP_1_6526
Marker.Disable($4908)
if 
  not Actor.Dead($4903)
jf @CAP_1_6674 
if 
056D:   actor $4901 defined 
jf @CAP_1_6577 
Actor.StoreDeadActorPos($4901, $445, $446, $447)

:CAP_1_6577
if 
00EC:   actor $4903 0 $445 $446 radius 30.0 30.0 
jf @CAP_1_6655 
0084: $4901 = $4903 // $ = $ int 
$4903 = -1 // $ = int 
$4956 = 0 // $ = int 
Marker.CreateAboveActor($4908, $4901)
0165: set_marker $4908 color_to 0 
jump @CAP_1_6667 

:CAP_1_6655
Actor.RemoveReferences($4903)
$4903 = -1 // $ = int 

:CAP_1_6667
jump @CAP_1_7188 

:CAP_1_6674
if 
   not 5@ == 1E09 // @ == float 
jf @CAP_1_7188 
if 
  5@ == -852.5533 // @ == float 
jf @CAP_1_6773 
if 
  $4920 == 1 // $ == int 
jf @CAP_1_6741 
$4920 = 0 // $ = int 

:CAP_1_6741
if and
  $4929 == 0 // $ == int 
  $4920 == 2 // $ == int 
jf @CAP_1_6773 
$4920 = 0 // $ = int 

:CAP_1_6773
if 
  5@ == -1016.265 // @ == float 
jf @CAP_1_6851 
if 
  $4921 == 1 // $ == int 
jf @CAP_1_6819 
$4921 = 0 // $ = int 

:CAP_1_6819
if and
  $4930 == 0 // $ == int 
  $4921 == 2 // $ == int 
jf @CAP_1_6851 
$4921 = 0 // $ = int 

:CAP_1_6851
if 
  5@ == -726.0752 // @ == float 
jf @CAP_1_6929 
if 
  $4917 == 1 // $ == int 
jf @CAP_1_6897 
$4917 = 0 // $ = int 

:CAP_1_6897
if and
  $4931 == 0 // $ == int 
  $4917 == 2 // $ == int 
jf @CAP_1_6929 
$4917 = 0 // $ = int 

:CAP_1_6929
if 
  5@ == -1025.169 // @ == float 
jf @CAP_1_7007 
if 
  $4918 == 1 // $ == int 
jf @CAP_1_6975 
$4918 = 0 // $ = int 

:CAP_1_6975
if and
  $4933 == 0 // $ == int 
  $4918 == 2 // $ == int 
jf @CAP_1_7007 
$4918 = 0 // $ = int 

:CAP_1_7007
if 
  5@ == 506.2871 // @ == float 
jf @CAP_1_7085 
if 
  $4916 == 1 // $ == int 
jf @CAP_1_7053 
$4916 = 0 // $ = int 

:CAP_1_7053
if and
  $4932 == 0 // $ == int 
  $4916 == 2 // $ == int 
jf @CAP_1_7085 
$4916 = 0 // $ = int 

:CAP_1_7085
if 
  5@ == 17.6185 // @ == float 
jf @CAP_1_7163 
if 
  $4919 == 1 // $ == int 
jf @CAP_1_7131 
$4919 = 0 // $ = int 

:CAP_1_7131
if and
  $4934 == 0 // $ == int 
  $4919 == 2 // $ == int 
jf @CAP_1_7163 
$4919 = 0 // $ = int 

:CAP_1_7163
5@ = 1E09 // @ = float 
00BC: text_highpriority 'CAP1B10' time 5000 1  // You've capped the Collectors. More are on their way.

:CAP_1_7188
if 
  $4965 == 0 // $ == int 
jf @CAP_1_7248 
if and
  Actor.Dead($4898)
  Actor.Dead($4901)
jf @CAP_1_7248 
if 
  not Car.Wrecked($4902)
jf @CAP_1_7248 
020B: explode_car $4902 

:CAP_1_7248
if 
  $4965 == 0 // $ == int 
jf @CAP_1_7791 
if and
  Actor.Dead($4898)
  Actor.Dead($4901)
jf @CAP_1_7791 
Car.Create($4905, #RHINO, -455.8257, 1093.68, 10.9015)
Car.Angle($4905) = 75.6059
Car.ImmuneToNonPlayer($4905, True)
0129: $4904 = create_actor 4 #SPECIAL01 in_car $4905 driverseat 
01B2: give_actor $4904 weapon 26 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4904 threat_search 
011A: set_actor $4904 search_threat 1 
0446: set_actor $4904 dismemberment_possible 0 
Actor.Health($4904) = 500
054A: set_actor $4904 can_be_shot_in_a_car 0 
0243: set_actor $4904 ped_stats_to 16 
Actor.Health($4904) = 250
0483: set_actor $4904 cease_attack_timer 1150 
0291: set_actor $4904 heed_threats 1 
0350: set_actor $4904 maintain_position_when_attacked 1 
0319: set_actor $4904 running 1 
Marker.CreateAboveActor($4909, $4904)
0165: set_marker $4909 color_to 0 
01C8: $4906 = create_actor_pedtype 4 model #SPECIAL02 in_car $4905 passenger_seat 0 
01B2: give_actor $4906 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4906 threat_search 
011A: set_actor $4906 search_threat 1 
0243: set_actor $4906 ped_stats_to 16 
0446: set_actor $4906 dismemberment_possible 0 
Actor.Health($4906) = 500
054A: set_actor $4906 can_be_shot_in_a_car 0 
Actor.Health($4906) = 250
0291: set_actor $4906 heed_threats 1 
0350: set_actor $4906 maintain_position_when_attacked 1 
0319: set_actor $4906 running 1 
01DE: tie_actor $4906 to_actor $4904 
Actor.Create($10093, 4, #ARMY, 2, 2, 2)
0446: set_actor $10093 dismemberment_possible 0 
0464: put_actor $10093 into_turret_on_car $4905 at_car_offset 0.8242 0.7379 1.9522 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10093 weapon_accuracy_to 100 
01CA: actor $10093 kill_player $PLAYER_CHAR 
04EB: actor $10093 crouch 1 9999999 ms 
Actor.Create($10094, 4, #ARMY, 2, 2, 2)
0446: set_actor $10094 dismemberment_possible 0 
0464: put_actor $10094 into_turret_on_car $4905 at_car_offset -1.3242 -2.9379 1.9522 position 3 angle -270.0 with_weapon 26 
02E2: set_actor $10094 weapon_accuracy_to 100 
01CA: actor $10094 kill_player $PLAYER_CHAR 
04EB: actor $10094 crouch 1 9999999 ms 
gosub @CAP_1_19768 
0089: 10@ = $4966 // @ = $ float 
0089: 11@ = $4967 // @ = $ float 
0089: 12@ = $4968 // @ = $ float 
if 
  not Car.Wrecked($4905)
jf @CAP_1_7784 
02C2: car $4905 drive_to_point 10@ 11@ 12@ 
Car.SetMaxSpeed($4905, 100.0)
00AE: set_vehicle $4905 traffic_behavior_to 3 

:CAP_1_7784
$4965 = 1 // $ = int 

:CAP_1_7791
if and
  Actor.Dead($4898)
  Actor.Dead($4901)
jf @CAP_1_8221 
if 
  not Actor.Dead($4904)
jf @CAP_1_8066 
0084: $4895 = $4904 // $ = $ int 
0084: $4896 = $4905 // $ = $ int 
0084: $4940 = $4959 // $ = $ int 
0088: $4966 = 10@ // $ = @ float 
0088: $4967 = 11@ // $ = @ float 
0088: $4968 = 12@ // $ = @ float 
0084: $4941 = $4960 // $ = $ int 
0088: $4969 = 13@ // $ = @ float 
0088: $4970 = 14@ // $ = @ float 
0084: $4942 = $4961 // $ = $ int 
0084: $4943 = $4962 // $ = $ int 
0084: $4897 = $4906 // $ = $ int 
0084: $4944 = $4963 // $ = $ int 
0084: $4945 = $4964 // $ = $ int 
gosub @CAP_1_11618 
0084: $4904 = $4895 // $ = $ int 
0084: $4905 = $4896 // $ = $ int 
0084: $4959 = $4940 // $ = $ int 
0089: 10@ = $4966 // @ = $ float 
0089: 11@ = $4967 // @ = $ float 
0089: 12@ = $4968 // @ = $ float 
0084: $4960 = $4941 // $ = $ int 
0089: 13@ = $4969 // @ = $ float 
0089: 14@ = $4970 // @ = $ float 
0084: $4961 = $4942 // $ = $ int 
0084: $4962 = $4943 // $ = $ int 
0084: $4906 = $4897 // $ = $ int 
0084: $4963 = $4944 // $ = $ int 
0084: $4964 = $4945 // $ = $ int 
jump @CAP_1_8221 

:CAP_1_8066
Marker.Disable($4909)
if 
  not Actor.Dead($4906)
jf @CAP_1_8214 
if 
056D:   actor $4904 defined 
jf @CAP_1_8117 
Actor.StoreDeadActorPos($4904, $445, $446, $447)

:CAP_1_8117
if 
00EC:   actor $4906 0 $445 $446 radius 30.0 30.0 
jf @CAP_1_8195 
0084: $4904 = $4906 // $ = $ int 
$4906 = -1 // $ = int 
$4963 = 0 // $ = int 
Marker.CreateAboveActor($4909, $4904)
0165: set_marker $4909 color_to 0 
jump @CAP_1_8207 

:CAP_1_8195
Actor.RemoveReferences($4906)
$4906 = -1 // $ = int 

:CAP_1_8207
jump @CAP_1_8221 

:CAP_1_8214
jump @CAP_1_11102 

:CAP_1_8221
if and
  $4918 == 2 // $ == int 
  $4917 == 2 // $ == int 
  $4920 == 2 // $ == int 
  $4921 == 2 // $ == int 
jf @CAP_1_8274 
$4927 = 1 // $ = int 
jump @CAP_1_8281 

:CAP_1_8274
$4927 = 0 // $ = int 

:CAP_1_8281
if and
  $4916 == 2 // $ == int 
  $4919 == 2 // $ == int 
  $4940 == 0 // $ == int 
jf @CAP_1_8327 
$4928 = 1 // $ = int 
jump @CAP_1_8334 

:CAP_1_8327
$4928 = 0 // $ = int 

:CAP_1_8334
if and
  $4927 == 1 // $ == int 
  $4928 == 1 // $ == int 
jf @CAP_1_8397 
00BC: text_highpriority 'CAP1_B8' time 5000 1  // ~r~The collector has taxed all of your businesses.
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
jump @CAP_1_11085 

:CAP_1_8397
if 
  $2560 > 0 // $ > int 
jf @CAP_1_8637 
if 
  $2560 == 3 // $ == int 
jf @CAP_1_8479 
if 
03D2:   wav 1 ended 
jf @CAP_1_8479 
03D5: remove_text 'CAP1_2'  // You know the rules, Vercetti!
$2560 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_8479
if 
  $2560 == 2 // $ == int 
jf @CAP_1_8542 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8542 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_8535 

:CAP_1_8535
$2560 = 3 // $ = int 

:CAP_1_8542
if 
  $2560 == 1 // $ == int 
jf @CAP_1_8637 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_8611 
03CF: load_wav 'CAP1_2' as 1 
$2560 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_8637 

:CAP_1_8611
if 
001C:   $4811 > $2585 // $ > $ int 
jf @CAP_1_8637 
$2560 = 0 // $ = int 

:CAP_1_8637
if 
  $2561 > 0 // $ > int 
jf @CAP_1_8877 
if 
  $2561 == 3 // $ == int 
jf @CAP_1_8719 
if 
03D2:   wav 1 ended 
jf @CAP_1_8719 
03D5: remove_text 'CAP1_3'  // Mr. Forelli sends his regards!
$2561 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_8719
if 
  $2561 == 2 // $ == int 
jf @CAP_1_8782 
if 
03D0:   wav 1 loaded 
jf @CAP_1_8782 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_8775 

:CAP_1_8775
$2561 = 3 // $ = int 

:CAP_1_8782
if 
  $2561 == 1 // $ == int 
jf @CAP_1_8877 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_8851 
03CF: load_wav 'CAP1_3' as 1 
$2561 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_8877 

:CAP_1_8851
if 
001C:   $4811 > $2586 // $ > $ int 
jf @CAP_1_8877 
$2561 = 0 // $ = int 

:CAP_1_8877
if 
  $2562 > 0 // $ > int 
jf @CAP_1_9117 
if 
  $2562 == 3 // $ == int 
jf @CAP_1_8959 
if 
03D2:   wav 1 ended 
jf @CAP_1_8959 
03D5: remove_text 'CAP1_4'  // It's the Harwood Butcher!
$2562 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_8959
if 
  $2562 == 2 // $ == int 
jf @CAP_1_9022 
if 
03D0:   wav 1 loaded 
jf @CAP_1_9022 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_9015 

:CAP_1_9015
$2562 = 3 // $ = int 

:CAP_1_9022
if 
  $2562 == 1 // $ == int 
jf @CAP_1_9117 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_9091 
03CF: load_wav 'CAP1_4' as 1 
$2562 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_9117 

:CAP_1_9091
if 
001C:   $4811 > $2587 // $ > $ int 
jf @CAP_1_9117 
$2562 = 0 // $ = int 

:CAP_1_9117
if 
  $2563 > 0 // $ > int 
jf @CAP_1_9357 
if 
  $2563 == 3 // $ == int 
jf @CAP_1_9199 
if 
03D2:   wav 1 ended 
jf @CAP_1_9199 
03D5: remove_text 'CAP1_5'  // You tell Sonny - stay away!
$2563 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_9199
if 
  $2563 == 2 // $ == int 
jf @CAP_1_9262 
if 
03D0:   wav 1 loaded 
jf @CAP_1_9262 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_9255 

:CAP_1_9255
$2563 = 3 // $ = int 

:CAP_1_9262
if 
  $2563 == 1 // $ == int 
jf @CAP_1_9357 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_9331 
03CF: load_wav 'CAP1_5' as 1 
$2563 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_9357 

:CAP_1_9331
if 
001C:   $4811 > $2588 // $ > $ int 
jf @CAP_1_9357 
$2563 = 0 // $ = int 

:CAP_1_9357
if 
  $2564 > 0 // $ > int 
jf @CAP_1_9638 
if 
  $2564 == 3 // $ == int 
jf @CAP_1_9439 
if 
03D2:   wav 1 ended 
jf @CAP_1_9439 
03D5: remove_text 'CAP1_6'  // Vice City is MINE now, NOT his.
$2564 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_9439
if 
  $2564 == 2 // $ == int 
jf @CAP_1_9502 
if 
03D0:   wav 1 loaded 
jf @CAP_1_9502 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_9495 

:CAP_1_9495
$2564 = 3 // $ = int 

:CAP_1_9502
if 
  $2564 == 1 // $ == int 
jf @CAP_1_9597 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_9571 
03CF: load_wav 'CAP1_6' as 1 
$2564 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_9597 

:CAP_1_9571
if 
001C:   $4811 > $2589 // $ > $ int 
jf @CAP_1_9597 
$2564 = 0 // $ = int 

:CAP_1_9597
if 
  $2564 == 0 // $ == int 
jf @CAP_1_9638 
0084: $2589 = $4811 // $ = $ int 
$2589 += 6000 // $ += int 
$2564 = 1 // $ = int 

:CAP_1_9638
if 
  $2567 > 0 // $ > int 
jf @CAP_1_9878 
if 
  $2567 == 3 // $ == int 
jf @CAP_1_9720 
if 
03D2:   wav 1 ended 
jf @CAP_1_9720 
03D5: remove_text 'CAP1_7'  // You think you can take me down, Vercetti?
$2567 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_9720
if 
  $2567 == 2 // $ == int 
jf @CAP_1_9783 
if 
03D0:   wav 1 loaded 
jf @CAP_1_9783 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_9776 

:CAP_1_9776
$2567 = 3 // $ = int 

:CAP_1_9783
if 
  $2567 == 1 // $ == int 
jf @CAP_1_9878 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_9852 
03CF: load_wav 'CAP1_7' as 1 
$2567 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_9878 

:CAP_1_9852
if 
001C:   $4811 > $2590 // $ > $ int 
jf @CAP_1_9878 
$2567 = 0 // $ = int 

:CAP_1_9878
if 
  $2568 > 0 // $ > int 
jf @CAP_1_10118 
if 
  $2568 == 3 // $ == int 
jf @CAP_1_9960 
if 
03D2:   wav 1 ended 
jf @CAP_1_9960 
03D5: remove_text 'CAP1_8'  // We'll keep coming after you until you die, Vercetti.
$2568 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_9960
if 
  $2568 == 2 // $ == int 
jf @CAP_1_10023 
if 
03D0:   wav 1 loaded 
jf @CAP_1_10023 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_10016 

:CAP_1_10016
$2568 = 3 // $ = int 

:CAP_1_10023
if 
  $2568 == 1 // $ == int 
jf @CAP_1_10118 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_10092 
03CF: load_wav 'CAP1_8' as 1 
$2568 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_10118 

:CAP_1_10092
if 
001C:   $4811 > $2591 // $ > $ int 
jf @CAP_1_10118 
$2568 = 0 // $ = int 

:CAP_1_10118
if 
  $2569 > 0 // $ > int 
jf @CAP_1_10358 
if 
  $2569 == 3 // $ == int 
jf @CAP_1_10200 
if 
03D2:   wav 1 ended 
jf @CAP_1_10200 
03D5: remove_text 'CAP1_9'  // You don't stand a chance, you psychotic prick.
$2569 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_10200
if 
  $2569 == 2 // $ == int 
jf @CAP_1_10263 
if 
03D0:   wav 1 loaded 
jf @CAP_1_10263 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_10256 

:CAP_1_10256
$2569 = 3 // $ = int 

:CAP_1_10263
if 
  $2569 == 1 // $ == int 
jf @CAP_1_10358 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_10332 
03CF: load_wav 'CAP1_9' as 1 
$2569 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_10358 

:CAP_1_10332
if 
001C:   $4811 > $2592 // $ > $ int 
jf @CAP_1_10358 
$2569 = 0 // $ = int 

:CAP_1_10358
if 
  $2570 > 0 // $ > int 
jf @CAP_1_10598 
if 
  $2570 == 3 // $ == int 
jf @CAP_1_10440 
if 
03D2:   wav 1 ended 
jf @CAP_1_10440 
03D5: remove_text 'CAP1_10'  // I'll murder you Vercetti.
$2570 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_10440
if 
  $2570 == 2 // $ == int 
jf @CAP_1_10503 
if 
03D0:   wav 1 loaded 
jf @CAP_1_10503 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_10496 

:CAP_1_10496
$2570 = 3 // $ = int 

:CAP_1_10503
if 
  $2570 == 1 // $ == int 
jf @CAP_1_10598 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_10572 
03CF: load_wav 'CAP1_10' as 1 
$2570 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_10598 

:CAP_1_10572
if 
001C:   $4811 > $2593 // $ > $ int 
jf @CAP_1_10598 
$2570 = 0 // $ = int 

:CAP_1_10598
if 
  $2571 > 0 // $ > int 
jf @CAP_1_10838 
if 
  $2571 == 3 // $ == int 
jf @CAP_1_10680 
if 
03D2:   wav 1 ended 
jf @CAP_1_10680 
03D5: remove_text 'CAP1_11'  // You always were a jerk.
$2571 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_10680
if 
  $2571 == 2 // $ == int 
jf @CAP_1_10743 
if 
03D0:   wav 1 loaded 
jf @CAP_1_10743 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_10736 

:CAP_1_10736
$2571 = 3 // $ = int 

:CAP_1_10743
if 
  $2571 == 1 // $ == int 
jf @CAP_1_10838 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_10812 
03CF: load_wav 'CAP1_11' as 1 
$2571 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_10838 

:CAP_1_10812
if 
001C:   $4811 > $2594 // $ > $ int 
jf @CAP_1_10838 
$2571 = 0 // $ = int 

:CAP_1_10838
if 
  $2573 > 0 // $ > int 
jf @CAP_1_11078 
if 
  $2573 == 3 // $ == int 
jf @CAP_1_10920 
if 
03D2:   wav 1 ended 
jf @CAP_1_10920 
03D5: remove_text 'CAP1_12'  // You're going to die, Vercetti.
$2573 = 0 // $ = int 
$2607 = 0 // $ = int 
jump @CAP_1_3986 

:CAP_1_10920
if 
  $2573 == 2 // $ == int 
jf @CAP_1_10983 
if 
03D0:   wav 1 loaded 
jf @CAP_1_10983 
03D1: play_wav 1 
if 
001C:   $4811 > $2547 // $ > $ int 
jf @CAP_1_10976 

:CAP_1_10976
$2573 = 3 // $ = int 

:CAP_1_10983
if 
  $2573 == 1 // $ == int 
jf @CAP_1_11078 
if 
  $2607 == 0 // $ == int 
jf @CAP_1_11052 
03CF: load_wav 'CAP1_12' as 1 
$2573 = 2 // $ = int 
$2607 = 1 // $ = int 
jump @CAP_1_11078 

:CAP_1_11052
if 
001C:   $4811 > $2596 // $ > $ int 
jf @CAP_1_11078 
$2573 = 0 // $ = int 

:CAP_1_11078
jump @CAP_1_3986 

:CAP_1_11085
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:CAP_1_11102
$269 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'CAP_1'  // Cap the Collector
030C: progress_made += 1 
Marker.Disable($271)
04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 
Pickup.Destroy($637)
04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 rate $636 
return 

:CAP_1_11207
if 
  $4929 == 1 // $ == int 
jf @CAP_1_11250 
Pickup.Destroy($611)
04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 rate $610 

:CAP_1_11250
if 
  $4930 == 1 // $ == int 
jf @CAP_1_11293 
Pickup.Destroy($622)
04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 rate $621 

:CAP_1_11293
if 
  $4931 == 1 // $ == int 
jf @CAP_1_11336 
Pickup.Destroy($606)
04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 rate $605 

:CAP_1_11336
if 
  $4932 == 1 // $ == int 
jf @CAP_1_11379 
Pickup.Destroy($641)
04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 rate $640 

:CAP_1_11379
if 
  $4933 == 1 // $ == int 
jf @CAP_1_11422 
Pickup.Destroy($627)
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 rate $626 

:CAP_1_11422
if 
  $4934 == 1 // $ == int 
jf @CAP_1_11465 
Pickup.Destroy($632)
04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 rate $631 

:CAP_1_11465
Actor.DestroyWithFade($4898)
Actor.DestroyWithFade($4900)
Actor.DestroyWithFade($4901)
Actor.DestroyWithFade($4903)
Actor.DestroyWithFade($4904)
Actor.DestroyWithFade($4906)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#M4)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SGB)
Model.Destroy(#SGA)
Model.Destroy(#HNB)
Model.Destroy(#HNA)
Model.Destroy(#ARMY)
Model.Destroy(#VOODOO)
Model.Destroy(#RHINO)
Model.Destroy(#GANGBUR)
Marker.Disable($4907)
Marker.Disable($4908)
Marker.Disable($4909)
Marker.Disable($4910)
Marker.Disable($4911)
Marker.Disable($4912)
Marker.Disable($4913)
Marker.Disable($4914)
Marker.Disable($4915)
03EA: generate_cars_around_camera 0 
03CD: car $4899 remove_from_stuck_car_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:CAP_1_11618
if 
0449:   actor $4895 sitting_in_any_car 
jf @CAP_1_13549 
$4896 = Actor.CurrentCar($4895)
Car.ImmuneToNonPlayer($4896, True)
0466: set_car $4896 change_lane 0 
if and
  $4918 == 2 // $ == int 
  $4917 == 2 // $ == int 
  $4920 == 2 // $ == int 
  $4921 == 2 // $ == int 
jf @CAP_1_11709 
$4925 = 1 // $ = int 
jump @CAP_1_11716 

:CAP_1_11709
$4925 = 0 // $ = int 

:CAP_1_11716
if and
  $4916 == 2 // $ == int 
  $4919 == 2 // $ == int 
  $4940 == 0 // $ == int 
jf @CAP_1_11762 
$4926 = 1 // $ = int 
jump @CAP_1_11769 

:CAP_1_11762
$4926 = 0 // $ = int 

:CAP_1_11769
if 
  not Actor.Dead($4897)
jf @CAP_1_11862 
if 
80F2:   not actor $4895 near_actor $4897 radius 20.0 20.0 0 
jf @CAP_1_11855 
if 
031F:   actor $4897 in_range_of_actor $4895 
jf @CAP_1_11855 
01E0: clear_leader $4897 
01CC: actor $4897 kill_player $PLAYER_CHAR 
0483: set_actor $4897 cease_attack_timer 0 

:CAP_1_11855
jump @CAP_1_11867 

:CAP_1_11862
Actor.RemoveReferences($4897)

:CAP_1_11867
if 
  $4940 == 100 // $ == int 
jf @CAP_1_12300 
if and
  $4925 == 1 // $ == int 
  $4926 == 1 // $ == int 
jf @CAP_1_11922 
Car.SetToPsychoDriver($4896)
jump @CAP_1_12276 

:CAP_1_11922
02C2: car $4896 drive_to_point $4966 $4967 $4968 
if 
  $4966 == -852.5533 // $ == float 
jf @CAP_1_11988 
00BC: text_highpriority 'CAP1_D3' time 5000 1  // ~g~The Mafia is leaving the Ice Cream Factory!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_11988
if 
  $4966 == -1016.265 // $ == float 
jf @CAP_1_12040 
00BC: text_highpriority 'CAP1_D5' time 5000 1  // ~g~The Mafia is leaving the Taxi Firm!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_12040
if 
  $4966 == -726.0752 // $ == float 
jf @CAP_1_12092 
00BC: text_highpriority 'CAP1_D2' time 5000 1  // ~g~The Mafia is leaving the Boatyard!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_12092
if 
  $4966 == -1025.169 // $ == float 
jf @CAP_1_12144 
00BC: text_highpriority 'CAP1_D4' time 5000 1  // ~g~The Mafia is leaving the Car Showroom!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_12144
if 
  $4966 == 506.2871 // $ == float 
jf @CAP_1_12196 
00BC: text_highpriority 'CAP1_D9' time 5000 1  // ~g~The Mafia is leaving The Malibu!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_12196
if 
  $4966 == 17.6185 // $ == float 
jf @CAP_1_12248 
00BC: text_highpriority 'CAP1_D0' time 5000 1  // ~g~The Mafia is leaving the film studio!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 

:CAP_1_12248
gosub @CAP_1_19768 
00AF: set_car $4896 driver_behaviour_to 8 
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_12276
Car.SetMaxSpeed($4896, 100.0)
00AE: set_vehicle $4896 traffic_behavior_to 2 
$4940 = 0 // $ = int 

:CAP_1_12300
if 
  $4941 == 1 // $ == int 
jf @CAP_1_12386 
if and
  $4925 == 1 // $ == int 
  $4926 == 1 // $ == int 
jf @CAP_1_12355 
Car.SetToPsychoDriver($4896)
jump @CAP_1_12369 

:CAP_1_12355
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_12369
Car.SetMaxSpeed($4896, 100.0)
00AE: set_vehicle $4896 traffic_behavior_to 2 

:CAP_1_12386
$4941 = 0 // $ = int 
if 
00FE:   actor $4895 0 $4966 $4967 $4968 radius 35.0 35.0 35.0 
jf @CAP_1_13108 
Car.SetMaxSpeed($4896, 8.0)
if 
  $4940 == 0 // $ == int 
jf @CAP_1_13101 
if 
00FE:   actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 
jf @CAP_1_12515 
0477: set_car $4896 action 1 time 400 

:CAP_1_12515
if 
0101:   actor $4895 stopped_near_point $4966 $4967 $4968 radius 6.0 6.0 6.0 sphere 0 
jf @CAP_1_13101 
0477: set_car $4896 action 1 time 200 
if 
  $4920 == 1 // $ == int 
jf @CAP_1_12656 
if 
  $4966 == -852.5533 // $ == float 
jf @CAP_1_12656 
00BC: text_highpriority 'CAP1_C3' time 5000 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 1 // $ = int 
03E2: actor $4895 leave_any_car 
$4920 = 2 // $ = int 

:CAP_1_12656
if 
  $4921 == 1 // $ == int 
jf @CAP_1_12745 
if 
  $4966 == -1016.265 // $ == float 
jf @CAP_1_12745 
00BC: text_highpriority 'CAP1_C5' time 5000 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 2 // $ = int 
03E2: actor $4895 leave_any_car 
$4921 = 2 // $ = int 

:CAP_1_12745
if 
  $4917 == 1 // $ == int 
jf @CAP_1_12834 
if 
  $4966 == -726.0752 // $ == float 
jf @CAP_1_12834 
00BC: text_highpriority 'CAP1_C2' time 5000 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 3 // $ = int 
03E2: actor $4895 leave_any_car 
$4917 = 2 // $ = int 

:CAP_1_12834
if 
  $4918 == 1 // $ == int 
jf @CAP_1_12923 
if 
  $4966 == -1025.169 // $ == float 
jf @CAP_1_12923 
00BC: text_highpriority 'CAP1_C4' time 5000 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 4 // $ = int 
03E2: actor $4895 leave_any_car 
$4918 = 2 // $ = int 

:CAP_1_12923
if 
  $4916 == 1 // $ == int 
jf @CAP_1_13012 
if 
  $4966 == 506.2871 // $ == float 
jf @CAP_1_13012 
00BC: text_highpriority 'CAP1_C9' time 5000 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 5 // $ = int 
03E2: actor $4895 leave_any_car 
$4916 = 2 // $ = int 

:CAP_1_13012
if 
  $4919 == 1 // $ == int 
jf @CAP_1_13101 
if 
  $4966 == 17.6185 // $ == float 
jf @CAP_1_13101 
00BC: text_highpriority 'CAP1_C0' time 5000 1  // ~g~The Mafia has arrived at the film studio!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 6 // $ = int 
03E2: actor $4895 leave_any_car 
$4919 = 2 // $ = int 

:CAP_1_13101
jump @CAP_1_13542 

:CAP_1_13108
if 
  $4940 == 0 // $ == int 
jf @CAP_1_13542 
if 
00EC:   actor $4895 0 $4969 $4970 radius 4.0 4.0 
jf @CAP_1_13409 
if 
001C:   $4811 > $4942 // $ > $ int 
jf @CAP_1_13402 
if 
82CA:   not car $4896 bounding_sphere_visible 
jf @CAP_1_13402 
Car.StorePos($4896, $7465, $7466, $7467)
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 
jf @CAP_1_13402 
if 
80C2:   not sphere_onscreen $7465 $7466 $7467 4.0 
jf @CAP_1_13402 
Car.PutAt($4896, $7465, $7466, $7467)
039F: car $4896 race_to $4966 $4967 
Car.SetMaxSpeed($4896, 100.0)
00AE: set_vehicle $4896 traffic_behavior_to 2 
0084: $4942 = $4811 // $ = $ int 
$4942 += 4000 // $ += int 
if and
  $4925 == 1 // $ == int 
  $4926 == 1 // $ == int 
jf @CAP_1_13388 
Car.SetToPsychoDriver($4896)
jump @CAP_1_13402 

:CAP_1_13388
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_13402
jump @CAP_1_13439 

:CAP_1_13409
Car.StorePos($4896, $4969, $4970, $447)
0084: $4942 = $4811 // $ = $ int 
$4942 += 4000 // $ += int 

:CAP_1_13439
if 
001C:   $4811 > $4943 // $ > $ int 
jf @CAP_1_13542 
Car.SetMaxSpeed($4896, 100.0)
00AE: set_vehicle $4896 traffic_behavior_to 2 
if and
  $4925 == 1 // $ == int 
  $4926 == 1 // $ == int 
jf @CAP_1_13512 
Car.SetToPsychoDriver($4896)
jump @CAP_1_13526 

:CAP_1_13512
02C2: car $4896 drive_to_point $4966 $4967 $4968 

:CAP_1_13526
0084: $4943 = $4811 // $ = $ int 
$4943 += 2000 // $ += int 

:CAP_1_13542
jump @CAP_1_18763 

:CAP_1_13549
if 
001C:   $4811 > $4924 // $ > $ int 
jf @CAP_1_13589 
011C: actor $4895 clear_objective 
0084: $4924 = $4811 // $ = $ int 
$4924 += 1500 // $ += int 

:CAP_1_13589
if or
  $4940 == 0 // $ == int 
  $4940 == 100 // $ == int 
jf @CAP_1_14850 
if 
  $4941 == 0 // $ == int 
jf @CAP_1_14398 
if and
00FE:   actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 
  $4940 == 0 // $ == int 
jf @CAP_1_14192 
if 
  $4920 == 1 // $ == int 
jf @CAP_1_13765 
if 
  $4966 == -852.5533 // $ == float 
jf @CAP_1_13765 
00BC: text_highpriority 'CAP1_C3' time 5000 1  // ~g~The Mafia has arrived at the Ice Cream Factory!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 1 // $ = int 
$4920 = 2 // $ = int 

:CAP_1_13765
if 
  $4921 == 1 // $ == int 
jf @CAP_1_13849 
if 
  $4966 == -1016.265 // $ == float 
jf @CAP_1_13849 
00BC: text_highpriority 'CAP1_C5' time 5000 1  // ~g~The Mafia has arrived at the Taxi Firm!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 2 // $ = int 
$4921 = 2 // $ = int 

:CAP_1_13849
if 
  $4917 == 1 // $ == int 
jf @CAP_1_13933 
if 
  $4966 == -726.0752 // $ == float 
jf @CAP_1_13933 
00BC: text_highpriority 'CAP1_C2' time 5000 1  // ~g~The Mafia has arrived at the Boatyard!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 3 // $ = int 
$4917 = 2 // $ = int 

:CAP_1_13933
if 
  $4918 == 1 // $ == int 
jf @CAP_1_14017 
if 
  $4966 == -1025.169 // $ == float 
jf @CAP_1_14017 
00BC: text_highpriority 'CAP1_C4' time 5000 1  // ~g~The Mafia has arrived at the Car Showroom!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 4 // $ = int 
$4918 = 2 // $ = int 

:CAP_1_14017
if 
  $4916 == 1 // $ == int 
jf @CAP_1_14101 
if 
  $4966 == 506.2871 // $ == float 
jf @CAP_1_14101 
00BC: text_highpriority 'CAP1_C9' time 5000 1  // ~g~The Mafia has arrived at The Malibu!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 5 // $ = int 
$4916 = 2 // $ = int 

:CAP_1_14101
if 
  $4919 == 1 // $ == int 
jf @CAP_1_14185 
if 
  $4966 == 17.6185 // $ == float 
jf @CAP_1_14185 
00BC: text_highpriority 'CAP1_C0' time 5000 1  // ~g~The Mafia has arrived at the film studio!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
$4940 = 6 // $ = int 
$4919 = 2 // $ = int 

:CAP_1_14185
jump @CAP_1_14398 

:CAP_1_14192
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 
jf @CAP_1_14390 
if 
  not Car.Wrecked($4896)
jf @CAP_1_14368 
if 
82BF:   not car $4896 sunk 
jf @CAP_1_14346 
if 
0203:   actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 
jf @CAP_1_14324 
01D5: actor $4895 go_to_and_drive_car $4896 
0084: $4945 = $4811 // $ = $ int 
$4945 += 8000 // $ += int 
$4941 = 1 // $ = int 
jump @CAP_1_14339 

:CAP_1_14324
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14339
jump @CAP_1_14361 

:CAP_1_14346
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14361
jump @CAP_1_14383 

:CAP_1_14368
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14383
jump @CAP_1_14398 

:CAP_1_14390
01CC: actor $4895 kill_player $PLAYER_CHAR 

:CAP_1_14398
if 
  $4941 == 1 // $ == int 
jf @CAP_1_14843 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 
jf @CAP_1_14835 
if 
  not Car.Wrecked($4896)
jf @CAP_1_14813 
if 
82BF:   not car $4896 sunk 
jf @CAP_1_14791 
if 
0203:   actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 
jf @CAP_1_14769 
01D5: actor $4895 go_to_and_drive_car $4896 
if 
001C:   $4811 > $4945 // $ > $ int 
jf @CAP_1_14762 
if 
82CA:   not car $4896 bounding_sphere_visible 
jf @CAP_1_14762 
if 
82CB:   not actor $4895 bounding_sphere_visible 
jf @CAP_1_14762 
011C: actor $4895 clear_objective 
Car.StorePos($4896, $445, $446, $447)
$4886 = Car.Angle($4896)
Car.Destroy($4896)
Car.Create($4896, #SANCHEZ, $445, $446, $447)
Car.Angle($4896) = $4886
Car.ImmuneToNonPlayer($4896, True)
0466: set_car $4896 change_lane 0 
036A: put_actor $4895 in_car $4896 
if 
  not Actor.Dead($4897)
jf @CAP_1_14762 
if 
0431:   car $4896 car_passenger_seat_free 0 
jf @CAP_1_14762 
01C8: $4897 = create_actor_pedtype 4 model #SPECIAL02 in_car $4896 passenger_seat 0 
01B2: give_actor $4897 weapon 19 ammo 9999 // Load the weapon model before using this 
01ED: clear_actor $4897 threat_search 
011A: set_actor $4897 search_threat 1 
0243: set_actor $4897 ped_stats_to 16 
Actor.Health($4897) = 250
0291: set_actor $4897 heed_threats 1 
0350: set_actor $4897 maintain_position_when_attacked 1 
0319: set_actor $4897 running 1 
01DE: tie_actor $4897 to_actor $4895 

:CAP_1_14762
jump @CAP_1_14784 

:CAP_1_14769
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14784
jump @CAP_1_14806 

:CAP_1_14791
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14806
jump @CAP_1_14828 

:CAP_1_14813
0084: $4869 = $4895 // $ = $ int 
gosub @CAP_1_20119 

:CAP_1_14828
jump @CAP_1_14843 

:CAP_1_14835
01CC: actor $4895 kill_player $PLAYER_CHAR 

:CAP_1_14843
jump @CAP_1_18763 

:CAP_1_14850
if 
  not Car.Wrecked($4896)
jf @CAP_1_14875 
0477: set_car $4896 action 1 time 17 

:CAP_1_14875
if 
  $4940 == 1 // $ == int 
jf @CAP_1_14918 
0239: actor $4895 run_to $558 $559 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 30 // $ = int 

:CAP_1_14918
if 
  $4940 == 30 // $ == int 
jf @CAP_1_15145 
if 
0571:   actor $4895 stuck 
jf @CAP_1_14999 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_14999 
Actor.PutAt($4895, $558, $559, 10.5)

:CAP_1_14999
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15033 
0239: actor $4895 run_to $558 $559 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15033
if 
00ED:   actor $4895 0 $558 $559 radius 1.0 1.0 
jf @CAP_1_15145 
00BC: text_highpriority 'CAP1_B3' time 5000 1  // ~g~The Mafia has taxed the Ice Cream Factory!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Marker.Disable($4910)
0058: $4944 += $610 // $ += $ int 
03FE: set_actor $4895 money $4944 
$4929 = 1 // $ = int 
Pickup.Destroy($611)
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_15145
if 
  $4940 == 2 // $ == int 
jf @CAP_1_15208 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // $ = $ int 
$2274 += 5000 // $ += int 
$4940 = 7 // $ = int 

:CAP_1_15208
if 
  $4940 == 7 // $ == int 
jf @CAP_1_15394 
if 
0571:   actor $4895 stuck 
jf @CAP_1_15293 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_15293 
Actor.PutAt($4895, -1009.286, 196.7185, 10.5)

:CAP_1_15293
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15331 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15331
if 
00ED:   actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 
jf @CAP_1_15394 
0239: actor $4895 run_to $582 $583 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 8 // $ = int 

:CAP_1_15394
if 
  $4940 == 8 // $ == int 
jf @CAP_1_15566 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15446 
0239: actor $4895 run_to $582 $583 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15446
if 
00ED:   actor $4895 0 $582 $583 radius 1.0 1.0 
jf @CAP_1_15566 
00BC: text_highpriority 'CAP1_B5' time 5000 1  // ~g~The Mafia has taxed the Taxi Firm!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Marker.Disable($4911)
0058: $4944 += $621 // $ += $ int 
03FE: set_actor $4895 money $4944 
$4930 = 1 // $ = int 
Pickup.Destroy($622)
0239: actor $4895 run_to -1009.286 196.7185 
$4940 = 9 // $ = int 

:CAP_1_15566
if 
  $4940 == 9 // $ == int 
jf @CAP_1_15674 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15622 
0239: actor $4895 run_to -1009.286 196.7185 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15622
if 
00ED:   actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 
jf @CAP_1_15674 
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_15674
if 
  $4940 == 3 // $ == int 
jf @CAP_1_15721 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 10 // $ = int 

:CAP_1_15721
if 
  $4940 == 10 // $ == int 
jf @CAP_1_15911 
if 
0571:   actor $4895 stuck 
jf @CAP_1_15806 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_15806 
Actor.PutAt($4895, -725.3655, -1501.66, 10.8)

:CAP_1_15806
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15844 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15844
if 
00ED:   actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 
jf @CAP_1_15911 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 11 // $ = int 

:CAP_1_15911
if 
  $4940 == 11 // $ == int 
jf @CAP_1_16034 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_15967 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_15967
if 
00ED:   actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 
jf @CAP_1_16034 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 12 // $ = int 

:CAP_1_16034
if 
  $4940 == 12 // $ == int 
jf @CAP_1_16157 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16090 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16090
if 
00ED:   actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 
jf @CAP_1_16157 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 13 // $ = int 

:CAP_1_16157
if 
  $4940 == 13 // $ == int 
jf @CAP_1_16276 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16213 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16213
if 
00ED:   actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 
jf @CAP_1_16276 
0239: actor $4895 run_to $579 $580 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 14 // $ = int 

:CAP_1_16276
if 
  $4940 == 14 // $ == int 
jf @CAP_1_16448 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16328 
0239: actor $4895 run_to $579 $580 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16328
if 
00ED:   actor $4895 0 $579 $580 radius 1.0 1.0 
jf @CAP_1_16448 
0239: actor $4895 run_to -642.8112 -1496.429 
00BC: text_highpriority 'CAP1_B2' time 5000 1  // ~g~The Mafia has taxed the Boatyard!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Pickup.Destroy($606)
$4931 = 1 // $ = int 
0058: $4944 += $605 // $ += $ int 
03FE: set_actor $4895 money $4944 
Marker.Disable($4912)
$4940 = 15 // $ = int 

:CAP_1_16448
if 
  $4940 == 15 // $ == int 
jf @CAP_1_16571 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16504 
0239: actor $4895 run_to -642.8112 -1496.429 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16504
if 
00ED:   actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 
jf @CAP_1_16571 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 16 // $ = int 

:CAP_1_16571
if 
  $4940 == 16 // $ == int 
jf @CAP_1_16694 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16627 
0239: actor $4895 run_to -636.2616 -1500.152 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16627
if 
00ED:   actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 
jf @CAP_1_16694 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 17 // $ = int 

:CAP_1_16694
if 
  $4940 == 17 // $ == int 
jf @CAP_1_16817 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16750 
0239: actor $4895 run_to -681.0613 -1490.428 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16750
if 
00ED:   actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 
jf @CAP_1_16817 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 18 // $ = int 

:CAP_1_16817
if 
  $4940 == 18 // $ == int 
jf @CAP_1_16925 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_16873 
0239: actor $4895 run_to -725.3655 -1501.66 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_16873
if 
00ED:   actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 
jf @CAP_1_16925 
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_16925
if 
  $4940 == 4 // $ == int 
jf @CAP_1_16972 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 40 // $ = int 

:CAP_1_16972
if 
  $4940 == 40 // $ == int 
jf @CAP_1_17158 
if 
0571:   actor $4895 stuck 
jf @CAP_1_17057 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_17057 
Actor.PutAt($4895, -1023.79, -901.9847, 13.8)

:CAP_1_17057
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17095 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17095
if 
00ED:   actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 
jf @CAP_1_17158 
0239: actor $4895 run_to $552 $553 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 41 // $ = int 

:CAP_1_17158
if 
  $4940 == 41 // $ == int 
jf @CAP_1_17337 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17210 
0239: actor $4895 run_to $552 $553 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17210
if 
00ED:   actor $4895 0 $552 $553 radius 1.0 1.0 
jf @CAP_1_17337 
0239: actor $4895 run_to -1023.79 -901.9847 
00BC: text_highpriority 'CAP1_B4' time 5000 1  // ~g~The Mafia has taxed the Car Showroom!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Pickup.Destroy($627)
$4933 = 1 // $ = int 
0058: $4944 += $626 // $ += $ int 
03FE: set_actor $4895 money $4944 
Marker.Disable($4913)
$4941 = 0 // $ = int 
$4940 = 42 // $ = int 

:CAP_1_17337
if 
  $4940 == 42 // $ == int 
jf @CAP_1_17445 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17393 
0239: actor $4895 run_to -1023.79 -901.9847 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17393
if 
00ED:   actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 
jf @CAP_1_17445 
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_17445
if 
  $4940 == 5 // $ == int 
jf @CAP_1_17508 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // $ = $ int 
$2274 += 5000 // $ += int 
$4940 = 20 // $ = int 

:CAP_1_17508
if 
  $4940 == 20 // $ == int 
jf @CAP_1_17698 
if 
0571:   actor $4895 stuck 
jf @CAP_1_17593 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_17593 
Actor.PutAt($4895, 501.5787, -81.769, 9.5)

:CAP_1_17593
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17631 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17631
if 
00ED:   actor $4895 0 501.5787 -81.769 radius 1.0 1.0 
jf @CAP_1_17698 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 21 // $ = int 

:CAP_1_17698
if 
  $4940 == 21 // $ == int 
jf @CAP_1_17817 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17754 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17754
if 
00ED:   actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 
jf @CAP_1_17817 
0239: actor $4895 run_to $564 $565 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 23 // $ = int 

:CAP_1_17817
if 
  $4940 == 23 // $ == int 
jf @CAP_1_17996 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_17869 
0239: actor $4895 run_to $564 $565 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_17869
if 
00ED:   actor $4895 0 $564 $565 radius 1.0 1.0 
jf @CAP_1_17996 
00BC: text_highpriority 'CAP1_B9' time 5000 1  // ~g~The mafia has taxed The Malibu!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
Marker.Disable($4914)
Pickup.Destroy($641)
0058: $4944 += $640 // $ += $ int 
03FE: set_actor $4895 money $4944 
$4932 = 1 // $ = int 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 25 // $ = int 

:CAP_1_17996
if 
  $4940 == 25 // $ == int 
jf @CAP_1_18119 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_18052 
0239: actor $4895 run_to 491.7617 -78.5777 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_18052
if 
00ED:   actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 
jf @CAP_1_18119 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 26 // $ = int 

:CAP_1_18119
if 
  $4940 == 26 // $ == int 
jf @CAP_1_18227 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_18175 
0239: actor $4895 run_to 501.5787 -81.769 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_18175
if 
00ED:   actor $4895 0 501.5787 -81.769 radius 1.0 1.0 
jf @CAP_1_18227 
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_18227
if 
  $4940 == 6 // $ == int 
jf @CAP_1_18290 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 
0084: $2274 = $4811 // $ = $ int 
$2274 += 5000 // $ += int 
$4940 = 27 // $ = int 

:CAP_1_18290
if 
  $4940 == 27 // $ == int 
jf @CAP_1_18476 
if 
0571:   actor $4895 stuck 
jf @CAP_1_18375 
if 
80E9:   not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 
jf @CAP_1_18375 
Actor.PutAt($4895, 12.285, 963.0108, 10.5)

:CAP_1_18375
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_18413 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_18413
if 
00ED:   actor $4895 0 12.285 963.0108 radius 1.0 1.0 
jf @CAP_1_18476 
0239: actor $4895 run_to $576 $577 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 28 // $ = int 

:CAP_1_18476
if 
  $4940 == 28 // $ == int 
jf @CAP_1_18655 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_18528 
0239: actor $4895 run_to $576 $577 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_18528
if 
00ED:   actor $4895 0 $576 $577 radius 1.0 1.0 
jf @CAP_1_18655 
00BC: text_highpriority 'CAP1_B0' time 5000 1  // ~g~The mafia has taxed the film studio!
0084: $2547 = $4811 // $ = $ int 
$2547 += 5000 // $ += int 
0058: $4944 += $631 // $ += $ int 
03FE: set_actor $4895 money $4944 
Marker.Disable($4915)
Pickup.Destroy($632)
$4934 = 1 // $ = int 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 
$4940 = 29 // $ = int 

:CAP_1_18655
if 
  $4940 == 29 // $ == int 
jf @CAP_1_18763 
if 
04FF:   actor $4895 no_objective 
jf @CAP_1_18711 
0239: actor $4895 run_to 12.285 963.0108 
0411: set_actor $4895 use_pednode_seek 0 

:CAP_1_18711
if 
00ED:   actor $4895 0 12.285 963.0108 radius 1.0 1.0 
jf @CAP_1_18763 
$4941 = 0 // $ = int 
$4940 = 100 // $ = int 

:CAP_1_18763
if 
00EA:   player $PLAYER_CHAR 0 $4895 radius 40.0 40.0 
jf @CAP_1_19766 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @CAP_1_18993 
if 
001C:   $4811 > $4935 // $ > $ int 
jf @CAP_1_18993 
if 
  $4936 == 1 // $ == int 
jf @CAP_1_18911 
if 
  $2564 == 0 // $ == int 
jf @CAP_1_18888 
$2564 = 1 // $ = int 
0084: $2589 = $4811 // $ = $ int 
$2589 += 6000 // $ += int 

:CAP_1_18888
$4936 += 1 // $ += int 
0084: $4935 = $4811 // $ = $ int 
$4935 += 3000 // $ += int 

:CAP_1_18911
if 
  $4936 == 0 // $ == int 
jf @CAP_1_18993 
if 
  $2563 == 0 // $ == int 
jf @CAP_1_18970 
$2563 = 1 // $ = int 
0084: $2588 = $4811 // $ = $ int 
$2588 += 6000 // $ += int 

:CAP_1_18970
$4936 += 1 // $ += int 
0084: $4935 = $4811 // $ = $ int 
$4935 += 3000 // $ += int 

:CAP_1_18993
if 
02E0:   actor $4895 firing_weapon 
jf @CAP_1_19766 
if 
001C:   $4811 > $4937 // $ > $ int 
jf @CAP_1_19766 
if 
  $4938 == 8 // $ == int 
jf @CAP_1_19110 
if 
  $2571 == 0 // $ == int 
jf @CAP_1_19087 
$2571 = 1 // $ = int 
0084: $2594 = $4811 // $ = $ int 
$2594 += 6000 // $ += int 

:CAP_1_19087
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19110
if 
  $4938 == 7 // $ == int 
jf @CAP_1_19192 
if 
  $2570 == 0 // $ == int 
jf @CAP_1_19169 
$2570 = 1 // $ = int 
0084: $2593 = $4811 // $ = $ int 
$2593 += 6000 // $ += int 

:CAP_1_19169
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19192
if 
  $4938 == 6 // $ == int 
jf @CAP_1_19274 
if 
  $2567 == 0 // $ == int 
jf @CAP_1_19251 
$2567 = 1 // $ = int 
0084: $2590 = $4811 // $ = $ int 
$2590 += 6000 // $ += int 

:CAP_1_19251
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19274
if 
  $4938 == 5 // $ == int 
jf @CAP_1_19356 
if 
  $2569 == 0 // $ == int 
jf @CAP_1_19333 
$2569 = 1 // $ = int 
0084: $2592 = $4811 // $ = $ int 
$2592 += 6000 // $ += int 

:CAP_1_19333
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19356
if 
  $4938 == 4 // $ == int 
jf @CAP_1_19438 
if 
  $2568 == 0 // $ == int 
jf @CAP_1_19415 
$2568 = 1 // $ = int 
0084: $2591 = $4811 // $ = $ int 
$2591 += 6000 // $ += int 

:CAP_1_19415
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19438
if 
  $4938 == 3 // $ == int 
jf @CAP_1_19520 
if 
  $2561 == 0 // $ == int 
jf @CAP_1_19497 
$2561 = 1 // $ = int 
0084: $2586 = $4811 // $ = $ int 
$2586 += 6000 // $ += int 

:CAP_1_19497
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19520
if 
  $4938 == 2 // $ == int 
jf @CAP_1_19602 
if 
  $2560 == 0 // $ == int 
jf @CAP_1_19579 
$2560 = 1 // $ = int 
0084: $2585 = $4811 // $ = $ int 
$2585 += 6000 // $ += int 

:CAP_1_19579
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19602
if 
  $4938 == 1 // $ == int 
jf @CAP_1_19684 
if 
  $2573 == 0 // $ == int 
jf @CAP_1_19661 
$2573 = 1 // $ = int 
0084: $2596 = $4811 // $ = $ int 
$2596 += 6000 // $ += int 

:CAP_1_19661
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19684
if 
  $4938 == 0 // $ == int 
jf @CAP_1_19766 
if 
  $2562 == 0 // $ == int 
jf @CAP_1_19743 
$2562 = 1 // $ = int 
0084: $2587 = $4811 // $ = $ int 
$2587 += 6000 // $ += int 

:CAP_1_19743
$4938 += 1 // $ += int 
0084: $4937 = $4811 // $ = $ int 
$4937 += 3000 // $ += int 

:CAP_1_19766
return 

:CAP_1_19768
if 
  $4917 == 0 // $ == int 
jf @CAP_1_19825 
$4966 = -726.0752 // $ = float 
$4967 = -1494.487 // $ = float 
$4968 = 10.3799 // $ = float 
$4917 = 1 // $ = int 
return 

:CAP_1_19825
if 
  $4918 == 0 // $ == int 
jf @CAP_1_19882 
$4966 = -1025.169 // $ = float 
$4967 = -904.9712 // $ = float 
$4968 = 13.2096 // $ = float 
$4918 = 1 // $ = int 
return 

:CAP_1_19882
if 
  $4916 == 0 // $ == int 
jf @CAP_1_19939 
$4966 = 506.2871 // $ = float 
$4967 = -82.8296 // $ = float 
$4968 = 9.2532 // $ = float 
$4916 = 1 // $ = int 
return 

:CAP_1_19939
if 
  $4920 == 0 // $ == int 
jf @CAP_1_19996 
$4966 = -852.5533 // $ = float 
$4967 = -568.4194 // $ = float 
$4968 = 10.0567 // $ = float 
$4920 = 1 // $ = int 
return 

:CAP_1_19996
if 
  $4921 == 0 // $ == int 
jf @CAP_1_20053 
$4966 = -1016.265 // $ = float 
$4967 = 199.9105 // $ = float 
$4968 = 10.2062 // $ = float 
$4921 = 1 // $ = int 
return 

:CAP_1_20053
if 
  $4919 == 0 // $ == int 
jf @CAP_1_20110 
$4966 = 17.6185 // $ = float 
$4967 = 962.106 // $ = float 
$4968 = 9.727 // $ = float 
$4919 = 1 // $ = int 
return 

:CAP_1_20110
$4922 = 5 // $ = int 
return 

:CAP_1_20119
if 
  not Actor.Dead($4869)
jf @CAP_1_20661 
if 
  $4886 == 919.9 // $ == float 
jf @CAP_1_20173 
Car.Create($451, #SANCHEZ, $4872, $4873, $4874)

:CAP_1_20173
Actor.StorePos($4869, $4872, $4873, $4874)
if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 30.0 30.0 
jf @CAP_1_20440 
0086: $4875 = $4872 // $ = $ float 
$4875 += 40.0 // $ += float 
0086: $4876 = $4873 // $ = $ float 
$4876 += 40.0 // $ += float 
$4872 -= 40.0 // $ -= float 
$4873 -= 40.0 // $ -= float 
Car.RemoveReferences($451)
$451 = -1 // $ = int 
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
if or
  $451 == -1 // $ == int 
003A:   $4899 == $451 // $ == $ int 
jf @CAP_1_20346 
01CC: actor $4869 kill_player $PLAYER_CHAR 
jump @CAP_1_20433 

:CAP_1_20346
if 
0185:   car $451 health > 400 
jf @CAP_1_20413 
046D: $6898 = actor $4869 car_free_seats // members_in_group 
01EA: $4939 = car $451 max_passengers 
020A: set_car $451 door_status_to 1 
Car.SetMaxSpeed($451, 0.0)
01D5: actor $4869 go_to_and_drive_car $451 
jump @CAP_1_20433 

:CAP_1_20413
01CC: actor $4869 kill_player $PLAYER_CHAR 
Car.RemoveReferences($451)
$451 = -1 // $ = int 

:CAP_1_20433
jump @CAP_1_20661 

:CAP_1_20440
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
jf @CAP_1_20661 
if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
jf @CAP_1_20588 
if 
  Model.Available(#SANCHEZ)
jf @CAP_1_20581 
Car.RemoveReferences($451)
Car.Create($451, #SANCHEZ, $4872, $4873, $4874)
Car.Angle($451) = $4886
01D5: actor $4869 go_to_and_drive_car $451 

:CAP_1_20581
jump @CAP_1_20661 

:CAP_1_20588
if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
jf @CAP_1_20661 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:CAP_1_20661
return 

//-------------Mission 52---------------
// Originally: Keep your Friends Close...

:FIN_1
gosub @FIN_1_36 
if 
  wasted_or_busted 
jf @FIN_1_27 
gosub @FIN_1_17139 

:FIN_1_27
gosub @FIN_1_17468 
terminate_this_script 

:FIN_1_36
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
script_name 'FIN_1' 
wait 0 
Object.Destroy($1788)
054C: use_GXT_table 'FINALE' 
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 
$5014 = -373.2288 // $ = float 
$5015 = -597.0028 // $ = float 
$5016 = 24.7818 // $ = float 
$5018 = 0 // $ = int 
$5019 = -1 // $ = int 
$5024 = 0 // $ = int 
$5025 = 0 // $ = int 
$5027 = -1 // $ = int 
$5028 = 0 // $ = int 
$5029 = 0 // $ = int 
$5030 = 0 // $ = int 
$5031 = 0 // $ = int 
$5033 = 0.0 // $ = float 
$5034 = 0.0 // $ = float 
$5035 = 0.0 // $ = float 
$5067 = -1 // $ = int 
$5068 = 0 // $ = int 
$5069 = 0 // $ = int 
$5070 = 0 // $ = int 
$5072 = -1 // $ = int 
$5073 = 0 // $ = int 
$5074 = 0 // $ = int 
$5075 = 0 // $ = int 
$5077 = -1 // $ = int 
$5078 = 0 // $ = int 
$5079 = 0 // $ = int 
$5080 = 0 // $ = int 
$5082 = -1 // $ = int 
$5083 = 0 // $ = int 
$5084 = 0 // $ = int 
$5085 = 0 // $ = int 
$5087 = -1 // $ = int 
$5088 = 0 // $ = int 
$5089 = 0 // $ = int 
$5090 = 0 // $ = int 
$5092 = -1 // $ = int 
$5093 = 0 // $ = int 
$5094 = 0 // $ = int 
$5095 = 0 // $ = int 
$5097 = -1 // $ = int 
$5098 = 0 // $ = int 
$5099 = 0 // $ = int 
$5100 = 0 // $ = int 
$5102 = -1 // $ = int 
$5103 = 0 // $ = int 
$5104 = 0 // $ = int 
$5105 = 0 // $ = int 
$5107 = -1 // $ = int 
$5108 = 0 // $ = int 
$5109 = 0 // $ = int 
$5110 = 0 // $ = int 
$4974 = 0 // $ = int 
$4983 = 0 // $ = int 
$4984 = 0 // $ = int 
$4979 = 0 // $ = int 
$4975 = 0 // $ = int 
$4989 = 0 // $ = int 
$4990 = 0 // $ = int 
$4991 = 0 // $ = int 
$4992 = 0 // $ = int 
$5052 = 0 // $ = int 
$5054 = 0 // $ = int 
$5056 = 0 // $ = int 
$5057 = 0 // $ = int 
$5058 = 0 // $ = int 
$5059 = 0 // $ = int 
$5060 = 0 // $ = int 
$5062 = 0 // $ = int 
$5063 = 0 // $ = int 
$5064 = 0 // $ = int 
$5065 = 0 // $ = int 
$5071 = 0 // $ = int 
$5076 = 0 // $ = int 
$5081 = 0 // $ = int 
$5086 = 0 // $ = int 
$5091 = 0 // $ = int 
$5096 = 0 // $ = int 
$5101 = 0 // $ = int 
$5106 = 0 // $ = int 
$5111 = 0 // $ = int 
0@ = 0.0 // @ = float 
1@ = 0.0 // @ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
5@ = 0.0 // @ = float 
6@ = 0.0 // @ = float 
7@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
12@ = 0.0 // @ = float 
13@ = 0.0 // @ = float 
14@ = 0.0 // @ = float 
$5112 = 0.0 // $ = float 
$5113 = 0.0 // $ = float 
$5114 = 0.0 // $ = float 
$5115 = 0.0 // $ = float 
$5116 = 0.0 // $ = float 
$5117 = 0.0 // $ = float 
$5118 = 0.0 // $ = float 
$5119 = 0.0 // $ = float 
$5120 = 0.0 // $ = float 
$5121 = 0.0 // $ = float 
$5122 = 0.0 // $ = float 
$5123 = 0.0 // $ = float 
$5020 = 0 // $ = int 
$4976 = 0 // $ = int 
$5039 = 0 // $ = int 
$5040 = 0 // $ = int 
$5026 = 0 // $ = int 
$5021 = 0 // $ = int 
$5022 = 0 // $ = int 
$10086 = 1000 // $ = int 
$10087 = 25 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$4985 = Player.Money($PLAYER_CHAR)
select_interior 2 
$991 = 1 // $ = int 
022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
038B: load_requested_models 

:FIN_1_1281
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @FIN_1_1315 
wait 0 
jump @FIN_1_1281 

:FIN_1_1315
0569: load_uncompressed_animation 'CSPLAY' 
0569: load_uncompressed_animation 'CSKEN' 
0569: load_uncompressed_animation 'CSBUDDY' 
02E4: load_cutscene_data 'FIN' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_1469
if 
  1085 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1504 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1469 

:FIN_1_1504
00BC: text_highpriority 'FIN1_01' time 10000 1  // What's going on?

:FIN_1_1519
if 
  1924 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1554 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1519 

:FIN_1_1554
00BC: text_highpriority 'FIN1_02' time 10000 1  // Tommy! Oh good, good. Listen, listen. Uh, listen,

:FIN_1_1569
if 
  5027 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1604 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1569 

:FIN_1_1604
00BC: text_highpriority 'FIN1_03' time 10000 1  // I like fish. I love fish.

:FIN_1_1619
if 
  7525 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1654 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1619 

:FIN_1_1654
00BC: text_highpriority 'FIN1_04' time 10000 1  // I love them as pets in bowls, or as food on a plate,

:FIN_1_1669
if 
  10739 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1704 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1669 

:FIN_1_1704
00BC: text_highpriority 'FIN1_05' time 10000 1  // but as much as I love em, I don't want to sleep with them.

:FIN_1_1719
if 
  13469 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1754 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1719 

:FIN_1_1754
00BC: text_highpriority 'FIN1_06' time 10000 1  // Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I...

:FIN_1_1769
if 
  19005 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1804 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1769 

:FIN_1_1804
00BC: text_highpriority 'FIN1_07' time 10000 1  // Shut up Ken. Sit down.

:FIN_1_1819
if 
  24137 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1854 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1819 

:FIN_1_1854
00BC: text_highpriority 'FIN1_08' time 10000 1  // Lance, what the hell's going on?

:FIN_1_1869
if 
  26080 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1904 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1869 

:FIN_1_1904
00BC: text_highpriority 'FIN1_09' time 10000 1  // It's your friends up north Tommy. They ain't too happy you capped their man.

:FIN_1_1919
if 
  30104 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_1954 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1919 

:FIN_1_1954
00BC: text_highpriority 'FIN1_10' time 10000 1  // They're coming down to see the business today.

:FIN_1_1969
if 
  32108 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2004 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_1969 

:FIN_1_2004
00BC: text_highpriority 'FIN1_11' time 10000 1  // They took longer than I thought...

:FIN_1_2019
if 
  34187 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2056 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2019 

:FIN_1_2056
00BC: text_highpriority 'FIN1_12' time 10000 1  // Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine!

:FIN_1_2071
if 
  39927 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2108 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2071 

:FIN_1_2108
00BC: text_highpriority 'FIN1_13' time 10000 1  // Ken, you get the first run of counterfeit cash and put three mil in briefcases.

:FIN_1_2123
if 
  45104 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2160 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2123 

:FIN_1_2160
00BC: text_highpriority 'FIN1_14' time 10000 1  // Lance, you get the guys together...

:FIN_1_2175
if 
  52998 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2212 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2175 

:FIN_1_2212
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_2229
if 
  fading 
jf @FIN_1_2253 
wait 0 
jump @FIN_1_2229 

:FIN_1_2253
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_2277 
wait 0 
jump @FIN_1_2253 

:FIN_1_2277
03AD: set_rubbish 1 
02EA: end_cutscene 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
023C: load_special_actor 3 'CSBUDDY' 
023C: load_special_actor 4 'CSSONNY' 
023C: load_special_actor 5 'SFRENDA' 
023C: load_special_actor 6 'SGOONA' 
023C: load_special_actor 7 'SGOONB' 
02F3: load_object #CUTOBJ01 'DELCASE' 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
038B: load_requested_models 

:FIN_1_2399
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 
823D:   not special_actor 5 loaded 
823D:   not special_actor 6 loaded 
jf @FIN_1_2445 
wait 0 
jump @FIN_1_2399 

:FIN_1_2445
if or
823D:   not special_actor 7 loaded 
  not Model.Available(#CUTOBJ01)
jf @FIN_1_2476 
wait 0 
jump @FIN_1_2445 

:FIN_1_2476
02E4: load_cutscene_data 'FIN_2' 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $136 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $136 'CSBUDDY' 
02E5: $138 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $138 'CSSONNY' 
02E5: $127 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $127 'SFRENDA' 
02E5: $129 = create_cutscene_object #SPECIAL06 
02E6: set_cutscene_anim $129 'SGOONA' 
02E5: $130 = create_cutscene_object #SPECIAL07 
02E6: set_cutscene_anim $130 'SGOONB' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'DELCASE' 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_2701
if 
  3853 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2736 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2701 

:FIN_1_2736
00BC: text_highpriority 'FIN2_01' time 10000 1  // Tommy!

:FIN_1_2751
if 
  6297 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2786 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2751 

:FIN_1_2786
00BC: text_highpriority 'FIN2_02' time 10000 1  // What? No big hugs for your old buddy?

:FIN_1_2801
if 
  8417 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2836 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2801 

:FIN_1_2836
00BC: text_highpriority 'FIN2_03' time 10000 1  // I've had fifteen years out of the loop,

:FIN_1_2851
if 
  10472 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2886 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2851 

:FIN_1_2886
00BC: text_highpriority 'FIN2_04' time 10000 1  // I'm a bit rusty on family etiquette.

:FIN_1_2901
if 
  12387 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2936 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2901 

:FIN_1_2936
00BC: text_highpriority 'FIN2_05' time 10000 1  // Always angry, eh Tommy.

:FIN_1_2951
if 
  13627 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_2986 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_2951 

:FIN_1_2986
00BC: text_highpriority 'FIN2_06' time 10000 1  // Didn't I say your temper would get you into trouble, huh?

:FIN_1_3001
if 
  16943 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3036 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3001 

:FIN_1_3036
00BC: text_highpriority 'FIN2_07' time 10000 1  // There's three mil in the cases...

:FIN_1_3051
if 
  18730 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3086 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3051 

:FIN_1_3086
00BC: text_highpriority 'FIN2_08' time 10000 1  // How many was it? Ten? No, eleven men.

:FIN_1_3101
if 
  22330 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3136 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3101 

:FIN_1_3136
00BC: text_highpriority 'FIN2_09' time 10000 1  // That's how you get to be called the Harwood Butcher! Heh-heh-heh!

:FIN_1_3151
if 
  25267 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3186 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3151 

:FIN_1_3186
00BC: text_highpriority 'FIN2_10' time 10000 1  // You sent me to kill one man, ONE MAN. They knew I was coming Sonny...

:FIN_1_3201
if 
  30987 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3236 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3201 

:FIN_1_3236
00BC: text_highpriority 'FIN2_11' time 10000 1  // Tommy, Tommy, watch your tone.

:FIN_1_3251
if 
  32780 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3288 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3251 

:FIN_1_3288
00BC: text_highpriority 'FIN2_12' time 10000 1  // Anyone would think you blame me for that unfortunate set of circumstances.

:FIN_1_3303
if 
  36617 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3340 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3303 

:FIN_1_3340
00BC: text_highpriority 'FIN2_13' time 10000 1  // Just take the money...

:FIN_1_3355
if 
  37728 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3392 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3355 

:FIN_1_3392
00BC: text_highpriority 'FIN2_14' time 10000 1  // Get the damn cash.

:FIN_1_3407
if 
  40994 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3444 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3407 

:FIN_1_3444
00BC: text_highpriority 'FIN2_15' time 10000 1  // You know, Tommy? I did what I could for you, I pulled strings, called in favors.

:FIN_1_3459
if 
  45718 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3496 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3459 

:FIN_1_3496
00BC: text_highpriority 'FIN2_16' time 10000 1  // I was your friend, Tommy. I hoped you'd see sense, see what's good for business.

:FIN_1_3511
if 
  49615 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3548 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3511 

:FIN_1_3548
00BC: text_highpriority 'FIN2_17' time 10000 1  // I trusted you, Tommy, and you disappointed me.

:FIN_1_3563
if 
  53574 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3600 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3563 

:FIN_1_3600
00BC: text_highpriority 'FIN2_18' time 10000 1  // But at least someone in your chicken shit organization knows how to do business,

:FIN_1_3615
if 
  58188 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3652 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3615 

:FIN_1_3652
00BC: text_highpriority 'FIN2_19' time 10000 1  // Isn't that right, Lance?

:FIN_1_3667
if 
  60272 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3704 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3667 

:FIN_1_3704
00BC: text_highpriority 'FIN2_20' time 10000 1  // I'm sorry Tommy. This is Vice City. This is business.

:FIN_1_3719
if 
  66249 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3756 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3719 

:FIN_1_3756
00BC: text_highpriority 'FIN2_21' time 10000 1  // You sold us out...

:FIN_1_3771
if 
  68133 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3808 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3771 

:FIN_1_3808
00BC: text_highpriority 'FIN2_22' time 10000 1  // No. I sold YOU out, Tommy, I sold YOU out.

:FIN_1_3823
if 
  73431 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3860 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3823 

:FIN_1_3860
00BC: text_highpriority 'FIN2_23' time 10000 1  // The real cash is upstairs in the safe.

:FIN_1_3875
if 
  76741 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3912 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3875 

:FIN_1_3912
00BC: text_highpriority 'FIN2_24' time 10000 1  // Tommy, what was the big plan?

:FIN_1_3927
if 
  78116 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_3964 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3927 

:FIN_1_3964
00BC: text_highpriority 'FIN2_25' time 10000 1  // You think I'd just take the fake cash?

:FIN_1_3979
if 
  80094 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_4016 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_3979 

:FIN_1_4016
00BC: text_highpriority 'FIN2_26' time 10000 1  // Save face and run away with my tail between my legs?!

:FIN_1_4031
if 
  83916 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_4068 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_4031 

:FIN_1_4068
00BC: text_highpriority 'FIN2_27' time 10000 1  // No.

:FIN_1_4083
if 
  84910 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_4120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_4083 

:FIN_1_4120
00BC: text_highpriority 'FIN2_28' time 10000 1  // I just wanted to piss you off before I kill you.

:FIN_1_4135
if 
  86980 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_4172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_4135 

:FIN_1_4172
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_4189
if 
  fading 
jf @FIN_1_4213 
wait 0 
jump @FIN_1_4189 

:FIN_1_4213
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_4237 
wait 0 
jump @FIN_1_4213 

:FIN_1_4237
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
0296: unload_special_actor 6 
0296: unload_special_actor 7 
Model.Destroy(#CUTOBJ01)
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
Model.Load(#STRETCH)
Model.Load(#RUGER)
Model.Load(#TEC9)
Model.Load(#COLT45)
Model.Load(#PYTHON)
Model.Load(#CHROMEGUN)
Model.Load(#SHOTGSPA)
Model.Load(#BUDDYSHOT)
Model.Load(#UZI)
Model.Load(#INGRAMSL)
Model.Load(#MP5LNG)
Model.Load(#M4)
Model.Load(#M60)
Model.Load(#PGA)
Model.Load(#PGB)
Model.Load(#MOLOTOV)
Model.Load(#FAKETARGET)
Model.Load(#ELECTRICGATE)
023C: load_special_actor 1 'IGBUDDY' 
023C: load_special_actor 2 'IGSONNY' 
023C: load_special_actor 3 'MBA' 
023C: load_special_actor 4 'MBB' 
038B: load_requested_models 

:FIN_1_4443
if or
  not Model.Available(#STRETCH)
  not Model.Available(#TEC9)
  not Model.Available(#RUGER)
  not Model.Available(#COLT45)
  not Model.Available(#PYTHON)
jf @FIN_1_4490 
wait 0 
jump @FIN_1_4443 

:FIN_1_4490
if or
  not Model.Available(#CHROMEGUN)
  not Model.Available(#SHOTGSPA)
  not Model.Available(#BUDDYSHOT)
  not Model.Available(#UZI)
  not Model.Available(#INGRAMSL)
jf @FIN_1_4537 
wait 0 
jump @FIN_1_4490 

:FIN_1_4537
if or
  not Model.Available(#MP5LNG)
  not Model.Available(#M4)
  not Model.Available(#M60)
  not Model.Available(#PGA)
  not Model.Available(#PGB)
jf @FIN_1_4582 
wait 0 
jump @FIN_1_4537 

:FIN_1_4582
if or
  not Model.Available(#FAKETARGET)
  not Model.Available(#MOLOTOV)
  not Model.Available(#ELECTRICGATE)
jf @FIN_1_4617 
wait 0 
jump @FIN_1_4582 

:FIN_1_4617
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 
jf @FIN_1_4655 
wait 0 
jump @FIN_1_4617 

:FIN_1_4655
015C: set_zone_gang_info 'GANG1' 1 14 0 0 300 0 0 0 700 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 14 0 0 300 0 0 0 700 0 0 0 
03F1: pedtype 13 add_threat 512 
03F1: pedtype 9 add_threat 8192 
03F1: pedtype 9 add_threat 1 
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 17 
0235: set_gang 2 models_to #SPECIAL03 #SPECIAL04 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 0 
select_interior 2 
$991 = 1 // $ = int 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
0482: set_threat_reaction_range_multiplier 2.0 
0395: clear_area 1 at -378.466 -596.1799 24.7818 range 1.0 
0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
0225: $7451 = player $PLAYER_CHAR health 
if 
   not $7451 > 100 // $ > int 
jf @FIN_1_4914 
jump @FIN_1_4914 

:FIN_1_4914
if 
  fading 
jf @FIN_1_4938 
wait 0 
jump @FIN_1_4914 

:FIN_1_4938
wait 800 
fade 1 600 
01F0: set_max_wanted_level_to 0 
03C4: set_status_text_to $10086 0 'SBOB277' 
04F7: status_text $10087 0 line 2 'SBOB279' 
00BC: text_highpriority 'SBOB276' time 5000 1 
$4985 = Player.Money($PLAYER_CHAR)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
Actor.Create($5067, 9, #SPECIAL03, -347.2388, -542.0622, 17.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5067) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5067 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5067 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5067 sprint_to -376.9851 -541.9222 
0243: set_actor $5067 ped_stats_to 16 
0350: set_actor $5067 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5067 dismemberment_possible $10088 
Actor.Create($5072, 12, #PGA, -373.6895, -591.9579, 24.8263)
04F5: set_actor $5072 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5072) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5072 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5072 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5072 run_to -383.6343 -577.9516 
0243: set_actor $5072 ped_stats_to 16 
0350: set_actor $5072 maintain_position_when_attacked 1 
0319: set_actor $5072 running 1 
Actor.Create($5077, 12, #PGB, -384.4473, -591.9117, 24.8263)
04F5: set_actor $5077 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5077) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5077 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5077 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5077 run_to -372.9754 -578.403 
0243: set_actor $5077 ped_stats_to 16 
0350: set_actor $5077 maintain_position_when_attacked 1 
0319: set_actor $5077 running 1 
Actor.Create($5082, 12, #PGB, -373.6185, -592.5826, 24.8263)
04F5: set_actor $5082 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5082) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5082 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5082 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5082 run_to -380.4919 -581.2949 
0243: set_actor $5082 ped_stats_to 16 
0411: set_actor $5082 use_pednode_seek 0 
0350: set_actor $5082 maintain_position_when_attacked 1 
0319: set_actor $5082 running 1 
Actor.Create($5087, 12, #PGA, -384.1812, -592.4378, 24.8263)
04F5: set_actor $5087 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5087) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5087 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5087 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5087 run_to -377.9351 -581.9509 
0243: set_actor $5087 ped_stats_to 16 
0350: set_actor $5087 maintain_position_when_attacked 1 
0319: set_actor $5087 running 1 
Actor.Create($5092, 9, #SPECIAL04, -353.5291, -540.576, 16.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5092) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5092 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5092 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5092 sprint_to -374.4944 -541.469 
0243: set_actor $5092 ped_stats_to 16 
0350: set_actor $5092 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5092 dismemberment_possible $10088 
0319: set_actor $5092 running 1 
Actor.Create($5097, 9, #SPECIAL04, -408.1664, -542.2689, 16.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5097) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5097 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5097 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5097 sprint_to -382.9799 -541.5198 
0243: set_actor $5097 ped_stats_to 16 
0350: set_actor $5097 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5097 dismemberment_possible $10088 
0319: set_actor $5097 running 1 
Actor.Create($5102, 9, #SPECIAL03, -335.4274, -559.0574, 18.5853)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5102) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5102 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5102 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5102 sprint_to -367.7207 -560.5281 
0243: set_actor $5102 ped_stats_to 16 
0350: set_actor $5102 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5102 dismemberment_possible $10088 
0319: set_actor $5102 running 1 
Actor.Create($5107, 9, #SPECIAL04, -335.4274, -559.0574, 18.5853)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5107) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5107 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5107 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5107 sprint_to -389.8078 -561.1711 
0243: set_actor $5107 ped_stats_to 16 
0350: set_actor $5107 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5107 dismemberment_possible $10088 
0319: set_actor $5107 running 1 
Actor.Create($5041, 9, #SPECIAL03, -336.1594, -559.0977, 26.5712)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5041) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5041 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5041 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5041 sprint_to -377.5916 -560.7526 
0243: set_actor $5041 ped_stats_to 16 
0350: set_actor $5041 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5041 dismemberment_possible $10088 
0319: set_actor $5041 running 1 
Actor.Create($5042, 9, #SPECIAL03, -335.337, -559.9484, 26.5697)
Actor.Health($5042) = 250
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5042 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5042 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5042 sprint_to -394.9181 -556.9976 
0243: set_actor $5042 ped_stats_to 16 
0350: set_actor $5042 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5042 dismemberment_possible $10088 
0319: set_actor $5042 running 1 
Actor.Create($5043, 9, #SPECIAL04, -336.971, -559.5621, 18.5844)
Actor.Health($5043) = 150
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5043 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5043 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5043 use_pednode_seek 0 
0502: set_actor $5043 sprint_to -401.2225 -561.736 
0411: set_actor $5043 use_pednode_seek 0 
0243: set_actor $5043 ped_stats_to 16 
0350: set_actor $5043 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5043 dismemberment_possible $10088 
0319: set_actor $5043 running 1 
TIMERA = 0 // @ = int 

:FIN_1_6584
wait 0 
if or
00F5:   player $PLAYER_CHAR 0 -377.06 -545.43 17.283 radius 4.0 4.0 4.0 
00F5:   player $PLAYER_CHAR 0 -369.2567 -595.6531 10.3623 radius 4.0 4.0 4.0 
jf @FIN_1_6738 
wait 1000 
0322: kill_player $PLAYER_CHAR 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
wait 1000 

:FIN_1_6738
if 
   not $10086 >= 1 // $ >= int 
jf @FIN_1_6778 
00BC: text_highpriority 'SBOB278' time 5000 1 
jump @FIN_1_17139 

:FIN_1_6778
if 
  TIMERA >= 75000 // @ >= int 
jf @FIN_1_7026 
Marker.Disable($10091)
Marker.Disable($10093)
Marker.Disable($10097)
0151: remove_status_text $10086 
0151: remove_status_text $10087 
Actor.RemoveReferences($5072)
Actor.RemoveReferences($5077)
Actor.RemoveReferences($5082)
Actor.RemoveReferences($5087)
$10087 += 4 // $ += int 
if 
  not Actor.Dead($5067)
jf @FIN_1_6872 
Actor.RemoveReferences($5067)

:FIN_1_6872
if 
  not Actor.Dead($5092)
jf @FIN_1_6893 
Actor.RemoveReferences($5092)

:FIN_1_6893
if 
  not Actor.Dead($5097)
jf @FIN_1_6914 
Actor.RemoveReferences($5097)

:FIN_1_6914
if 
  not Actor.Dead($5102)
jf @FIN_1_6935 
Actor.RemoveReferences($5102)

:FIN_1_6935
if 
  not Actor.Dead($5107)
jf @FIN_1_6956 
Actor.RemoveReferences($5107)

:FIN_1_6956
if 
  not Actor.Dead($5041)
jf @FIN_1_6977 
Actor.RemoveReferences($5041)

:FIN_1_6977
if 
  not Actor.Dead($5042)
jf @FIN_1_6998 
Actor.RemoveReferences($5042)

:FIN_1_6998
if 
  not Actor.Dead($5043)
jf @FIN_1_10538 
Actor.RemoveReferences($5043)
jump @FIN_1_10538 

:FIN_1_7026
if 
  not Actor.Dead($5067)
jf @FIN_1_7567 
if 
00EC:   actor $5067 0 -376.9851 -541.9222 radius 3.0 3.0 
jf @FIN_1_7109 
0411: set_actor $5067 use_pednode_seek 0 
0502: set_actor $5067 sprint_to -378.2794 -563.1469 
0411: set_actor $5067 use_pednode_seek 0 

:FIN_1_7109
if 
00EC:   actor $5067 0 -378.2794 -563.1469 radius 3.0 3.0 
jf @FIN_1_7250 
if 
  not Actor.Dead($5072)
jf @FIN_1_7178 
01CB: actor $5067 kill_actor $5072 
jump @FIN_1_7250 

:FIN_1_7178
if 
  not Actor.Dead($5077)
jf @FIN_1_7209 
01CB: actor $5067 kill_actor $5077 
jump @FIN_1_7310 

:FIN_1_7209
011C: actor $PLAYER_ACTOR clear_objective 
0350: set_actor $5067 maintain_position_when_attacked 1 
0411: set_actor $5067 use_pednode_seek 0 
0502: set_actor $5067 sprint_to -378.2635 -589.9041 
0411: set_actor $5067 use_pednode_seek 0 

:FIN_1_7250
if 
00EC:   actor $5067 0 -378.2635 -589.9041 radius 3.0 3.0 
jf @FIN_1_7310 
0319: set_actor $5067 running 1 
0239: actor $5067 run_to -372.7296 -597.1886 

:FIN_1_7310
if 
00EC:   actor $5067 0 -372.7296 -597.1886 radius 1.0 1.0 
jf @FIN_1_7489 
Actor.PutAt($5067, -372.6492, -597.1387, 24.8263)
Actor.Angle($5067) = 225.8923
04EB: actor $5067 crouch 1 9999999 ms 
00BC: text_highpriority 'SBOB280' time 500 1 
$10086 -= 1 // $ -= int 
Player.Money($PLAYER_CHAR) += -1
if 
  $10090 == 0 // $ == int 
jf @FIN_1_7698 
0167: $10091 = create_marker_at -372.6276 -597.2588 25.8263 color 2 display 2 
0168: set_marker $10091 size 3 
0165: set_marker $10091 color_to 2 
$10090 = 1 // $ = int 
jump @FIN_1_7519 

:FIN_1_7489
if 
  $10090 == 1 // $ == int 
jf @FIN_1_7519 
Marker.Disable($10091)
$10090 = 0 // $ = int 

:FIN_1_7519
$10089 = Player.Money($PLAYER_CHAR)
if 
   not $10089 >= 1 // $ >= int 
jf @FIN_1_7698 
00BC: text_highpriority 'SBOB281' time 5000 1 
jump @FIN_1_17139 

:FIN_1_7567
Actor.RemoveReferences($5067)
Actor.Create($5067, 9, #SPECIAL03, -347.2388, -542.0622, 17.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5067) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5067 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5067 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5067 sprint_to -376.9851 -541.9222 
0243: set_actor $5067 ped_stats_to 16 
0350: set_actor $5067 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5067 dismemberment_possible $10088 

:FIN_1_7698
if 
  not Actor.Dead($5092)
jf @FIN_1_7788 
if 
00EC:   actor $5092 0 -374.4944 -541.469 radius 3.0 3.0 
jf @FIN_1_7926 
0411: set_actor $5092 use_pednode_seek 0 
0502: set_actor $5092 sprint_to -382.8643 -561.8702 
0411: set_actor $5092 use_pednode_seek 0 
jump @FIN_1_7926 

:FIN_1_7788
Actor.RemoveReferences($5092)
Actor.Create($5092, 9, #SPECIAL04, -353.5291, -540.576, 16.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5092) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5092 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5092 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5092 sprint_to -374.4944 -541.469 
0243: set_actor $5092 ped_stats_to 16 
0350: set_actor $5092 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5092 dismemberment_possible $10088 
0319: set_actor $5092 running 1 

:FIN_1_7926
if 
  not Actor.Dead($5097)
jf @FIN_1_8016 
if 
00EC:   actor $5097 0 -382.9799 -541.5198 radius 3.0 3.0 
jf @FIN_1_8154 
0411: set_actor $5097 use_pednode_seek 0 
0502: set_actor $5097 sprint_to -374.0982 -563.5108 
0411: set_actor $5097 use_pednode_seek 0 
jump @FIN_1_8154 

:FIN_1_8016
Actor.RemoveReferences($5097)
Actor.Create($5097, 9, #SPECIAL04, -408.1664, -542.2689, 16.2831)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5097) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5097 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5097 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5097 sprint_to -382.9799 -541.5198 
0243: set_actor $5097 ped_stats_to 16 
0350: set_actor $5097 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5097 dismemberment_possible $10088 
0319: set_actor $5097 running 1 

:FIN_1_8154
if 
  Actor.Dead($5102)
jf @FIN_1_8308 
Actor.RemoveReferences($5102)
Actor.Create($5102, 9, #SPECIAL03, -335.4274, -559.0574, 18.5853)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5102) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5102 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5102 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5102 sprint_to -367.7207 -560.5281 
0243: set_actor $5102 ped_stats_to 16 
0350: set_actor $5102 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5102 dismemberment_possible $10088 
0319: set_actor $5102 running 1 

:FIN_1_8308
if 
  Actor.Dead($5107)
jf @FIN_1_8462 
Actor.RemoveReferences($5107)
Actor.Create($5107, 9, #SPECIAL04, -335.4274, -559.0574, 18.5853)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5107) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5107 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5107 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5107 sprint_to -389.8078 -561.1711 
0243: set_actor $5107 ped_stats_to 16 
0350: set_actor $5107 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5107 dismemberment_possible $10088 
0319: set_actor $5107 running 1 

:FIN_1_8462
if 
  Actor.Dead($5041)
jf @FIN_1_8616 
Actor.RemoveReferences($5041)
Actor.Create($5041, 9, #SPECIAL03, -336.1594, -559.0977, 26.5712)
0209: $10088 = random_int_in_ranges 300 900 
Actor.Health($5041) = $10088
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5041 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5041 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5041 sprint_to -377.5916 -560.7526 
0243: set_actor $5041 ped_stats_to 16 
0350: set_actor $5041 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5041 dismemberment_possible $10088 
0319: set_actor $5041 running 1 

:FIN_1_8616
if 
  Actor.Dead($5042)
jf @FIN_1_8792 
$10094 += 1 // $ += int 
if 
  $10094 >= 650 // $ >= int 
jf @FIN_1_8792 
$10094 = 0 // $ = int 
Actor.RemoveReferences($5042)
Actor.Create($5042, 9, #SPECIAL03, -335.337, -559.9484, 26.5697)
Actor.Health($5042) = 250
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5042 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5042 weapon $10088 ammo 9999 // Load the weapon model before using this 
0502: set_actor $5042 sprint_to -394.9181 -556.9976 
0243: set_actor $5042 ped_stats_to 16 
0350: set_actor $5042 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5042 dismemberment_possible $10088 
0319: set_actor $5042 running 1 

:FIN_1_8792
if 
00EC:   actor $5042 0 -394.9181 -556.9976 radius 1.0 1.0 
jf @FIN_1_8987 
if 
  not Actor.Dead($5042)
jf @FIN_1_8987 
Actor.PutAt($5042, -395.1313, -556.9954, 26.5742)
Actor.Angle($5042) = 42.256
04EB: actor $5042 crouch 1 9999999 ms 
00BC: text_highpriority 'SBOB280' time 500 1 
$10086 -= 1 // $ -= int 
Player.Money($PLAYER_CHAR) += -1
if 
  $10092 == 0 // $ == int 
jf @FIN_1_9017 
0167: $10093 = create_marker_at -395.1313 -556.9954 26.5742 color 2 display 2 
0168: set_marker $10093 size 3 
0165: set_marker $10093 color_to 2 
$10092 = 1 // $ = int 
jump @FIN_1_9017 

:FIN_1_8987
if 
  $10092 == 1 // $ == int 
jf @FIN_1_9017 
Marker.Disable($10093)
$10092 = 0 // $ = int 

:FIN_1_9017
if 
  Actor.Dead($5043)
jf @FIN_1_9207 
$10095 += 1 // $ += int 
if 
  $10095 >= 650 // $ >= int 
jf @FIN_1_9207 
$10095 = 0 // $ = int 
Actor.RemoveReferences($5043)
Actor.Create($5043, 9, #SPECIAL04, -336.971, -559.5621, 18.5844)
Actor.Health($5043) = 150
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5043 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5043 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5043 use_pednode_seek 0 
0502: set_actor $5043 sprint_to -401.2225 -561.736 
0411: set_actor $5043 use_pednode_seek 0 
0243: set_actor $5043 ped_stats_to 16 
0350: set_actor $5043 maintain_position_when_attacked 1 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5043 dismemberment_possible $10088 
0319: set_actor $5043 running 1 

:FIN_1_9207
if 
00EC:   actor $5043 0 -401.2225 -561.736 radius 1.5 1.5 
jf @FIN_1_9267 
0319: set_actor $5043 running 1 
0239: actor $5043 run_to -401.486 -565.9436 

:FIN_1_9267
if 
00EC:   actor $5043 0 -401.486 -565.9436 radius 1.0 1.0 
jf @FIN_1_9467 
if 
  not Actor.Dead($5043)
jf @FIN_1_9467 
Actor.PutAt($5043, -401.486, -565.9436, 18.5754)
Actor.Angle($5043) = 177.3252
04EB: actor $5043 crouch 1 9999999 ms 
01ED: clear_actor $5043 threat_search 
00BC: text_highpriority 'SBOB280' time 500 1 
$10086 -= 1 // $ -= int 
Player.Money($PLAYER_CHAR) += -1
if 
  $10096 == 0 // $ == int 
jf @FIN_1_9497 
0167: $10097 = create_marker_at -401.486 -565.9436 18.5754 color 2 display 2 
0168: set_marker $10097 size 3 
0165: set_marker $10097 color_to 2 
$10096 = 1 // $ = int 
jump @FIN_1_9497 

:FIN_1_9467
if 
  $10096 == 1 // $ == int 
jf @FIN_1_9497 
Marker.Disable($10097)
$10096 = 0 // $ = int 

:FIN_1_9497
if and
  $10087 > 0 // $ > int 
  Actor.Dead($5072)
jf @FIN_1_9657 
Actor.RemoveReferences($5072)
$10087 -= 1 // $ -= int 
Actor.Create($5072, 12, #PGA, -373.6895, -591.9579, 24.8263)
04F5: set_actor $5072 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5072) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5072 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5072 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5072 run_to -383.6343 -577.9516 
0243: set_actor $5072 ped_stats_to 16 
0350: set_actor $5072 maintain_position_when_attacked 1 
0319: set_actor $5072 running 1 

:FIN_1_9657
if and
00EC:   actor $5072 0 -372.9754 -578.403 radius 1.0 1.0 
  not Actor.Dead($5072)
jf @FIN_1_9723 
if 
  not Actor.Dead($5067)
jf @FIN_1_9723 
jump @FIN_1_9723 

:FIN_1_9723
if and
  $10087 > 0 // $ > int 
  Actor.Dead($5077)
jf @FIN_1_9883 
Actor.RemoveReferences($5077)
$10087 -= 1 // $ -= int 
Actor.Create($5077, 12, #PGB, -384.4473, -591.9117, 24.8263)
04F5: set_actor $5077 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5077) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5077 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5077 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5077 run_to -372.9754 -578.403 
0243: set_actor $5077 ped_stats_to 16 
0350: set_actor $5077 maintain_position_when_attacked 1 
0319: set_actor $5077 running 1 

:FIN_1_9883
if and
00EC:   actor $5077 0 -383.6343 -577.9516 radius 1.0 1.0 
  not Actor.Dead($5077)
jf @FIN_1_9949 
if 
  not Actor.Dead($5067)
jf @FIN_1_9949 
jump @FIN_1_9949 

:FIN_1_9949
if and
  $10087 > 0 // $ > int 
  Actor.Dead($5082)
jf @FIN_1_10116 
Actor.RemoveReferences($5082)
$10087 -= 1 // $ -= int 
Actor.Create($5082, 12, #PGB, -373.6185, -592.5826, 24.8263)
04F5: set_actor $5082 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5082) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5082 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5082 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5082 run_to -380.4919 -581.2949 
0411: set_actor $5082 use_pednode_seek 0 
0243: set_actor $5082 ped_stats_to 16 
0350: set_actor $5082 maintain_position_when_attacked 1 
0319: set_actor $5082 running 1 

:FIN_1_10116
if and
00EC:   actor $5082 0 -380.4919 -581.2949 radius 1.5 1.5 
  not Actor.Dead($5082)
jf @FIN_1_10174 
0239: actor $5082 run_to -389.4459 -578.1429 

:FIN_1_10174
if and
00EC:   actor $5082 0 -389.4459 -578.1429 radius 1.0 1.0 
  not Actor.Dead($5082)
jf @FIN_1_10240 
if 
  not Actor.Dead($5067)
jf @FIN_1_10240 
jump @FIN_1_10240 

:FIN_1_10240
if and
  $10087 > 0 // $ > int 
  Actor.Dead($5087)
jf @FIN_1_10400 
Actor.RemoveReferences($5087)
$10087 -= 1 // $ -= int 
Actor.Create($5087, 12, #PGA, -384.1812, -592.4378, 24.8263)
04F5: set_actor $5087 as_player_friend $PLAYER_CHAR flag 1 
0209: $10088 = random_int_in_ranges 100 300 
Actor.Health($5087) = $10088
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5087 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5087 weapon $10088 ammo 9999 // Load the weapon model before using this 
0239: actor $5087 run_to -377.9351 -581.9509 
0243: set_actor $5087 ped_stats_to 16 
0350: set_actor $5087 maintain_position_when_attacked 1 
0319: set_actor $5087 running 1 

:FIN_1_10400
if and
00EC:   actor $5087 0 -377.9351 -581.9509 radius 2.0 2.0 
  not Actor.Dead($5087)
jf @FIN_1_10472 
0411: set_actor $5087 use_pednode_seek 0 
0239: actor $5087 run_to -367.3591 -579.0015 
0411: set_actor $5087 use_pednode_seek 0 

:FIN_1_10472
if and
00EC:   actor $5087 0 -367.3591 -579.0015 radius 1.0 1.0 
  not Actor.Dead($5087)
jf @FIN_1_6584 
if 
  not Actor.Dead($5067)
jf @FIN_1_6584 
jump @FIN_1_6584 

:FIN_1_10538
wait 0 
00BC: text_highpriority 'SBOB282' time 500 1 
if or
00F5:   player $PLAYER_CHAR 0 -377.06 -545.43 17.283 radius 4.0 4.0 4.0 
00F5:   player $PLAYER_CHAR 0 -369.2567 -595.6531 10.3623 radius 4.0 4.0 4.0 
jf @FIN_1_10707 
wait 1000 
0322: kill_player $PLAYER_CHAR 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
wait 1000 

:FIN_1_10707
if 
00F5:   player $PLAYER_CHAR 0 -378.3721 -579.8671 25.3224 radius 3.0 3.0 3.0 
jf @FIN_1_10538 
Camera.SetPosition(-378.716, -583.6836, 25.3197, 0.0, 0.0, 0.0)
Camera.PointAt(-362.5265, -561.8721, 27.8197, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at -375.2408 -580.2639 24.3219 range 555.0 
0055: put_player $PLAYER_CHAR at -374.5334 -580.979 24.3215 
Actor.Create($LANCE_VANCE, 4, #SPECIAL01, -352.966, -559.4158, 26.5731)
Actor.Health($LANCE_VANCE) = 9999
02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0239: actor $LANCE_VANCE run_to -362.7239 -559.5225 
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
0319: set_actor $LANCE_VANCE running 1 
wait 1500 
jump @FIN_1_10973 

:FIN_1_10973
wait 0 
if 
00EC:   actor $LANCE_VANCE 0 -362.7239 -559.5225 radius 1.0 1.0 
jf @FIN_1_10973 
wait 300 
0AAC: play_audio_stream_1channel "AUDIO\FIN_3.WAV" loop 0 volume 0.5 
04C6: actor $LANCE_VANCE aim_gun_at_actor $PLAYER_ACTOR 
00BC: text_highpriority 'FIN_3' time 5000 1  // No one to cover your ass now, eh Tommy?
wait 3000 
0AAC: play_audio_stream_1channel "AUDIO\FIN_1B.WAV" loop 0 volume 0.5 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $LANCE_VANCE 
00BC: text_highpriority 'FIN_1B' time 5000 1  // You're going down, you back stabbing prick!
wait 2700 
Camera.SetPosition(-361.8596, -557.2307, 28.8217, 0.0, 0.0, 0.0)
Camera.PointAt(-376.0386, -580.2043, 25.8217, 2)
0AAC: play_audio_stream_1channel "AUDIO\FIN_2B.WAV" loop 0 volume 0.5 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $LANCE_VANCE 
00BC: text_highpriority 'FIN_2B' time 5000 1  // Oh you think so!
wait 1700 
Object.Create($5051, #FAKETARGET, -360.4826, -559.4819, 27.5744)
011C: actor $PLAYER_ACTOR clear_objective 
011C: actor $LANCE_VANCE clear_objective 
Camera.SetPosition(-378.4084, -559.5706, 28.5742, 0.0, 0.0, 0.0)
Camera.PointAt(-366.4124, -559.2667, 28.5742, 2)
0239: actor $LANCE_VANCE run_to -353.9506 -559.3526 

:FIN_1_11333
wait 0 
if 
00EC:   actor $LANCE_VANCE 0 -353.9506 -559.3526 radius 1.0 1.0 
jf @FIN_1_11333 
Actor.Angle($LANCE_VANCE) = 88.9884
01B2: give_actor $LANCE_VANCE weapon 15 ammo 9999 // Load the weapon model before using this 
01B9: set_actor $LANCE_VANCE armed_weapon_to 15 
01D8: actor $LANCE_VANCE destroy_object $5051 
wait 3500 
011C: actor $LANCE_VANCE clear_objective 
0239: actor $LANCE_VANCE run_to -336.8528 -559.2657 
wait 2300 
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
0167: $10102 = create_marker_at -344.3542 -573.3179 36.9422 color 1 display 3 
0168: set_marker $10102 size 3 
0AAC: play_audio_stream_1channel "AUDIO\FIN_1A.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'FIN_1A' time 5000 1  // Come here you double-crossing piece of shit!
Actor.DestroyInstantly($LANCE_VANCE)
Object.RemoveReferences($5051)
02CF: 14@ = create_fire_at -361.0045 -558.9809 26.5742 
02CF: 13@ = create_fire_at -359.6183 -559.7653 26.5727 
02CF: 12@ = create_fire_at -358.1733 -558.3373 26.5742 
Actor.Create($5067, 9, #SPECIAL04, -335.3718, -578.5822, 19.557)
Actor.Health($5067) = 400
02E2: set_actor $5067 weapon_accuracy_to 50 
01B2: give_actor $5067 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5067 ped_stats_to 16 
0350: set_actor $5067 maintain_position_when_attacked 1 
0446: set_actor $5067 dismemberment_possible 0 
Actor.Create($5072, 9, #SPECIAL03, -317.1203, -582.2985, 17.6022)
Actor.Health($5072) = 400
0209: $10088 = random_int_in_ranges 60 95 
02E2: set_actor $5072 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5072 weapon $10088 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5072 ped_stats_to 16 
0350: set_actor $5072 maintain_position_when_attacked 1 
0446: set_actor $5072 dismemberment_possible 0 
Actor.Create($5077, 9, #SPECIAL04, -317.4339, -578.304, 24.4909)
Actor.Health($5077) = 400
02E2: set_actor $5077 weapon_accuracy_to 50 
01B2: give_actor $5077 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5077 ped_stats_to 16 
0350: set_actor $5077 maintain_position_when_attacked 1 
0446: set_actor $5077 dismemberment_possible 0 
Actor.Create($5082, 9, #SPECIAL03, -321.5664, -573.8193, 29.2907)
Actor.Health($5082) = 400
02E2: set_actor $5082 weapon_accuracy_to 50 
01B2: give_actor $5082 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5082 ped_stats_to 16 
0350: set_actor $5082 maintain_position_when_attacked 1 
0446: set_actor $5082 dismemberment_possible 0 
Actor.Create($5087, 9, #SPECIAL04, -324.8146, -583.5645, 35.56)
Actor.Health($5087) = 400
02E2: set_actor $5087 weapon_accuracy_to 50 
01B2: give_actor $5087 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5087 ped_stats_to 16 
0350: set_actor $5087 maintain_position_when_attacked 1 
0446: set_actor $5087 dismemberment_possible 0 
Actor.Create($5092, 9, #SPECIAL03, -335.5534, -578.5015, 27.5424)
Actor.Health($5092) = 400
02E2: set_actor $5092 weapon_accuracy_to 50 
01B2: give_actor $5092 weapon 23 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5092 ped_stats_to 16 
0350: set_actor $5092 maintain_position_when_attacked 1 
0446: set_actor $5092 dismemberment_possible 0 
Object.Init($4994, #BARREL2, -359.73, -580.773, 36.291)
Object.ToggleInMovingList($4994, False)
Object.Init($4995, #BARREL2, -358.514, -581.288, 36.291)
Object.ToggleInMovingList($4995, False)
Object.Init($4996, #BARREL2, -358.991, -582.344, 36.291)
Object.ToggleInMovingList($4996, False)
Object.Init($4997, #BARREL2, -360.921, -573.17, 37.412)
Object.ToggleInMovingList($4997, False)
Object.Init($4998, #BARREL2, -361.612, -573.052, 36.291)
Object.ToggleInMovingList($4998, False)
Object.Init($4999, #BARREL2, -360.718, -573.451, 36.291)
Object.ToggleInMovingList($4999, False)
Object.Init($5000, #BARREL2, -361.612, -573.947, 36.291)
Object.ToggleInMovingList($5000, False)
Object.Init($5001, #BARREL2, -360.917, -572.457, 36.291)
Object.ToggleInMovingList($5001, False)
Object.Init($5002, #BARREL2, -360.024, -571.964, 36.291)
Object.ToggleInMovingList($5002, False)
Object.Init($5003, #BARREL2, -360.917, -571.564, 36.291)
Object.ToggleInMovingList($5003, False)
Object.Init($5004, #BARREL4, -365.268, -581.761, 36.281)
Object.ToggleInMovingList($5004, False)
035D: make_object $5004 targetable 
Object.Init($5007, #BARREL2, -344.03, -574.41, 36.291)
Object.ToggleInMovingList($5007, False)
Object.Init($5008, #BARREL2, -344.646, -575.077, 36.291)
Object.ToggleInMovingList($5008, False)
Object.Init($5009, #BARREL2, -344.081, -575.753, 36.291)
Object.ToggleInMovingList($5009, False)
Object.Init($5010, #BARREL2, -343.878, -576.62, 36.291)
Object.ToggleInMovingList($5010, False)
Object.Init($5011, #BARREL2, -344.491, -577.278, 36.291)
Object.ToggleInMovingList($5011, False)
Object.Init($5012, #BARREL2, -344.317, -576.168, 37.412)
Object.ToggleInMovingList($5012, False)
Object.Init($5013, #BARREL2, -344.691, -576.371, 36.291)
Object.ToggleInMovingList($5013, False)
Object.Init($5050, #ELECTRICGATE, -365.8571, -593.8698, 35.931)
Object.Init($5049, #ELECTRICGATE, -367.3928, -560.129, 35.931)
Object.Angle($5050) = 92.2437
Object.Angle($5049) = 90.6771

:FIN_1_12634
wait 0 
if or
00F5:   player $PLAYER_CHAR 0 -377.06 -545.43 17.283 radius 4.0 4.0 4.0 
00F5:   player $PLAYER_CHAR 0 -369.2567 -595.6531 10.3623 radius 4.0 4.0 4.0 
jf @FIN_1_12788 
wait 1000 
0322: kill_player $PLAYER_CHAR 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
wait 1000 

:FIN_1_12788
0225: $10138 = player $PLAYER_CHAR health 
if and
  $10138 > 0 // $ > int 
00F5:   player $PLAYER_CHAR 0 -359.0045 -559.5323 27.573 radius 2.5 2.5 2.5 
jf @FIN_1_12866 
$10138 -= 2 // $ -= int 
0222: set_player $PLAYER_CHAR health_to $10138 

:FIN_1_12866
if 
00F5:   player $PLAYER_CHAR 0 -341.738 -573.984 36.9442 radius 2.0 2.0 2.0 
jf @FIN_1_12634 
Actor.Create($LANCE_VANCE, 21, #SPECIAL01, -358.1147, -573.3813, 35.9321)
Actor.Health($LANCE_VANCE) = 8000
Actor.Angle($LANCE_VANCE) = 270.795
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 
02AB: set_actor $LANCE_VANCE immunities BP 0 FP 1 EP 1 CP 1 MP 0 
054A: set_actor $LANCE_VANCE can_be_shot_in_a_car 0 
0243: set_actor $LANCE_VANCE ped_stats_to 16 
04F5: set_actor $LANCE_VANCE as_player_friend $PLAYER_CHAR flag 1 
Marker.Disable($10102)
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 
01B2: give_actor $LANCE_VANCE weapon 15 ammo 9999 // Load the weapon model before using this 
01B9: set_actor $LANCE_VANCE armed_weapon_to 26 
02E2: set_actor $LANCE_VANCE weapon_accuracy_to 100 
0350: set_actor $LANCE_VANCE maintain_position_when_attacked 1 
0446: set_actor $LANCE_VANCE dismemberment_possible 0 
0319: set_actor $LANCE_VANCE running 1 
Object.Init($5048, #ELECTRICGATE, -340.4422, -566.717, 28.9451)
Object.Angle($5048) = 270.8556
Object.ToggleInMovingList($5048, True)
Object.Init($5047, #ELECTRICGATE, -340.4422, -573.2457, 28.9451)
Object.Angle($5047) = 270.8556
Object.ToggleInMovingList($5047, True)
Actor.RemoveReferences($5067)
Actor.RemoveReferences($5072)
Actor.RemoveReferences($5077)
Actor.RemoveReferences($5082)
Actor.RemoveReferences($5087)
Actor.RemoveReferences($5092)
Camera.SetPosition(-363.7778, -564.8345, 38.4442, 0.0, 0.0, 0.0)
Camera.PointAt(-344.8396, -573.8735, 36.9418, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 600 
0AAC: play_audio_stream_1channel "AUDIO\FIN_4.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'FIN_4' time 5000 1  // You're history, Tommy, history
0239: actor $PLAYER_ACTOR run_to -342.7996 -576.202 

:FIN_1_13308
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -342.7996 -576.202 36.9434 radius 1.0 1.0 1.0 
jf @FIN_1_13308 
04EB: actor $PLAYER_ACTOR crouch 1 9999999 ms 
01CC: actor $LANCE_VANCE kill_player $PLAYER_CHAR 

:FIN_1_13380
if and
834E:   not move_object $5048 to -340.4422 -566.717 35.9451 speed 0.1 0.1 0.1 collision_check 0 
834E:   not move_object $5047 to -340.4422 -573.2457 35.9451 speed 0.1 0.1 0.1 collision_check 0 
jf @FIN_1_13476 
wait 0 
jump @FIN_1_13380 

:FIN_1_13476
wait 2000 
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
011C: actor $PLAYER_ACTOR clear_objective 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
Object.ToggleInMovingList($5048, False)
Object.ToggleInMovingList($5047, False)
04F7: status_text $10098 1 line 1 'SBOB146' 
Actor.Create($5087, 9, #SPECIAL04, -333.6876, -573.7427, 39.391)
Actor.Health($5087) = 150
02E2: set_actor $5087 weapon_accuracy_to 20 
01B2: give_actor $5087 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5087 ped_stats_to 16 
0446: set_actor $5087 dismemberment_possible 0 
Actor.Create($5092, 9, #SPECIAL03, -382.7595, -575.6382, 39.0477)
Actor.Health($5092) = 150
02E2: set_actor $5092 weapon_accuracy_to 20 
01B2: give_actor $5092 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5092 ped_stats_to 16 
0446: set_actor $5092 dismemberment_possible 0 
TIMERA = 0 // @ = int 

:FIN_1_13685
wait 0 
$10098 = Actor.Health($LANCE_VANCE)
$10098 /= 80 // $ /= int 
jump @FIN_1_13711 

:FIN_1_13711
if and
  $10099 == 0 // $ == int 
  TIMERA >= 9000 // @ >= int 
jf @FIN_1_13894 
Actor.RemoveReferences($5087)
Actor.RemoveReferences($5092)
Actor.Create($5087, 9, #SPECIAL04, -333.6876, -573.7427, 39.391)
Actor.Health($5087) = 150
02E2: set_actor $5087 weapon_accuracy_to 20 
01B2: give_actor $5087 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5087 ped_stats_to 16 
0446: set_actor $5087 dismemberment_possible 0 
Actor.Create($5092, 9, #SPECIAL03, -382.7595, -575.6382, 39.0477)
Actor.Health($5092) = 150
02E2: set_actor $5092 weapon_accuracy_to 20 
01B2: give_actor $5092 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5092 ped_stats_to 16 
0446: set_actor $5092 dismemberment_possible 0 
TIMERA = 0 // @ = int 
$10099 = 1 // $ = int 
01B9: set_actor $LANCE_VANCE armed_weapon_to 15 

:FIN_1_13894
if and
  not Actor.Dead($LANCE_VANCE)
  $10099 == 1 // $ == int 
jf @FIN_1_14413 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
0502: set_actor $LANCE_VANCE sprint_to $899 $900 
if and
  not Actor.Dead($LANCE_VANCE)
00EC:   actor $LANCE_VANCE 0 $899 $900 radius 4.0 4.0 
jf @FIN_1_14413 
011C: actor $LANCE_VANCE clear_objective 
Object.Create($5051, #FAKETARGET, $899, $900, $901)
$10100 = 1 // $ = int 
wait 500 
jump @FIN_1_14021 

:FIN_1_14021
if 
  not Actor.Dead($LANCE_VANCE)
jf @FIN_1_14413 
01D8: actor $LANCE_VANCE destroy_object $5051 
wait 1000 
jump @FIN_1_14057 

:FIN_1_14057
if 
  not Actor.Dead($LANCE_VANCE)
jf @FIN_1_14413 
011C: actor $LANCE_VANCE clear_objective 
Object.Destroy($5051)
$10100 = 0 // $ = int 
jump @FIN_1_14097 

:FIN_1_14097
if and
  $10099 == 1 // $ == int 
  TIMERA >= 15000 // @ >= int 
jf @FIN_1_14413 
Actor.RemoveReferences($5087)
Actor.RemoveReferences($5092)
Actor.Create($5087, 9, #SPECIAL04, -333.6876, -573.7427, 39.391)
Actor.Health($5087) = 150
02E2: set_actor $5087 weapon_accuracy_to 20 
01B2: give_actor $5087 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5087 ped_stats_to 16 
0446: set_actor $5087 dismemberment_possible 0 
Actor.Create($5092, 9, #SPECIAL03, -382.7595, -575.6382, 39.0477)
Actor.Health($5092) = 150
02E2: set_actor $5092 weapon_accuracy_to 20 
01B2: give_actor $5092 weapon 24 ammo 9999 // Load the weapon model before using this 
0243: set_actor $5092 ped_stats_to 16 
0446: set_actor $5092 dismemberment_possible 0 
TIMERA = -2500 // @ = int 
$10099 = 0 // $ = int 
01B9: set_actor $LANCE_VANCE armed_weapon_to 26 
if 
  $10100 == 1 // $ == int 
jf @FIN_1_14311 
Object.Destroy($5051)
$10100 = 0 // $ = int 

:FIN_1_14311
if 
  not Actor.Dead($LANCE_VANCE)
jf @FIN_1_14413 
0239: actor $LANCE_VANCE run_to -358.1147 -573.3813 

:FIN_1_14342
wait 0 
if 
  not Actor.Dead($LANCE_VANCE)
jf @FIN_1_14413 
if 
00EC:   actor $LANCE_VANCE 0 -358.1147 -573.3813 radius 1.0 1.0 
jf @FIN_1_14342 
wait 1600 
01CC: actor $LANCE_VANCE kill_player $PLAYER_CHAR 

:FIN_1_14413
$10105 = Actor.Health($LANCE_VANCE)
if and
   not $10105 > 4000 // $ > int 
  $10104 == 0 // $ == int 
jf @FIN_1_14495 
$10104 = 1 // $ = int 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\LAST_DANCE.WAV" loop 0 volume 0.5 

:FIN_1_14495
if 
  Actor.Dead($LANCE_VANCE)
jf @FIN_1_13685 
Actor.RemoveReferences($LANCE_VANCE)
0AAC: play_audio_stream_1channel "AUDIO\FIN_5.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'FIN_5' time 5000 1  // You picked the wrong side, Lance...
0151: remove_status_text $10098 
jump @FIN_1_14569 

:FIN_1_14569
if and
834E:   not move_object $5048 to -340.4422 -566.717 28.9451 speed 0.1 0.1 0.1 collision_check 0 
834E:   not move_object $5047 to -340.4422 -573.2457 28.9451 speed 0.1 0.1 0.1 collision_check 0 
jf @FIN_1_14665 
wait 0 
jump @FIN_1_14569 

:FIN_1_14665
wait 1000 
Object.RemoveReferences($5048)
Object.RemoveReferences($5049)
Object.RemoveReferences($5050)
Object.RemoveReferences($5047)
00BC: text_highpriority 'SBOB283' time 5000 1 
0167: $10102 = create_marker_at -377.8684 -580.0453 25.3223 color 1 display 3 
0168: set_marker $10102 size 3 
jump @FIN_1_14743 

:FIN_1_14743
wait 0 
if or
00F5:   player $PLAYER_CHAR 0 -377.06 -545.43 17.283 radius 4.0 4.0 4.0 
00F5:   player $PLAYER_CHAR 0 -369.2567 -595.6531 10.3623 radius 4.0 4.0 4.0 
jf @FIN_1_14904 
wait 1000 
0322: kill_player $PLAYER_CHAR 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
wait 1000 
jump @FIN_1_14904 

:FIN_1_14904
if 
00F5:   player $PLAYER_CHAR 0 -377.8684 -580.0453 25.3223 radius 3.0 3.0 3.0 
jf @FIN_1_14743 
Marker.Disable($10102)
Camera.SetPosition(-393.7988, -582.1893, 28.8229, 0.0, 0.0, 0.0)
Camera.PointAt(-379.1569, -568.577, 24.8229, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0055: put_player $PLAYER_CHAR at -378.5794 -577.7004 24.324 
0171: set_player $PLAYER_CHAR z_angle_to 359.9533 
Actor.Create($5023, 9, #SPECIAL02, -378.3141, -547.8148, 16.6822)
0568: set_actor $5023 untargetable 1 
Actor.Health($5023) = 4000
0239: actor $5023 run_to -378.4388 -560.3026 
01B2: give_actor $5023 weapon 32 ammo 9999 // Load the weapon model before using this 
0446: set_actor $5023 dismemberment_possible 0 
02E2: set_actor $5023 weapon_accuracy_to 80 
0319: set_actor $5023 running 1 
Actor.Create($5067, 9, #SPECIAL04, -376.5546, -521.511, 11.7637)
Actor.Health($5067) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5067 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5067 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5067 use_pednode_seek 0 
0502: set_actor $5067 sprint_to -376.9006 -559.9794 
0411: set_actor $5067 use_pednode_seek 0 
0243: set_actor $5067 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5067 dismemberment_possible $10088 
0319: set_actor $5067 running 1 
Actor.Create($5072, 9, #SPECIAL03, -380.0761, -518.8651, 11.7838)
Actor.Health($5072) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5072 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5072 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5072 use_pednode_seek 0 
0502: set_actor $5072 sprint_to -380.2672 -561.3108 
0411: set_actor $5072 use_pednode_seek 0 
0243: set_actor $5072 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5072 dismemberment_possible $10088 
0319: set_actor $5072 running 1 
Actor.Create($5077, 9, #SPECIAL03, -336.3499, -559.8012, 18.584)
Actor.Health($5077) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5077 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5077 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5077 use_pednode_seek 0 
0502: set_actor $5077 sprint_to -387.4175 -561.8871 
0411: set_actor $5077 use_pednode_seek 0 
0243: set_actor $5077 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5077 dismemberment_possible $10088 
0319: set_actor $5077 running 1 
Actor.Create($5082, 9, #SPECIAL04, -336.5691, -559.4488, 26.5706)
Actor.Health($5082) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5082 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5082 weapon 17 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5082 use_pednode_seek 0 
0502: set_actor $5082 sprint_to -378.2571 -559.4723 
0411: set_actor $5082 use_pednode_seek 0 
0243: set_actor $5082 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5082 dismemberment_possible $10088 
0319: set_actor $5082 running 1 
wait 2000 
00BC: text_highpriority 'FIN_11A' time 5000 1  // You took fifteen years from me Sonny...
0AAC: play_audio_stream_1channel "AUDIO\FIN_11A.WAV" loop 0 volume 0.5 
wait 2400 
00BC: text_highpriority 'FIN_11B' time 5000 1  // And now I'm gonna make you pay!
0AAC: play_audio_stream_1channel "AUDIO\FIN_11B.WAV" loop 0 volume 0.5 
04C6: actor $PLAYER_ACTOR aim_gun_at_actor $5023 
wait 2100 
00BC: text_highpriority 'FIN_12A' time 5000 1  // You still don't get it do you!
0AAC: play_audio_stream_1channel "AUDIO\FIN_12A.WAV" loop 0 volume 0.5 
Camera.SetPosition(-387.8799, -566.4282, 20.8205, 0.0, 0.0, 0.0)
Camera.PointAt(-381.052, -562.2592, 20.8205, 2)
wait 1500 
00BC: text_highpriority 'FIN_12B' time 5000 1  // I OWN you, Tommy.
0AAC: play_audio_stream_1channel "AUDIO\FIN_12B.WAV" loop 0 volume 0.5 
04C6: actor $5023 aim_gun_at_actor $PLAYER_ACTOR 
wait 1400 
00BC: text_highpriority 'FIN_12C' time 5000 1  // Those fifteen years were mine to spend!
0AAC: play_audio_stream_1channel "AUDIO\FIN_12C.WAV" loop 0 volume 0.5 
Camera.SetPosition(-376.2087, -558.3306, 19.5742, 0.0, 0.0, 0.0)
Camera.PointAt(-378.0087, -576.7851, 25.3242, 2)
wait 3500 
0055: put_player $PLAYER_CHAR at -378.5168 -582.6162 24.3203 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
011C: actor $PLAYER_ACTOR clear_objective 
011C: actor $5023 clear_objective 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
04F7: status_text $10098 1 line 1 'SBOB284' 
$10098 = Actor.Health($5023)
$10098 /= 40 // $ /= int 
0568: set_actor $5023 untargetable 0 
00BC: text_highpriority 'FIN_13' time 5000 1  // Get him boys, he never understood a thing.
0AAC: play_audio_stream_1channel "AUDIO\FIN_13.WAV" loop 0 volume 0.5 
01CC: actor $5023 kill_player $PLAYER_CHAR 
TIMERA = 0 // @ = int 

:FIN_1_16165
wait 0 
$10098 = Actor.Health($5023)
$10098 /= 40 // $ /= int 
if 
  Actor.Dead($5023)
jf @FIN_1_16207 
jump @FIN_1_17837 

:FIN_1_16207
if or
00F5:   player $PLAYER_CHAR 0 -377.06 -545.43 17.283 radius 4.0 4.0 4.0 
00F5:   player $PLAYER_CHAR 0 -369.2567 -595.6531 10.3623 radius 4.0 4.0 4.0 
jf @FIN_1_16364 
wait 1000 
0322: kill_player $PLAYER_CHAR 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
wait 1000 
jump @FIN_1_16364 

:FIN_1_16364
if 
  TIMERA >= 38000 // @ >= int 
jf @FIN_1_16165 
TIMERA = 0 // @ = int 
Actor.RemoveReferences($5067)
Actor.RemoveReferences($5072)
Actor.RemoveReferences($5077)
Actor.RemoveReferences($5082)
Actor.Create($5067, 9, #SPECIAL04, -376.5546, -521.511, 11.7637)
Actor.Health($5067) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5067 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5067 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5067 use_pednode_seek 0 
0502: set_actor $5067 sprint_to -376.9006 -559.9794 
0411: set_actor $5067 use_pednode_seek 0 
0243: set_actor $5067 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5067 dismemberment_possible $10088 
0319: set_actor $5067 running 1 
Actor.Create($5072, 9, #SPECIAL03, -380.0761, -518.8651, 11.7838)
Actor.Health($5072) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5072 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5072 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5072 use_pednode_seek 0 
0502: set_actor $5072 sprint_to -380.2672 -561.3108 
0411: set_actor $5072 use_pednode_seek 0 
0243: set_actor $5072 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5072 dismemberment_possible $10088 
0319: set_actor $5072 running 1 
Actor.Create($5077, 9, #SPECIAL03, -336.3499, -559.8012, 18.584)
Actor.Health($5077) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5077 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5077 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5077 use_pednode_seek 0 
0502: set_actor $5077 sprint_to -387.4175 -561.8871 
0411: set_actor $5077 use_pednode_seek 0 
0243: set_actor $5077 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5077 dismemberment_possible $10088 
0319: set_actor $5077 running 1 
Actor.Create($5082, 9, #SPECIAL04, -336.5691, -559.4488, 26.5706)
Actor.Health($5082) = 300
0209: $10088 = random_int_in_ranges 60 75 
02E2: set_actor $5082 weapon_accuracy_to $10088 
0209: $10088 = random_int_in_ranges 17 28 
01B2: give_actor $5082 weapon $10088 ammo 9999 // Load the weapon model before using this 
0411: set_actor $5082 use_pednode_seek 0 
0502: set_actor $5082 sprint_to -378.2571 -559.4723 
0411: set_actor $5082 use_pednode_seek 0 
0243: set_actor $5082 ped_stats_to 16 
0209: $10088 = random_int_in_ranges 0 2 
0446: set_actor $5082 dismemberment_possible $10088 
0319: set_actor $5082 running 1 
jump @FIN_1_16165 

:FIN_1_16935
043C: set_game_sounds_disable_on_fade 1 
0440: stop_cutscene_music 
Actor.DestroyInstantly($5027)
02A3: enable_widescreen 0 
03EA: generate_cars_around_camera 0 
01B7: release_weather 
0395: clear_area 1 at -379.2 -536.4 16.2 range 1.0 
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
select_interior 0 
$991 = 0 // $ = int 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-379.2, -536.4, 16.2)
0169: set_fade_color 0 0 1 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03DE: set_pedestrians_density_multiplier_to 1.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
jump @FIN_1_17240 

:FIN_1_17139
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 22 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 
$4974 = Player.Money($PLAYER_CHAR)
$4974 *= -1 // $ *= int 
Player.Money($PLAYER_CHAR) += $4974
Player.Money($PLAYER_CHAR) += $4985
return 

:FIN_1_17240
$270 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'FIN_1'  // Keep your Friends Close...
030C: progress_made += 1 
03F2: pedtype 13 remove_threat 512 
03F2: pedtype 9 remove_threat 8192 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0235: set_gang 2 models_to #SGA #SGB 
0514: set_actor $PLAYER_ACTOR can_be_damaged_by_members_of_gang 6 1 
start_new_script @GANGMEM 
057C: set_allow_hurricanes 1 
Marker.Disable($234)
Marker.Disable($265)
04CE: $265 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  $2097 == 0 // $ == int 
jf @FIN_1_17449 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
$2097 = 1 // $ = int 
jump @FIN_1_17466 

:FIN_1_17449
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101 

:FIN_1_17466
return 

:FIN_1_17468
Marker.Disable($10091)
Marker.Disable($10093)
Marker.Disable($10097)
Marker.Disable($10102)
01F0: set_max_wanted_level_to 6 
015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 
022A: remove_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 
Model.Destroy(#STRETCH)
Model.Destroy(#COLT45)
Model.Destroy(#RUGER)
Model.Destroy(#TEC9)
Model.Destroy(#PYTHON)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#UZI)
Model.Destroy(#INGRAMSL)
Model.Destroy(#MP5LNG)
Model.Destroy(#M4)
Model.Destroy(#M60)
Model.Destroy(#PGA)
Model.Destroy(#PGB)
Model.Destroy(#FAKETARGET)
Model.Destroy(#MOLOTOV)
Model.Destroy(#ELECTRICGATE)
0151: remove_status_text $10086 
0151: remove_status_text $10087 
0151: remove_status_text $10098 
Actor.DestroyWithFade($5067)
Actor.DestroyWithFade($5072)
Actor.DestroyWithFade($5077)
Actor.DestroyWithFade($5082)
Actor.DestroyWithFade($5087)
Actor.DestroyWithFade($5092)
Actor.DestroyWithFade($5097)
Actor.DestroyWithFade($5102)
Actor.DestroyWithFade($5107)
Actor.DestroyWithFade($5023)
Actor.DestroyWithFade($5017)
Actor.DestroyWithFade($5041)
Actor.DestroyWithFade($5042)
Actor.DestroyWithFade($5043)
Actor.DestroyWithFade($5044)
Actor.DestroyWithFade($5045)
Actor.DestroyWithFade($5046)
Actor.DestroyWithFade($5047)
Actor.DestroyWithFade($5048)
Actor.DestroyWithFade($5049)
Actor.DestroyWithFade($5050)
Actor.DestroyWithFade($5051)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:FIN_1_17837
Player.MakeSafe($PLAYER_CHAR)
0169: set_fade_color 0 0 1 
fade 0 1500 
03AD: set_rubbish 0 
03AF: set_streaming 0 

:FIN_1_17865
if 
  fading 
jf @FIN_1_17889 
wait 0 
jump @FIN_1_17865 

:FIN_1_17889
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at -354.419 -569.529 30.0 range 200.0 
Actor.DestroyInstantly($5067)
Actor.DestroyInstantly($5072)
Actor.DestroyInstantly($5077)
Actor.DestroyInstantly($5082)
Actor.DestroyInstantly($5087)
Actor.DestroyInstantly($5092)
Actor.DestroyInstantly($5097)
Actor.DestroyInstantly($5102)
Actor.DestroyInstantly($5107)
Actor.DestroyInstantly($5023)
Actor.DestroyInstantly($5017)
Actor.DestroyInstantly($5041)
Actor.DestroyInstantly($5042)
Actor.DestroyInstantly($5043)
Actor.DestroyInstantly($5044)
Actor.DestroyInstantly($5045)
Actor.DestroyInstantly($5046)
Actor.DestroyInstantly($5047)
Actor.DestroyInstantly($5048)
Actor.DestroyInstantly($5049)
Actor.DestroyInstantly($5050)
Actor.DestroyInstantly($5051)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSKEN' 
02F3: load_object #CUTOBJ01 'MFOUR' 
038B: load_requested_models 

:FIN_1_18085
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
jf @FIN_1_18120 
wait 0 
jump @FIN_1_18085 

:FIN_1_18120
02E4: load_cutscene_data 'FINALE' 
0451: load_end_of_game_audio 
041D: set_camera_near_clip 0.1 
0244: set_cutscene_pos -378.62 -552.676 18.534 
select_interior 2 
$991 = 1 // $ = int 
03AD: set_rubbish 0 
04F9: set_extra_colors 7 fade 0 
Camera.SetAtPos(-378.466, -596.1799, 24.7818)
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'CSKEN' 
02E5: $191 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $191 'MFOUR01' 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
043F: play_cutscene_music 
043C: set_game_sounds_disable_on_fade 0 
02E8: $CUT_SCENE_TIME = cutscenetime 

:FIN_1_18301
if 
  12797 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18336 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18301 

:FIN_1_18336
00BC: text_highpriority 'FIN3_01' time 10000 1  // Tommy?

:FIN_1_18351
if 
  14715 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18386 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18351 

:FIN_1_18386
00BC: text_highpriority 'FIN3_02' time 10000 1  // Oh my god, Tommy! What happened?

:FIN_1_18401
if 
  17875 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18436 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18401 

:FIN_1_18436
00BC: text_highpriority 'FIN3_03' time 10000 1  // What does it look like?

:FIN_1_18451
if 
  19401 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18486 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18451 

:FIN_1_18486
00BC: text_highpriority 'FIN3_04' time 10000 1  // It looks like you ruined your suit!

:FIN_1_18501
if 
  21176 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18536 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18501 

:FIN_1_18536
00BC: text_highpriority 'FIN3_05' time 10000 1  // and Tommy, that was a beautiful suit! Tommy, what on earth happened?

:FIN_1_18551
if 
  26212 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18586 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18551 

:FIN_1_18586
00BC: text_highpriority 'FIN3_06' time 10000 1  // I had a disagreement with a business associate, you know how it is.

:FIN_1_18601
if 
  29463 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18636 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18601 

:FIN_1_18636
00BC: text_highpriority 'FIN3_07' time 10000 1  // Tommy, I have a disagreement, I send them an angry letter.

:FIN_1_18651
if 
  32477 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18686 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18651 

:FIN_1_18686
00BC: text_highpriority 'FIN3_08' time 10000 1  // Maybe I pee in their mailbox. I don't start World War III.

:FIN_1_18701
if 
  36719 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18738 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18701 

:FIN_1_18738
00BC: text_highpriority 'FIN3_09' time 10000 1  // You know, maybe you should speak to my shrink...

:FIN_1_18753
if 
  39025 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18790 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18753 

:FIN_1_18790
00BC: text_highpriority 'FIN3_10' time 10000 1  // That stupid prick, Lance...

:FIN_1_18805
if 
  41031 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18842 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18805 

:FIN_1_18842
00BC: text_highpriority 'FIN3_11' time 10000 1  // Tommy. I never liked that guy, okay?

:FIN_1_18857
if 
  43337 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18894 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18857 

:FIN_1_18894
00BC: text_highpriority 'FIN3_12' time 10000 1  // He's neurotic, he's insecure, he's self-centered - the guy's an asshole!

:FIN_1_18909
if 
  47738 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18946 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18909 

:FIN_1_18946
00BC: text_highpriority 'FIN3_13' time 10000 1  // I'm glad you took him out!

:FIN_1_18961
if 
  49016 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_18998 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_18961 

:FIN_1_18998
00BC: text_highpriority 'FIN3_14' time 10000 1  // I don't think we're gonna be getting any more heat from up north either...

:FIN_1_19013
if 
  54048 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19050 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19013 

:FIN_1_19050
00BC: text_highpriority 'FIN3_15' time 10000 1  // ...'cause there ain't no 'up north', anymore.

:FIN_1_19065
if 
  57610 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19102 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19065 

:FIN_1_19102
00BC: text_highpriority 'FIN3_16' time 10000 1  // It's all down south now.

:FIN_1_19117
if 
  59960 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19154 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19117 

:FIN_1_19154
00BC: text_highpriority 'FIN3_17' time 10000 1  // Wait, does that mean what I think it means..? Tommy, baby!

:FIN_1_19169
if 
  62722 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19206 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19169 

:FIN_1_19206
00BC: text_highpriority 'FIN3_18' time 10000 1  // What do you think it means?

:FIN_1_19221
if 
  64406 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19258 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19221 

:FIN_1_19258
00BC: text_highpriority 'FIN3_19' time 10000 1  // That we're in charge... I mean, that you're in charge. Oh, Tommy!

:FIN_1_19273
if 
  69535 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19310 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19273 

:FIN_1_19310
00BC: text_highpriority 'FIN3_20' time 10000 1  // You know, Ken. I think this could be the beginning of a beautiful business relationship....

:FIN_1_19325
if 
  74550 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19362 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19325 

:FIN_1_19362
00BC: text_highpriority 'FIN3_21' time 10000 1  // After all, you're a conniving, backstabbing, two-bit thief

:FIN_1_19377
if 
  77761 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19414 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19377 

:FIN_1_19414
00BC: text_highpriority 'FIN3_22' time 10000 1  // and I'm a convicted psychotic killer and drug dealer.

:FIN_1_19429
if 
  81486 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19466 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19429 

:FIN_1_19466
00BC: text_highpriority 'FIN3_23' time 10000 1  // I know. Ain't it just beautiful?

:FIN_1_19481
if 
  86784 > $CUT_SCENE_TIME // int > $ 
jf @FIN_1_19518 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @FIN_1_19481 

:FIN_1_19518
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:FIN_1_19535
if 
  fading 
jf @FIN_1_19559 
wait 0 
jump @FIN_1_19535 

:FIN_1_19559
if 
82E9:   not cutscene_reached_end 
jf @FIN_1_19583 
wait 0 
jump @FIN_1_19559 

:FIN_1_19583
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
select_interior 0 
$991 = 0 // $ = int 
03AD: set_rubbish 1 
04FA: clear_extra_colors_with_fade 0 
0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332 
0434: show_credits 
$61 = 0 // $ = int 
03EA: generate_cars_around_camera 1 
01BD: $4811 = current_time_in_ms 
wait 0 
wait 0 
02A3: enable_widescreen 1 
01BD: $4811 = current_time_in_ms 
0084: $5040 = $4811 // $ = $ int 
set_weather 0 

:FIN_1_19712
if 
8436:   not reached_end_of_credits 
jf @FIN_1_16935 
wait 0 
01BD: $4811 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @FIN_1_19778 
if 
  $61 == 1 // $ == int 
jf @FIN_1_19771 
0435: end_credits 

:FIN_1_19771
jump @FIN_1_19785 

:FIN_1_19778
$61 = 1 // $ = int 

:FIN_1_19785
if 
  $5039 == 0 // $ == int 
jf @FIN_1_19931 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_19931 
Camera.SetPosition(315.4413, -606.3295, 10.9994, 0.0, 0.0, 0.0)
Camera.PointAt(315.8044, -605.4032, 11.1004, 2)
00C0: set_current_time 18 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, 315.4413, -606.3295, 10.9994)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_19931
if 
  $5039 == 1 // $ == int 
jf @FIN_1_20006 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20006 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20006
if 
  $5039 == 2 // $ == int 
jf @FIN_1_20081 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20081 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20081
if 
  $5039 == 3 // $ == int 
jf @FIN_1_20227 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20227 
Camera.SetPosition(-57.009, -1579.473, 11.6604, 0.0, 0.0, 0.0)
Camera.PointAt(-57.1214, -1578.485, 11.765, 2)
00C0: set_current_time 14 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, -57.009, -1579.473, 11.6604)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20227
if 
  $5039 == 4 // $ == int 
jf @FIN_1_20302 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20302 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20302
if 
  $5039 == 5 // $ == int 
jf @FIN_1_20377 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20377 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20377
if 
  $5039 == 6 // $ == int 
jf @FIN_1_20523 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20523 
Camera.SetPosition(-31.4477, -942.5128, 11.2897, 0.0, 0.0, 0.0)
Camera.PointAt(-30.4814, -942.2845, 11.4088, 2)
00C0: set_current_time 15 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, -31.4477, -942.5128, 11.2897)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20523
if 
  $5039 == 7 // $ == int 
jf @FIN_1_20598 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20598 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20598
if 
  $5039 == 8 // $ == int 
jf @FIN_1_20673 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20673 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20673
if 
  $5039 == 9 // $ == int 
jf @FIN_1_20819 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20819 
Camera.SetPosition(527.1948, -1101.658, 12.3979, 0.0, 0.0, 0.0)
Camera.PointAt(526.1959, -1101.612, 12.4088, 2)
00C0: set_current_time 12 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, 527.1948, -1101.658, 12.3979)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20819
if 
  $5039 == 10 // $ == int 
jf @FIN_1_20894 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20894 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20894
if 
  $5039 == 11 // $ == int 
jf @FIN_1_20969 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_20969 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_20969
if 
  $5039 == 12 // $ == int 
jf @FIN_1_21115 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21115 
Camera.SetPosition(329.8244, -1123.419, 29.418, 0.0, 0.0, 0.0)
Camera.PointAt(329.5483, -1122.458, 29.4027, 2)
00C0: set_current_time 2 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, 329.8244, -1123.419, 29.418)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21115
if 
  $5039 == 13 // $ == int 
jf @FIN_1_21190 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21190 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21190
if 
  $5039 == 14 // $ == int 
jf @FIN_1_21265 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21265 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21265
if 
  $5039 == 15 // $ == int 
jf @FIN_1_21411 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21411 
Camera.SetPosition(420.3749, -179.7319, 12.2077, 0.0, 0.0, 0.0)
Camera.PointAt(420.3214, -178.7335, 12.193, 2)
00C0: set_current_time 11 0 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, 420.3749, -179.7319, 12.2077)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21411
if 
  $5039 == 16 // $ == int 
jf @FIN_1_21486 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21486 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21486
if 
  $5039 == 17 // $ == int 
jf @FIN_1_21561 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21561 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21561
if 
  $5039 == 18 // $ == int 
jf @FIN_1_21707 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21707 
Camera.SetPosition(-397.3825, 22.9746, 47.9553, 0.0, 0.0, 0.0)
Camera.PointAt(-396.5451, 23.4814, 47.7505, 2)
00C0: set_current_time 5 45 
Actor.DestroyInstantly($5027)
Actor.Create($5027, 4, #MALE01, -391.2471, 26.5135, 25.2721)
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21707
if 
  $5039 == 19 // $ == int 
jf @FIN_1_21782 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21782 
0169: set_fade_color 0 0 1 
fade 1 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 20000 // $ += int 
$5039 += 1 // $ += int 

:FIN_1_21782
if 
  $5039 == 20 // $ == int 
jf @FIN_1_21857 
if 
001C:   $4811 > $5040 // $ > $ int 
jf @FIN_1_21857 
0169: set_fade_color 0 0 1 
fade 0 3000 
0084: $5040 = $4811 // $ = $ int 
$5040 += 3500 // $ += int 
$5039 = 21 // $ = int 

:FIN_1_21857
jump @FIN_1_19712 

//-------------Mission 53---------------
// Originally: Alloy Wheels of Steel

:BIKE1
script_name 'BIKE1' 
gosub @BIKE1_74 
if 
  wasted_or_busted 
jf @BIKE1_37 
gosub @BIKE1_7233 

:BIKE1_37
gosub @BIKE1_7609 
terminate_this_script 
$5271 = 0 // $ = int 
$5272 = 0 // $ = int 
$5273 = 0 // $ = int 
$5274 = 0 // $ = int 

:BIKE1_74
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5134 = 0 // $ = int 
$5145 = 0 // $ = int 
$5137 = 7.0 // $ = float 
$5136 = 100 // $ = int 
$5157 = 0 // $ = int 
$5149 = 7.0 // $ = float 
$5148 = 100 // $ = int 
$5170 = 0 // $ = int 
$5162 = 7.0 // $ = float 
$5161 = 100 // $ = int 
$5251 = 0 // $ = int 
$5255 = 0 // $ = int 
$5263 = 100 // $ = int 
$5260 = 0.0 // $ = float 
$5261 = 0.0 // $ = float 
$5257 = 0.0 // $ = float 
$5258 = 0.0 // $ = float 
$5259 = 0.0 // $ = float 
$5262 = 0 // $ = int 
$5264 = 0 // $ = int 
$5265 = 0 // $ = int 
$5266 = 0 // $ = int 
$5267 = 0 // $ = int 
$5268 = 0 // $ = int 
$5253 = 0 // $ = int 
$5270 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE1' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
Model.Load(#BKA)
Model.Load(#BKB)
02F3: load_object #CUTOBJ01 'POOLQ' 
02F3: load_object #CUTOBJ02 'POLBALS' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
038B: load_requested_models 

:BIKE1_564
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
  not Model.Available(#BKA)
  not Model.Available(#BKB)
jf @BIKE1_606 
wait 0 
jump @BIKE1_564 

:BIKE1_606
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @BIKE1_638 
wait 0 
jump @BIKE1_606 

:BIKE1_638
02E4: load_cutscene_data 'BIKE_1' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $155 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $144 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $144 'MGOONA' 
02E5: $168 = create_cutscene_object #BKA 
02E6: set_cutscene_anim $168 'BKA' 
02E5: $169 = create_cutscene_object #BKB 
02E6: set_cutscene_anim $169 'BKB' 
02E5: $158 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $158 'POOLQ01' 
02E5: $159 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $159 'POOLQ02' 
02E5: $160 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $160 'POLBALS' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE1_911
if 
  5467 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_946 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_911 

:BIKE1_946
00BC: text_highpriority 'BM1_A' time 10000 1  // Where's Baker?

:BIKE1_961
if 
  11136 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_996 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_961 

:BIKE1_996
00BC: text_highpriority 'BM1_B' time 10000 1  // I'm looking for Big Mitch Baker...

:BIKE1_1011
if 
  13361 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1046 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1011 

:BIKE1_1046
00BC: text_highpriority 'BM1_C' time 10000 1  // Who's lookin'?

:BIKE1_1061
if 
  14457 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1096 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1061 

:BIKE1_1096
00BC: text_highpriority 'BM1_D' time 10000 1  // Tommy Vercetti.

:BIKE1_1111
if 
  16423 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1146 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1111 

:BIKE1_1146
00BC: text_highpriority 'BM1_E' time 10000 1  // Vercetti

:BIKE1_1161
if 
  18634 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1196 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1161 

:BIKE1_1196
00BC: text_highpriority 'BM1_F' time 10000 1  // You don't look like the law, so that's bought you a minute.

:BIKE1_1211
if 
  21688 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1246 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1211 

:BIKE1_1246
00BC: text_highpriority 'BM1_G' time 10000 1  // You better talk fast.

:BIKE1_1261
if 
  22905 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1296 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1261 

:BIKE1_1296
00BC: text_highpriority 'BM1_H' time 10000 1  // Kent Paul said you might be interested in pulling security for a gig he's got set up.

:BIKE1_1311
if 
  26588 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1346 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1311 

:BIKE1_1346
00BC: text_highpriority 'BM1_I' time 10000 1  // Kent Paul? Sheesh! No wonder he sent ya.

:BIKE1_1361
if 
  30208 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1396 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1361 

:BIKE1_1396
00BC: text_highpriority 'BM1_J' time 10000 1  // The last time he was here he left through the window in nothing but his limey birthday suit.

:BIKE1_1411
if 
  34442 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1448 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1411 

:BIKE1_1448
00BC: text_highpriority 'BM1_K' time 10000 1  // Are you interested or not?

:BIKE1_1463
if 
  36593 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1500 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1463 

:BIKE1_1500
00BC: text_highpriority 'BM1_L' time 10000 1  // We only do favors for our own.

:BIKE1_1515
if 
  39183 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1552 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1515 

:BIKE1_1552
00BC: text_highpriority 'BM1_M' time 10000 1  // How do I join?

:BIKE1_1567
if 
  41838 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1604 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1567 

:BIKE1_1604
00BC: text_highpriority 'BM1_N' time 10000 1  // This ain't no country club, boy. Can you handle a bike?

:BIKE1_1619
if 
  45261 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1656 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1619 

:BIKE1_1656
00BC: text_highpriority 'BM1_O' time 10000 1  // Can you sit on a stool and drink?

:BIKE1_1671
if 
  47270 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1708 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1671 

:BIKE1_1708
00BC: text_highpriority 'BM1_P' time 10000 1  // Cougar, Zeppelin, go see how this girl handles a bike...

:BIKE1_1723
if 
  51712 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1760 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1723 

:BIKE1_1760
00BE: text_clear_all 

:BIKE1_1762
if 
  55482 > $CUT_SCENE_TIME // int > $ 
jf @BIKE1_1799 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE1_1762 

:BIKE1_1799
fade 0 2000 

:BIKE1_1806
if 
  fading 
jf @BIKE1_1830 
wait 0 
jump @BIKE1_1806 

:BIKE1_1830
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
0481: set_enter_car_range_multiplier 6.0 
041E: set_radio_station 4 -1 
$5254 = 18 // $ = int 
$5131 = -592.65 // $ = float 
$5132 = 667.08 // $ = float 
$5133 = 9.91 // $ = float 
$5187 = -537.77 // $ = float 
$5188 = 674.27 // $ = float 
$5189 = 9.9 // $ = float 
$5190 = -478.51 // $ = float 
$5191 = 803.08 // $ = float 
$5192 = 9.91 // $ = float 
$5193 = -387.36 // $ = float 
$5194 = 1017.69 // $ = float 
$5195 = 8.46 // $ = float 
$5196 = -300.36 // $ = float 
$5197 = 1285.44 // $ = float 
$5198 = 10.59 // $ = float 
$5199 = -487.11 // $ = float 
$5200 = 1337.11 // $ = float 
$5201 = 10.59 // $ = float 
$5202 = -735.62 // $ = float 
$5203 = 1314.6 // $ = float 
$5204 = 10.59 // $ = float 
$5205 = -817.54 // $ = float 
$5206 = 1374.86 // $ = float 
$5207 = 10.41 // $ = float 
$5208 = -880.23 // $ = float 
$5209 = 1441.79 // $ = float 
$5210 = 10.74 // $ = float 
$5211 = -683.27 // $ = float 
$5212 = 1465.76 // $ = float 
$5213 = 10.92 // $ = float 
$5214 = -776.75 // $ = float 
$5215 = 1383.71 // $ = float 
$5216 = 10.86 // $ = float 
$5217 = -873.98 // $ = float 
$5218 = 1328.55 // $ = float 
$5219 = 10.29 // $ = float 
$5220 = -869.53 // $ = float 
$5221 = 1107.01 // $ = float 
$5222 = 9.9 // $ = float 
$5223 = -873.4 // $ = float 
$5224 = 953.7 // $ = float 
$5225 = 9.9 // $ = float 
$5226 = -871.27 // $ = float 
$5227 = 775.91 // $ = float 
$5228 = 9.9 // $ = float 
$5229 = -726.25 // $ = float 
$5230 = 749.28 // $ = float 
$5231 = 9.92 // $ = float 
$5232 = -623.68 // $ = float 
$5233 = 743.44 // $ = float 
$5234 = 9.42 // $ = float 
$5235 = -516.6 // $ = float 
$5236 = 733.58 // $ = float 
$5237 = 9.65 // $ = float 
$5238 = -596.92 // $ = float 
$5239 = 666.82 // $ = float 
$5240 = 9.91 // $ = float 
$5138 = -592.65 // $ = float 
$5139 = 665.35 // $ = float 
$5140 = 9.91 // $ = float 
$5150 = -592.65 // $ = float 
$5151 = 663.15 // $ = float 
$5152 = 9.91 // $ = float 
$5163 = -592.65 // $ = float 
$5164 = 661.26 // $ = float 
$5165 = 9.91 // $ = float 
$5176 = 270.0 // $ = float 
$5181 = -648.52 // $ = float 
$5182 = 629.85 // $ = float 
$5183 = 8.0 // $ = float 
$5184 = -499.21 // $ = float 
$5185 = 702.38 // $ = float 
$5186 = 15.0 // $ = float 
$5269 = 0 // $ = int 
Model.Load(#BKA)
Model.Load(#BKB)
Model.Load(#ANGEL)
Model.Load(#UZI)
03CF: load_wav 'BIKEREV' as 1 
03CF: load_wav 'BIKE1_1' as 2 

:BIKE1_2704
if or
  not Model.Available(#BKA)
  not Model.Available(#BKB)
  not Model.Available(#ANGEL)
  not Model.Available(#UZI)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @BIKE1_2752 
wait 0 
jump @BIKE1_2704 

:BIKE1_2752
01EB: set_traffic_density_multiplier_to 0.5 
03BA: clear_cars_from_cube $5181 $5182 $5183 $5184 $5185 $5186 
01E8: create_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 
Car.Create($5144, #ANGEL, $5138, $5139, $5140)
0423: car $5144 improve_handling 2.0 
Car.Angle($5144) = $5176
00AE: set_vehicle $5144 traffic_behavior_to 2 
Car.SetMaxSpeed($5144, 63.0)
Car.ImmuneToNonPlayer($5144, True)
0129: $5135 = create_actor 4 #BKA in_car $5144 driverseat 
0489: set_actor $5135 muted 1 
04D8: set_actor $5135 drown 0 
01ED: clear_actor $5135 threat_search 
011C: actor $5135 clear_objective 
02A9: set_actor $5135 immune_to_nonplayer 1 
Car.SetToNormalDriver($5144)
Car.Create($5156, #ANGEL, $5150, $5151, $5152)
0423: car $5156 improve_handling 2.0 
Car.Angle($5156) = $5176
00AE: set_vehicle $5156 traffic_behavior_to 2 
Car.SetMaxSpeed($5156, 63.0)
Car.ImmuneToNonPlayer($5156, True)
0129: $5147 = create_actor 4 #BKB in_car $5156 driverseat 
0489: set_actor $5147 muted 1 
04D8: set_actor $5147 drown 0 
01ED: clear_actor $5147 threat_search 
011C: actor $5147 clear_objective 
02A9: set_actor $5147 immune_to_nonplayer 1 
Car.SetToNormalDriver($5156)
Car.Create($5169, #ANGEL, $5163, $5164, $5165)
0423: car $5169 improve_handling 2.0 
Car.Angle($5169) = $5176
00AE: set_vehicle $5169 traffic_behavior_to 2 
Car.SetMaxSpeed($5169, 63.0)
Car.ImmuneToNonPlayer($5169, True)
0129: $5160 = create_actor 4 #BKA in_car $5169 driverseat 
0489: set_actor $5160 muted 1 
04D8: set_actor $5160 drown 0 
01ED: clear_actor $5160 threat_search 
011C: actor $5160 clear_objective 
02A9: set_actor $5160 immune_to_nonplayer 1 
Car.SetToNormalDriver($5169)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
Car.Create($10086, #ANGEL, -593.4938, 667.3239, 10.9106)
0423: car $10086 improve_handling 0.5 
Car.Angle($10086) = $5176
Car.Health($10086) = 200
Player.CanMove($PLAYER_CHAR, False)
0369: put_player $PLAYER_CHAR in_car $10086 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
018A: $5247 = create_checkpoint_at $5131 $5132 $5133 
00BC: text_highpriority 'BM1_1' time 5000 1  // ~g~Get a Freeway or an Angel and get to the starting grid.

:BIKE1_3264
if or
80F8:   not player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 
  $5269 == 0 // $ == int 
jf @BIKE1_4227 
wait 0 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_3358 
$5269 = 1 // $ = int 
jump @BIKE1_3365 

:BIKE1_3358
$5269 = 0 // $ = int 

:BIKE1_3365
if 
00F8:   player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 
jf @BIKE1_3481 
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_3474 
if 
  $5265 == 0 // $ == int 
jf @BIKE1_3474 
00BC: text_highpriority 'BM1_2' time 5000 1  // ~g~You need a Freeway or an Angel to compete!
$5265 = 1 // $ = int 

:BIKE1_3474
jump @BIKE1_3488 

:BIKE1_3481
$5265 = 0 // $ = int 

:BIKE1_3488
if 
  Car.Wrecked($5144)
jf @BIKE1_3533 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_3566 

:BIKE1_3533
if 
0546:   player $PLAYER_CHAR touching_car $5144 
jf @BIKE1_3566 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3566
if 
  Car.Wrecked($5156)
jf @BIKE1_3611 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_3644 

:BIKE1_3611
if 
0546:   player $PLAYER_CHAR touching_car $5156 
jf @BIKE1_3644 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3644
if 
  Car.Wrecked($5169)
jf @BIKE1_3689 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_3722 

:BIKE1_3689
if 
0546:   player $PLAYER_CHAR touching_car $5169 
jf @BIKE1_3722 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3722
$5249 = Car.Health($5144)
if or
  999 >= $5249 // int >= $ 
0496:   vehicle $5144 tire 4 deflated 
jf @BIKE1_3770 
$5249 = 9 // $ = int 
jump @BIKE1_4227 

:BIKE1_3770
if 
  not Actor.Dead($5135)
jf @BIKE1_3866 
$5136 = Actor.Health($5135)
if 
  99 >= $5136 // int >= $ 
jf @BIKE1_3826 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3826
if 
  not Actor.InCar($5135, $5144)
jf @BIKE1_3859 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3859
jump @BIKE1_3888 

:BIKE1_3866
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_3888
$5159 = Car.Health($5156)
if or
  999 >= $5159 // int >= $ 
0496:   vehicle $5156 tire 4 deflated 
jf @BIKE1_3936 
$5159 = 9 // $ = int 
jump @BIKE1_4227 

:BIKE1_3936
if 
  not Actor.Dead($5147)
jf @BIKE1_4032 
$5148 = Actor.Health($5147)
if 
  99 >= $5148 // int >= $ 
jf @BIKE1_3992 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_3992
if 
  not Actor.InCar($5147, $5156)
jf @BIKE1_4025 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_4025
jump @BIKE1_4054 

:BIKE1_4032
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_4054
$5172 = Car.Health($5169)
if or
  999 >= $5172 // int >= $ 
0496:   vehicle $5169 tire 4 deflated 
jf @BIKE1_4102 
$5172 = 9 // $ = int 
jump @BIKE1_4227 

:BIKE1_4102
if 
  not Actor.Dead($5160)
jf @BIKE1_4198 
$5161 = Actor.Health($5160)
if 
  99 >= $5161 // int >= $ 
jf @BIKE1_4158 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_4158
if 
  not Actor.InCar($5160, $5169)
jf @BIKE1_4191 
$5262 = 1 // $ = int 
jump @BIKE1_4227 

:BIKE1_4191
jump @BIKE1_4220 

:BIKE1_4198
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_4220
jump @BIKE1_3264 

:BIKE1_4227
03D1: play_wav 1 
03D1: play_wav 2 
00BC: text_highpriority 'SBOB285' time 5000 1 
if or
  $5249 == 9 // $ == int 
  $5262 == 1 // $ == int 
  $5159 == 9 // $ == int 
  $5172 == 9 // $ == int 
jf @BIKE1_4311 
00BA: text_styled 'RACE1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
jump @BIKE1_4573 

:BIKE1_4311
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4427 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4427
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4491 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4491
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
if 
03D2:   wav 2 ended 
jf @BIKE1_4555 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4555
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:BIKE1_4573
if 
03D2:   wav 2 ended 
jf @BIKE1_4598 
03D5: remove_text 'BIKE1_1'  // All right, fancy clothes. Let's see what you can do.

:BIKE1_4598
if 
  Car.Wrecked($5144)
jf @BIKE1_4643 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_4656 

:BIKE1_4643
03CC: add_stuck_car_check $5144 distance 1.0 time 2000 

:BIKE1_4656
if 
  not Actor.Dead($5135)
jf @BIKE1_4686 
0489: set_actor $5135 muted 0 
jump @BIKE1_4708 

:BIKE1_4686
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_4708
if 
  Car.Wrecked($5156)
jf @BIKE1_4753 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_4766 

:BIKE1_4753
03CC: add_stuck_car_check $5156 distance 1.0 time 2000 

:BIKE1_4766
if 
  not Actor.Dead($5147)
jf @BIKE1_4796 
0489: set_actor $5147 muted 0 
jump @BIKE1_4818 

:BIKE1_4796
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_4818
if 
  Car.Wrecked($5169)
jf @BIKE1_4863 
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 
jump @BIKE1_4876 

:BIKE1_4863
03CC: add_stuck_car_check $5169 distance 1.0 time 2000 

:BIKE1_4876
if 
  not Actor.Dead($5160)
jf @BIKE1_4906 
0489: set_actor $5160 muted 0 
jump @BIKE1_4928 

:BIKE1_4906
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_4928
Marker.Disable($5247)
0162: $5146 = create_marker_above_actor $5135 color 1 display 1 
0162: $5158 = create_marker_above_actor $5147 color 1 display 1 
0162: $5171 = create_marker_above_actor $5160 color 1 display 1 
gosub @BIKE1_7700 
0086: $5125 = $5241 // $ = $ float 
0086: $5126 = $5242 // $ = $ float 
0086: $5127 = $5243 // $ = $ float 
0086: $5128 = $5244 // $ = $ float 
0086: $5129 = $5245 // $ = $ float 
0086: $5130 = $5246 // $ = $ float 
0086: $5141 = $5241 // $ = $ float 
0086: $5142 = $5242 // $ = $ float 
0086: $5143 = $5243 // $ = $ float 
0086: $5153 = $5241 // $ = $ float 
0086: $5154 = $5242 // $ = $ float 
0086: $5155 = $5243 // $ = $ float 
0086: $5166 = $5241 // $ = $ float 
0086: $5167 = $5242 // $ = $ float 
0086: $5168 = $5243 // $ = $ float 
018A: $5247 = create_checkpoint_at $5125 $5126 $5127 
0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 display 2 
0168: set_marker $5248 size 2 
0166: set_marker $5248 brightness_to 1 
if 
  not Actor.Dead($5135)
jf @BIKE1_5214 
if 
  not Car.Wrecked($5144)
jf @BIKE1_5207 
if 
  Actor.InCar($5135, $5144)
jf @BIKE1_5207 
Car.DriveTo($5144, $5141, $5142, $5143)

:BIKE1_5207
jump @BIKE1_5236 

:BIKE1_5214
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_5236
wait 70 
if 
  not Actor.Dead($5147)
jf @BIKE1_5312 
if 
  not Car.Wrecked($5156)
jf @BIKE1_5305 
if 
  Actor.InCar($5147, $5156)
jf @BIKE1_5305 
Car.DriveTo($5156, $5153, $5154, $5155)

:BIKE1_5305
jump @BIKE1_5334 

:BIKE1_5312
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_5334
wait 90 
if 
  not Actor.Dead($5160)
jf @BIKE1_5410 
if 
  not Car.Wrecked($5169)
jf @BIKE1_5403 
if 
  Actor.InCar($5160, $5169)
jf @BIKE1_5403 
Car.DriveTo($5169, $5166, $5167, $5168)

:BIKE1_5403
jump @BIKE1_5432 

:BIKE1_5410
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_5432
03C3: set_timer_with_text_to $5253 type 0 text 'R_TIME'  // RACE TIME:

:BIKE1_5447
if 
001C:   $5254 > $5134 // $ > $ int 
jf @BIKE1_7206 
wait 0 
$5252 = 0 // $ = int 
if 
00F5:   player $PLAYER_CHAR 0 $5125 $5126 $5127 radius 2.0 2.0 2.0 
jf @BIKE1_5735 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL 
jf @BIKE1_5735 
018C: play_sound 1 at 0.0 0.0 0.0 
$5134 += 1 // $ += int 
Marker.Disable($5247)
Marker.Disable($5248)
0084: $5251 = $5134 // $ = $ int 
gosub @BIKE1_7700 
0086: $5125 = $5241 // $ = $ float 
0086: $5126 = $5242 // $ = $ float 
0086: $5127 = $5243 // $ = $ float 
0086: $5128 = $5244 // $ = $ float 
0086: $5129 = $5245 // $ = $ float 
0086: $5130 = $5246 // $ = $ float 
if 
003A:   $5134 == $5254 // $ == $ int 
jf @BIKE1_5671 
jump @BIKE1_7250 

:BIKE1_5671
018A: $5247 = create_checkpoint_at $5125 $5126 $5127 
if 
  17 > $5134 // int > $ 
jf @BIKE1_5735 
0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 display 2 
0166: set_marker $5248 brightness_to 1 
0168: set_marker $5248 size 2 

:BIKE1_5735
if 
  not Actor.Dead($5135)
jf @BIKE1_6162 
if 
  not Car.Wrecked($5144)
jf @BIKE1_6155 
0084: $5250 = $5144 // $ = $ int 
0084: $5251 = $5145 // $ = $ int 
0084: $5256 = $5135 // $ = $ int 
0086: $5241 = $5141 // $ = $ float 
0086: $5242 = $5142 // $ = $ float 
0086: $5243 = $5143 // $ = $ float 
0084: $5271 = $5272 // $ = $ int 
gosub @BIKE1_10772 
gosub @BIKE1_8890 
gosub @BIKE1_11024 
gosub @BIKE1_9732 
0084: $5135 = $5256 // $ = $ int 
0084: $5144 = $5250 // $ = $ int 
0084: $5272 = $5271 // $ = $ int 
if and
00FE:   actor $5135 0 $5141 $5142 $5143 radius $5137 $5137 $5137 
  Actor.DrivingVehicleType($5135, #ANGEL)
jf @BIKE1_6155 
$5145 += 1 // $ += int 
0084: $5251 = $5145 // $ = $ int 
gosub @BIKE1_7700 
0086: $5141 = $5241 // $ = $ float 
0086: $5142 = $5242 // $ = $ float 
0086: $5143 = $5243 // $ = $ float 
if 
  $5145 == 17 // $ == int 
jf @BIKE1_5993 
$5137 = 6.0 // $ = float 

:BIKE1_5993
if 
003A:   $5145 == $5254 // $ == $ int 
jf @BIKE1_6034 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_7233 

:BIKE1_6034
if and
80DC:   not player $PLAYER_CHAR in_car $10086 
00E0:   player $PLAYER_CHAR in_any_car 
jf @BIKE1_6080 
00BC: text_highpriority 'SBOB286' time 5000 1 
jump @BIKE1_7233 

:BIKE1_6080
if 
  Actor.InCar($5135, $5144)
jf @BIKE1_6155 
if 
  $5137 == 7.0 // $ == float 
jf @BIKE1_6141 
Car.DriveTo($5144, $5141, $5142, $5143)
jump @BIKE1_6155 

:BIKE1_6141
02C2: car $5144 drive_to_point $5141 $5142 $5143 

:BIKE1_6155
jump @BIKE1_6184 

:BIKE1_6162
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_6184
if 
  not Actor.Dead($5147)
jf @BIKE1_6565 
if 
  not Car.Wrecked($5156)
jf @BIKE1_6558 
0084: $5250 = $5156 // $ = $ int 
0084: $5251 = $5157 // $ = $ int 
0084: $5256 = $5147 // $ = $ int 
0086: $5241 = $5153 // $ = $ float 
0086: $5242 = $5154 // $ = $ float 
0086: $5243 = $5155 // $ = $ float 
0084: $5271 = $5273 // $ = $ int 
gosub @BIKE1_10772 
gosub @BIKE1_8890 
gosub @BIKE1_11024 
gosub @BIKE1_9732 
0084: $5147 = $5256 // $ = $ int 
0084: $5156 = $5250 // $ = $ int 
0084: $5273 = $5271 // $ = $ int 
if and
00FE:   actor $5147 0 $5153 $5154 $5155 radius $5149 $5149 $5149 
  Actor.DrivingVehicleType($5147, #ANGEL)
jf @BIKE1_6558 
$5157 += 1 // $ += int 
0084: $5251 = $5157 // $ = $ int 
gosub @BIKE1_7700 
0086: $5153 = $5241 // $ = $ float 
0086: $5154 = $5242 // $ = $ float 
0086: $5155 = $5243 // $ = $ float 
if 
  $5157 == 17 // $ == int 
jf @BIKE1_6442 
$5149 = 6.0 // $ = float 

:BIKE1_6442
if 
003A:   $5157 == $5254 // $ == $ int 
jf @BIKE1_6483 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_7233 

:BIKE1_6483
if 
  Actor.InCar($5147, $5156)
jf @BIKE1_6558 
if 
  $5149 == 7.0 // $ == float 
jf @BIKE1_6544 
Car.DriveTo($5156, $5153, $5154, $5155)
jump @BIKE1_6558 

:BIKE1_6544
02C2: car $5156 drive_to_point $5153 $5154 $5155 

:BIKE1_6558
jump @BIKE1_6587 

:BIKE1_6565
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_6587
if 
  not Actor.Dead($5160)
jf @BIKE1_6968 
if 
  not Car.Wrecked($5169)
jf @BIKE1_6961 
0084: $5250 = $5169 // $ = $ int 
0084: $5251 = $5170 // $ = $ int 
0084: $5256 = $5160 // $ = $ int 
0086: $5241 = $5166 // $ = $ float 
0086: $5242 = $5167 // $ = $ float 
0086: $5243 = $5168 // $ = $ float 
0084: $5271 = $5274 // $ = $ int 
gosub @BIKE1_10772 
gosub @BIKE1_8890 
gosub @BIKE1_11024 
gosub @BIKE1_9732 
0084: $5160 = $5256 // $ = $ int 
0084: $5169 = $5250 // $ = $ int 
0084: $5274 = $5271 // $ = $ int 
if and
00FE:   actor $5160 0 $5166 $5167 $5168 radius $5162 $5162 $5162 
  Actor.DrivingVehicleType($5160, #ANGEL)
jf @BIKE1_6961 
$5170 += 1 // $ += int 
0084: $5251 = $5170 // $ = $ int 
gosub @BIKE1_7700 
0086: $5166 = $5241 // $ = $ float 
0086: $5167 = $5242 // $ = $ float 
0086: $5168 = $5243 // $ = $ float 
if 
  $5170 == 17 // $ == int 
jf @BIKE1_6845 
$5162 = 6.0 // $ = float 

:BIKE1_6845
if 
003A:   $5170 == $5254 // $ == $ int 
jf @BIKE1_6886 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @BIKE1_7233 

:BIKE1_6886
if 
  Actor.InCar($5160, $5169)
jf @BIKE1_6961 
if 
  $5162 == 7.0 // $ == float 
jf @BIKE1_6947 
Car.DriveTo($5169, $5166, $5167, $5168)
jump @BIKE1_6961 

:BIKE1_6947
02C2: car $5169 drive_to_point $5166 $5167 $5168 

:BIKE1_6961
jump @BIKE1_6990 

:BIKE1_6968
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_6990
if 
  $5252 == 0 // $ == int 
jf @BIKE1_7022 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:BIKE1_7022
if 
  $5252 == 1 // $ == int 
jf @BIKE1_7054 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:BIKE1_7054
if 
  $5252 == 2 // $ == int 
jf @BIKE1_7086 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:BIKE1_7086
if 
  $5252 == 3 // $ == int 
jf @BIKE1_7118 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:BIKE1_7118
if 
  $5134 == 17 // $ == int 
jf @BIKE1_7170 
024F: create_corona_with_radius 2.5 type 6 lensflares 0 with_color 255 0 0 at $5125 $5126 $5127 
jump @BIKE1_7199 

:BIKE1_7170
024F: create_corona_with_radius 2.5 type 6 lensflares 0 with_color 255 137 205 at $5125 $5126 $5127 

:BIKE1_7199
jump @BIKE1_5447 

:BIKE1_7206
014F: stop_timer $5253 
03CD: car $5144 remove_from_stuck_car_check 
03CD: car $5156 remove_from_stuck_car_check 
03CD: car $5169 remove_from_stuck_car_check 
jump @BIKE1_7250 

:BIKE1_7233
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BIKE1_7250
$275 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_1'  // Alloy Wheels of Steel
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1559 == 1 // $ == int 
jf @BIKE1_7310 
018E: stop_sound $1556 
$1559 = 0 // $ = int 

:BIKE1_7310
if 
  $1560 == 1 // $ == int 
jf @BIKE1_7340 
018E: stop_sound $1557 
$1560 = 0 // $ = int 

:BIKE1_7340
if 
  $1561 == 1 // $ == int 
jf @BIKE1_7370 
018E: stop_sound $1558 
$1561 = 0 // $ = int 

:BIKE1_7370
if 
  $1560 == 0 // $ == int 
jf @BIKE1_7417 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
$1560 = 1 // $ = int 

:BIKE1_7417
0084: $5267 = $5253 // $ = $ int 
$5267 /= 1000 // $ /= int 
042E: register_lowest_int_stat 0 to $5267 
0084: $5266 = $5267 // $ = $ int 
$5266 /= 60 // $ /= int 
0084: $5268 = $5266 // $ = $ int 
$5268 *= 60 // $ *= int 
0060: $5267 -= $5268 // $ -= $ int 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
if 
  $5267 >= 10 // $ >= int 
jf @BIKE1_7550 
02FD: text_2numbers_highpriority 'RACETM' $5266 $5267 time 5000 1  // ~b~RACE TIME: ~1~:~1~
jump @BIKE1_7571 

:BIKE1_7550
02FD: text_2numbers_highpriority 'RACETM2' $5266 $5267 time 5000 1  // ~b~RACE TIME: ~1~:0~1~

:BIKE1_7571
if 
040C:   german_game 
jf @BIKE1_7599 
start_new_script @BIK3 
jump @BIKE1_7607 

:BIKE1_7599
start_new_script @BIK2 

:BIKE1_7607
return 

:BIKE1_7609
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 
Marker.Disable($5247)
Marker.Disable($5248)
Marker.Disable($5146)
Marker.Disable($5158)
Marker.Disable($5171)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#ANGEL)
Model.Destroy(#UZI)
014F: stop_timer $5253 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:BIKE1_7700
if 
  $5251 == 0 // $ == int 
jf @BIKE1_7766 
0086: $5241 = $5187 // $ = $ float 
0086: $5242 = $5188 // $ = $ float 
0086: $5243 = $5189 // $ = $ float 
0086: $5244 = $5190 // $ = $ float 
0086: $5245 = $5191 // $ = $ float 
0086: $5246 = $5192 // $ = $ float 

:BIKE1_7766
if 
  $5251 == 1 // $ == int 
jf @BIKE1_7832 
0086: $5241 = $5190 // $ = $ float 
0086: $5242 = $5191 // $ = $ float 
0086: $5243 = $5192 // $ = $ float 
0086: $5244 = $5193 // $ = $ float 
0086: $5245 = $5194 // $ = $ float 
0086: $5246 = $5195 // $ = $ float 

:BIKE1_7832
if 
  $5251 == 2 // $ == int 
jf @BIKE1_7898 
0086: $5241 = $5193 // $ = $ float 
0086: $5242 = $5194 // $ = $ float 
0086: $5243 = $5195 // $ = $ float 
0086: $5244 = $5196 // $ = $ float 
0086: $5245 = $5197 // $ = $ float 
0086: $5246 = $5198 // $ = $ float 

:BIKE1_7898
if 
  $5251 == 3 // $ == int 
jf @BIKE1_7964 
0086: $5241 = $5196 // $ = $ float 
0086: $5242 = $5197 // $ = $ float 
0086: $5243 = $5198 // $ = $ float 
0086: $5244 = $5199 // $ = $ float 
0086: $5245 = $5200 // $ = $ float 
0086: $5246 = $5201 // $ = $ float 

:BIKE1_7964
if 
  $5251 == 4 // $ == int 
jf @BIKE1_8030 
0086: $5241 = $5199 // $ = $ float 
0086: $5242 = $5200 // $ = $ float 
0086: $5243 = $5201 // $ = $ float 
0086: $5244 = $5202 // $ = $ float 
0086: $5245 = $5203 // $ = $ float 
0086: $5246 = $5204 // $ = $ float 

:BIKE1_8030
if 
  $5251 == 5 // $ == int 
jf @BIKE1_8096 
0086: $5241 = $5202 // $ = $ float 
0086: $5242 = $5203 // $ = $ float 
0086: $5243 = $5204 // $ = $ float 
0086: $5244 = $5205 // $ = $ float 
0086: $5245 = $5206 // $ = $ float 
0086: $5246 = $5207 // $ = $ float 

:BIKE1_8096
if 
  $5251 == 6 // $ == int 
jf @BIKE1_8162 
0086: $5241 = $5205 // $ = $ float 
0086: $5242 = $5206 // $ = $ float 
0086: $5243 = $5207 // $ = $ float 
0086: $5244 = $5208 // $ = $ float 
0086: $5245 = $5209 // $ = $ float 
0086: $5246 = $5210 // $ = $ float 

:BIKE1_8162
if 
  $5251 == 7 // $ == int 
jf @BIKE1_8228 
0086: $5241 = $5208 // $ = $ float 
0086: $5242 = $5209 // $ = $ float 
0086: $5243 = $5210 // $ = $ float 
0086: $5244 = $5211 // $ = $ float 
0086: $5245 = $5212 // $ = $ float 
0086: $5246 = $5213 // $ = $ float 

:BIKE1_8228
if 
  $5251 == 8 // $ == int 
jf @BIKE1_8294 
0086: $5241 = $5211 // $ = $ float 
0086: $5242 = $5212 // $ = $ float 
0086: $5243 = $5213 // $ = $ float 
0086: $5244 = $5214 // $ = $ float 
0086: $5245 = $5215 // $ = $ float 
0086: $5246 = $5216 // $ = $ float 

:BIKE1_8294
if 
  $5251 == 9 // $ == int 
jf @BIKE1_8360 
0086: $5241 = $5214 // $ = $ float 
0086: $5242 = $5215 // $ = $ float 
0086: $5243 = $5216 // $ = $ float 
0086: $5244 = $5217 // $ = $ float 
0086: $5245 = $5218 // $ = $ float 
0086: $5246 = $5219 // $ = $ float 

:BIKE1_8360
if 
  $5251 == 10 // $ == int 
jf @BIKE1_8426 
0086: $5241 = $5217 // $ = $ float 
0086: $5242 = $5218 // $ = $ float 
0086: $5243 = $5219 // $ = $ float 
0086: $5244 = $5220 // $ = $ float 
0086: $5245 = $5221 // $ = $ float 
0086: $5246 = $5222 // $ = $ float 

:BIKE1_8426
if 
  $5251 == 11 // $ == int 
jf @BIKE1_8492 
0086: $5241 = $5220 // $ = $ float 
0086: $5242 = $5221 // $ = $ float 
0086: $5243 = $5222 // $ = $ float 
0086: $5244 = $5223 // $ = $ float 
0086: $5245 = $5224 // $ = $ float 
0086: $5246 = $5225 // $ = $ float 

:BIKE1_8492
if 
  $5251 == 12 // $ == int 
jf @BIKE1_8558 
0086: $5241 = $5223 // $ = $ float 
0086: $5242 = $5224 // $ = $ float 
0086: $5243 = $5225 // $ = $ float 
0086: $5244 = $5226 // $ = $ float 
0086: $5245 = $5227 // $ = $ float 
0086: $5246 = $5228 // $ = $ float 

:BIKE1_8558
if 
  $5251 == 13 // $ == int 
jf @BIKE1_8624 
0086: $5241 = $5226 // $ = $ float 
0086: $5242 = $5227 // $ = $ float 
0086: $5243 = $5228 // $ = $ float 
0086: $5244 = $5229 // $ = $ float 
0086: $5245 = $5230 // $ = $ float 
0086: $5246 = $5231 // $ = $ float 

:BIKE1_8624
if 
  $5251 == 14 // $ == int 
jf @BIKE1_8690 
0086: $5241 = $5229 // $ = $ float 
0086: $5242 = $5230 // $ = $ float 
0086: $5243 = $5231 // $ = $ float 
0086: $5244 = $5232 // $ = $ float 
0086: $5245 = $5233 // $ = $ float 
0086: $5246 = $5234 // $ = $ float 

:BIKE1_8690
if 
  $5251 == 15 // $ == int 
jf @BIKE1_8756 
0086: $5241 = $5232 // $ = $ float 
0086: $5242 = $5233 // $ = $ float 
0086: $5243 = $5234 // $ = $ float 
0086: $5244 = $5235 // $ = $ float 
0086: $5245 = $5236 // $ = $ float 
0086: $5246 = $5237 // $ = $ float 

:BIKE1_8756
if 
  $5251 == 16 // $ == int 
jf @BIKE1_8822 
0086: $5241 = $5235 // $ = $ float 
0086: $5242 = $5236 // $ = $ float 
0086: $5243 = $5237 // $ = $ float 
0086: $5244 = $5238 // $ = $ float 
0086: $5245 = $5239 // $ = $ float 
0086: $5246 = $5240 // $ = $ float 

:BIKE1_8822
if 
  $5251 == 17 // $ == int 
jf @BIKE1_8888 
0086: $5241 = $5238 // $ = $ float 
0086: $5242 = $5239 // $ = $ float 
0086: $5243 = $5240 // $ = $ float 
0086: $5244 = $5238 // $ = $ float 
0086: $5245 = $5239 // $ = $ float 
0086: $5246 = $5240 // $ = $ float 

:BIKE1_8888
return 

:BIKE1_8890
$5249 = Car.Health($5250)
if 
  500 > $5249 // int > $ 
jf @BIKE1_8925 
Car.Health($5250) = 1000

:BIKE1_8925
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_9530 
if 
  not Actor.Dead($5256)
jf @BIKE1_9530 
if 
03CE:   car $5250 stuck 
jf @BIKE1_9530 
if and
82CA:   not car $5250 bounding_sphere_visible 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 30.0 30.0 30.0 
jf @BIKE1_9530 
Car.StorePos($5250, $5173, $5174, $5175)
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5173 $5174 $5175 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_9283 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_9276 
Car.PutAt($5250, $5173, $5174, $5175)
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_9269 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_9238 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_9269 

:BIKE1_9238
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_9269
$5255 = 0 // $ = int 

:BIKE1_9276
jump @BIKE1_9530 

:BIKE1_9283
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_9530 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_9530 
Car.PutAt($5250, $5173, $5174, $5175)
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_9523 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_9492 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_9523 

:BIKE1_9492
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_9523
$5255 = 0 // $ = int 

:BIKE1_9530
0084: $5270 = $5134 // $ = $ int 
$5270 -= 2 // $ -= int 
if 
001C:   $5270 > $5251 // $ > $ int 
jf @BIKE1_9730 
if 
  not Car.Wrecked($5250)
jf @BIKE1_9730 
if 
  not Actor.Dead($5256)
jf @BIKE1_9730 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_9730 
if 
82CA:   not car $5250 bounding_sphere_visible 
jf @BIKE1_9730 
if 
838A:   not car_in_cube $5241 $5242 $5243 4.0 4.0 3.0 
jf @BIKE1_9730 
if 
80C2:   not sphere_onscreen $5241 $5242 $5243 4.0 
jf @BIKE1_9730 
Car.PutAt($5250, $5241, $5242, $5243)
039F: car $5250 race_to $5125 $5126 
04BA: set_car $5250 speed_instantly 30.0 

:BIKE1_9730
return 

:BIKE1_9732
if 
  not Actor.Dead($5256)
jf @BIKE1_10770 
$5263 = Actor.Health($5256)
if 
  not Actor.Driving($5256)
jf @BIKE1_10609 
$5271 = 1 // $ = int 
if 
82CB:   not actor $5256 bounding_sphere_visible 
jf @BIKE1_10415 
if 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 20.0 20.0 10.0 
jf @BIKE1_10408 
Actor.StorePos($5256, $5257, $5258, $5259)
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_10408 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_10129 
03CD: car $5250 remove_from_stuck_car_check 
Car.RemoveReferences($5250)
Car.Create($5250, #ANGEL, $5173, $5174, $5175)
03CC: add_stuck_car_check $5250 distance 1.0 time 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_10122 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_10091 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_10122 

:BIKE1_10091
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_10122
jump @BIKE1_10408 

:BIKE1_10129
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_10408 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_10408 
03CD: car $5250 remove_from_stuck_car_check 
Car.RemoveReferences($5250)
Car.Create($5250, #ANGEL, $5173, $5174, $5175)
03CC: add_stuck_car_check $5250 distance 1.0 time 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_10408 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_10377 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_10408 

:BIKE1_10377
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_10408
jump @BIKE1_10602 

:BIKE1_10415
if 
  not Car.Wrecked($5250)
jf @BIKE1_10582 
0319: set_actor $5256 running 1 
01D5: actor $5256 go_to_and_drive_car $5250 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_10575 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_10544 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_10575 

:BIKE1_10544
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_10575
jump @BIKE1_10602 

:BIKE1_10582
01CA: actor $5256 kill_player $PLAYER_CHAR 
01B2: give_actor $5256 weapon 23 ammo 300000 // Load the weapon model before using this 

:BIKE1_10602
jump @BIKE1_10770 

:BIKE1_10609
if 
  $5271 == 1 // $ == int 
jf @BIKE1_10770 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_10770 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_10732 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
$5271 = 0 // $ = int 
jump @BIKE1_10770 

:BIKE1_10732
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 
$5271 = 0 // $ = int 

:BIKE1_10770
return 

:BIKE1_10772
if 
003A:   $5134 == $5251 // $ == $ int 
jf @BIKE1_10996 
Actor.StorePos($5256, $5173, $5174, $5175)
0086: $5177 = $5173 // $ = $ float 
0061: $5177 -= $5125 // $ -= $ float 
0086: $5178 = $5174 // $ = $ float 
0061: $5178 -= $5126 // $ -= $ float 
0069: $5177 *= $5177 // $ *= $ float 
0069: $5178 *= $5178 // $ *= $ float 
0086: $5179 = $5177 // $ = $ float 
0059: $5179 += $5178 // $ += $ float 
01FB: $5180 = square_root $5179 
0054: store_player $PLAYER_CHAR position_to $5173 $5174 $5175 
0086: $5177 = $5173 // $ = $ float 
0061: $5177 -= $5125 // $ -= $ float 
0086: $5178 = $5174 // $ = $ float 
0061: $5178 -= $5126 // $ -= $ float 
0069: $5177 *= $5177 // $ *= $ float 
0069: $5178 *= $5178 // $ *= $ float 
0086: $5179 = $5177 // $ = $ float 
0059: $5179 += $5178 // $ += $ float 
01FB: $5124 = square_root $5179 
if 
0024:   $5124 > $5180 // $ > $ float 
jf @BIKE1_10989 
$5252 += 1 // $ += int 

:BIKE1_10989
jump @BIKE1_11022 

:BIKE1_10996
if 
001C:   $5251 > $5134 // $ > $ int 
jf @BIKE1_11022 
$5252 += 1 // $ += int 

:BIKE1_11022
return 

:BIKE1_11024
if 
  not Actor.Dead($5256)
jf @BIKE1_11782 
if 
04AD:   actor $5256 in_water 
jf @BIKE1_11775 
if 
82CB:   not actor $5256 bounding_sphere_visible 
jf @BIKE1_11775 
if 
80FB:   not player $PLAYER_CHAR 0 $5256 radius 10.0 10.0 10.0 
jf @BIKE1_11775 
Actor.StorePos($5256, $5257, $5258, $5259)
02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_11451 
if 
  not Actor.Dead($5256)
jf @BIKE1_11422 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_11415 
03CD: car $5250 remove_from_stuck_car_check 
Car.RemoveReferences($5250)
Car.Create($5250, #ANGEL, $5173, $5174, $5175)
03CC: add_stuck_car_check $5250 distance 1.0 time 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_11415 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_11384 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_11415 

:BIKE1_11384
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_11415
jump @BIKE1_11444 

:BIKE1_11422
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_11444
jump @BIKE1_11775 

:BIKE1_11451
04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 
if 
838A:   not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 
jf @BIKE1_11775 
if 
  not Actor.Dead($5256)
jf @BIKE1_11753 
if 
80C2:   not sphere_onscreen $5173 $5174 $5175 4.0 
jf @BIKE1_11746 
03CD: car $5250 remove_from_stuck_car_check 
Car.RemoveReferences($5250)
Car.Create($5250, #ANGEL, $5173, $5174, $5175)
03CC: add_stuck_car_check $5250 distance 1.0 time 2000 
011C: actor $5256 clear_objective 
036A: put_actor $5256 in_car $5250 
039F: car $5250 race_to $5241 $5242 
if 
  Actor.InCar($5256, $5250)
jf @BIKE1_11746 
if or
  $5137 == 7.0 // $ == float 
  $5149 == 7.0 // $ == float 
  $5162 == 7.0 // $ == float 
jf @BIKE1_11715 
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
Car.DriveTo($5250, $5241, $5242, $5243)
jump @BIKE1_11746 

:BIKE1_11715
00AE: set_vehicle $5250 traffic_behavior_to 2 
Car.SetMaxSpeed($5250, 63.0)
02C2: car $5250 drive_to_point $5241 $5242 $5243 

:BIKE1_11746
jump @BIKE1_11775 

:BIKE1_11753
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_11775
jump @BIKE1_11804 

:BIKE1_11782
00BC: text_highpriority 'BM1_3' time 5000 1  // ~r~The racers have been attacked!
jump @BIKE1_7233 

:BIKE1_11804
return 

//-------------Mission 54---------------
// Originally: Messing with the Man

:BIKE2
script_name 'BIKE2' 
gosub @BIKE2_46 
if 
  wasted_or_busted 
jf @BIKE2_37 
gosub @BIKE2_2771 

:BIKE2_37
gosub @BIKE2_2993 
terminate_this_script 

:BIKE2_46
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
$5275 = 0 // $ = int 
$5276 = 0 // $ = int 
$5277 = 0 // $ = int 
$5278 = 0 // $ = int 
$5279 = 0 // $ = int 
$5280 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
$5281 = 242000 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE2' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSBIGM' 
023C: load_special_actor 2 'CSPLAY' 
023C: load_special_actor 3 'MGOONA' 
023C: load_special_actor 4 'MSERVER' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
038B: load_requested_models 
Model.Load(#MAVERICK)
Model.Load(#FBI)
Model.Load(#MP5LNG)

:BIKE2_374
if or
  not Model.Available(#MAVERICK)
  not Model.Available(#FBI)
  not Model.Available(#MP5LNG)
jf @BIKE2_410 
wait 0 
jump @BIKE2_374 

:BIKE2_410
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 
jf @BIKE2_448 
wait 0 
jump @BIKE2_410 

:BIKE2_448
02E4: load_cutscene_data 'BIKE_3' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $155 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $125 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $144 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $144 'MGOONA' 
02E5: $156 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $156 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE2_638
if 
  3004 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_673 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_638 

:BIKE2_673
00BC: text_highpriority 'BM2_A' time 10000 1  // Ah, got ya again.

:BIKE2_688
if 
  5135 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_723 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_688 

:BIKE2_723
00BC: text_highpriority 'BM2_B' time 10000 1  // Hey Vercetti.

:BIKE2_738
if 
  6423 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_773 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_738 

:BIKE2_773
00BC: text_highpriority 'BM2_C' time 10000 1  // Cougar says you can handle a bike pretty good.

:BIKE2_788
if 
  8568 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_823 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_788 

:BIKE2_823
00BC: text_highpriority 'BM2_D' time 10000 1  // Yeah, how many more errands am I gonna to have to run?

:BIKE2_838
if 
  10974 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_873 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_838 

:BIKE2_873
00BC: text_highpriority 'BM2_E' time 10000 1  // I'm a very busy man.

:BIKE2_888
if 
  12703 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_923 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_888 

:BIKE2_923
00BC: text_highpriority 'BM2_F' time 10000 1  // If it's a fight that's gonna settle this then bring it on.

:BIKE2_938
if 
  14662 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_973 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_938 

:BIKE2_973
00BC: text_highpriority 'BM2_G' time 10000 1  // Being one of us ain't just about brawlin'. It's about being part of a family.

:BIKE2_988
if 
  18829 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1023 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_988 

:BIKE2_1023
00BC: text_highpriority 'BM2_H' time 10000 1  // Yeah, I've been part of a family before alright. It didn't work out.

:BIKE2_1038
if 
  21584 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1073 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1038 

:BIKE2_1073
00BC: text_highpriority 'BM2_I' time 10000 1  // Yeah, right, but this family takes care of its own.

:BIKE2_1088
if 
  24017 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1123 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1088 

:BIKE2_1123
00BC: text_highpriority 'BM2_J' time 10000 1  // We don't ask a man to do the dirty work and then let him do fifteen years hard time.

:BIKE2_1138
if 
  28016 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1173 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1138 

:BIKE2_1173
00BC: text_highpriority 'BM2_K' time 10000 1  // Yeah, that's right. I've done my homework.

:BIKE2_1188
if 
  30132 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1223 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1188 

:BIKE2_1223
00BC: text_highpriority 'BM2_L' time 10000 1  // This here's the biggest family of misfits, outcasts and badasses.

:BIKE2_1238
if 
  34034 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1275 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1238 

:BIKE2_1275
00BC: text_highpriority 'BM2_M' time 10000 1  // Hell, some of us has even been betrayed by our own country.

:BIKE2_1290
if 
  36593 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1327 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1290 

:BIKE2_1327
00BC: text_highpriority 'BM2_N' time 10000 1  // I was locked up during 'Nam. Ugly business.

:BIKE2_1342
if 
  38862 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1379 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1342 

:BIKE2_1379
00BC: text_highpriority 'BM2_O' time 10000 1  // Which is why I'm gonna ask you to go mess with the man.

:BIKE2_1394
if 
  41401 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1431 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1394 

:BIKE2_1431
00BC: text_highpriority 'BM2_P' time 10000 1  // This whole damn country needs a kick in the ass, and we're the ones to deliver it.

:BIKE2_1446
if 
  44782 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1483 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1446 

:BIKE2_1483
00BC: text_highpriority 'BM2_Q' time 10000 1  // So get out there, grab a bike and show this city how pissed you are!

:BIKE2_1498
if 
  49441 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1535 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1498 

:BIKE2_1535
00BC: text_highpriority 'BM2_R' time 10000 1  // Alright, alright.

:BIKE2_1550
if 
  50560 > $CUT_SCENE_TIME // int > $ 
jf @BIKE2_1587 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE2_1550 

:BIKE2_1587
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:BIKE2_1598
if 
  fading 
jf @BIKE2_1622 
wait 0 
jump @BIKE2_1598 

:BIKE2_1622
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 2 duration 60000 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Player.WantedLevel($PLAYER_CHAR) = 5
00BC: text_highpriority 'SBOB287' time 5000 1 
03C4: set_status_text_to $5275 1 'BM2_1'  // CHAOSMETER:
03C7: set_sensitivity_to_crime_to 3.0 
TIMERA = 0 // @ = int 
014E: start_timer_at $5281 count_in_direction 1 
Car.Create($10086, #MAVERICK, -367.1875, 167.1642, 28.2035)
Car.Angle($10086) = 14.7502
04BA: set_car $10086 speed_instantly 20.0 
0229: set_car $10086 color_to 0 0 
Car.Health($10086) = 2400
Car.ImmuneToNonPlayer($10086, True)
020A: set_car $10086 door_status_to 3 
0129: $10087 = create_actor 4 #FBI in_car $10086 driverseat 
054A: set_actor $10087 can_be_shot_in_a_car 0 
Actor.Create($10088, 4, #FBI, -1302.267, 146.64, 10.45)
Actor.Health($10088) = 200
0464: put_actor $10088 into_turret_on_car $10086 at_car_offset 1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 25 
02E2: set_actor $10088 weapon_accuracy_to 70 
01CA: actor $10088 kill_player $PLAYER_CHAR 
Actor.Create($10089, 4, #FBI, -1302.267, 146.64, 10.45)
Actor.Health($10089) = 200
0464: put_actor $10089 into_turret_on_car $10086 at_car_offset -1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 25 
02E2: set_actor $10089 weapon_accuracy_to 70 
01CA: actor $10089 kill_player $PLAYER_CHAR 

:BIKE2_2012
if 
  $5276 == 0 // $ == int 
jf @BIKE2_2764 
wait 0 
Player.WantedLevel($PLAYER_CHAR) = 5
if 
  $5281 == 0 // $ == int 
jf @BIKE2_2081 
00BC: text_highpriority 'BM2_4' time 5000 1  // ~r~You failed to fill the Chaos Meter in time!
jump @BIKE2_2771 

:BIKE2_2081
if and
  not Car.Wrecked($10086)
  not Actor.Dead($10087)
jf @BIKE2_2211 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
04A2: heli $10086 fly_to $899 $900 28.2035 speed 45 
if 
00EE:   actor $10087 0 $899 $900 radius 30.0 30.0 
jf @BIKE2_2193 
04A2: heli $10086 fly_to $899 $900 28.2035 speed 45 
jump @BIKE2_2211 

:BIKE2_2193
04A2: heli $10086 fly_to $899 $900 43.2035 speed 45 

:BIKE2_2211
if or
  Car.Wrecked($10086)
  Actor.Dead($10087)
jf @BIKE2_2503 
Car.RemoveReferences($10086)
Actor.RemoveReferences($10087)
Actor.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Car.Create($10086, #MAVERICK, -367.1875, 167.1642, 28.2035)
Car.Angle($10086) = 14.7502
04BA: set_car $10086 speed_instantly 20.0 
0229: set_car $10086 color_to 0 0 
Car.Health($10086) = 2400
Car.ImmuneToNonPlayer($10086, True)
020A: set_car $10086 door_status_to 3 
0129: $10087 = create_actor 4 #FBI in_car $10086 driverseat 
054A: set_actor $10087 can_be_shot_in_a_car 0 
Actor.Create($10088, 4, #FBI, -1302.267, 146.64, 10.45)
Actor.Health($10088) = 200
0464: put_actor $10088 into_turret_on_car $10086 at_car_offset 1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 25 
02E2: set_actor $10088 weapon_accuracy_to 70 
01CA: actor $10088 kill_player $PLAYER_CHAR 
Actor.Create($10089, 4, #FBI, -1302.267, 146.64, 10.45)
Actor.Health($10089) = 200
0464: put_actor $10089 into_turret_on_car $10086 at_car_offset -1.1242 -0.0679 0.3322 position 3 angle 270.0 with_weapon 25 
02E2: set_actor $10089 weapon_accuracy_to 70 
01CA: actor $10089 kill_player $PLAYER_CHAR 

:BIKE2_2503
if 
  $5280 == 0 // $ == int 
jf @BIKE2_2553 
if 
  Player.WantedLevel($PLAYER_CHAR) > 2
jf @BIKE2_2553 
03C7: set_sensitivity_to_crime_to 1.0 
$5280 = 1 // $ = int 

:BIKE2_2553
if 
  $5275 == 100 // $ == int 
jf @BIKE2_2578 
$5276 = 1 // $ = int 

:BIKE2_2578
04BF: $5277 = player $PLAYER_CHAR chaos_level 
if 
  $5277 >= 25 // $ >= int 
jf @BIKE2_2757 
if 
  $5278 == 0 // $ == int 
jf @BIKE2_2727 
if 
  99 >= $5275 // int >= $ 
jf @BIKE2_2673 
$5275 += 2 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @BIKE2_2680 

:BIKE2_2673
$5275 = 100 // $ = int 

:BIKE2_2680
if 
  $5279 == 0 // $ == int 
jf @BIKE2_2720 
00BC: text_highpriority 'BM2_3' time 5000 1  // ~g~This sound indicates that you have filled a part of the meter, continue to do so.
$5279 = 1 // $ = int 

:BIKE2_2720
$5278 = 1 // $ = int 

:BIKE2_2727
if 
  $5278 == 1 // $ == int 
jf @BIKE2_2757 
04BE: reset_player $PLAYER_CHAR chaos_level 
$5278 = 0 // $ = int 

:BIKE2_2757
jump @BIKE2_2012 

:BIKE2_2764
jump @BIKE2_2788 

:BIKE2_2771
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BIKE2_2788
$276 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_2'  // Messing with the Man
030C: progress_made += 1 
0394: play_music 1 
if 
  $1559 == 1 // $ == int 
jf @BIKE2_2843 
018E: stop_sound $1556 
$1559 = 0 // $ = int 

:BIKE2_2843
if 
  $1560 == 1 // $ == int 
jf @BIKE2_2873 
018E: stop_sound $1557 
$1560 = 0 // $ = int 

:BIKE2_2873
if 
  $1561 == 1 // $ == int 
jf @BIKE2_2903 
018E: stop_sound $1558 
$1561 = 0 // $ = int 

:BIKE2_2903
if 
  $1561 == 0 // $ == int 
jf @BIKE2_2950 
018D: $1558 = create_sound 38 at -596.018 640.916 12.0 
$1561 = 1 // $ = int 

:BIKE2_2950
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
Player.WantedLevel($PLAYER_CHAR) = 0
start_new_script @BIK3 
return 

:BIKE2_2993
$ONMISSION = 0 // $ = int 
Model.Destroy(#FBI)
Model.Destroy(#MAVERICK)
Model.Destroy(#MP5LNG)
014F: stop_timer $5281 
0151: remove_status_text $5275 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 55---------------
// Originally: Hog Tied

:BIKE3
script_name 'BIKE3' 
gosub @BIKE3_46 
if 
  wasted_or_busted 
jf @BIKE3_37 
gosub @BIKE3_5436 

:BIKE3_37
gosub @BIKE3_5516 
terminate_this_script 

:BIKE3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5291 = 0 // $ = int 
$5291 = 0 // $ = int 
$5292 = 0 // $ = int 
$5293 = 0 // $ = int 
$5294 = 0 // $ = int 
$5295 = 0 // $ = int 
$5296 = 0 // $ = int 
$5297 = 0 // $ = int 
$5298 = 0 // $ = int 
$5299 = 0 // $ = int 
$5300 = 0 // $ = int 
$5301 = 0 // $ = int 
$5302 = 0 // $ = int 
$5310 = 0 // $ = int 
$5312 = 0 // $ = int 
$5314 = 0 // $ = int 
$5316 = 0 // $ = int 
$5318 = 0 // $ = int 
$5320 = 0 // $ = int 
$5322 = 0 // $ = int 
$5324 = 0 // $ = int 
$5326 = 0 // $ = int 
$5328 = 0 // $ = int 
$5330 = 0 // $ = int 
$5332 = 0 // $ = int 
$5334 = 0 // $ = int 
$5336 = 0 // $ = int 
$5338 = 0 // $ = int 
$5340 = 0 // $ = int 
$5305 = 0 // $ = int 
$5307 = 0 // $ = int 
$5308 = 0 // $ = int 
$5341 = 0 // $ = int 
$5342 = 0.0 // $ = float 
$5343 = 0.0 // $ = float 
$5344 = 0.0 // $ = float 
$5354 = 0 // $ = int 
$5355 = 0 // $ = int 
$5360 = 0 // $ = int 
$5362 = 0 // $ = int 
$5363 = 0 // $ = int 
$5364 = 0 // $ = int 
$5365 = 0 // $ = int 
$5366 = 0 // $ = int 
$5367 = 0 // $ = int 
$5368 = 0 // $ = int 
$5369 = 0 // $ = int 
$5370 = 0 // $ = int 
$5371 = 0 // $ = int 
$5372 = 0 // $ = int 
$5373 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BIKE3' 
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSBIGM' 
023C: load_special_actor 3 'MSERVER' 
select_interior 11 
Camera.SetAtPos(-597.02, 642.46, 11.0)
04F9: set_extra_colors 15 fade 0 
038B: load_requested_models 

:BIKE3_662
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @BIKE3_696 
wait 0 
jump @BIKE3_662 

:BIKE3_696
02E4: load_cutscene_data 'BIKE_2' 
0244: set_cutscene_pos -602.052 636.289 10.636 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $155 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $155 'CSBIGM' 
02E5: $157 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $157 'MSERVER' 
0395: clear_area 1 at -597.25 655.87 10.06 range 1.0 
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:BIKE3_866
if 
  4538 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_901 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_866 

:BIKE3_901
00BC: text_highpriority 'BM3_A' time 10000 1  // Hey there, Mitch.

:BIKE3_916
if 
  6581 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_951 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_916 

:BIKE3_951
00BC: text_highpriority 'BM3_B' time 10000 1  // Well, if it ain't 'bad ass' Vercetti.

:BIKE3_966
if 
  8775 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1001 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_966 

:BIKE3_1001
00BC: text_highpriority 'BM3_C' time 10000 1  // Now I wanna see how good you can fight for your patch.

:BIKE3_1016
if 
  11662 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1051 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1016 

:BIKE3_1051
00BC: text_highpriority 'BM3_D' time 10000 1  // A local street gang made the mistake of stealing my hog...

:BIKE3_1066
if 
  14895 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1101 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1066 

:BIKE3_1101
00BC: text_highpriority 'BM3_E' time 10000 1  // probably because of some machismo thing or somethin'.

:BIKE3_1116
if 
  17616 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1151 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1116 

:BIKE3_1151
00BC: text_highpriority 'BM3_F' time 10000 1  // Me and the boys would go over there and teach them a lesson in respect an'all.

:BIKE3_1166
if 
  22783 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1201 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1166 

:BIKE3_1201
00BC: text_highpriority 'BM3_G' time 10000 1  // Anyways.

:BIKE3_1216
if 
  24681 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1251 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1216 

:BIKE3_1251
00BC: text_highpriority 'BM3_H' time 10000 1  // Then I got to thinking - this would make a good initiation for you.

:BIKE3_1266
if 
  28415 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1301 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1266 

:BIKE3_1301
00BC: text_highpriority 'BM3_I' time 10000 1  // You get my bike back, you can tell Paul he's got his security.

:BIKE3_1316
if 
  32256 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1351 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1316 

:BIKE3_1351
00BE: text_clear_all 

:BIKE3_1353
if 
  37916 > $CUT_SCENE_TIME // int > $ 
jf @BIKE3_1390 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @BIKE3_1353 

:BIKE3_1390
fade 0 2000 
00BE: text_clear_all 

:BIKE3_1399
if 
  fading 
jf @BIKE3_1423 
wait 0 
jump @BIKE3_1399 

:BIKE3_1423
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
Camera.SetAtPos(-597.25, 655.87, 10.06)
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Model.Load(#DOONTOON50)
Model.Load(#ROAD_DOWNTOWN_NEW2)
Model.Load(#ROAD_DOWNTOWN02)
Model.Load(#AMMUNATION_DT)
Model.Load(#DOONTOON19)
Model.Load(#DT_COMPOUND_ROOF)
Model.Load(#DOONTOON51)
Model.Load(#LODNTOON28)
Model.Load(#AMMU_WINDOWS1)

:BIKE3_1546
if or
  not Model.Available(#DOONTOON50)
  not Model.Available(#ROAD_DOWNTOWN_NEW2)
  not Model.Available(#ROAD_DOWNTOWN02)
  not Model.Available(#AMMUNATION_DT)
  not Model.Available(#DOONTOON19)
  not Model.Available(#DT_COMPOUND_ROOF)
jf @BIKE3_1598 
wait 0 
jump @BIKE3_1546 

:BIKE3_1598
if or
  not Model.Available(#DOONTOON51)
  not Model.Available(#LODNTOON28)
  not Model.Available(#AMMU_WINDOWS1)
jf @BIKE3_1635 
wait 0 
jump @BIKE3_1598 

:BIKE3_1635
0169: set_fade_color 0 0 0 
02A3: enable_widescreen 1 
wait 1000 
fade 1 1500 
00BC: text_highpriority 'BM3_1' time 4000 1  // ~g~A local gang has stolen Mitch Baker's Angel. Get it back!
TIMERA = 0 // @ = int 
jump @BIKE3_2281 

:BIKE3_1688
if 
  3500 > TIMERA // int > @ 
jf @BIKE3_1748 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_1741 
jump @BIKE3_2248 

:BIKE3_1741
jump @BIKE3_1688 

:BIKE3_1748
00BC: text_highpriority 'BM3_6' time 6000 1  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
TIMERA = 0 // @ = int 

:BIKE3_1770
if 
  5500 > TIMERA // int > @ 
jf @BIKE3_1910 
wait 0 
if 
  TIMERA >= 4000 // @ >= int 
jf @BIKE3_1854 
if 
  $5373 == 0 // $ == int 
jf @BIKE3_1854 
fade 0 1500 
03D5: remove_text 'BM3_6'  // ~g~They are holed up behind Ammu-Nation in the Downtown area.
$5373 = 1 // $ = int 

:BIKE3_1854
if 
  4000 > TIMERA // int > @ 
jf @BIKE3_1903 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_1903 
jump @BIKE3_2248 

:BIKE3_1903
jump @BIKE3_1770 

:BIKE3_1910
if 
  fading 
jf @BIKE3_1934 
wait 0 
jump @BIKE3_1910 

:BIKE3_1934
Camera.SetAtPos(-675.93, 1116.28, 14.35)
Camera.SetPosition(-675.93, 1116.28, 14.35, 0.0, 0.0, 0.0)
Camera.PointAt(-675.81, 1117.19, 14.4, 2)
fade 1 2000 

:BIKE3_2009
if 
  fading 
jf @BIKE3_2033 
wait 0 
jump @BIKE3_2009 

:BIKE3_2033
00BC: text_highpriority 'BM3_7' time 5000 1  // ~g~You will need a fast bike to gain access to the roof.
TIMERB = 0 // @ = int 

:BIKE3_2055
if 
  4000 > TIMERB // int > @ 
jf @BIKE3_2115 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_2108 
jump @BIKE3_2248 

:BIKE3_2108
jump @BIKE3_2055 

:BIKE3_2115
Camera.SetPosition(-678.97, 1147.28, 25.48, 0.0, 0.0, 0.0)
Camera.PointAt(-678.65, 1148.22, 25.44, 2)
00BC: text_highpriority 'BM3_8' time 5000 1  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
TIMERA = 0 // @ = int 

:BIKE3_2188
if 
  4000 > TIMERA // int > @ 
jf @BIKE3_2248 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @BIKE3_2241 
jump @BIKE3_2248 

:BIKE3_2241
jump @BIKE3_2188 

:BIKE3_2248
00BE: text_clear_all 
fade 0 1500 

:BIKE3_2257
if 
  fading 
jf @BIKE3_2281 
wait 0 
jump @BIKE3_2257 

:BIKE3_2281
Camera.SetAtPos(-597.25, 655.87, 10.06)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Camera.Restore_WithJumpCut
03D5: remove_text 'BM3_8'  // ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
Model.Destroy(#DOONTOON50)
Model.Destroy(#ROAD_DOWNTOWN_NEW2)
Model.Destroy(#ROAD_DOWNTOWN02)
Model.Destroy(#AMMUNATION_DT)
Model.Destroy(#DOONTOON19)
Model.Destroy(#DT_COMPOUND_ROOF)
Model.Destroy(#DOONTOON51)
Model.Destroy(#LODNTOON28)
Model.Destroy(#AMMU_WINDOWS1)
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#BKA)
Model.Load(#ANGEL)
Model.Load(#TEC9)
Model.Load(#M4)
Model.Load(#GANGBUR)
Model.Load(#ELECTRICGATE)
Model.Load(#SHOTGSPA)
Model.Load(#COLT45)

:BIKE3_2426
if or
  not Model.Available(#SGA)
  not Model.Available(#SGB)
  not Model.Available(#ANGEL)
  not Model.Available(#TEC9)
  not Model.Available(#M4)
  not Model.Available(#BKA)
jf @BIKE3_2475 
wait 0 
jump @BIKE3_2426 

:BIKE3_2475
if or
  not Model.Available(#GANGBUR)
  not Model.Available(#ELECTRICGATE)
  not Model.Available(#SHOTGSPA)
  not Model.Available(#COLT45)
jf @BIKE3_2516 
wait 0 
jump @BIKE3_2475 

:BIKE3_2516
Car.Create($5282, #ANGEL, -1163.819, -1416.296, 10.4563)
Car.Angle($5282) = 141.628
0294: set_vehicle $5282 sprayable 0 
04FE: set_vehicle $5282 deflate_tire 0 
04FE: set_vehicle $5282 deflate_tire 1 
02FA: garage $681 change_to_type 0 
018A: $10086 = create_checkpoint_at -990.7819 -1246.637 11.2261 
Car.Create($10088, #GANGBUR, -1151.476, -1401.643, 10.4336)
Car.Angle($10088) = 56.8099
020A: set_car $10088 door_status_to 2 
Car.Create($10089, #GANGBUR, -1144.031, -1406.911, 10.5485)
Car.Angle($10089) = 185.5677
020A: set_car $10089 door_status_to 2 
Car.Create($10090, #GANGBUR, -1146.733, -1417.387, 10.5647)
Car.Angle($10090) = 143.2673
020A: set_car $10090 door_status_to 2 
Car.Create($10091, #GANGBUR, -1150.096, -1406.353, 10.4935)
Car.Angle($10091) = 245.9455
020A: set_car $10091 door_status_to 2 
Car.Create($10092, #GANGBUR, -1147.679, -1410.559, 10.5535)
Car.Angle($10092) = 162.2847
020A: set_car $10092 door_status_to 2 
Actor.Create($10093, 4, #SGA, -1156.749, -1411.73, 10.4952)
Actor.Health($10093) = 50
02E2: set_actor $10093 weapon_accuracy_to 1 
01B2: give_actor $10093 weapon 17 ammo 9999 // Load the weapon model before using this 
011A: set_actor $10093 search_threat 1 
0350: set_actor $10093 maintain_position_when_attacked 1 
01CA: actor $10093 kill_player $PLAYER_CHAR 

:BIKE3_2867
wait 0 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
if 
00F5:   player $PLAYER_CHAR 0 -909.9266 -1264.146 11.7784 radius 3.0 3.0 3.0 
jf @BIKE3_2948 
00BC: text_highpriority 'SBOB288' time 1000 1 

:BIKE3_2948
if or
00F5:   player $PLAYER_CHAR 0 -1163.675 -1416.594 11.4574 radius 40.0 40.0 40.0 
00F5:   player $PLAYER_CHAR 0 -990.7819 -1246.637 11.2261 radius 6.0 6.0 6.0 
jf @BIKE3_3100 
if 
  $10087 == 0 // $ == int 
jf @BIKE3_3100 
00BC: text_highpriority 'SBOB290' time 5000 1 
$10087 = 1 // $ = int 
Marker.Disable($10086)
Marker.CreateAboveCar($10086, $5282)
018B: set_marker $10086 display 2 
0165: set_marker $10086 color_to 4 

:BIKE3_3100
if 
00DC:   player $PLAYER_CHAR in_car $5282 
jf @BIKE3_3192 
if 
00F8:   player $PLAYER_CHAR stopped 1 -596.8583 661.0179 10.9067 radius 3.0 3.0 3.0 
jf @BIKE3_3192 
if 
  $10087 == 2 // $ == int 
jf @BIKE3_3192 
jump @BIKE3_4293 

:BIKE3_3192
if 
00DC:   player $PLAYER_CHAR in_car $5282 
jf @BIKE3_4217 
if 
  $10087 == 1 // $ == int 
jf @BIKE3_4217 
00BC: text_highpriority 'SBOB289' time 6000 1 
Marker.Disable($10086)
Actor.RemoveReferences($10093)
Car.RemoveReferences($10088)
Car.RemoveReferences($10089)
Car.RemoveReferences($10090)
Car.RemoveReferences($10091)
Car.RemoveReferences($10092)
018A: $10086 = create_checkpoint_at -596.8583 661.0179 10.9067 
$10087 = 2 // $ = int 
Car.Create($10088, #GANGBUR, -959.7095, -1328.35, 11.5131)
Car.Angle($10088) = 341.6556
020A: set_car $10088 door_status_to 2 
0129: $10089 = create_actor 4 #SGB in_car $10088 driverseat 
054A: set_actor $10089 can_be_shot_in_a_car 0 
Car.Health($10088) = 5000
Car.SetImmunities($10088, 1, 1, 1, 1, 1)
00AE: set_vehicle $10088 traffic_behavior_to 3 
00AF: set_car $10088 driver_behaviour_to 3 
Car.SetMaxSpeed($10088, 50.0)
Car.Create($10090, #GANGBUR, -954.5707, -1331.005, 11.5239)
Car.Angle($10090) = 341.6556
020A: set_car $10090 door_status_to 2 
0129: $10091 = create_actor 4 #SGA in_car $10090 driverseat 
054A: set_actor $10091 can_be_shot_in_a_car 0 
Car.Health($10090) = 5000
Car.SetImmunities($10090, 1, 1, 1, 1, 1)
00AE: set_vehicle $10090 traffic_behavior_to 3 
00AF: set_car $10090 driver_behaviour_to 3 
Car.SetMaxSpeed($10090, 50.0)
Car.Create($10092, #GANGBUR, -935.5916, -1330.148, 11.6472)
Car.Angle($10092) = 66.8831
020A: set_car $10092 door_status_to 2 
0129: $10093 = create_actor 4 #SGB in_car $10092 driverseat 
054A: set_actor $10093 can_be_shot_in_a_car 0 
Car.Health($10092) = 5000
Car.SetImmunities($10092, 1, 1, 1, 1, 1)
00AE: set_vehicle $10092 traffic_behavior_to 3 
00AF: set_car $10092 driver_behaviour_to 3 
Car.SetMaxSpeed($10092, 50.0)
Car.Create($10094, #GANGBUR, -933.417, -1324.729, 11.6078)
Car.Angle($10094) = 66.8831
020A: set_car $10094 door_status_to 2 
0129: $10095 = create_actor 4 #SGA in_car $10094 driverseat 
054A: set_actor $10095 can_be_shot_in_a_car 0 
Car.Health($10094) = 5000
Car.SetImmunities($10094, 1, 1, 1, 1, 1)
00AE: set_vehicle $10094 traffic_behavior_to 3 
00AF: set_car $10094 driver_behaviour_to 3 
Car.SetMaxSpeed($10094, 50.0)
Car.Create($10096, #GANGBUR, -978.0173, -1388.268, 11.6218)
Car.Angle($10096) = 337.3008
020A: set_car $10096 door_status_to 2 
0129: $10097 = create_actor 4 #SGB in_car $10096 driverseat 
054A: set_actor $10097 can_be_shot_in_a_car 0 
Car.Health($10096) = 5000
Car.SetImmunities($10096, 1, 1, 1, 1, 1)
00AE: set_vehicle $10096 traffic_behavior_to 3 
00AF: set_car $10096 driver_behaviour_to 3 
Car.SetMaxSpeed($10096, 50.0)
Car.Create($10098, #GANGBUR, -983.0801, -1385.949, 11.6218)
Car.Angle($10098) = 337.3008
020A: set_car $10098 door_status_to 2 
0129: $10099 = create_actor 4 #SGA in_car $10098 driverseat 
054A: set_actor $10099 can_be_shot_in_a_car 0 
Car.Health($10098) = 5000
Car.SetImmunities($10098, 1, 1, 1, 1, 1)
00AE: set_vehicle $10098 traffic_behavior_to 3 
00AF: set_car $10098 driver_behaviour_to 3 
Car.SetMaxSpeed($10098, 50.0)
Car.Create($10100, #GANGBUR, -913.5308, -1338.244, 11.6218)
Car.Angle($10100) = 68.4817
020A: set_car $10100 door_status_to 2 
0129: $10101 = create_actor 4 #SGB in_car $10100 driverseat 
054A: set_actor $10101 can_be_shot_in_a_car 0 
Car.Health($10100) = 5000
Car.SetImmunities($10100, 1, 1, 1, 1, 1)
00AE: set_vehicle $10100 traffic_behavior_to 3 
00AF: set_car $10100 driver_behaviour_to 3 
Car.SetMaxSpeed($10100, 50.0)
Car.Create($10102, #GANGBUR, -910.37, -1334.258, 11.6218)
Car.Angle($10102) = 68.4817
020A: set_car $10102 door_status_to 2 
0129: $10103 = create_actor 4 #SGA in_car $10102 driverseat 
054A: set_actor $10103 can_be_shot_in_a_car 0 
Car.Health($10102) = 5000
Car.SetImmunities($10102, 1, 1, 1, 1, 1)
00AE: set_vehicle $10102 traffic_behavior_to 3 
00AF: set_car $10102 driver_behaviour_to 3 
Car.SetMaxSpeed($10102, 50.0)
Actor.Create($10104, 4, #SGB, -1099.005, -1349.099, 11.524)
Actor.Health($10104) = 50
02E2: set_actor $10104 weapon_accuracy_to 1 
01B2: give_actor $10104 weapon 17 ammo 9999 // Load the weapon model before using this 
011A: set_actor $10104 search_threat 1 
01CA: actor $10104 kill_player $PLAYER_CHAR 

:BIKE3_4217
if 
  Car.Wrecked($5282)
jf @BIKE3_4255 
00BC: text_highpriority 'SBOB294' time 5000 1 
jump @BIKE3_5436 

:BIKE3_4255
if 
02BF:   car $5282 sunk 
jf @BIKE3_2867 
00BC: text_highpriority 'SBOB295' time 5000 1 
jump @BIKE3_5436 

:BIKE3_4293
$123 = 1 // $ = int 
Marker.Disable($10086)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-607.076, 666.146, 13.891, 0.0, 0.0, 0.0)
0395: clear_area 0 at -596.63 658.2 10.06 range 1.0 
Camera.PointAt(-596.2539, 661.157, 10.9068, 2)
01D3: actor $PLAYER_ACTOR leave_car $5282 

:BIKE3_4418
if 
  Actor.InCar($PLAYER_ACTOR, $5282)
jf @BIKE3_4486 
wait 0 
if 
  Car.Wrecked($5282)
jf @BIKE3_4479 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_4479
jump @BIKE3_4418 

:BIKE3_4486
0211: actor $PLAYER_ACTOR walk_to -594.99 654.58 
TIMERA = 0 // @ = int 

:BIKE3_4508
if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
jf @BIKE3_4659 
wait 0 
if 
  TIMERA > 6000 // @ > int 
jf @BIKE3_4614 
if 
80ED:   not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 
jf @BIKE3_4614 
jump @BIKE3_4659 

:BIKE3_4614
if 
  Car.Wrecked($5282)
jf @BIKE3_4652 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_4652
jump @BIKE3_4508 

:BIKE3_4659
011C: actor $PLAYER_ACTOR clear_objective 
Actor.Create($5345, 12, #BKA, -608.72, 650.2, 10.06)
01ED: clear_actor $5345 threat_search 
0319: set_actor $5345 running 1 
020E: actor $PLAYER_ACTOR look_at_actor $5345 
if 
  not Car.Wrecked($5282)
jf @BIKE3_4739 
01D5: actor $5345 go_to_and_drive_car $5282 
jump @BIKE3_4761 

:BIKE3_4739
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_4761
TIMERA = 0 // @ = int 

:BIKE3_4768
if 
  not Actor.Driving($5345)
jf @BIKE3_4902 
wait 0 
if 
  Car.Wrecked($5282)
jf @BIKE3_4826 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_4826
if 
  Actor.Dead($5345)
jf @BIKE3_4849 
jump @BIKE3_5436 

:BIKE3_4849
if 
  TIMERA > 20000 // @ > int 
jf @BIKE3_4895 
if 
  not Actor.InCar($5345, $5282)
jf @BIKE3_4895 
036A: put_actor $5345 in_car $5282 

:BIKE3_4895
jump @BIKE3_4768 

:BIKE3_4902
$2639 = Car.Health($5282)
if or
0496:   vehicle $5282 tire 0 deflated 
0496:   vehicle $5282 tire 1 deflated 
jf @BIKE3_4942 
jump @BIKE3_5032 

:BIKE3_4942
if 
  $2639 > 700 // $ > int 
jf @BIKE3_5104 
if 
  $2639 > 990 // $ > int 
jf @BIKE3_5176 
jump @BIKE3_4987 

:BIKE3_4987
if 
  not Car.Wrecked($5282)
jf @BIKE3_5248 
Car.SetMaxSpeed($5282, 30.0)
00AE: set_vehicle $5282 traffic_behavior_to 2 
Car.SetToPsychoDriver($5282)
jump @BIKE3_5270 

:BIKE3_5032
wait 1500 
00BC: text_highpriority 'SBOB291' time 5000 1 
wait 500 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01CC: actor $5345 kill_player $PLAYER_CHAR 
01B2: give_actor $5345 weapon 20 ammo 9999 // Load the weapon model before using this 
wait 1500 
Player.CanMove($PLAYER_CHAR, True)
0322: kill_player $PLAYER_CHAR 
wait 9000 

:BIKE3_5104
wait 1500 
00BC: text_highpriority 'SBOB292' time 5000 1 
wait 500 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01CC: actor $5345 kill_player $PLAYER_CHAR 
01B2: give_actor $5345 weapon 20 ammo 9999 // Load the weapon model before using this 
wait 1500 
Player.CanMove($PLAYER_CHAR, True)
0322: kill_player $PLAYER_CHAR 
wait 9000 

:BIKE3_5176
wait 1500 
00BC: text_highpriority 'SBOB293' time 5000 1 
wait 500 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01CC: actor $5345 kill_player $PLAYER_CHAR 
01B2: give_actor $5345 weapon 20 ammo 9999 // Load the weapon model before using this 
wait 1500 
Player.CanMove($PLAYER_CHAR, True)
0322: kill_player $PLAYER_CHAR 
wait 9000 

:BIKE3_5248
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_5270
if and
02CA:   car $5282 bounding_sphere_visible 
  4000 > TIMERA // int > @ 
jf @BIKE3_5366 
wait 0 
if 
  Car.Wrecked($5282)
jf @BIKE3_5336 
00BC: text_highpriority 'BM3_2' time 5000 1  // ~r~You were supposed to bring the bike back, not destroy it!
jump @BIKE3_5436 

:BIKE3_5336
if 
  Actor.Dead($5345)
jf @BIKE3_5359 
jump @BIKE3_5436 

:BIKE3_5359
jump @BIKE3_5270 

:BIKE3_5366
wait 3000 
if 
  not Car.Wrecked($5282)
jf @BIKE3_5392 
Car.SetToNormalDriver($5282)

:BIKE3_5392
Actor.DestroyInstantly($5345)
Car.Destroy($5282)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
jump @BIKE3_5453 

:BIKE3_5436
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:BIKE3_5453
$277 = 1 // $ = int 
0318: set_latest_mission_passed 'BIKE_3'  // Hog Tied
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 4000
Marker.Disable($274)
return 

:BIKE3_5516
$ONMISSION = 0 // $ = int 
02FA: garage $681 change_to_type 5 
Model.Destroy(#DOONTOON50)
Model.Destroy(#ROAD_DOWNTOWN_NEW2)
Model.Destroy(#ROAD_DOWNTOWN02)
Model.Destroy(#AMMUNATION_DT)
Model.Destroy(#DOONTOON19)
Model.Destroy(#DT_COMPOUND_ROOF)
Model.Destroy(#DOONTOON51)
Model.Destroy(#LODNTOON28)
Model.Destroy(#AMMU_WINDOWS1)
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#ANGEL)
Model.Destroy(#BKA)
Model.Destroy(#TEC9)
Model.Destroy(#M4)
Model.Destroy(#GANGBUR)
Model.Destroy(#ELECTRICGATE)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#COLT45)
Marker.Disable($10086)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 56---------------
// Originally: Stunt Boat Challenge

:CUBAN1
script_name 'CUBAN1' 
gosub @CUBAN1_46 
if 
  wasted_or_busted 
jf @CUBAN1_37 
gosub @CUBAN1_11851 

:CUBAN1_37
gosub @CUBAN1_11936 
terminate_this_script 

:CUBAN1_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN1' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5484 = 0.0 // $ = float 
$5485 = 0.0 // $ = float 
$5486 = 0.0 // $ = float 
$5487 = 0.0 // $ = float 
$5488 = 0.0 // $ = float 
$5489 = 0.0 // $ = float 
$5389 = 181000 // $ = int 
$5390 = 0 // $ = int 
$5391 = 0 // $ = int 
$5392 = 0 // $ = int 
$5393 = 0 // $ = int 
$5395 = 0.0 // $ = float 
$5394 = 0 // $ = int 
$5396 = 0 // $ = int 
$5397 = 0 // $ = int 
$5398 = 27 // $ = int 
$5399 = 0 // $ = int 
$5400 = 0 // $ = int 
$5401 = 0 // $ = int 
$5402 = 0 // $ = int 
$5403 = -102.9375 // $ = float 
$5404 = 171.7835 // $ = float 
$5405 = 5.6727 // $ = float 
$5406 = -64.7472 // $ = float 
$5407 = 368.7051 // $ = float 
$5408 = 5.505 // $ = float 
$5409 = -27.916 // $ = float 
$5410 = 482.466 // $ = float 
$5411 = 16.0159 // $ = float 
$5412 = 183.4692 // $ = float 
$5413 = 614.9838 // $ = float 
$5414 = 5.7676 // $ = float 
$5415 = 239.9839 // $ = float 
$5416 = 422.9632 // $ = float 
$5417 = 5.9437 // $ = float 
$5418 = 196.5818 // $ = float 
$5419 = 227.5221 // $ = float 
$5420 = 5.9738 // $ = float 
$5421 = 336.4845 // $ = float 
$5422 = 83.632 // $ = float 
$5423 = 16.0888 // $ = float 
$5424 = 417.2411 // $ = float 
$5425 = -100.5402 // $ = float 
$5426 = 15.9255 // $ = float 
$5427 = 402.8727 // $ = float 
$5428 = -300.6653 // $ = float 
$5429 = 5.7619 // $ = float 
$5430 = 290.0335 // $ = float 
$5431 = -460.3196 // $ = float 
$5432 = 5.9769 // $ = float 
$5433 = 181.6709 // $ = float 
$5434 = -617.7477 // $ = float 
$5435 = 5.9921 // $ = float 
$5436 = -4.6467 // $ = float 
$5437 = -694.4938 // $ = float 
$5438 = 5.8744 // $ = float 
$5439 = -191.9626 // $ = float 
$5440 = -772.1127 // $ = float 
$5441 = 5.8744 // $ = float 
$5442 = -335.464 // $ = float 
$5443 = -910.51 // $ = float 
$5444 = 5.4899 // $ = float 
$5445 = -304.464 // $ = float 
$5446 = -988.51 // $ = float 
$5447 = 5.4899 // $ = float 
$5448 = -244.464 // $ = float 
$5449 = -922.51 // $ = float 
$5450 = 5.4899 // $ = float 
$5451 = -144.779 // $ = float 
$5452 = -845.288 // $ = float 
$5453 = 6.0213 // $ = float 
$5454 = 26.0794 // $ = float 
$5455 = -739.893 // $ = float 
$5456 = 6.0163 // $ = float 
$5457 = 154.4145 // $ = float 
$5458 = -640.624 // $ = float 
$5459 = 5.3606 // $ = float 
$5460 = 304.531 // $ = float 
$5461 = -431.591 // $ = float 
$5462 = 14.0599 // $ = float 
$5463 = 413.1744 // $ = float 
$5464 = -280.507 // $ = float 
$5465 = 5.9702 // $ = float 
$5466 = 423.1779 // $ = float 
$5467 = -89.6841 // $ = float 
$5468 = 15.0592 // $ = float 
$5469 = 339.5622 // $ = float 
$5470 = 73.0977 // $ = float 
$5471 = 6.0374 // $ = float 
$5472 = 198.6796 // $ = float 
$5473 = 243.2925 // $ = float 
$5474 = 5.5461 // $ = float 
$5475 = 75.6552 // $ = float 
$5476 = 401.3978 // $ = float 
$5477 = 5.6628 // $ = float 
$5478 = -95.1011 // $ = float 
$5479 = 295.7863 // $ = float 
$5480 = 5.8772 // $ = float 
$5481 = -86.3112 // $ = float 
$5482 = 95.7909 // $ = float 
$5483 = 5.6436 // $ = float 
$5490 = -4.56 // $ = float 
$5491 = 456.21 // $ = float 
$5492 = 11.51 // $ = float 
$5493 = -42.74 // $ = float 
$5494 = 460.99 // $ = float 
$5495 = -20.19 // $ = float 
$5496 = 464.61 // $ = float 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
select_interior 7 
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'LOBTRAY' 
02F3: load_object #CUTOBJ03 'ESPRESO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN1_1465
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 
823D:   not special_actor 5 loaded 
jf @CUBAN1_1507 
wait 0 
jump @CUBAN1_1465 

:CUBAN1_1507
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @CUBAN1_1539 
wait 0 
jump @CUBAN1_1507 

:CUBAN1_1539
02E4: load_cutscene_data 'CUB_1' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $218 'CCFAN' 
02E5: $198 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $198 'LOBTRAY' 
02E5: $204 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $204 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN1_1812
if 
  2145 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1847 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1812 

:CUBAN1_1847
00BC: text_highpriority 'CUB1_A' time 10000 1  // Si, men?

:CUBAN1_1862
if 
  3036 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1897 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1862 

:CUBAN1_1897
00BC: text_highpriority 'CUB1_B' time 10000 1  // Hey, easy Papi, this man's for me. You, you the boy?

:CUBAN1_1912
if 
  10501 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1947 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1912 

:CUBAN1_1947
00BC: text_highpriority 'CUB1_C' time 10000 1  // Oh yeh. You the boy. I think so, you know?

:CUBAN1_1962
if 
  14480 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_1997 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_1962 

:CUBAN1_1997
00BC: text_highpriority 'CUB1_D' time 10000 1  // No. I don't think I do.

:CUBAN1_2012
if 
  16593 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2047 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2012 

:CUBAN1_2047
00BC: text_highpriority 'CUB1_E' time 10000 1  // Oh yeah? You come here, tough guy.

:CUBAN1_2062
if 
  19202 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2097 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2062 

:CUBAN1_2097
00BC: text_highpriority 'CUB1_F' time 10000 1  // You think you can take me on?

:CUBAN1_2112
if 
  20637 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2147 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2112 

:CUBAN1_2147
00BC: text_highpriority 'CUB1_G' time 10000 1  // You think you can play stupid with me?

:CUBAN1_2162
if 
  22441 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2197 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2162 

:CUBAN1_2197
00BC: text_highpriority 'CUB1_H' time 10000 1  // No, I think you're playing plenty stupid enough for both of us.

:CUBAN1_2212
if 
  24775 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2247 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2212 

:CUBAN1_2247
00BC: text_highpriority 'CUB1_I' time 10000 1  // Hey, he call you dumb, son.

:CUBAN1_2262
if 
  27472 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2297 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2262 

:CUBAN1_2297
00BC: text_highpriority 'CUB1_J' time 10000 1  // And I call him a little girl, Papi.

:CUBAN1_2312
if 
  30348 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2347 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2312 

:CUBAN1_2347
00BC: text_highpriority 'CUB1_K' time 10000 1  // Look at him, all dressed up like that.

:CUBAN1_2362
if 
  33133 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2399 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2362 

:CUBAN1_2399
00BC: text_highpriority 'CUB1_L' time 10000 1  // What is this, ladies night?

:CUBAN1_2414
if 
  35329 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2451 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2414 

:CUBAN1_2451
00BC: text_highpriority 'CUB1_M' time 10000 1  // You some kind of tough guy, you dress like a woman?

:CUBAN1_2466
if 
  38022 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2503 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2466 

:CUBAN1_2503
00BC: text_highpriority 'CUB1_N' time 10000 1  // You got on panties like a woman too, huh?

:CUBAN1_2518
if 
  40251 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2555 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2518 

:CUBAN1_2555
00BC: text_highpriority 'CUB1_O' time 10000 1  // What you got against women? You prefer men, big boy?

:CUBAN1_2570
if 
  42742 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2607 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2570 

:CUBAN1_2607
00BC: text_highpriority 'CUB1_P' time 10000 1  // I like women! I like all women! I love my mother, chico!

:CUBAN1_2622
if 
  46831 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2659 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2622 

:CUBAN1_2659
00BC: text_highpriority 'CUB1_Q' time 10000 1  // Alright, alright, I'll take your word for it. Relax.

:CUBAN1_2674
if 
  51281 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2674 

:CUBAN1_2711
00BC: text_highpriority 'CUB1_R' time 10000 1  // Can you drive, amigo?

:CUBAN1_2726
if 
  53403 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2726 

:CUBAN1_2763
00BC: text_highpriority 'CUB1_S' time 10000 1  // Yeah... like a woman.

:CUBAN1_2778
if 
  57539 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2815 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2778 

:CUBAN1_2815
00BC: text_highpriority 'CUB1_T' time 10000 1  // Very funny. I like you, big boy. Maybe you can help.

:CUBAN1_2830
if 
  62464 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2867 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2830 

:CUBAN1_2867
00BC: text_highpriority 'CUB1_U' time 10000 1  // Maybe you can prove you a man. Huh?

:CUBAN1_2882
if 
  65377 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2919 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2882 

:CUBAN1_2919
00BC: text_highpriority 'CUB1_V' time 10000 1  // Take out the boat.

:CUBAN1_2934
if 
  68974 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_2971 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2934 

:CUBAN1_2971
00BC: text_highpriority 'CUB1_W' time 10000 1  // Show me you got some big cojones,

:CUBAN1_2986
if 
  71656 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_3023 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_2986 

:CUBAN1_3023
00BC: text_highpriority 'CUB1_X' time 10000 1  // and not some little bitty chiquita ones.

:CUBAN1_3038
if 
  75392 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN1_3075 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN1_3038 

:CUBAN1_3075
fade 0 1500 
00BE: text_clear_all 

:CUBAN1_3084
if 
  fading 
jf @CUBAN1_3108 
wait 0 
jump @CUBAN1_3084 

:CUBAN1_3108
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
select_interior 0 
$989 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
00C0: set_current_time 10 0 
Model.Load(#SPEEDER)
Model.Load(#CBB)
Model.Load(#CADDY)
Model.Load(#WMYGO)
Model.Load(#WFOGO)
Model.Load(#REEFER)
Model.Load(#M4)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#MARQUIS)
Model.Load(#JETMAX)
Model.Load(#SKIMMER)

:CUBAN1_3248
if or
  not Model.Available(#SPEEDER)
  not Model.Available(#CBB)
  not Model.Available(#CADDY)
  not Model.Available(#WMYGO)
  not Model.Available(#WFOGO)
  not Model.Available(#REEFER)
jf @CUBAN1_3297 
wait 0 
jump @CUBAN1_3248 

:CUBAN1_3297
if or
  not Model.Available(#M4)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#MARQUIS)
  not Model.Available(#JETMAX)
  not Model.Available(#SKIMMER)
jf @CUBAN1_3347 
wait 0 
jump @CUBAN1_3297 

:CUBAN1_3347
03CF: load_wav 'CUB1_9' as 1 
03CF: load_wav 'COL3_2B' as 2 

:CUBAN1_3371
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN1_3401 
wait 0 
jump @CUBAN1_3371 

:CUBAN1_3401
set_weather 4 
01E8: create_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 
Camera.SetAtPos(-74.17, 90.2, 9.67)
04E4: request_collision_at -67.7 91.2 
0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5 
Actor.Create($5375, 7, #CBB, -74.17, 90.2, 8.6)
04F5: set_actor $5375 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5375) = 40.2
Car.Create($5382, #CADDY, -31.7, 484.9, 7.3)
Car.Angle($5382) = 205.8
Actor.Create($5383, 4, #WMYGO, -29.5, 483.6, 7.7)
Actor.Angle($5383) = 11.0
Actor.Health($5383) = 10
Actor.Create($5384, 4, #WMYGO, -27.2, 484.1, 7.7)
Actor.Angle($5384) = 77.0
Actor.Health($5384) = 10
Actor.Create($5385, 5, #WFOGO, -29.9, 484.4, 7.7)
Actor.Angle($5385) = 282.0
Actor.Health($5385) = 10
Actor.Create($5386, 5, #WFOGO, -28.4, 486.3, 7.7)
Actor.Angle($5386) = 176.0
Actor.Health($5386) = 10
03F9: make_actors $5383 $5384 converse_in 86400000 ms 
03F9: make_actors $5385 $5386 converse_in 86400000 ms 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-67.34, 85.31, 10.02, 0.0, 0.0, 0.0)
Camera.PointAt(-86.4, 117.01, 13.04, 2)
wait 1000 
if 
  not Actor.Dead($5375)
jf @CUBAN1_3851 
01D1: actor $PLAYER_ACTOR follow_actor $5375 

:CUBAN1_3851
wait 2000 
00BC: text_highpriority 'CUB1_01' time 4000 1  // Hey, I'm Rico. You the man with the big cojones?
03D1: play_wav 1 

:CUBAN1_3875
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_3987 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_3955 
if 
  $61 == 1 // $ == int 
jf @CUBAN1_3948 
$61 = 0 // $ = int 
jump @CUBAN1_4324 

:CUBAN1_3948
jump @CUBAN1_3980 

:CUBAN1_3955
if 
  $61 == 0 // $ == int 
jf @CUBAN1_3980 
$61 = 1 // $ = int 

:CUBAN1_3980
jump @CUBAN1_3875 

:CUBAN1_3987
040D: unload_wav 1 
03D5: remove_text 'CUB1_01'  // Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority 'GEN3_4' time 4000 1  // Tommy Vercetti. Let's go...
03D1: play_wav 2 

:CUBAN1_4020
if 
83D2:   not wav 2 ended 
jf @CUBAN1_4127 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_4095 
if 
  $61 == 1 // $ == int 
jf @CUBAN1_4088 
$61 = 0 // $ = int 
jump @CUBAN1_4324 

:CUBAN1_4088
jump @CUBAN1_4120 

:CUBAN1_4095
if 
  $61 == 0 // $ == int 
jf @CUBAN1_4120 
$61 = 1 // $ = int 

:CUBAN1_4120
jump @CUBAN1_4020 

:CUBAN1_4127
040D: unload_wav 2 
03D5: remove_text 'GEN3_4'  // Tommy Vercetti. Let's go...
03CF: load_wav 'CUB1_10' as 1 

:CUBAN1_4153
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_4179 
wait 0 
jump @CUBAN1_4153 

:CUBAN1_4179
00BC: text_highpriority 'CUB1_02' time 4000 1  // Ok man, treat her like a woman.
03D1: play_wav 1 

:CUBAN1_4198
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_4310 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN1_4278 
if 
  $61 == 1 // $ == int 
jf @CUBAN1_4271 
$61 = 0 // $ = int 
jump @CUBAN1_4324 

:CUBAN1_4271
jump @CUBAN1_4303 

:CUBAN1_4278
if 
  $61 == 0 // $ == int 
jf @CUBAN1_4303 
$61 = 1 // $ = int 

:CUBAN1_4303
jump @CUBAN1_4198 

:CUBAN1_4310
040D: unload_wav 1 
03D5: remove_text 'CUB1_02'  // Ok man, treat her like a woman.

:CUBAN1_4324
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
fade 0 1500 

:CUBAN1_4355
if 
  fading 
jf @CUBAN1_4379 
wait 0 
jump @CUBAN1_4355 

:CUBAN1_4379
Car.Create($5374, #SPEEDER, -90.9, 105.1, 5.0)
Car.Angle($5374) = 9.2
Car.Health($5374) = 700
0323: enable_boat $5374 anchor 1 
if 
  not Car.Wrecked($5374)
jf @CUBAN1_4550 
0369: put_player $PLAYER_CHAR in_car $5374 
if 
  not Actor.Dead($5375)
jf @CUBAN1_4514 
0464: put_actor $5375 into_turret_on_car $5374 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 0 
020E: actor $5375 look_at_actor $PLAYER_ACTOR 
jump @CUBAN1_4543 

:CUBAN1_4514
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
fade 1 1500 
jump @CUBAN1_11851 

:CUBAN1_4543
jump @CUBAN1_4579 

:CUBAN1_4550
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
fade 1 1500 
jump @CUBAN1_11851 

:CUBAN1_4579
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
0086: $5484 = $5403 // $ = $ float 
0086: $5485 = $5404 // $ = $ float 
0086: $5486 = $5405 // $ = $ float 
0086: $5487 = $5406 // $ = $ float 
0086: $5488 = $5407 // $ = $ float 
0086: $5489 = $5408 // $ = $ float 
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_marker $5388 size 2 
0166: set_marker $5388 brightness_to 1 
Object.Create($5376, #WATERJUMPX2, -34.26, 455.9, 5.5)
Object.Angle($5376) = 343.6
Object.CollisionDetection($5376, True)
Object.Create($5377, #WATERJUMPX2, 312.2, 107.669, 5.5)
Object.Angle($5377) = 230.88
Object.CollisionDetection($5377, True)
Object.Create($5378, #WATERJUMPX2, 414.5, -79.8, 5.5)
Object.Angle($5378) = 184.9
Object.CollisionDetection($5378, True)
fade 1 1500 
00BC: text_highpriority 'CUB1_12' time 3000 1  // Go through the first checkpoint to begin the test.
00BB: text_lowpriority 'CUB1_13' time 3000 1  // ~g~You have three minutes to get round the course.
00BB: text_lowpriority 'SBOB296' time 5000 1 

:CUBAN1_4864
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 160.0245 631.3561 6.1257 radius 6.0 6.0 6.0 
jf @CUBAN1_4964 
if 
  not Actor.Dead($10087)
jf @CUBAN1_4940 
01D9: actor $10087 destroy_car $5374 

:CUBAN1_4940
if 
  not Actor.Dead($10088)
jf @CUBAN1_4964 
01D9: actor $10088 destroy_car $5374 

:CUBAN1_4964
if 
00F5:   player $PLAYER_CHAR 0 193.6042 245.9955 6.3668 radius 20.0 20.0 20.0 
jf @CUBAN1_5036 
if 
  not Actor.Dead($10092)
jf @CUBAN1_5036 
01D9: actor $10092 destroy_car $5374 

:CUBAN1_5036
if 
00F5:   player $PLAYER_CHAR 0 306.418 -427.5323 6.8704 radius 10.0 10.0 10.0 
jf @CUBAN1_5132 
if 
  not Actor.Dead($10093)
jf @CUBAN1_5108 
01D9: actor $10093 destroy_car $5374 

:CUBAN1_5108
if 
  not Actor.Dead($10094)
jf @CUBAN1_5132 
01D9: actor $10094 destroy_car $5374 

:CUBAN1_5132
if 
00F5:   player $PLAYER_CHAR 0 -351.7679 -931.192 6.8704 radius 30.0 30.0 30.0 
jf @CUBAN1_5228 
if 
  not Actor.Dead($10095)
jf @CUBAN1_5204 
01D9: actor $10095 destroy_car $5374 

:CUBAN1_5204
if 
  not Actor.Dead($10096)
jf @CUBAN1_5228 
01D9: actor $10096 destroy_car $5374 

:CUBAN1_5228
03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0 
if 
  4 > $5390 // int > $ 
jf @CUBAN1_5362 
if 
  $5399 == 0 // $ == int 
jf @CUBAN1_5362 
if 
  Actor.Dead($5383)
jf @CUBAN1_5362 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100
$5399 = 1 // $ = int 

:CUBAN1_5362
if 
  $5390 == 4 // $ == int 
jf @CUBAN1_5472 
if 
  not Actor.Dead($5383)
jf @CUBAN1_5403 
0350: set_actor $5383 maintain_position_when_attacked 1 

:CUBAN1_5403
if 
  not Actor.Dead($5384)
jf @CUBAN1_5426 
0350: set_actor $5384 maintain_position_when_attacked 1 

:CUBAN1_5426
if 
  not Actor.Dead($5385)
jf @CUBAN1_5449 
0350: set_actor $5385 maintain_position_when_attacked 1 

:CUBAN1_5449
if 
  not Actor.Dead($5386)
jf @CUBAN1_5472 
0350: set_actor $5386 maintain_position_when_attacked 1 

:CUBAN1_5472
if 
  not Car.Wrecked($5374)
jf @CUBAN1_7329 
if 
0056:   player $PLAYER_CHAR 0 $5493 $5494 $5495 $5496 
jf @CUBAN1_7329 
if 
  $5390 == 2 // $ == int 
jf @CUBAN1_5620 
if 
  not Actor.Dead($5383)
jf @CUBAN1_5557 
0193: set_actor $5383 objective_to_act_like_ped 

:CUBAN1_5557
if 
  not Actor.Dead($5384)
jf @CUBAN1_5578 
0193: set_actor $5384 objective_to_act_like_ped 

:CUBAN1_5578
if 
  not Actor.Dead($5385)
jf @CUBAN1_5599 
0193: set_actor $5385 objective_to_act_like_ped 

:CUBAN1_5599
if 
  not Actor.Dead($5386)
jf @CUBAN1_5620 
0193: set_actor $5386 objective_to_act_like_ped 

:CUBAN1_5620
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN1_7329 
03C1: $5381 = player $PLAYER_CHAR car_no_save 
02E3: $5395 = car $5381 speed 
if 
82BF:   not car $5381 sunk 
jf @CUBAN1_5696 
if 
  $5395 > 15.0 // $ > float 
jf @CUBAN1_5696 
$5392 = 1 // $ = int 

:CUBAN1_5696
if 
  $5392 == 1 // $ == int 
jf @CUBAN1_7329 
015D: set_gamespeed 0.3 
Camera.SetPosition($5490, $5491, $5492, 0.0, 0.0, 0.0)
Camera.OnVehicle($5381, 15, 2)

:CUBAN1_5756
if 
82BF:   not car $5381 sunk 
jf @CUBAN1_7299 
wait 0 
$5394 += 1 // $ += int 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
if 
  $5393 == 0 // $ == int 
jf @CUBAN1_7174 
if 
00F5:   player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 
jf @CUBAN1_7174 
Marker.Disable($5387)
Marker.Disable($5388)
$5390 += 1 // $ += int 
$5398 -= 1 // $ -= int 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $5390 == 3 // $ == int 
jf @CUBAN1_6637 
Car.Create($10086, #SPEEDER, 149.3994, 626.5767, 6.9729)
Car.Angle($10086) = 47.0728
Actor.Create($10087, 4, #HNA, 145.026, 619.5544, 9.7901)
Actor.Angle($10087) = 44.5664
02E2: set_actor $10087 weapon_accuracy_to 90 
02A9: set_actor $10087 immune_to_nonplayer 1 
0350: set_actor $10087 maintain_position_when_attacked 1 
01B2: give_actor $10087 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10088, 4, #HNB, 164.5618, 605.7206, 10.7482)
Actor.Angle($10088) = 17.9328
02E2: set_actor $10088 weapon_accuracy_to 90 
02A9: set_actor $10088 immune_to_nonplayer 1 
0350: set_actor $10088 maintain_position_when_attacked 1 
01B2: give_actor $10088 weapon 26 ammo 9999 // Load the weapon model before using this 
Car.Create($10089, #MARQUIS, 208.0525, 212.8382, 6.0547)
Car.Angle($10089) = 331.8723
Car.Create($10090, #JETMAX, 394.0289, -329.7226, 6.0547)
Car.Angle($10090) = 259.4915
Car.Create($10091, #SKIMMER, -306.166, -938.9583, 7.0547)
Car.Angle($10091) = 167.3707
Actor.Create($10092, 4, #HNA, 174.3905, 237.1098, 10.9211)
Actor.Angle($10092) = 342.8624
02E2: set_actor $10092 weapon_accuracy_to 90 
02A9: set_actor $10092 immune_to_nonplayer 1 
0350: set_actor $10092 maintain_position_when_attacked 1 
01B2: give_actor $10092 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10093, 4, #HNA, 288.9845, -447.9578, 17.1974)
Actor.Angle($10093) = 342.8624
02E2: set_actor $10093 weapon_accuracy_to 90 
02A9: set_actor $10093 immune_to_nonplayer 1 
0350: set_actor $10093 maintain_position_when_attacked 1 
01B2: give_actor $10093 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10094, 4, #HNA, 303.3875, -449.6997, 16.4376)
Actor.Angle($10094) = 342.8624
02E2: set_actor $10094 weapon_accuracy_to 90 
02A9: set_actor $10094 immune_to_nonplayer 1 
0350: set_actor $10094 maintain_position_when_attacked 1 
01B2: give_actor $10094 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10095, 4, #HNB, -283.777, -936.7276, 7.7682)
Actor.Angle($10095) = 85.59
02E2: set_actor $10095 weapon_accuracy_to 90 
02A9: set_actor $10095 immune_to_nonplayer 1 
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10096, 4, #HNB, -334.5995, -935.514, 8.4081)
Actor.Angle($10096) = 268.265
02E2: set_actor $10096 weapon_accuracy_to 90 
02A9: set_actor $10096 immune_to_nonplayer 1 
0350: set_actor $10096 maintain_position_when_attacked 1 
01B2: give_actor $10096 weapon 26 ammo 9999 // Load the weapon model before using this 
$5490 = 369.99 // $ = float 
$5491 = 74.3 // $ = float 
$5492 = 8.66 // $ = float 
$5493 = 308.57 // $ = float 
$5494 = 99.09 // $ = float 
$5495 = 340.835 // $ = float 
$5496 = 107.66 // $ = float 
0086: $5484 = $5412 // $ = $ float 
0086: $5485 = $5413 // $ = $ float 
0086: $5486 = $5414 // $ = $ float 
0086: $5487 = $5415 // $ = $ float 
0086: $5488 = $5416 // $ = $ float 
0086: $5489 = $5417 // $ = $ float 

:CUBAN1_6637
if 
  $5390 == 7 // $ == int 
jf @CUBAN1_6773 
$5490 = 396.14 // $ = float 
$5491 = -90.01 // $ = float 
$5492 = 11.48 // $ = float 
$5493 = 421.73 // $ = float 
$5494 = -83.21 // $ = float 
$5495 = 403.83 // $ = float 
$5496 = -91.97 // $ = float 
0086: $5484 = $5424 // $ = $ float 
0086: $5485 = $5425 // $ = $ float 
0086: $5486 = $5426 // $ = $ float 
0086: $5487 = $5427 // $ = $ float 
0086: $5488 = $5428 // $ = $ float 
0086: $5489 = $5429 // $ = $ float 

:CUBAN1_6773
if 
  $5390 == 8 // $ == int 
jf @CUBAN1_6909 
$5490 = -194.5 // $ = float 
$5491 = -783.5 // $ = float 
$5492 = 9.2 // $ = float 
$5493 = -183.166 // $ = float 
$5494 = -756.844 // $ = float 
$5495 = -181.8 // $ = float 
$5496 = -780.26 // $ = float 
0086: $5484 = $5427 // $ = $ float 
0086: $5485 = $5428 // $ = $ float 
0086: $5486 = $5429 // $ = $ float 
0086: $5487 = $5430 // $ = $ float 
0086: $5488 = $5431 // $ = $ float 
0086: $5489 = $5432 // $ = $ float 

:CUBAN1_6909
if 
  $5390 == 20 // $ == int 
jf @CUBAN1_7045 
$5490 = 435.65 // $ = float 
$5491 = -98.08 // $ = float 
$5492 = 11.97 // $ = float 
$5493 = 409.8 // $ = float 
$5494 = -109.11 // $ = float 
$5495 = 433.46 // $ = float 
$5496 = -100.21 // $ = float 
0086: $5484 = $5463 // $ = $ float 
0086: $5485 = $5464 // $ = $ float 
0086: $5486 = $5465 // $ = $ float 
0086: $5487 = $5466 // $ = $ float 
0086: $5488 = $5467 // $ = $ float 
0086: $5489 = $5468 // $ = $ float 

:CUBAN1_7045
if 
  $5390 == 22 // $ == int 
jf @CUBAN1_7111 
0086: $5484 = $5469 // $ = $ float 
0086: $5485 = $5470 // $ = $ float 
0086: $5486 = $5471 // $ = $ float 
0086: $5487 = $5472 // $ = $ float 
0086: $5488 = $5473 // $ = $ float 
0086: $5489 = $5474 // $ = $ float 

:CUBAN1_7111
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_marker $5388 size 2 
0166: set_marker $5388 brightness_to 1 
$5393 = 1 // $ = int 

:CUBAN1_7174
if 
  Car.Wrecked($5381)
jf @CUBAN1_7197 
jump @CUBAN1_7299 

:CUBAN1_7197
if 
  not Player.Defined($PLAYER_CHAR)
jf @CUBAN1_7220 
jump @CUBAN1_7299 

:CUBAN1_7220
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN1_7243 
jump @CUBAN1_7299 

:CUBAN1_7243
if 
01C1:   car $5381 stopped 
jf @CUBAN1_7266 
jump @CUBAN1_7299 

:CUBAN1_7266
if 
  $5394 > 1000 // $ > int 
jf @CUBAN1_7292 
jump @CUBAN1_7299 

:CUBAN1_7292
jump @CUBAN1_5756 

:CUBAN1_7299
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
$5392 = 0 // $ = int 
$5393 = 0 // $ = int 
$5394 = 0 // $ = int 

:CUBAN1_7329
if 
  $5390 == 26 // $ == int 
jf @CUBAN1_7381 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 0 0 at $5484 $5485 $5486 
jump @CUBAN1_7409 

:CUBAN1_7381
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 

:CUBAN1_7409
if 
  $5390 == 1 // $ == int 
jf @CUBAN1_7482 
if 
  $5396 == 0 // $ == int 
jf @CUBAN1_7482 
03C3: set_timer_with_text_to $5389 type 1 text 'RACES'  // TIME:
03C4: set_status_text_to $5398 0 'KICK1_9'  // CHECKPOINTS:
$5396 = 1 // $ = int 

:CUBAN1_7482
if 
  not Car.Wrecked($5374)
jf @CUBAN1_8781 
if 
00DC:   player $PLAYER_CHAR in_car $5374 
jf @CUBAN1_8781 
if 
  $5397 == 0 // $ == int 
jf @CUBAN1_7769 
if 
  $5390 > 1 // $ > int 
jf @CUBAN1_7769 
03CF: load_wav 'CUB1_3' as 1 

:CUBAN1_7565
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_7619 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_7565 

:CUBAN1_7619
00BC: text_highpriority 'CUB1_05' time 4000 1  // Amigo, you a man, man.
if 
  not Actor.Dead($5375)
jf @CUBAN1_7660 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_7660
03D1: play_wav 1 

:CUBAN1_7664
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_7723 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_7664 

:CUBAN1_7723
040D: unload_wav 1 
if 
  not Actor.Dead($5375)
jf @CUBAN1_7752 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_7752
03D5: remove_text 'CUB1_05'  // Amigo, you a man, man.
$5397 = 1 // $ = int 

:CUBAN1_7769
if 
  $5397 == 1 // $ == int 
jf @CUBAN1_8021 
if 
  $5390 > 4 // $ > int 
jf @CUBAN1_8021 
03CF: load_wav 'CUB1_4' as 1 

:CUBAN1_7817
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_7871 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_7817 

:CUBAN1_7871
00BC: text_highpriority 'CUB1_06' time 4000 1  // Call yourself a man, man?
if 
  not Actor.Dead($5375)
jf @CUBAN1_7912 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_7912
03D1: play_wav 1 

:CUBAN1_7916
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_7975 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_7916 

:CUBAN1_7975
040D: unload_wav 1 
if 
  not Actor.Dead($5375)
jf @CUBAN1_8004 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_8004
03D5: remove_text 'CUB1_06'  // Call yourself a man, man?
$5397 = 2 // $ = int 

:CUBAN1_8021
if 
  $5397 == 2 // $ == int 
jf @CUBAN1_8273 
if 
  $5390 > 9 // $ > int 
jf @CUBAN1_8273 
03CF: load_wav 'CUB1_5' as 1 

:CUBAN1_8069
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_8123 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8069 

:CUBAN1_8123
00BC: text_highpriority 'CUB1_07' time 4000 1  // You a little scaredy kitten, baby boy, go cry to your mommy!
if 
  not Actor.Dead($5375)
jf @CUBAN1_8164 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_8164
03D1: play_wav 1 

:CUBAN1_8168
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_8227 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8168 

:CUBAN1_8227
040D: unload_wav 1 
if 
  not Actor.Dead($5375)
jf @CUBAN1_8256 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_8256
03D5: remove_text 'CUB1_07'  // You a little scaredy kitten, baby boy, go cry to your mommy!
$5397 = 3 // $ = int 

:CUBAN1_8273
if 
  $5397 == 3 // $ == int 
jf @CUBAN1_8525 
if 
  $5390 > 15 // $ > int 
jf @CUBAN1_8525 
03CF: load_wav 'CUB1_1' as 1 

:CUBAN1_8321
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_8375 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8321 

:CUBAN1_8375
00BC: text_highpriority 'CUB1_03' time 4000 1  // Not bad, you're a real man.
if 
  not Actor.Dead($5375)
jf @CUBAN1_8416 
0372: set_actor $5375 anim 19 wait_state_time 10000 ms 

:CUBAN1_8416
03D1: play_wav 1 

:CUBAN1_8420
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_8479 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8420 

:CUBAN1_8479
040D: unload_wav 1 
if 
  not Actor.Dead($5375)
jf @CUBAN1_8508 
0372: set_actor $5375 anim 0 wait_state_time 100 ms 

:CUBAN1_8508
03D5: remove_text 'CUB1_03'  // Not bad, you're a real man.
$5397 = 4 // $ = int 

:CUBAN1_8525
if 
  $5397 == 4 // $ == int 
jf @CUBAN1_8653 
if 
  $5390 > 22 // $ > int 
jf @CUBAN1_8653 
03CF: load_wav 'CUB1_7' as 1 

:CUBAN1_8573
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_8627 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8573 

:CUBAN1_8627
00BC: text_highpriority 'CUB1_09' time 4000 1  // Man, you the man, man. I like you, man. I like you a lot.
03D1: play_wav 1 
$5397 = 5 // $ = int 

:CUBAN1_8653
if 
  $5397 == 5 // $ == int 
jf @CUBAN1_8781 
if 
  $5390 > 23 // $ > int 
jf @CUBAN1_8781 
03CF: load_wav 'CUB1_8' as 1 

:CUBAN1_8701
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_8755 
wait 0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 
jump @CUBAN1_8701 

:CUBAN1_8755
00BC: text_highpriority 'CUB1_10' time 4000 1  // Any time, man. 'cause you got cojones. And all my friends have big cojones.
03D1: play_wav 1 
$5397 = 6 // $ = int 

:CUBAN1_8781
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11548 
if 
  not Actor.Dead($5375)
jf @CUBAN1_11514 
if 
00DC:   player $PLAYER_CHAR in_car $5374 
jf @CUBAN1_11492 
03D5: remove_text 'CUB1_14'  // Get back in the boat!
if 
00F5:   player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 1.5 1.5 3.5 
jf @CUBAN1_11485 
$5390 += 1 // $ += int 
$5398 -= 1 // $ -= int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($5387)
Marker.Disable($5388)
if 
  $5390 == 1 // $ == int 
jf @CUBAN1_8993 
0086: $5484 = $5406 // $ = $ float 
0086: $5485 = $5407 // $ = $ float 
0086: $5486 = $5408 // $ = $ float 
0086: $5487 = $5409 // $ = $ float 
0086: $5488 = $5410 // $ = $ float 
0086: $5489 = $5411 // $ = $ float 

:CUBAN1_8993
if 
  $5390 == 2 // $ == int 
jf @CUBAN1_9059 
0086: $5484 = $5409 // $ = $ float 
0086: $5485 = $5410 // $ = $ float 
0086: $5486 = $5411 // $ = $ float 
0086: $5487 = $5412 // $ = $ float 
0086: $5488 = $5413 // $ = $ float 
0086: $5489 = $5414 // $ = $ float 

:CUBAN1_9059
if 
  $5390 == 3 // $ == int 
jf @CUBAN1_9195 
$5490 = 369.99 // $ = float 
$5491 = 74.3 // $ = float 
$5492 = 8.66 // $ = float 
$5493 = 308.57 // $ = float 
$5494 = 99.09 // $ = float 
$5495 = 340.835 // $ = float 
$5496 = 107.66 // $ = float 
0086: $5484 = $5412 // $ = $ float 
0086: $5485 = $5413 // $ = $ float 
0086: $5486 = $5414 // $ = $ float 
0086: $5487 = $5415 // $ = $ float 
0086: $5488 = $5416 // $ = $ float 
0086: $5489 = $5417 // $ = $ float 

:CUBAN1_9195
if 
  $5390 == 4 // $ == int 
jf @CUBAN1_9286 
Car.RemoveReferences($5382)
Actor.RemoveReferences($5383)
Actor.RemoveReferences($5384)
Actor.RemoveReferences($5385)
Actor.RemoveReferences($5386)
0086: $5484 = $5415 // $ = $ float 
0086: $5485 = $5416 // $ = $ float 
0086: $5486 = $5417 // $ = $ float 
0086: $5487 = $5418 // $ = $ float 
0086: $5488 = $5419 // $ = $ float 
0086: $5489 = $5420 // $ = $ float 

:CUBAN1_9286
if 
  $5390 == 5 // $ == int 
jf @CUBAN1_9352 
0086: $5484 = $5418 // $ = $ float 
0086: $5485 = $5419 // $ = $ float 
0086: $5486 = $5420 // $ = $ float 
0086: $5487 = $5421 // $ = $ float 
0086: $5488 = $5422 // $ = $ float 
0086: $5489 = $5423 // $ = $ float 

:CUBAN1_9352
if 
  $5390 == 6 // $ == int 
jf @CUBAN1_9418 
0086: $5484 = $5421 // $ = $ float 
0086: $5485 = $5422 // $ = $ float 
0086: $5486 = $5423 // $ = $ float 
0086: $5487 = $5424 // $ = $ float 
0086: $5488 = $5425 // $ = $ float 
0086: $5489 = $5426 // $ = $ float 

:CUBAN1_9418
if 
  $5390 == 7 // $ == int 
jf @CUBAN1_9554 
$5490 = 396.14 // $ = float 
$5491 = -90.01 // $ = float 
$5492 = 11.48 // $ = float 
$5493 = 421.73 // $ = float 
$5494 = -83.21 // $ = float 
$5495 = 403.83 // $ = float 
$5496 = -91.97 // $ = float 
0086: $5484 = $5424 // $ = $ float 
0086: $5485 = $5425 // $ = $ float 
0086: $5486 = $5426 // $ = $ float 
0086: $5487 = $5427 // $ = $ float 
0086: $5488 = $5428 // $ = $ float 
0086: $5489 = $5429 // $ = $ float 

:CUBAN1_9554
if 
  $5390 == 8 // $ == int 
jf @CUBAN1_9690 
$5490 = -194.5 // $ = float 
$5491 = -783.5 // $ = float 
$5492 = 9.2 // $ = float 
$5493 = -183.166 // $ = float 
$5494 = -756.844 // $ = float 
$5495 = -181.8 // $ = float 
$5496 = -780.26 // $ = float 
0086: $5484 = $5427 // $ = $ float 
0086: $5485 = $5428 // $ = $ float 
0086: $5486 = $5429 // $ = $ float 
0086: $5487 = $5430 // $ = $ float 
0086: $5488 = $5431 // $ = $ float 
0086: $5489 = $5432 // $ = $ float 

:CUBAN1_9690
if 
  $5390 == 9 // $ == int 
jf @CUBAN1_9756 
0086: $5484 = $5430 // $ = $ float 
0086: $5485 = $5431 // $ = $ float 
0086: $5486 = $5432 // $ = $ float 
0086: $5487 = $5433 // $ = $ float 
0086: $5488 = $5434 // $ = $ float 
0086: $5489 = $5435 // $ = $ float 

:CUBAN1_9756
if 
  $5390 == 10 // $ == int 
jf @CUBAN1_9822 
0086: $5484 = $5433 // $ = $ float 
0086: $5485 = $5434 // $ = $ float 
0086: $5486 = $5435 // $ = $ float 
0086: $5487 = $5436 // $ = $ float 
0086: $5488 = $5437 // $ = $ float 
0086: $5489 = $5438 // $ = $ float 

:CUBAN1_9822
if 
  $5390 == 11 // $ == int 
jf @CUBAN1_9888 
0086: $5484 = $5436 // $ = $ float 
0086: $5485 = $5437 // $ = $ float 
0086: $5486 = $5438 // $ = $ float 
0086: $5487 = $5439 // $ = $ float 
0086: $5488 = $5440 // $ = $ float 
0086: $5489 = $5441 // $ = $ float 

:CUBAN1_9888
if 
  $5390 == 12 // $ == int 
jf @CUBAN1_9954 
0086: $5484 = $5439 // $ = $ float 
0086: $5485 = $5440 // $ = $ float 
0086: $5486 = $5441 // $ = $ float 
0086: $5487 = $5442 // $ = $ float 
0086: $5488 = $5443 // $ = $ float 
0086: $5489 = $5444 // $ = $ float 

:CUBAN1_9954
if 
  $5390 == 13 // $ == int 
jf @CUBAN1_10020 
0086: $5484 = $5442 // $ = $ float 
0086: $5485 = $5443 // $ = $ float 
0086: $5486 = $5444 // $ = $ float 
0086: $5487 = $5445 // $ = $ float 
0086: $5488 = $5446 // $ = $ float 
0086: $5489 = $5447 // $ = $ float 

:CUBAN1_10020
if 
  $5390 == 14 // $ == int 
jf @CUBAN1_10206 
if 
  $5391 == 0 // $ == int 
jf @CUBAN1_10158 
Object.Destroy($5376)
Object.Destroy($5377)
Object.Destroy($5378)
Object.Create($5376, #WATERJUMP1, 295.2, -446.2, 5.5)
Object.Angle($5376) = 326.5
Object.CollisionDetection($5376, True)
Object.Create($5377, #WATERJUMPX2, 421.2, -112.669, 5.5)
Object.Angle($5377) = 356.88
Object.CollisionDetection($5377, True)
$5391 = 1 // $ = int 

:CUBAN1_10158
0086: $5484 = $5445 // $ = $ float 
0086: $5485 = $5446 // $ = $ float 
0086: $5486 = $5447 // $ = $ float 
0086: $5487 = $5448 // $ = $ float 
0086: $5488 = $5449 // $ = $ float 
0086: $5489 = $5450 // $ = $ float 

:CUBAN1_10206
if 
  $5390 == 15 // $ == int 
jf @CUBAN1_10272 
0086: $5484 = $5448 // $ = $ float 
0086: $5485 = $5449 // $ = $ float 
0086: $5486 = $5450 // $ = $ float 
0086: $5487 = $5451 // $ = $ float 
0086: $5488 = $5452 // $ = $ float 
0086: $5489 = $5453 // $ = $ float 

:CUBAN1_10272
if 
  $5390 == 16 // $ == int 
jf @CUBAN1_10338 
0086: $5484 = $5451 // $ = $ float 
0086: $5485 = $5452 // $ = $ float 
0086: $5486 = $5453 // $ = $ float 
0086: $5487 = $5454 // $ = $ float 
0086: $5488 = $5455 // $ = $ float 
0086: $5489 = $5456 // $ = $ float 

:CUBAN1_10338
if 
  $5390 == 17 // $ == int 
jf @CUBAN1_10404 
0086: $5484 = $5454 // $ = $ float 
0086: $5485 = $5455 // $ = $ float 
0086: $5486 = $5456 // $ = $ float 
0086: $5487 = $5457 // $ = $ float 
0086: $5488 = $5458 // $ = $ float 
0086: $5489 = $5459 // $ = $ float 

:CUBAN1_10404
if 
  $5390 == 18 // $ == int 
jf @CUBAN1_10470 
0086: $5484 = $5457 // $ = $ float 
0086: $5485 = $5458 // $ = $ float 
0086: $5486 = $5459 // $ = $ float 
0086: $5487 = $5460 // $ = $ float 
0086: $5488 = $5461 // $ = $ float 
0086: $5489 = $5462 // $ = $ float 

:CUBAN1_10470
if 
  $5390 == 19 // $ == int 
jf @CUBAN1_10536 
0086: $5484 = $5460 // $ = $ float 
0086: $5485 = $5461 // $ = $ float 
0086: $5486 = $5462 // $ = $ float 
0086: $5487 = $5463 // $ = $ float 
0086: $5488 = $5464 // $ = $ float 
0086: $5489 = $5465 // $ = $ float 

:CUBAN1_10536
if 
  $5390 == 20 // $ == int 
jf @CUBAN1_10602 
0086: $5484 = $5463 // $ = $ float 
0086: $5485 = $5464 // $ = $ float 
0086: $5486 = $5465 // $ = $ float 
0086: $5487 = $5466 // $ = $ float 
0086: $5488 = $5467 // $ = $ float 
0086: $5489 = $5468 // $ = $ float 

:CUBAN1_10602
if 
  $5390 == 21 // $ == int 
jf @CUBAN1_10668 
0086: $5484 = $5466 // $ = $ float 
0086: $5485 = $5467 // $ = $ float 
0086: $5486 = $5468 // $ = $ float 
0086: $5487 = $5469 // $ = $ float 
0086: $5488 = $5470 // $ = $ float 
0086: $5489 = $5471 // $ = $ float 

:CUBAN1_10668
if 
  $5390 == 22 // $ == int 
jf @CUBAN1_10734 
0086: $5484 = $5469 // $ = $ float 
0086: $5485 = $5470 // $ = $ float 
0086: $5486 = $5471 // $ = $ float 
0086: $5487 = $5472 // $ = $ float 
0086: $5488 = $5473 // $ = $ float 
0086: $5489 = $5474 // $ = $ float 

:CUBAN1_10734
if 
  $5390 == 23 // $ == int 
jf @CUBAN1_10800 
0086: $5484 = $5472 // $ = $ float 
0086: $5485 = $5473 // $ = $ float 
0086: $5486 = $5474 // $ = $ float 
0086: $5487 = $5475 // $ = $ float 
0086: $5488 = $5476 // $ = $ float 
0086: $5489 = $5477 // $ = $ float 

:CUBAN1_10800
if 
  $5390 == 24 // $ == int 
jf @CUBAN1_10866 
0086: $5484 = $5475 // $ = $ float 
0086: $5485 = $5476 // $ = $ float 
0086: $5486 = $5477 // $ = $ float 
0086: $5487 = $5478 // $ = $ float 
0086: $5488 = $5479 // $ = $ float 
0086: $5489 = $5480 // $ = $ float 

:CUBAN1_10866
if 
  $5390 == 25 // $ == int 
jf @CUBAN1_10932 
0086: $5484 = $5478 // $ = $ float 
0086: $5485 = $5479 // $ = $ float 
0086: $5486 = $5480 // $ = $ float 
0086: $5487 = $5481 // $ = $ float 
0086: $5488 = $5482 // $ = $ float 
0086: $5489 = $5483 // $ = $ float 

:CUBAN1_10932
if 
  $5390 == 26 // $ == int 
jf @CUBAN1_10974 
0086: $5484 = $5481 // $ = $ float 
0086: $5485 = $5482 // $ = $ float 
0086: $5486 = $5483 // $ = $ float 

:CUBAN1_10974
if 
  $5390 == 27 // $ == int 
jf @CUBAN1_11429 
Player.CanMove($PLAYER_CHAR, False)
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11042 
0477: set_car $5374 action 5 time 10000 
02DB: set_boat $5374 speed_to 0.0 
0323: enable_boat $5374 anchor 1 

:CUBAN1_11042
0169: set_fade_color 1 1 1 
fade 0 1500 

:CUBAN1_11057
if 
  fading 
jf @CUBAN1_11081 
wait 0 
jump @CUBAN1_11057 

:CUBAN1_11081
014F: stop_timer $5389 
wait 1000 
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11205 
012A: put_player $PLAYER_CHAR at -79.3 82.22 8.6 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 120.75 
if 
  not Actor.Dead($5375)
jf @CUBAN1_11205 
0465: remove_actor $5375 from_turret_mode 
Actor.DestroyInstantly($5375)
Car.PutAt($5374, -84.5, 82.7, 5.1)
Car.Angle($5374) = 180.0
0129: $5375 = create_actor 7 #CBB in_car $5374 driverseat 

:CUBAN1_11205
fade 1 1500 
02A3: enable_widescreen 1 
Camera.SetPosition(-75.82, 83.66, 11.59, 0.0, 0.0, 0.0)
Camera.PointAt(-80.32, 82.6, 9.96, 2)
wait 1000 
03CF: load_wav 'CUB1_2' as 1 

:CUBAN1_11284
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_11310 
wait 0 
jump @CUBAN1_11284 

:CUBAN1_11310
00BC: text_highpriority 'CUB1_04' time 4000 1  // You got real big cojones, amigo.
03D1: play_wav 1 

:CUBAN1_11329
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_11360 
wait 0 
jump @CUBAN1_11329 

:CUBAN1_11360
040D: unload_wav 1 
03D5: remove_text 'CUB1_04'  // You got real big cojones, amigo.
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11400 
04BA: set_car $5374 speed_instantly 40.0 

:CUBAN1_11400
Model.Destroy(#SPEEDER)
Model.Destroy(#CBB)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
jump @CUBAN1_11868 

:CUBAN1_11429
018A: $5387 = create_checkpoint_at $5484 $5485 $5486 
0165: set_marker $5387 color_to 4 
018A: $5388 = create_checkpoint_at $5487 $5488 $5489 
0165: set_marker $5388 color_to 4 
0168: set_marker $5388 size 2 
0166: set_marker $5388 brightness_to 1 

:CUBAN1_11485
jump @CUBAN1_11507 

:CUBAN1_11492
00BC: text_highpriority 'CUB1_14' time 5000 1  // Get back in the boat!

:CUBAN1_11507
jump @CUBAN1_11541 

:CUBAN1_11514
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
Actor.DestroyInstantly($5375)
jump @CUBAN1_11851 

:CUBAN1_11541
jump @CUBAN1_11575 

:CUBAN1_11548
00BC: text_highpriority 'CUB1_11' time 5000 1  // ~r~You Killed Rico!
Actor.DestroyInstantly($5375)
jump @CUBAN1_11851 

:CUBAN1_11575
if 
  $5389 == 0 // $ == int 
jf @CUBAN1_11754 
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11754 
03CF: load_wav 'CUB1_6' as 1 

:CUBAN1_11621
if 
83D0:   not wav 1 loaded 
jf @CUBAN1_11647 
wait 0 
jump @CUBAN1_11621 

:CUBAN1_11647
00BC: text_highpriority 'CUB1_08' time 4000 1  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
03D1: play_wav 1 

:CUBAN1_11666
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5375)
jf @CUBAN1_11697 
wait 0 
jump @CUBAN1_11666 

:CUBAN1_11697
040D: unload_wav 1 
03D5: remove_text 'CUB1_08'  // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
if 
  not Actor.Dead($5375)
jf @CUBAN1_11732 
Actor.DestroyWithFade($5375)

:CUBAN1_11732
00BC: text_highpriority 'CUB1_15' time 5000 1  // ~r~You are too slow, man.
jump @CUBAN1_11851 

:CUBAN1_11754
if 
  not Car.Wrecked($5374)
jf @CUBAN1_11844 
if 
81FC:   not player $PLAYER_CHAR near_car $5374 radius 15.0 15.0 0 
jf @CUBAN1_11844 
if 
  not Actor.Dead($5375)
jf @CUBAN1_11822 
Actor.DestroyWithFade($5375)

:CUBAN1_11822
00BC: text_highpriority 'T4X4_F' time 5000 1  // ~r~You bailed! Too tough for you?!
jump @CUBAN1_11851 

:CUBAN1_11844
jump @CUBAN1_4864 

:CUBAN1_11851
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:CUBAN1_11868
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_1'  // Stunt Boat Challenge
start_new_script @CUB2 
$279 = 1 // $ = int 
return 

:CUBAN1_11936
$ONMISSION = 0 // $ = int 
01E7: remove_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 
Player.CanMove($PLAYER_CHAR, True)
Object.Destroy($5376)
Object.Destroy($5377)
Object.Destroy($5378)
Model.Destroy(#SPEEDER)
Model.Destroy(#CBB)
Model.Destroy(#CADDY)
Model.Destroy(#WMYGO)
Model.Destroy(#WFOGO)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#M4)
Model.Destroy(#MARQUIS)
Model.Destroy(#JETMAX)
Model.Destroy(#SKIMMER)
Marker.Disable($5387)
Marker.Disable($5388)
014F: stop_timer $5389 
0151: remove_status_text $5398 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01B7: release_weather 
mission_cleanup 
return 

//-------------Mission 57---------------
// Originally: Cannon Fodder

:CUBAN2
script_name 'CUBAN2' 
gosub @CUBAN2_46 
if 
  wasted_or_busted 
jf @CUBAN2_37 
gosub @CUBAN2_17667 

:CUBAN2_37
gosub @CUBAN2_17752 
terminate_this_script 

:CUBAN2_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN2' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5539 = 0 // $ = int 
$5540 = 0 // $ = int 
$5541 = 0 // $ = int 
$5542 = 0 // $ = int 
$5543 = 0 // $ = int 
$5544 = 0 // $ = int 
$5545 = 0 // $ = int 
$5546 = 0 // $ = int 
$5547 = 0 // $ = int 
$5548 = 0 // $ = int 
$5549 = 0 // $ = int 
$5550 = 0 // $ = int 
$5551 = 0 // $ = int 
$5552 = 0 // $ = int 
$5553 = 0 // $ = int 
$5554 = 0 // $ = int 
$5555 = 0 // $ = int 
$5556 = 0 // $ = int 
$5557 = 0 // $ = int 
$123 = 0 // $ = int 
$5567 = 0 // $ = int 
$5568 = 0 // $ = int 
$5569 = 0 // $ = int 
$5570 = 0 // $ = int 
$5571 = 0 // $ = int 
$5572 = 0 // $ = int 
$5575 = 0 // $ = int 
$5558 = 0 // $ = int 
$5559 = 0 // $ = int 
$5560 = 0 // $ = int 
$5563 = 1 // $ = int 
$5576 = -1115.8 // $ = float 
$5577 = 61.7 // $ = float 
$5578 = -1115.7 // $ = float 
$5579 = 61.7 // $ = float 
$5580 = -1115.8 // $ = float 
$5581 = 77.2 // $ = float 
$5582 = -1139.3 // $ = float 
$5583 = 74.6 // $ = float 
$5584 = -1139.3 // $ = float 
$5585 = 67.0 // $ = float 
$5586 = 10.1 // $ = float 
$5587 = 270.0 // $ = float 
$5588 = 272.0 // $ = float 
$5589 = 272.2 // $ = float 
$5590 = 298.0 // $ = float 
$5591 = 263.6 // $ = float 
$5561 = 0 // $ = int 
$5562 = 0 // $ = int 
$5564 = 0 // $ = int 
$5565 = 0 // $ = int 
$5566 = 0 // $ = int 
$5573 = 0 // $ = int 
$5574 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
select_interior 7 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
02F3: load_object #CUTOBJ01 'CCFAN' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
0395: clear_area 1 at -1170.708 -608.327 10.791 range 5.0 
038B: load_requested_models 

:CUBAN2_833
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 
823D:   not special_actor 5 loaded 
jf @CUBAN2_875 
wait 0 
jump @CUBAN2_833 

:CUBAN2_875
if 
  not Model.Available(#CUTOBJ01)
jf @CUBAN2_902 
wait 0 
jump @CUBAN2_875 

:CUBAN2_902
02E4: load_cutscene_data 'CUB_2' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $218 'CCFAN' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN2_1143
if 
  33 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1177 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1143 

:CUBAN2_1177
00BC: text_highpriority 'CUB2_A' time 10000 1  // Un cafecito, por favor, Alberto..

:CUBAN2_1192
if 
  1457 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1227 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1192 

:CUBAN2_1227
00BC: text_highpriority 'CUB2_N' time 10000 1  // No problema, Tommy.

:CUBAN2_1242
if 
  2467 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1277 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1242 

:CUBAN2_1277
00BC: text_highpriority 'CUB2_B' time 10000 1  // Papi! Una grande problema!

:CUBAN2_1292
if 
  4466 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1327 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1292 

:CUBAN2_1327
00BC: text_highpriority 'CUB2_O' time 10000 1  // Umberto my son, what happened?

:CUBAN2_1342
if 
  5642 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1342 

:CUBAN2_1377
00BC: text_highpriority 'CUB2_C' time 10000 1  // The Haitians! I hate these Haitians!

:CUBAN2_1392
if 
  9437 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1427 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1392 

:CUBAN2_1427
00BC: text_highpriority 'CUB2_D' time 10000 1  // They mess with me for the last time!

:CUBAN2_1442
if 
  11602 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1442 

:CUBAN2_1477
00BC: text_highpriority 'CUB2_E' time 10000 1  // These Hai - these Haitians! We take 'em out!

:CUBAN2_1492
if 
  13786 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1527 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1492 

:CUBAN2_1527
00BC: text_highpriority 'CUB2_F' time 10000 1  // Only we need some backup.

:CUBAN2_1542
if 
  15750 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1577 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1542 

:CUBAN2_1577
00BC: text_highpriority 'CUB2_G' time 10000 1  // I lost a few hermanos already out there.

:CUBAN2_1592
if 
  18171 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1627 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1592 

:CUBAN2_1627
00BC: text_highpriority 'CUB2_H' time 10000 1  // Amigo, you drive good!

:CUBAN2_1642
if 
  19840 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1677 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1642 

:CUBAN2_1677
00BC: text_highpriority 'CUB2_I' time 10000 1  // For a woman. Right?

:CUBAN2_1692
if 
  21118 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1727 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1692 

:CUBAN2_1727
00BC: text_highpriority 'CUB2_J' time 10000 1  // This is no time for joking!

:CUBAN2_1742
if 
  22511 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1777 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1742 

:CUBAN2_1777
00BC: text_highpriority 'CUB2_K' time 10000 1  // Come on, drive for me again!

:CUBAN2_1792
if 
  24770 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1827 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1792 

:CUBAN2_1827
00BC: text_highpriority 'CUB2_L' time 10000 1  // Take my boys over there, and then we'll take these Haitians down!

:CUBAN2_1842
if 
  27856 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1877 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1842 

:CUBAN2_1877
00BC: text_highpriority 'CUB2_M' time 10000 1  // They mess with me, they mess with the biggest boy in town!

:CUBAN2_1892
if 
  32000 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN2_1927 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN2_1892 

:CUBAN2_1927
fade 0 1500 
00BE: text_clear_all 

:CUBAN2_1936
if 
  fading 
jf @CUBAN2_1960 
wait 0 
jump @CUBAN2_1936 

:CUBAN2_1960
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
select_interior 0 
$989 = 0 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03C7: set_sensitivity_to_crime_to 0.2 
03F1: pedtype 8 add_threat 1 
Model.Load(#CBA)
Model.Load(#HNA)
Model.Load(#CBB)
Model.Load(#HNB)
Model.Load(#WMOCA)
Model.Load(#CELLPHONE)
Model.Load(#STINGER)
Model.Load(#UZI)
Model.Load(#PONY)
Model.Load(#SNIPER)
Model.Load(#M4)
Model.Load(#TAXI)
Model.Load(#COLT45)

:CUBAN2_2116
if or
  not Model.Available(#CBA)
  not Model.Available(#HNA)
  not Model.Available(#CBB)
  not Model.Available(#HNB)
  not Model.Available(#WMOCA)
  not Model.Available(#CELLPHONE)
jf @CUBAN2_2163 
wait 0 
jump @CUBAN2_2116 

:CUBAN2_2163
if or
  not Model.Available(#STINGER)
  not Model.Available(#UZI)
  not Model.Available(#PONY)
  not Model.Available(#SNIPER)
  not Model.Available(#M4)
  not Model.Available(#TAXI)
jf @CUBAN2_2215 
wait 0 
jump @CUBAN2_2163 

:CUBAN2_2215
if 
  not Model.Available(#COLT45)
jf @CUBAN2_2242 
wait 0 
jump @CUBAN2_2215 

:CUBAN2_2242
03CF: load_wav 'CUB2_1' as 1 
03CF: load_wav 'CUB2_2' as 2 

:CUBAN2_2266
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_2296 
wait 0 
jump @CUBAN2_2266 

:CUBAN2_2296
fade 1 1500 
if 
  $ONMISSION == 0 // $ == int 
jf @CUBAN2_2517 
Actor.Create($5498, 8, #HNA, $5576, $5577, $5586)
Actor.Create($5499, 8, #HNA, $5578, $5579, $5586)
Actor.Create($5500, 8, #HNA, $5580, $5581, $5586)
Actor.Create($5501, 8, #HNA, $5582, $5583, $5586)
Actor.Create($5502, 8, #HNA, $5584, $5585, $5586)
Actor.Create($5503, 8, #HNA, $5584, $5585, $5586)
Actor.Create($5504, 8, #HNA, $5584, $5585, $5586)
Actor.Create($5505, 8, #HNA, $5584, $5585, $5586)
Actor.Create($5506, 8, #HNA, $5584, $5585, $5586)
Actor.Create($5507, 8, #HNA, $5584, $5585, $5586)
00DA: $5514 = player $PLAYER_CHAR car 
Marker.CreateAboveCar($5530, $5514)

:CUBAN2_2517
if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN2_2576 
wait 0 
jump @CUBAN2_2517 

:CUBAN2_2576
00BC: text_highpriority 'CUB2_03' time 5000 1  // ~g~Get a car and pick up the Cubans from outside Robina's Cafe.
Actor.Create($5511, 7, #CBA, -1171.2, -608.7, 10.8)
Actor.Angle($5511) = 181.1
01B2: give_actor $5511 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5511 armour_to 100 
01ED: clear_actor $5511 threat_search 
0573: set_actor $5511 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5511 immune_to_nonplayer 1 
039E: set_actor $5511 locked_while_in_vehicle 1 
04F5: set_actor $5511 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5511 stay_in_car_when_jacked 1 
0291: set_actor $5511 heed_threats 1 
0568: set_actor $5511 untargetable 1 
Actor.Create($5512, 7, #CBA, -1169.9, -609.0, 10.8)
Actor.Angle($5512) = 181.1
01B2: give_actor $5512 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5512 armour_to 100 
01ED: clear_actor $5512 threat_search 
0573: set_actor $5512 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5512 immune_to_nonplayer 1 
039E: set_actor $5512 locked_while_in_vehicle 1 
04F5: set_actor $5512 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5512 stay_in_car_when_jacked 1 
0291: set_actor $5512 heed_threats 1 
0568: set_actor $5512 untargetable 1 
Actor.Create($5513, 7, #CBA, -1169.9, -610.0, 10.8)
01B2: give_actor $5513 weapon 23 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5513 armour_to 100 
01ED: clear_actor $5513 threat_search 
0573: set_actor $5513 stop_shoot_dont_seek_entity 1 
02A9: set_actor $5513 immune_to_nonplayer 1 
039E: set_actor $5513 locked_while_in_vehicle 1 
04F5: set_actor $5513 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5513 stay_in_car_when_jacked 1 
0291: set_actor $5513 heed_threats 1 
0568: set_actor $5513 untargetable 1 
03F9: make_actors $5512 $5513 converse_in 86400000 ms 
Car.Create($5527, #PONY, -1071.3, -608.4, 9.7)
018A: $5528 = create_checkpoint_at -1168.5 -599.6 10.6 
TIMERA = 0 // @ = int 

:CUBAN2_2968
wait 0 

:CUBAN2_2972
if or
80FA:   not player $PLAYER_CHAR stopped 1 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
8443:   not player $PLAYER_CHAR sitting_in_any_car 
jf @CUBAN2_3190 
wait 0 
if or
  Actor.Dead($5511)
  Actor.Dead($5512)
  Actor.Dead($5513)
jf @CUBAN2_3084 
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_3084
if 
  TIMERA > 6000 // @ > int 
jf @CUBAN2_3183 
if 
00F6:   player $PLAYER_CHAR 0 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 
jf @CUBAN2_3173 
00BC: text_highpriority 'CUB2_18' time 5000 1  // ~g~Get a car and pick up the Cubans
jump @CUBAN2_3183 

:CUBAN2_3173
03D5: remove_text 'CUB2_18'  // ~g~Get a car and pick up the Cubans

:CUBAN2_3183
jump @CUBAN2_2972 

:CUBAN2_3190
Car.RemoveReferences($5527)
00DA: $5514 = player $PLAYER_CHAR car 
if 
003A:   $5514 == $5561 // $ == $ int 
jf @CUBAN2_3236 
$5562 = 0 // $ = int 
jump @CUBAN2_3243 

:CUBAN2_3236
$5562 = 1 // $ = int 

:CUBAN2_3243
0084: $5561 = $5514 // $ = $ int 
01EA: $5539 = car $5514 max_passengers 
if 
   not $5539 > 2 // $ > int 
jf @CUBAN2_3456 
00BC: text_highpriority 'CUB2_01' time 5000 1  // Not enough room, man, you need a bigger car.
if 
  not Actor.Dead($5512)
jf @CUBAN2_3318 
Actor.Angle($5512) = 0.0

:CUBAN2_3318
if 
  $5562 == 1 // $ == int 
jf @CUBAN2_3423 
03CF: load_wav 'CUB2_1' as 1 

:CUBAN2_3348
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_3374 
wait 0 
jump @CUBAN2_3348 

:CUBAN2_3374
03D1: play_wav 1 

:CUBAN2_3378
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5512)
jf @CUBAN2_3409 
wait 0 
jump @CUBAN2_3378 

:CUBAN2_3409
040D: unload_wav 1 
03D5: remove_text 'CUB2_01'  // Not enough room, man, you need a bigger car.

:CUBAN2_3423
if 
  not Actor.Dead($5512)
jf @CUBAN2_3449 
Actor.Angle($5512) = 181.0

:CUBAN2_3449
jump @CUBAN2_2968 

:CUBAN2_3456
Marker.Disable($5528)
if 
  not Car.Wrecked($5514)
jf @CUBAN2_3484 
020A: set_car $5514 door_status_to 4 

:CUBAN2_3484
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Camera.SetPosition(-1175.9, -608.1, 11.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1147.9, -583.11, 16.1, 2)
TIMERB = 0 // @ = int 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_3595 
020A: set_car $5514 door_status_to 1 

:CUBAN2_3595
if 
   not $5540 == 3 // $ == int 
jf @CUBAN2_4629 
wait 0 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_3760 
if 
  not Actor.Dead($5511)
jf @CUBAN2_3760 
if 
  $5544 == 0 // $ == int 
jf @CUBAN2_3694 
Actor.PutAt($5511, -1169.9, -608.0, 10.8)
$5544 = 1 // $ = int 

:CUBAN2_3694
01D4: actor $5511 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5511 running 1 
if 
  $5544 == 1 // $ == int 
jf @CUBAN2_3760 
if 
  Actor.InCar($5511, $5514)
jf @CUBAN2_3760 
$5540 += 1 // $ += int 
$5544 = 2 // $ = int 

:CUBAN2_3760
wait 800 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_3908 
if 
  not Actor.Dead($5512)
jf @CUBAN2_3908 
if 
  $5545 == 0 // $ == int 
jf @CUBAN2_3842 
Actor.PutAt($5512, -1169.9, -608.0, 10.8)
$5545 = 1 // $ = int 

:CUBAN2_3842
01D4: actor $5512 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5512 running 1 
if 
  $5545 == 1 // $ == int 
jf @CUBAN2_3908 
if 
  Actor.InCar($5512, $5514)
jf @CUBAN2_3908 
$5540 += 1 // $ += int 
$5545 = 2 // $ = int 

:CUBAN2_3908
wait 800 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_4056 
if 
  not Actor.Dead($5513)
jf @CUBAN2_4056 
if 
  $5546 == 0 // $ == int 
jf @CUBAN2_3990 
Actor.PutAt($5513, -1169.9, -608.0, 10.8)
$5546 = 1 // $ = int 

:CUBAN2_3990
01D4: actor $5513 go_to_car $5514 and_enter_it_as_a_passenger 
0319: set_actor $5513 running 1 
if 
  $5546 == 1 // $ == int 
jf @CUBAN2_4056 
if 
  Actor.InCar($5513, $5514)
jf @CUBAN2_4056 
$5540 += 1 // $ += int 
$5546 = 2 // $ = int 

:CUBAN2_4056
if 
  TIMERB > 2000 // @ > int 
jf @CUBAN2_4622 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_4615 
if 
  not Actor.Dead($5511)
jf @CUBAN2_4183 
if 
  Actor.InCar($5511, $5514)
jf @CUBAN2_4158 
0362: put_actor $5511 at -862.0 -607.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5511)
jump @CUBAN2_4183 

:CUBAN2_4158
Actor.PutAt($5511, -862.0, -607.7, 11.1)
Actor.RemoveReferences($5511)

:CUBAN2_4183
if 
  not Actor.Dead($5512)
jf @CUBAN2_4275 
if 
  Actor.InCar($5512, $5514)
jf @CUBAN2_4250 
0362: put_actor $5512 at -862.0 -604.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5512)
jump @CUBAN2_4275 

:CUBAN2_4250
Actor.PutAt($5512, -862.0, -604.4, 11.1)
Actor.RemoveReferences($5512)

:CUBAN2_4275
if 
  not Actor.Dead($5513)
jf @CUBAN2_4367 
if 
  Actor.InCar($5513, $5514)
jf @CUBAN2_4342 
0362: put_actor $5513 at -862.0 -601.4 11.1 and_remove_from_car 
Actor.RemoveReferences($5513)
jump @CUBAN2_4367 

:CUBAN2_4342
Actor.PutAt($5513, -862.0, -601.4, 11.1)
Actor.RemoveReferences($5513)

:CUBAN2_4367
01C8: $5511 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 
04F5: set_actor $5511 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5511 stay_in_car_when_jacked 1 
Actor.Health($5511) = 10
01B2: give_actor $5511 weapon 17 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5511 threat_search 
02A9: set_actor $5511 immune_to_nonplayer 1 
039E: set_actor $5511 locked_while_in_vehicle 1 
0291: set_actor $5511 heed_threats 1 
0568: set_actor $5511 untargetable 1 
01C8: $5512 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 
04F5: set_actor $5512 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5512 stay_in_car_when_jacked 1 
01B2: give_actor $5512 weapon 17 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5512 threat_search 
Actor.Health($5512) = 10
02A9: set_actor $5512 immune_to_nonplayer 1 
039E: set_actor $5512 locked_while_in_vehicle 1 
0291: set_actor $5512 heed_threats 1 
0568: set_actor $5512 untargetable 1 
01C8: $5513 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 
Actor.Health($5513) = 10
04F5: set_actor $5513 as_player_friend $PLAYER_CHAR flag 1 
0526: set_actor $5513 stay_in_car_when_jacked 1 
01B2: give_actor $5513 weapon 17 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5513 threat_search 
02A9: set_actor $5513 immune_to_nonplayer 1 
039E: set_actor $5513 locked_while_in_vehicle 1 
0291: set_actor $5513 heed_threats 1 
0568: set_actor $5513 untargetable 1 
0508: vehicle $5514 close_all_doors 

:CUBAN2_4615
$5540 = 3 // $ = int 

:CUBAN2_4622
jump @CUBAN2_3595 

:CUBAN2_4629
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 
00BC: text_highpriority 'CUB2_19' time 5000 1  // We gonna fight like men!
03D1: play_wav 2 

:CUBAN2_4695
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5511)
jf @CUBAN2_4726 
wait 0 
jump @CUBAN2_4695 

:CUBAN2_4726
040D: unload_wav 2 
03D5: remove_text 'CUB2_19'  // We gonna fight like men!
00BB: text_lowpriority 'CUB2_04' time 5000 1  // ~g~Go and drop the Cubans off at the fight.
00BB: text_lowpriority 'CUB2_23' time 5000 1  // ~g~ Little Haiti will be swarming with Haitians trying to even the score with the Cubans. Watch your back.
03CF: load_wav 'CUB2_3A' as 1 
03CF: load_wav 'CUB2_3B' as 2 

:CUBAN2_4794
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_4824 
wait 0 
jump @CUBAN2_4794 

:CUBAN2_4824
wait 0 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -1072.6 70.3 11.2 radius 180.0 180.0 180.0 
jf @CUBAN2_5309 
if 
  $5551 == 0 // $ == int 
jf @CUBAN2_5309 
gosub @CUBAN2_17960 
0482: set_threat_reaction_range_multiplier 3.0 
Actor.Create($5508, 7, #CBA, -1079.5, 72.6, 10.2)
04F5: set_actor $5508 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5508) = 91.5
Actor.Health($5508) = 10
01B2: give_actor $5508 weapon 17 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5508 threat_search 
0243: set_actor $5508 ped_stats_to 16 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 
02A9: set_actor $5508 immune_to_nonplayer 1 
04F5: set_actor $5508 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5508 heed_threats 1 
0573: set_actor $5508 stop_shoot_dont_seek_entity 1 
0568: set_actor $5508 untargetable 1 
Actor.Create($5509, 7, #CBB, -1079.6, 73.9, 10.2)
04F5: set_actor $5509 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5509) = 270.9
Actor.Health($5509) = 100
01ED: clear_actor $5509 threat_search 
0243: set_actor $5509 ped_stats_to 16 
02E2: set_actor $5509 weapon_accuracy_to 90 
02A9: set_actor $5509 immune_to_nonplayer 1 
0573: set_actor $5509 stop_shoot_dont_seek_entity 1 
04F5: set_actor $5509 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5509 heed_threats 1 
0568: set_actor $5509 untargetable 1 
0526: set_actor $5509 stay_in_car_when_jacked 1 
039E: set_actor $5509 locked_while_in_vehicle 1 
Actor.Create($5510, 7, #CBA, -1079.3, 68.6, 10.2)
Actor.Health($5510) = 10
04F5: set_actor $5510 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5510) = 82.1
01B2: give_actor $5510 weapon 17 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5510 threat_search 
0243: set_actor $5510 ped_stats_to 16 
011A: set_actor $5510 search_threat 256 
011A: set_actor $5510 search_threat 64 
011A: set_actor $5510 search_threat 65536 
02A9: set_actor $5510 immune_to_nonplayer 1 
04F5: set_actor $5510 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5510 heed_threats 1 
0573: set_actor $5510 stop_shoot_dont_seek_entity 1 
0568: set_actor $5510 untargetable 1 
jump @CUBAN2_5430 

:CUBAN2_5309
if or
  Actor.Dead($5511)
  Actor.Dead($5512)
  Actor.Dead($5513)
jf @CUBAN2_5364 
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_5364
if 
  not Car.Wrecked($5514)
jf @CUBAN2_5394 
gosub @CUBAN2_21458 
jump @CUBAN2_5423 

:CUBAN2_5394
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_5423
jump @CUBAN2_4824 

:CUBAN2_5430
wait 0 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_5561 
if 
80F7:   not player $PLAYER_CHAR sphere 1 near_point_in_car -1072.6 70.3 10.2 radius 4.0 4.0 4.0 
jf @CUBAN2_5512 
gosub @CUBAN2_21458 
jump @CUBAN2_5554 

:CUBAN2_5512
if 
  not Car.Wrecked($5514)
jf @CUBAN2_5554 
if 
00DC:   player $PLAYER_CHAR in_car $5514 
jf @CUBAN2_5554 
jump @CUBAN2_5673 

:CUBAN2_5554
jump @CUBAN2_5590 

:CUBAN2_5561
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_5590
if or
  Actor.Dead($5508)
  Actor.Dead($5509)
  Actor.Dead($5510)
jf @CUBAN2_5645 
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_5645
gosub @CUBAN2_19700 
gosub @CUBAN2_17960 
gosub @CUBAN2_21632 
jump @CUBAN2_5430 

:CUBAN2_5673
Marker.Disable($5529)
Marker.Disable($5530)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at -1079.6 73.9 10.2 range 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
Car.Create($5497, #STINGER, -1113.2, 70.2, 10.0)
Car.Angle($5497) = 358.19
Car.ImmuneToNonPlayer($5497, True)
Camera.SetPosition(-1064.5, 64.8, 15.7, 0.0, 0.0, 0.0)
Camera.OnVehicle($5514, 15, 2)
0477: set_car $5514 action 5 time 10000 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_5875 

:CUBAN2_5832
if 
81C1:   not car $5514 stopped 
jf @CUBAN2_5875 
wait 0 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_5868 

:CUBAN2_5868
jump @CUBAN2_5832 

:CUBAN2_5875
if 
  not Car.Wrecked($5514)
jf @CUBAN2_6029 
if 
  not Actor.Dead($5511)
jf @CUBAN2_5937 
0243: set_actor $5511 ped_stats_to 16 
01D3: actor $5511 leave_car $5514 
0239: actor $5511 run_to -1075.8 71.4 

:CUBAN2_5937
if 
  not Actor.Dead($5512)
jf @CUBAN2_5983 
0243: set_actor $5512 ped_stats_to 16 
01D3: actor $5512 leave_car $5514 
0239: actor $5512 run_to -1075.6 70.0 

:CUBAN2_5983
if 
  not Actor.Dead($5513)
jf @CUBAN2_6029 
0243: set_actor $5513 ped_stats_to 16 
01D3: actor $5513 leave_car $5514 
0239: actor $5513 run_to -1075.8 68.6 

:CUBAN2_6029
01D3: actor $PLAYER_ACTOR leave_car $5514 
0239: actor $PLAYER_ACTOR run_to -1077.2 73.3 
Car.RemoveReferences($5514)
wait 2000 
if 
  $5554 == 0 // $ == int 
jf @CUBAN2_6113 
if 
  not Actor.Dead($5509)
jf @CUBAN2_6113 
0372: set_actor $5509 anim 16 wait_state_time 800 ms 
$5554 = 1 // $ = int 

:CUBAN2_6113
Camera.SetPosition(-1073.46, 72.77, 12.32, 0.0, 0.0, 0.0)
Camera.PointAt(-1074.44, 72.62, 12.21, 2)
wait 900 
if 
  not Actor.Dead($5511)
jf @CUBAN2_6227 
Actor.Angle($5511) = 91.5
0573: set_actor $5511 stop_shoot_dont_seek_entity 1 
011A: set_actor $5511 search_threat 256 
011A: set_actor $5511 search_threat 64 
011A: set_actor $5511 search_threat 65536 

:CUBAN2_6227
if 
  not Actor.Dead($5512)
jf @CUBAN2_6285 
Actor.Angle($5512) = 89.5
0573: set_actor $5512 stop_shoot_dont_seek_entity 1 
011A: set_actor $5512 search_threat 256 
011A: set_actor $5512 search_threat 64 
011A: set_actor $5512 search_threat 65536 

:CUBAN2_6285
if 
  not Actor.Dead($5513)
jf @CUBAN2_6343 
Actor.Angle($5513) = 90.5
0573: set_actor $5513 stop_shoot_dont_seek_entity 1 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 

:CUBAN2_6343
TIMERA = 0 // @ = int 

:CUBAN2_6350
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @CUBAN2_6403 
wait 0 
if 
  TIMERA > 5000 // @ > int 
jf @CUBAN2_6396 
jump @CUBAN2_6403 

:CUBAN2_6396
jump @CUBAN2_6350 

:CUBAN2_6403
if 
  not Actor.Dead($5509)
jf @CUBAN2_6444 
020F: actor $5509 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $5509 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_6444
if 
  not Actor.Dead($5509)
jf @CUBAN2_6470 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_6470
00BC: text_highpriority 'CUB2_12' time 3000 1  // Hey amigo! Good to see you could make it!
03D1: play_wav 1 

:CUBAN2_6489
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_6520 
wait 0 
jump @CUBAN2_6489 

:CUBAN2_6520
040D: unload_wav 1 
03D5: remove_text 'CUB2_12'  // Hey amigo! Good to see you could make it!
if 
  not Actor.Dead($5509)
jf @CUBAN2_6560 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_6560
00BC: text_highpriority 'CUB2_13' time 4000 1  // Stinking nest of Haitians, we gonna kill 'em all!
03D1: play_wav 2 

:CUBAN2_6579
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5509)
jf @CUBAN2_6610 
wait 0 
jump @CUBAN2_6579 

:CUBAN2_6610
040D: unload_wav 2 
03D5: remove_text 'CUB2_13'  // Stinking nest of Haitians, we gonna kill 'em all!
03CF: load_wav 'CUB2_3C' as 1 
03CF: load_wav 'CUB2_9' as 2 

:CUBAN2_6648
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_6678 
wait 0 
jump @CUBAN2_6648 

:CUBAN2_6678
if 
  not Actor.Dead($5509)
jf @CUBAN2_6703 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_6703
if 
  not Actor.Dead($5511)
jf @CUBAN2_6726 
02A9: set_actor $5511 immune_to_nonplayer 0 

:CUBAN2_6726
if 
  not Actor.Dead($5512)
jf @CUBAN2_6749 
02A9: set_actor $5512 immune_to_nonplayer 0 

:CUBAN2_6749
if 
  not Actor.Dead($5513)
jf @CUBAN2_6772 
02A9: set_actor $5513 immune_to_nonplayer 0 

:CUBAN2_6772
$5552 = 0 // $ = int 
0230: set_player $PLAYER_CHAR stop_looking 
if 
  not Actor.Dead($5509)
jf @CUBAN2_6842 
022F: set_actor $5509 stop_looking 
011A: set_actor $5509 search_threat 256 
011A: set_actor $5509 search_threat 64 
011A: set_actor $5509 search_threat 65536 
01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_6842
01EB: set_traffic_density_multiplier_to 1.0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
00BC: text_highpriority 'CUB2_14' time 5000 1  // CHAAAAAARGE!
03D1: play_wav 1 

:CUBAN2_6881
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_6912 
wait 0 
jump @CUBAN2_6881 

:CUBAN2_6912
040D: unload_wav 1 
03D5: remove_text 'CUB2_14'  // CHAAAAAARGE!
00BB: text_lowpriority 'CUB2_25' time 5000 1  // KILL ALL THE HAITIANS!!
if 
  not Actor.Dead($5498)
jf @CUBAN2_6965 
Marker.CreateAboveActor($5533, $5498)

:CUBAN2_6965
if 
  not Actor.Dead($5499)
jf @CUBAN2_6989 
Marker.CreateAboveActor($5534, $5499)

:CUBAN2_6989
if 
  not Actor.Dead($5500)
jf @CUBAN2_7013 
Marker.CreateAboveActor($5535, $5500)

:CUBAN2_7013
if 
  not Actor.Dead($5501)
jf @CUBAN2_7037 
Marker.CreateAboveActor($5536, $5501)

:CUBAN2_7037
if 
  not Actor.Dead($5502)
jf @CUBAN2_7061 
Marker.CreateAboveActor($5537, $5502)

:CUBAN2_7061
$5563 = 0 // $ = int 
0297: clear_rampage_kills 

:CUBAN2_7070
wait 0 
if or
  Actor.Dead($5508)
  Actor.Dead($5509)
  Actor.Dead($5510)
  $5566 == 1 // $ == int 
jf @CUBAN2_7136 
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_7136
gosub @CUBAN2_19700 
gosub @CUBAN2_20747 
gosub @CUBAN2_21632 
gosub @CUBAN2_23792 
if 
  $5552 > 23 // $ > int 
jf @CUBAN2_7189 
$5553 = 1 // $ = int 

:CUBAN2_7189
if 
  Actor.Dead($5498)
jf @CUBAN2_7210 
Marker.Disable($5533)

:CUBAN2_7210
if 
  Actor.Dead($5499)
jf @CUBAN2_7231 
Marker.Disable($5534)

:CUBAN2_7231
if 
  Actor.Dead($5500)
jf @CUBAN2_7252 
Marker.Disable($5535)

:CUBAN2_7252
if 
  Actor.Dead($5501)
jf @CUBAN2_7273 
Marker.Disable($5536)

:CUBAN2_7273
if 
  Actor.Dead($5502)
jf @CUBAN2_7294 
Marker.Disable($5537)

:CUBAN2_7294
if 
  $5553 == 0 // $ == int 
jf @CUBAN2_7326 
gosub @CUBAN2_17960 
jump @CUBAN2_7452 

:CUBAN2_7326
if 
  Actor.Dead($5498)
jf @CUBAN2_7452 
if 
  Actor.Dead($5499)
jf @CUBAN2_7452 
if 
  Actor.Dead($5500)
jf @CUBAN2_7452 
if 
  Actor.Dead($5501)
jf @CUBAN2_7452 
if 
  Actor.Dead($5502)
jf @CUBAN2_7452 
0482: set_threat_reaction_range_multiplier 1.0 
Marker.Disable($5533)
Marker.Disable($5534)
Marker.Disable($5535)
Marker.Disable($5536)
Marker.Disable($5537)
$5563 = 1 // $ = int 
jump @CUBAN2_7459 

:CUBAN2_7452
jump @CUBAN2_7070 

:CUBAN2_7459
wait 1000 
0395: clear_area 1 at -1079.6 73.9 10.2 range 25.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
00BC: text_highpriority 'CUB2_15' time 5000 1  // Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav 2 

:CUBAN2_7532
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5509)
jf @CUBAN2_7563 
wait 0 
jump @CUBAN2_7532 

:CUBAN2_7563
040D: unload_wav 2 
03D5: remove_text 'CUB2_15'  // Now, my brothers, CHAAARRRGGEE!!
Car.Create($5514, #TAXI, -1037.2, 24.6, 9.9)
0129: $5522 = create_actor 4 #WMOCA in_car $5514 driverseat 
Car.SetMaxSpeed($5514, 0.0)
01C8: $5517 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 
04F5: set_actor $5517 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5517 weapon 17 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5517 armour_to 100 
01ED: clear_actor $5517 threat_search 
02A9: set_actor $5517 immune_to_nonplayer 1 
039E: set_actor $5517 locked_while_in_vehicle 1 
04F5: set_actor $5517 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5517 heed_threats 1 
0568: set_actor $5517 untargetable 1 
01C8: $5518 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 
04F5: set_actor $5518 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5518 weapon 17 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5518 armour_to 100 
01ED: clear_actor $5518 threat_search 
02A9: set_actor $5518 immune_to_nonplayer 1 
039E: set_actor $5518 locked_while_in_vehicle 1 
04F5: set_actor $5518 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5518 heed_threats 1 
0568: set_actor $5518 untargetable 1 
01C8: $5519 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 
04F5: set_actor $5519 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5519 weapon 17 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5519 armour_to 100 
01ED: clear_actor $5519 threat_search 
02A9: set_actor $5519 immune_to_nonplayer 1 
039E: set_actor $5519 locked_while_in_vehicle 1 
04F5: set_actor $5519 as_player_friend $PLAYER_CHAR flag 1 
0291: set_actor $5519 heed_threats 1 
0568: set_actor $5519 untargetable 1 
03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0 
Car.Destroy($5497)
$5576 = -1137.8 // $ = float 
$5577 = 66.7 // $ = float 
$5587 = 5.2 // $ = float 
$5578 = -1138.2 // $ = float 
$5579 = 75.5 // $ = float 
$5588 = 175.4 // $ = float 
$5580 = -1158.2 // $ = float 
$5581 = 67.2 // $ = float 
$5589 = 5.2 // $ = float 
$5582 = -1158.1 // $ = float 
$5583 = 75.6 // $ = float 
$5590 = 175.4 // $ = float 
$5584 = -1163.5 // $ = float 
$5585 = 75.8 // $ = float 
$5591 = 226.7 // $ = float 
$5586 = 10.1 // $ = float 
gosub @CUBAN2_17960 
0239: actor $PLAYER_ACTOR run_to -1103.1 71.9 
Actor.Create($5516, 8, #HNB, -1189.8, 69.2, 23.9)
0489: set_actor $5516 muted 1 
Actor.Angle($5516) = 270.0
01B2: give_actor $5516 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5516 threat_search 
0243: set_actor $5516 ped_stats_to 16 
011A: set_actor $5516 search_threat 128 
011A: set_actor $5516 search_threat 1 
011A: set_actor $5516 search_threat 64 
02E2: set_actor $5516 weapon_accuracy_to 100 
0239: actor $5516 run_to -1173.4 71.3 
Camera.SetPosition(-1074.47, 70.88, 14.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1075.44, 70.9, 14.11, 2)
if 
  not Actor.Dead($5510)
jf @CUBAN2_8287 
01ED: clear_actor $5510 threat_search 
0239: actor $5510 run_to -1117.2 68.5 

:CUBAN2_8287
if 
  not Actor.Dead($5511)
jf @CUBAN2_8323 
01ED: clear_actor $5511 threat_search 
0239: actor $5511 run_to -1130.2 70.5 

:CUBAN2_8323
if 
  not Actor.Dead($5512)
jf @CUBAN2_8359 
01ED: clear_actor $5512 threat_search 
0239: actor $5512 run_to -1130.2 70.5 

:CUBAN2_8359
wait 2000 
Camera.SetPosition(-1105.68, 70.95, 13.95, 0.0, 0.0, 0.0)
Camera.PointAt(-1106.66, 70.91, 13.74, 2)
011C: actor $PLAYER_ACTOR clear_objective 
0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27 
if 
  not Actor.Dead($5510)
jf @CUBAN2_8491 
Actor.PutAt($5510, -1106.7, 69.9, 10.4)
0239: actor $5510 run_to -1117.2 68.5 

:CUBAN2_8491
if 
  not Actor.Dead($5511)
jf @CUBAN2_8542 
Actor.PutAt($5511, -1106.7, 70.9, 10.4)
0239: actor $5511 run_to -1130.2 70.5 

:CUBAN2_8542
if 
  not Actor.Dead($5512)
jf @CUBAN2_8593 
Actor.PutAt($5512, -1106.7, 71.9, 10.4)
0239: actor $5512 run_to -1130.2 70.5 

:CUBAN2_8593
TIMERA = 0 // @ = int 
03CF: load_wav 'SNIPSH' as 2 

:CUBAN2_8612
if 
83D0:   not wav 2 loaded 
jf @CUBAN2_8638 
wait 0 
jump @CUBAN2_8612 

:CUBAN2_8638
03CF: load_wav 'SNIPSH' as 1 

:CUBAN2_8650
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_8676 
wait 0 
jump @CUBAN2_8650 

:CUBAN2_8676
wait 0 
if 
  not Actor.Dead($5510)
jf @CUBAN2_8848 
if 
00A3:   actor $5510 0 -1130.4 59.9 -1114.1 82.1 
jf @CUBAN2_8848 
if 
  $5574 > 0 // $ > int 
jf @CUBAN2_8790 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_8764
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_8790 
wait 0 
jump @CUBAN2_8764 

:CUBAN2_8790
03D1: play_wav 1 
$5574 = 1 // $ = int 
if 
  not Actor.Dead($5510)
jf @CUBAN2_8822 
0321: kill_actor $5510 

:CUBAN2_8822
if 
83D2:   not wav 1 ended 
jf @CUBAN2_8848 
wait 0 
jump @CUBAN2_8822 

:CUBAN2_8848
if 
  not Actor.Dead($5511)
jf @CUBAN2_8953 
if 
00A3:   actor $5511 0 -1130.4 59.9 -1119.1 82.1 
jf @CUBAN2_8953 
03D1: play_wav 2 
if 
  not Actor.Dead($5511)
jf @CUBAN2_8927 
0321: kill_actor $5511 

:CUBAN2_8927
if 
83D2:   not wav 2 ended 
jf @CUBAN2_8953 
wait 0 
jump @CUBAN2_8927 

:CUBAN2_8953
if 
  not Actor.Dead($5512)
jf @CUBAN2_9121 
if 
00A3:   actor $5512 0 -1130.4 59.9 -1125.1 82.1 
jf @CUBAN2_9121 
if 
  $5574 > 0 // $ > int 
jf @CUBAN2_9063 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_9037
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_9063 
wait 0 
jump @CUBAN2_9037 

:CUBAN2_9063
03D1: play_wav 1 
$5574 = 1 // $ = int 
if 
  not Actor.Dead($5512)
jf @CUBAN2_9095 
0321: kill_actor $5512 

:CUBAN2_9095
if 
83D2:   not wav 1 ended 
jf @CUBAN2_9121 
wait 0 
jump @CUBAN2_9095 

:CUBAN2_9121
if 
  TIMERA > 12000 // @ > int 
jf @CUBAN2_9147 
jump @CUBAN2_9224 

:CUBAN2_9147
if 
  Actor.Dead($5510)
jf @CUBAN2_9217 
if 
  Actor.Dead($5511)
jf @CUBAN2_9217 
if 
  Actor.Dead($5512)
jf @CUBAN2_9217 
Actor.RemoveReferences($5510)
Actor.RemoveReferences($5512)
Actor.RemoveReferences($5511)
jump @CUBAN2_9224 

:CUBAN2_9217
jump @CUBAN2_8676 

:CUBAN2_9224
if 
  not Actor.Dead($5516)
jf @CUBAN2_9268 
Actor.PutAt($5516, -1173.4, 71.3, 23.0)
04C6: actor $5516 aim_gun_at_actor $PLAYER_ACTOR 

:CUBAN2_9268
03CF: load_wav 'CUB2_5' as 1 
03CF: load_wav 'CUB2_6' as 2 

:CUBAN2_9292
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_9322 
wait 0 
jump @CUBAN2_9292 

:CUBAN2_9322
wait 1000 
Camera.SetPosition(-1175.9, 70.3, 24.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1135.9, 66.3, 18.6, 2)
00BC: text_highpriority 'CUB2_09' time 4000 1  // Sniper on the roof!
03D1: play_wav 1 

:CUBAN2_9397
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_9428 
wait 0 
jump @CUBAN2_9397 

:CUBAN2_9428
040D: unload_wav 1 
03D5: remove_text 'CUB2_09'  // Sniper on the roof!
00BC: text_highpriority 'CUB2_07' time 4000 1  // They fight like girls! Take cover!
03D1: play_wav 2 

:CUBAN2_9461
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5509)
jf @CUBAN2_9492 
wait 0 
jump @CUBAN2_9461 

:CUBAN2_9492
040D: unload_wav 2 
03D5: remove_text 'CUB2_07'  // They fight like girls! Take cover!
03CF: load_wav 'CUB2_7' as 1 

:CUBAN2_9518
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_9544 
wait 0 
jump @CUBAN2_9518 

:CUBAN2_9544
if 
  not Actor.Dead($5509)
jf @CUBAN2_9585 
01ED: clear_actor $5509 threat_search 
Actor.PutAt($5509, -1112.98, 66.92, 10.4)

:CUBAN2_9585
if 
  not Actor.Dead($5508)
jf @CUBAN2_9636 
01ED: clear_actor $5508 threat_search 
Actor.PutAt($5508, -1112.2, 74.5, 10.4)
Actor.Angle($5508) = 302.4

:CUBAN2_9636
if 
  not Actor.Dead($5513)
jf @CUBAN2_9687 
01ED: clear_actor $5513 threat_search 
Actor.PutAt($5513, -1112.5, 65.2, 10.4)
Actor.Angle($5513) = 357.4

:CUBAN2_9687
Actor.PutAt($PLAYER_ACTOR, -1110.95, 67.38, 10.4)
if 
  not Actor.Dead($5509)
jf @CUBAN2_9744 
020F: actor $5509 look_at_player $PLAYER_CHAR 
0210: player $PLAYER_CHAR look_at_actor $5509 
048F: actor $5509 remove_weapons 

:CUBAN2_9744
wait 1000 
Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1114.0, 71.1, 10.25, 2)
if 
  not Actor.Dead($5509)
jf @CUBAN2_9823 
052B: actor $5509 hold_cellphone 1 

:CUBAN2_9823
wait 1000 
00BC: text_highpriority 'CUB2_02' time 4000 1  // We need reinforcements from the cafe!
03D1: play_wav 1 

:CUBAN2_9847
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_9878 
wait 0 
jump @CUBAN2_9847 

:CUBAN2_9878
040D: unload_wav 1 
03D5: remove_text 'CUB2_02'  // We need reinforcements from the cafe!
03CF: load_wav 'CUB2_8' as 1 
03CF: load_wav 'CUB2_4A' as 2 

:CUBAN2_9916
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_9946 
wait 0 
jump @CUBAN2_9916 

:CUBAN2_9946
if 
  not Actor.Dead($5509)
jf @CUBAN2_9969 
052B: actor $5509 hold_cellphone 0 

:CUBAN2_9969
wait 1000 
03BA: clear_cars_from_cube -1063.6 11.9 0.6 -1080.9 102.8 20.4 
Camera.SetPosition(-1079.0, 73.4, 14.0, 0.0, 0.0, 0.0)
if 
  not Car.Wrecked($5514)
jf @CUBAN2_10103 
Camera.OnVehicle($5514, 15, 2)
04BA: set_car $5514 speed_instantly 40.0 
Car.SetMaxSpeed($5514, 40.0)
Car.DriveTo($5514, -1068.1, 77.11, 10.5)

:CUBAN2_10103
if 
81AD:   not car $5514 sphere 0 near_point -1068.1 77.11 radius 10.0 10.0 
jf @CUBAN2_10168 
wait 0 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_10161 

:CUBAN2_10161
jump @CUBAN2_10103 

:CUBAN2_10168
if 
  not Car.Wrecked($5514)
jf @CUBAN2_10194 
0477: set_car $5514 action 3 time 10000 

:CUBAN2_10194
if 
  not Actor.Dead($5517)
jf @CUBAN2_10218 
01D3: actor $5517 leave_car $5514 

:CUBAN2_10218
if 
  not Actor.Dead($5518)
jf @CUBAN2_10242 
01D3: actor $5518 leave_car $5514 

:CUBAN2_10242
if 
  not Actor.Dead($5519)
jf @CUBAN2_10266 
01D3: actor $5519 leave_car $5514 

:CUBAN2_10266
wait 900 
if 
  not Actor.Dead($5517)
jf @CUBAN2_10302 
0239: actor $5517 run_to -1081.198 70.248 

:CUBAN2_10302
if 
  not Actor.Dead($5518)
jf @CUBAN2_10333 
0239: actor $5518 run_to -1081.198 70.248 

:CUBAN2_10333
if 
  not Actor.Dead($5519)
jf @CUBAN2_10364 
0239: actor $5519 run_to -1081.198 70.248 

:CUBAN2_10364
wait 0 
if and
00FF:   actor $5517 0 -1081.198 70.248 11.263 radius 3.0 3.0 3.0 
00FF:   actor $5518 0 -1081.198 70.248 11.263 radius 3.0 3.0 3.0 
00FF:   actor $5519 0 -1081.198 70.248 11.263 radius 3.0 3.0 3.0 
jf @CUBAN2_10364 
Camera.SetPosition(-1106.239, 68.4668, 11.263, 0.0, 0.0, 0.0)
Camera.PointAt(-1123.169, 70.0168, 11.1125, 2)
Actor.PutAt($5517, -1098.062, 70.3905, 10.263)
Actor.PutAt($5518, -1094.851, 68.9118, 10.263)
Actor.PutAt($5519, -1095.008, 72.1144, 10.263)
if 
  not Actor.Dead($5517)
jf @CUBAN2_10637 
011C: actor $5517 clear_objective 
0239: actor $5517 run_to -1127.883 71.0912 

:CUBAN2_10637
if 
  not Actor.Dead($5518)
jf @CUBAN2_10673 
011C: actor $5518 clear_objective 
0239: actor $5518 run_to -1124.864 68.9211 

:CUBAN2_10673
if 
  not Actor.Dead($5519)
jf @CUBAN2_10709 
011C: actor $5519 clear_objective 
0239: actor $5519 run_to -1123.237 74.6295 

:CUBAN2_10709
wait 0 
if 
  not Actor.Dead($5517)
jf @CUBAN2_10832 
if 
00FF:   actor $5517 0 -1127.883 71.0912 11.263 radius 12.0 12.0 12.0 
jf @CUBAN2_10832 
0321: kill_actor $5517 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.5 
Camera.Shake(600)

:CUBAN2_10832
if 
  not Actor.Dead($5518)
jf @CUBAN2_10951 
if 
00FF:   actor $5518 0 -1124.864 68.9211 11.263 radius 6.0 6.0 6.0 
jf @CUBAN2_10951 
0321: kill_actor $5518 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.5 
Camera.Shake(600)

:CUBAN2_10951
if 
  not Actor.Dead($5519)
jf @CUBAN2_11070 
if 
00FF:   actor $5519 0 -1123.237 74.6295 11.263 radius 2.0 2.0 2.0 
jf @CUBAN2_11070 
0321: kill_actor $5519 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.5 
Camera.Shake(600)

:CUBAN2_11070
if and
  Actor.Dead($5517)
  Actor.Dead($5518)
  Actor.Dead($5519)
jf @CUBAN2_10709 
jump @CUBAN2_12301 
$5558 = 2 // $ = int 
$5559 = 2 // $ = int 
$5560 = 2 // $ = int 

:CUBAN2_11124
wait 0 
if 
  not Car.Wrecked($5514)
jf @CUBAN2_11347 
01E9: $5555 = car $5514 num_passengers 
if 
  $5555 == 0 // $ == int 
jf @CUBAN2_11340 
if 
  not Actor.Dead($5517)
jf @CUBAN2_11222 
if 
  not Actor.Driving($5517)
jf @CUBAN2_11222 
011C: actor $5517 clear_objective 
0239: actor $5517 run_to -1124.693 71.74 

:CUBAN2_11222
if 
  not Actor.Dead($5518)
jf @CUBAN2_11274 
if 
  not Actor.Driving($5518)
jf @CUBAN2_11274 
011C: actor $5518 clear_objective 
0239: actor $5518 run_to -1078.8 70.0 

:CUBAN2_11274
if 
  not Actor.Dead($5519)
jf @CUBAN2_11326 
if 
  not Actor.Driving($5519)
jf @CUBAN2_11326 
011C: actor $5519 clear_objective 
0239: actor $5519 run_to -1077.8 70.0 

:CUBAN2_11326
jump @CUBAN2_11354 
jump @CUBAN2_11347 

:CUBAN2_11340
jump @CUBAN2_11124 

:CUBAN2_11347
jump @CUBAN2_11124 

:CUBAN2_11354
Camera.SetPosition(-1070.4, 69.9, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1086.4, 69.7, 9.76, 2)

:CUBAN2_11405
if 
80FF:   not actor $5519 0 -1112.9 66.7 10.4 radius 2.0 2.0 2.0 
jf @CUBAN2_12219 
wait 0 
if 
  not Actor.Dead($5517)
jf @CUBAN2_11746 
if 
  $5558 == 2 // $ == int 
jf @CUBAN2_11580 
if 
80FF:   not actor $5517 0 -1079.8 71.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_11561 
0239: actor $5517 run_to -1124.693 71.74 
jump @CUBAN2_11573 

:CUBAN2_11561
$5558 = 0 // $ = int 
011C: actor $5517 clear_objective 

:CUBAN2_11573
jump @CUBAN2_11746 

:CUBAN2_11580
if 
00FF:   actor $5517 0 -1124.693 71.74 11.1243 radius 2.0 2.0 2.0 
jf @CUBAN2_11713 
if 
  not Actor.Dead($5517)
jf @CUBAN2_11746 
0321: kill_actor $5517 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SNIPER_OFFSHOT.WAV" loop 0 volume 0.7 
Camera.Shake(600)
$5558 = 1 // $ = int 
jump @CUBAN2_11746 

:CUBAN2_11713
if 
  $5558 == 0 // $ == int 
jf @CUBAN2_11746 
0239: actor $5517 run_to -1112.0 73.0 

:CUBAN2_11746
if 
  not Actor.Dead($5518)
jf @CUBAN2_11979 
if 
  $5559 == 2 // $ == int 
jf @CUBAN2_11869 
if 
80FF:   not actor $5518 0 -1078.8 70.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_11850 
0239: actor $5518 run_to -1078.8 70.0 
jump @CUBAN2_11862 

:CUBAN2_11850
$5559 = 0 // $ = int 
011C: actor $5518 clear_objective 

:CUBAN2_11862
jump @CUBAN2_11979 

:CUBAN2_11869
if 
00FF:   actor $5518 0 -1112.9 73.3 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_11946 
011C: actor $5518 clear_objective 
Actor.Angle($5518) = 274.5
$5559 = 1 // $ = int 
jump @CUBAN2_11979 

:CUBAN2_11946
if 
  $5559 == 0 // $ == int 
jf @CUBAN2_11979 
0239: actor $5518 run_to -1112.9 73.3 

:CUBAN2_11979
if 
  not Actor.Dead($5519)
jf @CUBAN2_12212 
if 
  $5560 == 2 // $ == int 
jf @CUBAN2_12102 
if 
80FF:   not actor $5519 0 -1077.8 69.0 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_12083 
0239: actor $5519 run_to -1077.8 69.0 
jump @CUBAN2_12095 

:CUBAN2_12083
$5560 = 0 // $ = int 
011C: actor $5519 clear_objective 

:CUBAN2_12095
jump @CUBAN2_12212 

:CUBAN2_12102
if 
00FF:   actor $5519 0 -1112.9 66.7 10.4 radius 1.0 1.0 1.0 
jf @CUBAN2_12179 
011C: actor $5519 clear_objective 
Actor.Angle($5519) = 27.6
$5560 = 1 // $ = int 
jump @CUBAN2_12212 

:CUBAN2_12179
if 
  $5560 == 0 // $ == int 
jf @CUBAN2_12212 
0239: actor $5519 run_to -1112.9 66.7 

:CUBAN2_12212
jump @CUBAN2_11405 

:CUBAN2_12219
Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1114.0, 71.1, 10.25, 2)
wait 1000 
if 
  not Actor.Dead($5509)
jf @CUBAN2_12301 
0372: set_actor $5509 anim 19 wait_state_time 10000 ms 

:CUBAN2_12301
wait 1100 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\PRICKSCUBAN.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB297' time 5000 1 
wait 2150 
00BC: text_highpriority 'CUB2_05' time 5000 1  // Take out that cowardly sniper!
03D1: play_wav 1 

:CUBAN2_12387
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_12418 
wait 0 
jump @CUBAN2_12387 

:CUBAN2_12418
040D: unload_wav 1 
03D5: remove_text 'CUB2_05'  // Take out that cowardly sniper!
if 
  not Actor.Dead($5509)
jf @CUBAN2_12457 
0372: set_actor $5509 anim 0 wait_state_time 100 ms 

:CUBAN2_12457
0482: set_threat_reaction_range_multiplier 3.0 
if 
  not Actor.Dead($5517)
jf @CUBAN2_12509 
0243: set_actor $5517 ped_stats_to 16 
02A9: set_actor $5517 immune_to_nonplayer 0 
011A: set_actor $5517 search_threat 256 
011A: set_actor $5517 search_threat 64 

:CUBAN2_12509
if 
  not Actor.Dead($5518)
jf @CUBAN2_12554 
0243: set_actor $5518 ped_stats_to 16 
02A9: set_actor $5518 immune_to_nonplayer 0 
011A: set_actor $5518 search_threat 256 
011A: set_actor $5518 search_threat 64 

:CUBAN2_12554
if 
  not Actor.Dead($5519)
jf @CUBAN2_12599 
0243: set_actor $5519 ped_stats_to 16 
02A9: set_actor $5519 immune_to_nonplayer 0 
011A: set_actor $5519 search_threat 256 
011A: set_actor $5519 search_threat 64 

:CUBAN2_12599
if 
  not Actor.Dead($5516)
jf @CUBAN2_12623 
Marker.CreateAboveActor($5538, $5516)

:CUBAN2_12623
if 
  not Actor.Dead($5509)
jf @CUBAN2_12690 
0372: set_actor $5509 anim 19 wait_state_time 10 ms 
022F: set_actor $5509 stop_looking 
011A: set_actor $5509 search_threat 256 
011A: set_actor $5509 search_threat 64 
011A: set_actor $5509 search_threat 65536 
01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this 

:CUBAN2_12690
if 
  not Actor.Dead($5508)
jf @CUBAN2_12731 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 

:CUBAN2_12731
if 
  not Actor.Dead($5513)
jf @CUBAN2_12772 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 

:CUBAN2_12772
if 
  not Actor.Dead($5509)
jf @CUBAN2_12793 
022F: set_actor $5509 stop_looking 

:CUBAN2_12793
if 
  not Actor.Dead($5508)
jf @CUBAN2_12824 
0239: actor $5508 run_to -1120.0 68.0 

:CUBAN2_12824
if 
  not Actor.Dead($5509)
jf @CUBAN2_12855 
0239: actor $5509 run_to -1119.0 74.0 

:CUBAN2_12855
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
TIMERB = 0 // @ = int 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 

:CUBAN2_12889
wait 0 
if 
  $5573 == 0 // $ == int 
jf @CUBAN2_13061 
if 
  TIMERB > 7000 // @ > int 
jf @CUBAN2_13061 
if 
  not Actor.Dead($5513)
jf @CUBAN2_12961 
0239: actor $5513 run_to -1138.0 71.0 

:CUBAN2_12961
if 
  not Actor.Dead($5517)
jf @CUBAN2_12992 
0239: actor $5517 run_to -1138.0 71.0 

:CUBAN2_12992
if 
  not Actor.Dead($5518)
jf @CUBAN2_13023 
0239: actor $5518 run_to -1138.0 71.0 

:CUBAN2_13023
if 
  not Actor.Dead($5519)
jf @CUBAN2_13054 
0239: actor $5519 run_to -1138.0 71.0 

:CUBAN2_13054
$5573 = 1 // $ = int 

:CUBAN2_13061
if or
  Actor.Dead($5508)
  Actor.Dead($5509)
  $5566 == 1 // $ == int 
jf @CUBAN2_13118 
gosub @CUBAN2_23824 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN2_17667 

:CUBAN2_13118
if 
  $5575 == 0 // $ == int 
jf @CUBAN2_13237 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_13230 
if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_13223 
00DA: $5515 = player $PLAYER_CHAR car 
Car.Health($5515) = 250
$5575 = 1 // $ = int 

:CUBAN2_13223
jump @CUBAN2_13237 

:CUBAN2_13230
$5575 = 0 // $ = int 

:CUBAN2_13237
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_13314 
if 
0057:   player $PLAYER_CHAR 0 -1137.0 84.5 5.8 -1179.9 60.7 15.0 
jf @CUBAN2_13314 
00DA: $5515 = player $PLAYER_CHAR car 
020B: explode_car $5515 

:CUBAN2_13314
gosub @CUBAN2_22339 
gosub @CUBAN2_23792 
if 
  not Actor.Dead($5516)
jf @CUBAN2_14057 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN2_13471 
if 
0056:   player $PLAYER_CHAR 0 -1136.4 61.1 -1158.1 78.6 
jf @CUBAN2_13471 
03CF: load_wav 'SNIPER' as 2 

:CUBAN2_13410
if 
83D0:   not wav 2 loaded 
jf @CUBAN2_13436 
wait 0 
jump @CUBAN2_13410 

:CUBAN2_13436
03D1: play_wav 2 
0322: kill_player $PLAYER_CHAR 

:CUBAN2_13445
if 
83D2:   not wav 2 ended 
jf @CUBAN2_13471 
wait 0 
jump @CUBAN2_13445 

:CUBAN2_13471
if 
  not Actor.Dead($5513)
jf @CUBAN2_13614 
if 
00A3:   actor $5513 0 -1131.4 59.9 -1158.1 78.6 
jf @CUBAN2_13614 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_13537
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_13563 
wait 0 
jump @CUBAN2_13537 

:CUBAN2_13563
03D1: play_wav 1 
if 
  not Actor.Dead($5513)
jf @CUBAN2_13588 
0321: kill_actor $5513 

:CUBAN2_13588
if 
83D2:   not wav 1 ended 
jf @CUBAN2_13614 
wait 0 
jump @CUBAN2_13588 

:CUBAN2_13614
if 
  not Actor.Dead($5517)
jf @CUBAN2_13757 
if 
00A3:   actor $5517 0 -1133.4 59.9 -1158.1 78.6 
jf @CUBAN2_13757 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_13680
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_13706 
wait 0 
jump @CUBAN2_13680 

:CUBAN2_13706
03D1: play_wav 1 
if 
  not Actor.Dead($5517)
jf @CUBAN2_13731 
0321: kill_actor $5517 

:CUBAN2_13731
if 
83D2:   not wav 1 ended 
jf @CUBAN2_13757 
wait 0 
jump @CUBAN2_13731 

:CUBAN2_13757
if 
  not Actor.Dead($5518)
jf @CUBAN2_13900 
if 
00A3:   actor $5518 0 -1135.4 59.9 -1158.1 78.6 
jf @CUBAN2_13900 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_13823
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_13849 
wait 0 
jump @CUBAN2_13823 

:CUBAN2_13849
03D1: play_wav 1 
if 
  not Actor.Dead($5518)
jf @CUBAN2_13874 
0321: kill_actor $5518 

:CUBAN2_13874
if 
83D2:   not wav 1 ended 
jf @CUBAN2_13900 
wait 0 
jump @CUBAN2_13874 

:CUBAN2_13900
if 
  not Actor.Dead($5519)
jf @CUBAN2_14043 
if 
00A3:   actor $5519 0 -1137.4 59.9 -1158.1 78.6 
jf @CUBAN2_14043 
03CF: load_wav 'SNIPER' as 1 

:CUBAN2_13966
if 
83D0:   not wav 1 loaded 
jf @CUBAN2_13992 
wait 0 
jump @CUBAN2_13966 

:CUBAN2_13992
03D1: play_wav 1 
if 
  not Actor.Dead($5519)
jf @CUBAN2_14017 
0321: kill_actor $5519 

:CUBAN2_14017
if 
83D2:   not wav 1 ended 
jf @CUBAN2_14043 
wait 0 
jump @CUBAN2_14017 

:CUBAN2_14043
gosub @CUBAN2_17960 
jump @CUBAN2_14341 

:CUBAN2_14057
if 
  $5563 == 1 // $ == int 
jf @CUBAN2_14217 
00BC: text_highpriority 'CUB2_22' time 5000 1  // ~g~ Finish off the rest of the Haitians so the Cubans can move forward.
if 
  not Actor.Dead($5498)
jf @CUBAN2_14114 
Marker.CreateAboveActor($5533, $5498)

:CUBAN2_14114
if 
  not Actor.Dead($5499)
jf @CUBAN2_14138 
Marker.CreateAboveActor($5534, $5499)

:CUBAN2_14138
if 
  not Actor.Dead($5500)
jf @CUBAN2_14162 
Marker.CreateAboveActor($5535, $5500)

:CUBAN2_14162
if 
  not Actor.Dead($5501)
jf @CUBAN2_14186 
Marker.CreateAboveActor($5536, $5501)

:CUBAN2_14186
if 
  not Actor.Dead($5502)
jf @CUBAN2_14210 
Marker.CreateAboveActor($5537, $5502)

:CUBAN2_14210
$5563 = 2 // $ = int 

:CUBAN2_14217
Marker.Disable($5538)
if 
  Actor.Dead($5498)
jf @CUBAN2_14341 
if 
  Actor.Dead($5499)
jf @CUBAN2_14341 
if 
  Actor.Dead($5500)
jf @CUBAN2_14341 
if 
  Actor.Dead($5501)
jf @CUBAN2_14341 
if 
  Actor.Dead($5502)
jf @CUBAN2_14341 
Marker.Disable($5533)
Marker.Disable($5534)
Marker.Disable($5535)
Marker.Disable($5536)
Marker.Disable($5537)
00BE: text_clear_all 
wait 1000 
jump @CUBAN2_14453 

:CUBAN2_14341
if 
  Actor.Dead($5498)
jf @CUBAN2_14362 
Marker.Disable($5533)

:CUBAN2_14362
if 
  Actor.Dead($5499)
jf @CUBAN2_14383 
Marker.Disable($5534)

:CUBAN2_14383
if 
  Actor.Dead($5500)
jf @CUBAN2_14404 
Marker.Disable($5535)

:CUBAN2_14404
if 
  Actor.Dead($5501)
jf @CUBAN2_14425 
Marker.Disable($5536)

:CUBAN2_14425
if 
  Actor.Dead($5502)
jf @CUBAN2_14446 
Marker.Disable($5537)

:CUBAN2_14446
jump @CUBAN2_12889 

:CUBAN2_14453
$5550 = 1 // $ = int 
Actor.RemoveReferences($5516)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1161.2, 71.5, 12.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1152.3, 71.9, 10.8, 2)
Car.Create($5521, #PONY, -1186.382, 76.3966, 10.1281)
Car.Health($5521) = 3000
Car.Angle($5521) = 216.3269
Car.ImmuneToNonPlayer($5521, True)
Object.Create($5520, #GUNBOX, -1161.5, 76.5, 11.2)
Object.CollisionDetection($5520, False)
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
$5576 = -1183.9 // $ = float 
$5577 = 101.7 // $ = float 
$5587 = 230.8 // $ = float 
$5578 = -1182.1 // $ = float 
$5579 = 103.2 // $ = float 
$5588 = 215.1 // $ = float 
$5580 = -1180.8 // $ = float 
$5581 = 105.9 // $ = float 
$5589 = 215.1 // $ = float 
$5582 = -1182.3 // $ = float 
$5583 = 106.9 // $ = float 
$5590 = 215.1 // $ = float 
$5584 = -1184.9 // $ = float 
$5585 = 104.5 // $ = float 
$5591 = 227.6 // $ = float 
$5586 = 10.1 // $ = float 
gosub @CUBAN2_17960 
$5550 = 2 // $ = int 
gosub @CUBAN2_17960 
wait 2000 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @CUBAN2_14857 
0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 
jump @CUBAN2_14877 

:CUBAN2_14857
012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car 

:CUBAN2_14877
Camera.SetPosition(-1149.2, 71.3, 13.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1163.7, 73.3, 10.7, 2)
if 
  not Actor.Dead($5508)
jf @CUBAN2_14964 
Actor.PutAt($5508, -1149.2, 72.3, 10.2)

:CUBAN2_14964
if 
  not Actor.Dead($5509)
jf @CUBAN2_15000 
Actor.PutAt($5509, -1149.2, 73.3, 10.2)

:CUBAN2_15000
if 
  not Actor.Dead($5513)
jf @CUBAN2_15036 
Actor.PutAt($5513, -1151.2, 73.3, 10.2)

:CUBAN2_15036
if 
  not Actor.Dead($5517)
jf @CUBAN2_15072 
Actor.PutAt($5517, -1151.2, 72.3, 10.2)

:CUBAN2_15072
if 
  not Actor.Dead($5518)
jf @CUBAN2_15108 
Actor.PutAt($5518, -1153.2, 73.3, 10.2)

:CUBAN2_15108
if 
  not Actor.Dead($5519)
jf @CUBAN2_15144 
Actor.PutAt($5519, -1153.2, 72.3, 10.2)

:CUBAN2_15144
00BC: text_highpriority 'CUB2_21' time 5000 1  // Fight like men with huge cojones!
03D1: play_wav 2 

:CUBAN2_15163
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5509)
jf @CUBAN2_15194 
wait 0 
jump @CUBAN2_15163 

:CUBAN2_15194
040D: unload_wav 2 
03D5: remove_text 'CUB2_21'  // Fight like men with huge cojones!
03CF: load_wav 'CUB2_10' as 1 
03CF: load_wav 'CUB2_11' as 2 

:CUBAN2_15232
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN2_15262 
wait 0 
jump @CUBAN2_15232 

:CUBAN2_15262
if 
  not Actor.Dead($5509)
jf @CUBAN2_15317 
0291: set_actor $5509 heed_threats 0 
011C: actor $5509 clear_objective 
01ED: clear_actor $5509 threat_search 
0239: actor $5509 run_to -1167.7 73.3 
02A9: set_actor $5509 immune_to_nonplayer 1 

:CUBAN2_15317
wait 300 
if 
  not Actor.Dead($5508)
jf @CUBAN2_15370 
0291: set_actor $5508 heed_threats 0 
011C: actor $5508 clear_objective 
01ED: clear_actor $5508 threat_search 
0239: actor $5508 run_to -1165.1 68.0 

:CUBAN2_15370
wait 300 
if 
  not Actor.Dead($5513)
jf @CUBAN2_15423 
0291: set_actor $5513 heed_threats 0 
011C: actor $5513 clear_objective 
01ED: clear_actor $5513 threat_search 
0239: actor $5513 run_to -1166.7 73.3 

:CUBAN2_15423
wait 300 
if 
  not Actor.Dead($5517)
jf @CUBAN2_15476 
0291: set_actor $5517 heed_threats 0 
011C: actor $5517 clear_objective 
01ED: clear_actor $5517 threat_search 
0239: actor $5517 run_to -1165.7 73.3 

:CUBAN2_15476
wait 300 
if 
  not Actor.Dead($5518)
jf @CUBAN2_15529 
0291: set_actor $5518 heed_threats 0 
011C: actor $5518 clear_objective 
01ED: clear_actor $5518 threat_search 
0239: actor $5518 run_to -1164.7 73.3 

:CUBAN2_15529
wait 300 
if 
  not Actor.Dead($5519)
jf @CUBAN2_15582 
0291: set_actor $5519 heed_threats 0 
011C: actor $5519 clear_objective 
01ED: clear_actor $5519 threat_search 
0239: actor $5519 run_to -1164.7 70.3 

:CUBAN2_15582
wait 300 
if 
  not Actor.Dead($5508)
jf @CUBAN2_15623 
01BE: set_actor $5508 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15623
if 
  not Actor.Dead($5509)
jf @CUBAN2_15659 
01BE: set_actor $5509 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15659
if 
  not Actor.Dead($5513)
jf @CUBAN2_15695 
01BE: set_actor $5513 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15695
if 
  not Actor.Dead($5517)
jf @CUBAN2_15731 
01BE: set_actor $5517 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15731
if 
  not Actor.Dead($5518)
jf @CUBAN2_15767 
01BE: set_actor $5518 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15767
if 
  not Actor.Dead($5519)
jf @CUBAN2_15803 
01BE: set_actor $5519 to_look_at_spot -1173.8 102.5 11.2 

:CUBAN2_15803
0239: actor $PLAYER_ACTOR run_to -1161.7 73.3 
wait 2000 
TIMERA = 0 // @ = int 

:CUBAN2_15830
wait 0 
if 
  not Actor.Dead($5509)
jf @CUBAN2_16252 
if or
00EC:   actor $5509 0 -1167.7 73.3 radius 4.0 4.0 
  TIMERA > 5000 // @ > int 
jf @CUBAN2_16245 
Camera.SetPosition(-1163.2, 64.2, 16.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1163.7, 73.3, 12.2, 2)
if 
  not Actor.Dead($5508)
jf @CUBAN2_15995 
011A: set_actor $5508 search_threat 256 
011A: set_actor $5508 search_threat 64 
011A: set_actor $5508 search_threat 65536 
0291: set_actor $5508 heed_threats 1 

:CUBAN2_15995
if 
  not Actor.Dead($5513)
jf @CUBAN2_16043 
011A: set_actor $5513 search_threat 256 
011A: set_actor $5513 search_threat 64 
011A: set_actor $5513 search_threat 65536 
0291: set_actor $5513 heed_threats 1 

:CUBAN2_16043
if 
  not Actor.Dead($5517)
jf @CUBAN2_16091 
011A: set_actor $5517 search_threat 256 
011A: set_actor $5517 search_threat 64 
011A: set_actor $5517 search_threat 65536 
0291: set_actor $5517 heed_threats 1 

:CUBAN2_16091
if 
  not Actor.Dead($5518)
jf @CUBAN2_16139 
011A: set_actor $5518 search_threat 256 
011A: set_actor $5518 search_threat 64 
011A: set_actor $5518 search_threat 65536 
0291: set_actor $5518 heed_threats 1 

:CUBAN2_16139
if 
  not Actor.Dead($5519)
jf @CUBAN2_16187 
011A: set_actor $5519 search_threat 256 
011A: set_actor $5519 search_threat 64 
011A: set_actor $5519 search_threat 65536 
0291: set_actor $5519 heed_threats 1 

:CUBAN2_16187
wait 2000 
if 
  not Actor.Dead($5509)
jf @CUBAN2_16231 
if 
  not Car.Wrecked($5521)
jf @CUBAN2_16231 
039E: set_actor $5509 locked_while_in_vehicle 1 

:CUBAN2_16231
jump @CUBAN2_16252 
jump @CUBAN2_16252 

:CUBAN2_16245
jump @CUBAN2_15830 

:CUBAN2_16252
Actor.Create($5524, 8, #HNA, -1115.6, 69.6, 10.1)
Actor.Angle($5524) = 105.9
01B2: give_actor $5524 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5524 threat_search 
0243: set_actor $5524 ped_stats_to 16 
011A: set_actor $5524 search_threat 128 
011A: set_actor $5524 search_threat 1 
011A: set_actor $5524 search_threat 64 
0573: set_actor $5524 stop_shoot_dont_seek_entity 1 
0291: set_actor $5524 heed_threats 1 
Actor.Create($5525, 8, #HNA, -1115.6, 73.7, 10.1)
Actor.Angle($5525) = 105.9
01B2: give_actor $5525 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5525 threat_search 
0243: set_actor $5525 ped_stats_to 16 
011A: set_actor $5525 search_threat 128 
011A: set_actor $5525 search_threat 1 
011A: set_actor $5525 search_threat 64 
0573: set_actor $5525 stop_shoot_dont_seek_entity 1 
0291: set_actor $5525 heed_threats 1 
Actor.Create($5526, 8, #HNB, -1115.6, 71.0, 10.1)
Actor.Angle($5526) = 105.9
01B2: give_actor $5526 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5526 threat_search 
0243: set_actor $5526 ped_stats_to 16 
011A: set_actor $5526 search_threat 128 
011A: set_actor $5526 search_threat 1 
011A: set_actor $5526 search_threat 64 
0573: set_actor $5526 stop_shoot_dont_seek_entity 1 
0291: set_actor $5526 heed_threats 1 
01DF: tie_actor $5509 to_player $PLAYER_CHAR 
02A9: set_actor $5509 immune_to_nonplayer 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
TIMERA = 0 // @ = int 
00BB: text_lowpriority 'CUB2_16' time 5000 1  // Tommy, we have proved our manful bravery!
if 
  not Actor.Dead($5509)
jf @CUBAN2_16679 
03D1: play_wav 1 

:CUBAN2_16598
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5509)
jf @CUBAN2_16668 
wait 0 
if 
  not Car.Wrecked($5521)
jf @CUBAN2_16661 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 

:CUBAN2_16661
jump @CUBAN2_16598 

:CUBAN2_16668
040D: unload_wav 1 
jump @CUBAN2_16683 

:CUBAN2_16679
040D: unload_wav 1 

:CUBAN2_16683
03D5: remove_text 'CUB2_16'  // Tommy, we have proved our manful bravery!
00BB: text_lowpriority 'CUB2_17' time 10000 1  // Let us steal the van full of drugs and make good our escape!
if 
  not Actor.Dead($5509)
jf @CUBAN2_16809 
03D1: play_wav 2 

:CUBAN2_16728
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5509)
jf @CUBAN2_16798 
wait 0 
if 
  not Car.Wrecked($5521)
jf @CUBAN2_16791 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 

:CUBAN2_16791
jump @CUBAN2_16728 

:CUBAN2_16798
040D: unload_wav 2 
jump @CUBAN2_16813 

:CUBAN2_16809
040D: unload_wav 2 

:CUBAN2_16813
Player.SetMinWantedLevel($PLAYER_CHAR, 5)

:CUBAN2_16820
wait 0 
if 
  not Car.Wrecked($5521)
jf @CUBAN2_17035 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
if 
  $123 == 0 // $ == int 
jf @CUBAN2_16896 
Marker.CreateAboveCar($5531, $5521)
$123 = 1 // $ = int 

:CUBAN2_16896
if 
00DC:   player $PLAYER_CHAR in_car $5521 
jf @CUBAN2_17028 
if 
  15000 > TIMERA // int > @ 
jf @CUBAN2_16951 
00BE: text_clear_all 
00BB: text_lowpriority 'CUB2_16' time 5000 1  // Tommy, we have proved our manful bravery!

:CUBAN2_16951
Marker.Disable($5531)
018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 
$123 = 0 // $ = int 
00BC: text_highpriority 'CUB2_24' time 5000 1  // ~g~Return to Robina's Cafe with the Van and park it round the back.
if 
  not Car.Wrecked($5521)
jf @CUBAN2_17021 
Car.ImmuneToNonPlayer($5521, False)

:CUBAN2_17021
jump @CUBAN2_17221 

:CUBAN2_17028
jump @CUBAN2_17057 

:CUBAN2_17035
00BC: text_highpriority 'CUB2_11' time 5000 1  // ~r~You fool, we needed that car.
jump @CUBAN2_17667 

:CUBAN2_17057
$5576 = -1198.9 // $ = float 
$5577 = 96.7 // $ = float 
$5587 = 255.8 // $ = float 
$5578 = -1198.9 // $ = float 
$5579 = 96.7 // $ = float 
$5588 = 255.8 // $ = float 
$5580 = -1198.9 // $ = float 
$5581 = 96.7 // $ = float 
$5589 = 255.8 // $ = float 
$5582 = -1198.9 // $ = float 
$5583 = 96.7 // $ = float 
$5590 = 255.8 // $ = float 
$5584 = -1198.9 // $ = float 
$5585 = 96.7 // $ = float 
$5591 = 255.8 // $ = float 
gosub @CUBAN2_17960 
jump @CUBAN2_16820 

:CUBAN2_17221
wait 0 
if 
  not Car.Wrecked($5521)
jf @CUBAN2_17480 
035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 
if 
00DC:   player $PLAYER_CHAR in_car $5521 
jf @CUBAN2_17415 
if 
00FA:   player $PLAYER_CHAR stopped 1 -1160.0 -605.9 10.7 radius 10.0 10.0 10.0 
jf @CUBAN2_17353 
01D3: actor $PLAYER_ACTOR leave_car $5521 
020A: set_car $5521 door_status_to 3 
jump @CUBAN2_17684 

:CUBAN2_17353
if 
  $123 == 0 // $ == int 
jf @CUBAN2_17408 
Marker.Disable($5532)
Marker.Disable($5531)
018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 
$123 = 1 // $ = int 

:CUBAN2_17408
jump @CUBAN2_17473 

:CUBAN2_17415
if 
  $123 == 1 // $ == int 
jf @CUBAN2_17473 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.Disable($5532)
Marker.Disable($5531)
Marker.CreateAboveCar($5531, $5521)
$123 = 0 // $ = int 

:CUBAN2_17473
jump @CUBAN2_17502 

:CUBAN2_17480
00BC: text_highpriority 'CUB2_11' time 5000 1  // ~r~You fool, we needed that car.
jump @CUBAN2_17667 

:CUBAN2_17502
gosub @CUBAN2_17960 
if 
  Actor.Dead($5509)
jf @CUBAN2_17530 
Actor.RemoveReferences($5509)

:CUBAN2_17530
if 
  Actor.Dead($5508)
jf @CUBAN2_17551 
Actor.RemoveReferences($5508)

:CUBAN2_17551
if 
  Actor.Dead($5513)
jf @CUBAN2_17572 
Actor.RemoveReferences($5513)

:CUBAN2_17572
if 
  Actor.Dead($5517)
jf @CUBAN2_17593 
Actor.RemoveReferences($5517)

:CUBAN2_17593
if 
  Actor.Dead($5518)
jf @CUBAN2_17614 
Actor.RemoveReferences($5518)

:CUBAN2_17614
if 
  Actor.Dead($5519)
jf @CUBAN2_17635 
Actor.RemoveReferences($5519)

:CUBAN2_17635
if 
  $5566 == 1 // $ == int 
jf @CUBAN2_17660 
gosub @CUBAN2_23824 

:CUBAN2_17660
jump @CUBAN2_17221 

:CUBAN2_17667
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:CUBAN2_17684
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_2'  // Cannon Fodder
start_new_script @CUB3 
$280 = 1 // $ = int 
return 

:CUBAN2_17752
$ONMISSION = 0 // $ = int 
03F2: pedtype 8 remove_threat 1 
Player.CanMove($PLAYER_CHAR, True)

:CUBAN2_17772
if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN2_17831 
wait 0 
jump @CUBAN2_17772 

:CUBAN2_17831
Model.Destroy(#CBA)
Model.Destroy(#STINGER)
Model.Destroy(#PONY)
Model.Destroy(#UZI)
Model.Destroy(#SNIPER)
Model.Destroy(#HNA)
Model.Destroy(#CBB)
Model.Destroy(#HNB)
Model.Destroy(#M4)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#CELLPHONE)
Model.Destroy(#COLT45)
Object.Destroy($5520)
Marker.Disable($5528)
Marker.Disable($5529)
Marker.Disable($5530)
Marker.Disable($5531)
Marker.Disable($5532)
Marker.Disable($5533)
Marker.Disable($5534)
Marker.Disable($5535)
Marker.Disable($5536)
Marker.Disable($5537)
Marker.Disable($5538)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:CUBAN2_17960
if 
  Actor.Dead($5498)
jf @CUBAN2_18102 
Actor.RemoveReferences($5498)
Actor.Create($5498, 8, #HNA, $5576, $5577, $5586)
Actor.Angle($5498) = $5587
01B2: give_actor $5498 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5498 threat_search 
0243: set_actor $5498 ped_stats_to 16 
011A: set_actor $5498 search_threat 1 
0573: set_actor $5498 stop_shoot_dont_seek_entity 1 
0291: set_actor $5498 heed_threats 1 
if 
  $5563 == 0 // $ == int 
jf @CUBAN2_18088 
Marker.Disable($5533)
Marker.CreateAboveActor($5533, $5498)
02E2: set_actor $5498 weapon_accuracy_to 80 

:CUBAN2_18088
$5552 += 1 // $ += int 
jump @CUBAN2_18135 

:CUBAN2_18102
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_18135 
0573: set_actor $5498 stop_shoot_dont_seek_entity 0 
01CA: actor $5498 kill_player $PLAYER_CHAR 

:CUBAN2_18135
if 
  Actor.Dead($5499)
jf @CUBAN2_18292 
Actor.RemoveReferences($5499)
Actor.Create($5499, 8, #HNA, $5578, $5579, $5586)
Actor.Angle($5499) = $5588
01B2: give_actor $5499 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5499 threat_search 
0243: set_actor $5499 ped_stats_to 16 
011A: set_actor $5499 search_threat 128 
011A: set_actor $5499 search_threat 1 
011A: set_actor $5499 search_threat 64 
0573: set_actor $5499 stop_shoot_dont_seek_entity 1 
0291: set_actor $5499 heed_threats 1 
if 
  $5563 == 0 // $ == int 
jf @CUBAN2_18278 
Marker.Disable($5534)
Marker.CreateAboveActor($5534, $5499)
02E2: set_actor $5499 weapon_accuracy_to 80 

:CUBAN2_18278
$5552 += 1 // $ += int 
jump @CUBAN2_18318 

:CUBAN2_18292
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_18318 
01CA: actor $5499 kill_player $PLAYER_CHAR 

:CUBAN2_18318
if 
  Actor.Dead($5500)
jf @CUBAN2_18468 
Actor.RemoveReferences($5500)
Actor.Create($5500, 8, #HNA, $5580, $5581, $5586)
Actor.Angle($5500) = $5589
01B2: give_actor $5500 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5500 threat_search 
0243: set_actor $5500 ped_stats_to 16 
011A: set_actor $5500 search_threat 128 
011A: set_actor $5500 search_threat 1 
011A: set_actor $5500 search_threat 64 
0573: set_actor $5500 stop_shoot_dont_seek_entity 1 
0291: set_actor $5500 heed_threats 1 
if 
  $5563 == 0 // $ == int 
jf @CUBAN2_18454 
Marker.Disable($5535)
Marker.CreateAboveActor($5535, $5500)

:CUBAN2_18454
$5552 += 1 // $ += int 
jump @CUBAN2_18508 

:CUBAN2_18468
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_18508 
0239: actor $5500 run_to -1173.1 79.6 
02E2: set_actor $5500 weapon_accuracy_to 80 

:CUBAN2_18508
if 
  Actor.Dead($5501)
jf @CUBAN2_18665 
Actor.RemoveReferences($5501)
Actor.Create($5501, 8, #HNA, $5582, $5583, $5586)
Actor.Angle($5501) = $5590
01B2: give_actor $5501 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5501 threat_search 
0243: set_actor $5501 ped_stats_to 16 
011A: set_actor $5501 search_threat 128 
011A: set_actor $5501 search_threat 1 
011A: set_actor $5501 search_threat 64 
0573: set_actor $5501 stop_shoot_dont_seek_entity 1 
0291: set_actor $5501 heed_threats 1 
if 
  $5563 == 0 // $ == int 
jf @CUBAN2_18651 
Marker.Disable($5536)
Marker.CreateAboveActor($5536, $5501)
02E2: set_actor $5501 weapon_accuracy_to 80 

:CUBAN2_18651
$5552 += 1 // $ += int 
jump @CUBAN2_18691 

:CUBAN2_18665
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_18691 
01CA: actor $5501 kill_player $PLAYER_CHAR 

:CUBAN2_18691
if 
  Actor.Dead($5502)
jf @CUBAN2_18857 
Actor.RemoveReferences($5502)
Actor.Create($5502, 8, #HNA, $5584, $5585, $5586)
Actor.Angle($5502) = $5591
01ED: clear_actor $5502 threat_search 
0243: set_actor $5502 ped_stats_to 16 
011A: set_actor $5502 search_threat 1 
0573: set_actor $5502 stop_shoot_dont_seek_entity 1 
0291: set_actor $5502 heed_threats 1 
02E2: set_actor $5502 weapon_accuracy_to 80 
if 
  $5563 == 0 // $ == int 
jf @CUBAN2_18826 
Marker.Disable($5537)
Marker.CreateAboveActor($5537, $5502)
01B2: give_actor $5502 weapon 26 ammo 30000 // Load the weapon model before using this 
jump @CUBAN2_18843 

:CUBAN2_18826
01B2: give_actor $5502 weapon 26 ammo 30000 // Load the weapon model before using this 
035F: set_actor $5502 armour_to 100 

:CUBAN2_18843
$5552 += 1 // $ += int 
jump @CUBAN2_18890 

:CUBAN2_18857
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_18890 
0239: actor $5502 run_to -1172.6 91.6 

:CUBAN2_18890
if 
   not $5550 == 0 // $ == int 
jf @CUBAN2_19698 
if 
  Actor.Dead($5503)
jf @CUBAN2_19066 
if 
  $5550 == 1 // $ == int 
jf @CUBAN2_18973 
Actor.Create($5503, 8, #HNA, -1166.5, 104.2, 10.2)
jump @CUBAN2_18997 

:CUBAN2_18973
Actor.Create($5503, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_18997
Actor.Angle($5503) = 187.5
01B2: give_actor $5503 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5503 threat_search 
0243: set_actor $5503 ped_stats_to 16 
011A: set_actor $5503 search_threat 128 
011A: set_actor $5503 search_threat 1 
011A: set_actor $5503 search_threat 64 
01CA: actor $5503 kill_player $PLAYER_CHAR 
0291: set_actor $5503 heed_threats 1 

:CUBAN2_19066
if 
  Actor.Dead($5504)
jf @CUBAN2_19224 
if 
  $5550 == 1 // $ == int 
jf @CUBAN2_19131 
Actor.Create($5504, 8, #HNA, -1169.0, 103.5, 10.2)
jump @CUBAN2_19155 

:CUBAN2_19131
Actor.Create($5504, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_19155
Actor.Angle($5504) = 199.5
01B2: give_actor $5504 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5504 threat_search 
0243: set_actor $5504 ped_stats_to 16 
011A: set_actor $5504 search_threat 128 
011A: set_actor $5504 search_threat 1 
011A: set_actor $5504 search_threat 64 
01CA: actor $5504 kill_player $PLAYER_CHAR 
0291: set_actor $5504 heed_threats 1 

:CUBAN2_19224
if 
  Actor.Dead($5505)
jf @CUBAN2_19382 
if 
  $5550 == 1 // $ == int 
jf @CUBAN2_19289 
Actor.Create($5505, 8, #HNA, -1170.5, 103.2, 10.2)
jump @CUBAN2_19313 

:CUBAN2_19289
Actor.Create($5505, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_19313
Actor.Angle($5505) = 187.5
01B2: give_actor $5505 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5505 threat_search 
0243: set_actor $5505 ped_stats_to 16 
011A: set_actor $5505 search_threat 128 
011A: set_actor $5505 search_threat 1 
011A: set_actor $5505 search_threat 64 
01CA: actor $5505 kill_player $PLAYER_CHAR 
0291: set_actor $5505 heed_threats 1 

:CUBAN2_19382
if 
  Actor.Dead($5506)
jf @CUBAN2_19540 
if 
  $5550 == 1 // $ == int 
jf @CUBAN2_19447 
Actor.Create($5506, 8, #HNA, -1164.5, 106.2, 10.2)
jump @CUBAN2_19471 

:CUBAN2_19447
Actor.Create($5506, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_19471
Actor.Angle($5506) = 187.5
01B2: give_actor $5506 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5506 threat_search 
0243: set_actor $5506 ped_stats_to 16 
011A: set_actor $5506 search_threat 128 
011A: set_actor $5506 search_threat 1 
011A: set_actor $5506 search_threat 64 
01CA: actor $5506 kill_player $PLAYER_CHAR 
0291: set_actor $5506 heed_threats 1 

:CUBAN2_19540
if 
  Actor.Dead($5507)
jf @CUBAN2_19698 
if 
  $5550 == 1 // $ == int 
jf @CUBAN2_19605 
Actor.Create($5507, 8, #HNA, -1168.5, 106.2, 10.2)
jump @CUBAN2_19629 

:CUBAN2_19605
Actor.Create($5507, 8, #HNA, -1186.5, 104.0, 10.2)

:CUBAN2_19629
Actor.Angle($5507) = 187.5
01B2: give_actor $5507 weapon 26 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5507 threat_search 
0243: set_actor $5507 ped_stats_to 16 
011A: set_actor $5507 search_threat 128 
011A: set_actor $5507 search_threat 1 
011A: set_actor $5507 search_threat 64 
01CA: actor $5507 kill_player $PLAYER_CHAR 
0291: set_actor $5507 heed_threats 1 

:CUBAN2_19698
return 

:CUBAN2_19700
if 
  not Actor.Dead($5508)
jf @CUBAN2_20549 
if 
  not Actor.Dead($5509)
jf @CUBAN2_20549 
if 
  not Actor.Dead($5510)
jf @CUBAN2_20549 
if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
jf @CUBAN2_20220 
if 
  $5567 == 0 // $ == int 
jf @CUBAN2_19828 
03DE: set_pedestrians_density_multiplier_to 0.0 
$5567 = 1 // $ = int 

:CUBAN2_19828
if 
80ED:   not actor $5508 0 -1096.3 67.8 radius 2.0 2.0 
jf @CUBAN2_19904 
04EB: actor $5508 crouch 0 1 ms 
$5556 = 0 // $ = int 
0239: actor $5508 run_to -1096.3 67.8 
jump @CUBAN2_19974 

:CUBAN2_19904
if 
0126:   actor $5508 objective_passed 
jf @CUBAN2_19974 
Actor.Angle($5508) = 91.5
if 
  $5556 == 0 // $ == int 
jf @CUBAN2_19967 
04EB: actor $5508 crouch 1 86400000 ms 
$5556 = 1 // $ = int 

:CUBAN2_19967
0573: set_actor $5508 stop_shoot_dont_seek_entity 1 

:CUBAN2_19974
if 
80ED:   not actor $5509 0 -1081.2 69.9 radius 2.0 2.0 
jf @CUBAN2_20034 
0239: actor $5509 run_to -1079.3 69.9 
jump @CUBAN2_20067 

:CUBAN2_20034
if 
0126:   actor $5509 objective_passed 
jf @CUBAN2_20067 
0573: set_actor $5509 stop_shoot_dont_seek_entity 1 
Actor.Angle($5509) = 89.9

:CUBAN2_20067
if 
80ED:   not actor $5510 0 -1096.8 72.6 radius 2.0 2.0 
jf @CUBAN2_20143 
04EB: actor $5510 crouch 0 1 ms 
$5557 = 0 // $ = int 
0239: actor $5510 run_to -1096.8 72.6 
jump @CUBAN2_20213 

:CUBAN2_20143
if 
0126:   actor $5510 objective_passed 
jf @CUBAN2_20213 
Actor.Angle($5510) = 91.5
if 
  $5557 == 0 // $ == int 
jf @CUBAN2_20206 
04EB: actor $5510 crouch 1 86400000 ms 
$5557 = 1 // $ = int 

:CUBAN2_20206
0573: set_actor $5510 stop_shoot_dont_seek_entity 1 

:CUBAN2_20213
jump @CUBAN2_20549 

:CUBAN2_20220
if 
  $5567 == 1 // $ == int 
jf @CUBAN2_20252 
03DE: set_pedestrians_density_multiplier_to 1.0 
$5567 = 0 // $ = int 

:CUBAN2_20252
if 
80ED:   not actor $5508 0 -1079.5 72.6 radius 2.0 2.0 
jf @CUBAN2_20321 
04EB: actor $5508 crouch 0 1 ms 
0239: actor $5508 run_to -1079.5 72.6 
jump @CUBAN2_20354 

:CUBAN2_20321
if 
0126:   actor $5508 objective_passed 
jf @CUBAN2_20354 
0573: set_actor $5508 stop_shoot_dont_seek_entity 1 
Actor.Angle($5508) = 91.5

:CUBAN2_20354
if 
80ED:   not actor $5509 0 -1079.6 73.9 radius 2.0 2.0 
jf @CUBAN2_20414 
0239: actor $5509 run_to -1079.6 73.9 
jump @CUBAN2_20447 

:CUBAN2_20414
if 
0126:   actor $5509 objective_passed 
jf @CUBAN2_20447 
0573: set_actor $5509 stop_shoot_dont_seek_entity 1 
Actor.Angle($5509) = 270.9

:CUBAN2_20447
if 
80ED:   not actor $5510 0 -1079.3 68.6 radius 2.0 2.0 
jf @CUBAN2_20516 
04EB: actor $5510 crouch 0 1 ms 
0239: actor $5510 run_to -1079.3 68.6 
jump @CUBAN2_20549 

:CUBAN2_20516
if 
0126:   actor $5510 objective_passed 
jf @CUBAN2_20549 
0573: set_actor $5510 stop_shoot_dont_seek_entity 1 
Actor.Angle($5510) = 82.1

:CUBAN2_20549
if 
  $5575 == 0 // $ == int 
jf @CUBAN2_20668 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_20661 
if 
0057:   player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_20654 
00DA: $5515 = player $PLAYER_CHAR car 
Car.Health($5515) = 250
$5575 = 1 // $ = int 

:CUBAN2_20654
jump @CUBAN2_20668 

:CUBAN2_20661
$5575 = 0 // $ = int 

:CUBAN2_20668
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN2_20745 
if 
0057:   player $PLAYER_CHAR 0 -1113.0 57.9 17.8 -1122.8 90.7 7.0 
jf @CUBAN2_20745 
00DA: $5515 = player $PLAYER_CHAR car 
020B: explode_car $5515 

:CUBAN2_20745
return 

:CUBAN2_20747
if 
0057:   player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 
jf @CUBAN2_21129 
if 
  not Actor.Dead($5511)
jf @CUBAN2_20904 
if 
80ED:   not actor $5511 0 -1089.9 68.1 radius 2.0 2.0 
jf @CUBAN2_20871 
0239: actor $5511 run_to -1089.9 68.1 
jump @CUBAN2_20904 

:CUBAN2_20871
if 
0126:   actor $5511 objective_passed 
jf @CUBAN2_20904 
0573: set_actor $5511 stop_shoot_dont_seek_entity 1 
Actor.Angle($5511) = 89.9

:CUBAN2_20904
if 
  not Actor.Dead($5512)
jf @CUBAN2_21013 
if 
80ED:   not actor $5512 0 -1090.2 72.6 radius 2.0 2.0 
jf @CUBAN2_20980 
0239: actor $5512 run_to -1090.2 72.6 
jump @CUBAN2_21013 

:CUBAN2_20980
if 
0126:   actor $5512 objective_passed 
jf @CUBAN2_21013 
0573: set_actor $5512 stop_shoot_dont_seek_entity 1 
Actor.Angle($5512) = 89.9

:CUBAN2_21013
if 
  not Actor.Dead($5513)
jf @CUBAN2_21122 
if 
80ED:   not actor $5513 0 -1089.6 69.1 radius 2.0 2.0 
jf @CUBAN2_21089 
0239: actor $5513 run_to -1089.6 69.1 
jump @CUBAN2_21122 

:CUBAN2_21089
if 
0126:   actor $5513 objective_passed 
jf @CUBAN2_21122 
0573: set_actor $5513 stop_shoot_dont_seek_entity 1 
Actor.Angle($5513) = 89.9

:CUBAN2_21122
jump @CUBAN2_21456 

:CUBAN2_21129
if 
  not Actor.Dead($5511)
jf @CUBAN2_21238 
if 
80ED:   not actor $5511 0 -1076.5 69.8 radius 2.0 2.0 
jf @CUBAN2_21205 
0239: actor $5511 run_to -1076.5 69.8 
jump @CUBAN2_21238 

:CUBAN2_21205
if 
0126:   actor $5511 objective_passed 
jf @CUBAN2_21238 
0573: set_actor $5511 stop_shoot_dont_seek_entity 1 
Actor.Angle($5511) = 91.5

:CUBAN2_21238
if 
  not Actor.Dead($5512)
jf @CUBAN2_21347 
if 
80ED:   not actor $5512 0 -1075.2 71.0 radius 2.0 2.0 
jf @CUBAN2_21314 
0239: actor $5512 run_to -1075.2 71.0 
jump @CUBAN2_21347 

:CUBAN2_21314
if 
0126:   actor $5512 objective_passed 
jf @CUBAN2_21347 
0573: set_actor $5512 stop_shoot_dont_seek_entity 1 
Actor.Angle($5512) = 91.5

:CUBAN2_21347
if 
  not Actor.Dead($5513)
jf @CUBAN2_21456 
if 
80ED:   not actor $5513 0 -1075.2 67.5 radius 2.0 2.0 
jf @CUBAN2_21423 
0239: actor $5513 run_to -1075.2 67.5 
jump @CUBAN2_21456 

:CUBAN2_21423
if 
0126:   actor $5513 objective_passed 
jf @CUBAN2_21456 
0573: set_actor $5513 stop_shoot_dont_seek_entity 1 
Actor.Angle($5513) = 91.5

:CUBAN2_21456
return 

:CUBAN2_21458
if 
  not Car.Wrecked($5514)
jf @CUBAN2_21630 
if and
01F4:   car $5514 flipped 
01C1:   car $5514 stopped 
jf @CUBAN2_21502 
$5543 = 1 // $ = int 

:CUBAN2_21502
if and
80DC:   not player $PLAYER_CHAR in_car $5514 
  $5542 == 0 // $ == int 
  $5543 == 0 // $ == int 
jf @CUBAN2_21570 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
Marker.Disable($5529)
Marker.CreateAboveCar($5530, $5514)
$5542 = 1 // $ = int 

:CUBAN2_21570
if and
00DC:   player $PLAYER_CHAR in_car $5514 
  $5542 == 1 // $ == int 
jf @CUBAN2_21630 
Marker.Disable($5530)
018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 
00BE: text_clear_all 
$5542 = 0 // $ = int 

:CUBAN2_21630
return 

:CUBAN2_21632
if 
  not Actor.Dead($5498)
jf @CUBAN2_21773 
if 
80ED:   not actor $5498 0 -1115.8 67.7 radius 1.0 1.0 
jf @CUBAN2_21715 
0239: actor $5498 run_to -1115.8 67.7 
$5568 = 0 // $ = int 
jump @CUBAN2_21773 

:CUBAN2_21715
if 
  $5568 == 0 // $ == int 
jf @CUBAN2_21773 
if 
0126:   actor $5498 objective_passed 
jf @CUBAN2_21773 
Actor.Angle($5498) = 272.8
0573: set_actor $5498 stop_shoot_dont_seek_entity 1 
$5568 = 1 // $ = int 

:CUBAN2_21773
if 
  not Actor.Dead($5499)
jf @CUBAN2_21914 
if 
80ED:   not actor $5499 0 -1115.8 69.7 radius 1.0 1.0 
jf @CUBAN2_21856 
0239: actor $5499 run_to -1115.8 69.7 
$5569 = 0 // $ = int 
jump @CUBAN2_21914 

:CUBAN2_21856
if 
  $5569 == 0 // $ == int 
jf @CUBAN2_21914 
if 
0126:   actor $5499 objective_passed 
jf @CUBAN2_21914 
0573: set_actor $5499 stop_shoot_dont_seek_entity 1 
Actor.Angle($5499) = 257.4
$5569 = 1 // $ = int 

:CUBAN2_21914
if 
  not Actor.Dead($5500)
jf @CUBAN2_22055 
if 
80ED:   not actor $5500 0 -1115.8 71.7 radius 1.0 1.0 
jf @CUBAN2_21997 
0239: actor $5500 run_to -1115.8 71.7 
$5570 = 0 // $ = int 
jump @CUBAN2_22055 

:CUBAN2_21997
if 
  $5570 == 0 // $ == int 
jf @CUBAN2_22055 
if 
0126:   actor $5500 objective_passed 
jf @CUBAN2_22055 
0573: set_actor $5500 stop_shoot_dont_seek_entity 1 
Actor.Angle($5500) = 285.1
$5570 = 1 // $ = int 

:CUBAN2_22055
if 
  not Actor.Dead($5501)
jf @CUBAN2_22196 
if 
80ED:   not actor $5501 0 -1128.9 67.6 radius 1.0 1.0 
jf @CUBAN2_22138 
0239: actor $5501 run_to -1128.9 67.6 
$5571 = 0 // $ = int 
jump @CUBAN2_22196 

:CUBAN2_22138
if 
  $5571 == 0 // $ == int 
jf @CUBAN2_22196 
if 
0126:   actor $5501 objective_passed 
jf @CUBAN2_22196 
0573: set_actor $5501 stop_shoot_dont_seek_entity 1 
Actor.Angle($5501) = 257.5
$5571 = 1 // $ = int 

:CUBAN2_22196
if 
  not Actor.Dead($5502)
jf @CUBAN2_22337 
if 
80ED:   not actor $5502 0 -1128.9 74.1 radius 1.0 1.0 
jf @CUBAN2_22279 
0239: actor $5502 run_to -1128.9 74.1 
$5572 = 0 // $ = int 
jump @CUBAN2_22337 

:CUBAN2_22279
if 
  $5572 == 0 // $ == int 
jf @CUBAN2_22337 
if 
0126:   actor $5502 objective_passed 
jf @CUBAN2_22337 
0573: set_actor $5502 stop_shoot_dont_seek_entity 1 
Actor.Angle($5502) = 274.5
$5572 = 1 // $ = int 

:CUBAN2_22337
return 

:CUBAN2_22339
if 
0057:   player $PLAYER_CHAR 0 -1118.5 92.1 5.8 -1179.9 53.3 15.0 
jf @CUBAN2_23085 
if 
  not Actor.Dead($5498)
jf @CUBAN2_22521 
if 
80ED:   not actor $5498 0 -1138.1 68.6 radius 1.0 1.0 
jf @CUBAN2_22470 
0239: actor $5498 run_to -1138.1 68.6 
$5568 = 0 // $ = int 
jump @CUBAN2_22521 

:CUBAN2_22470
if 
  $5568 == 0 // $ == int 
jf @CUBAN2_22521 
if 
0126:   actor $5498 objective_passed 
jf @CUBAN2_22521 
Actor.Angle($5498) = 272.8
$5568 = 1 // $ = int 

:CUBAN2_22521
if 
  not Actor.Dead($5499)
jf @CUBAN2_22655 
if 
80ED:   not actor $5499 0 -1138.1 72.9 radius 1.0 1.0 
jf @CUBAN2_22604 
0239: actor $5499 run_to -1138.1 72.9 
$5569 = 0 // $ = int 
jump @CUBAN2_22655 

:CUBAN2_22604
if 
  $5569 == 0 // $ == int 
jf @CUBAN2_22655 
if 
0126:   actor $5499 objective_passed 
jf @CUBAN2_22655 
Actor.Angle($5499) = 257.4
$5569 = 1 // $ = int 

:CUBAN2_22655
if 
  not Actor.Dead($5500)
jf @CUBAN2_22796 
if 
80ED:   not actor $5500 0 -1158.3 68.9 radius 1.0 1.0 
jf @CUBAN2_22738 
0239: actor $5500 run_to -1158.3 68.9 
$5570 = 0 // $ = int 
jump @CUBAN2_22796 

:CUBAN2_22738
if 
  $5570 == 0 // $ == int 
jf @CUBAN2_22796 
if 
0126:   actor $5500 objective_passed 
jf @CUBAN2_22796 
0573: set_actor $5500 stop_shoot_dont_seek_entity 1 
Actor.Angle($5500) = 285.1
$5570 = 1 // $ = int 

:CUBAN2_22796
if 
  not Actor.Dead($5501)
jf @CUBAN2_22937 
if 
80ED:   not actor $5501 0 -1158.4 72.5 radius 1.0 1.0 
jf @CUBAN2_22879 
0239: actor $5501 run_to -1158.4 72.5 
$5571 = 0 // $ = int 
jump @CUBAN2_22937 

:CUBAN2_22879
if 
  $5571 == 0 // $ == int 
jf @CUBAN2_22937 
if 
0126:   actor $5501 objective_passed 
jf @CUBAN2_22937 
0573: set_actor $5501 stop_shoot_dont_seek_entity 1 
Actor.Angle($5501) = 257.5
$5571 = 1 // $ = int 

:CUBAN2_22937
if 
  not Actor.Dead($5502)
jf @CUBAN2_23078 
if 
80ED:   not actor $5502 0 -1161.2 71.4 radius 1.0 1.0 
jf @CUBAN2_23020 
0239: actor $5502 run_to -1161.2 71.4 
$5572 = 0 // $ = int 
jump @CUBAN2_23078 

:CUBAN2_23020
if 
  $5572 == 0 // $ == int 
jf @CUBAN2_23078 
if 
0126:   actor $5502 objective_passed 
jf @CUBAN2_23078 
0573: set_actor $5502 stop_shoot_dont_seek_entity 1 
Actor.Angle($5502) = 274.5
$5572 = 1 // $ = int 

:CUBAN2_23078
jump @CUBAN2_23790 

:CUBAN2_23085
if 
  not Actor.Dead($5498)
jf @CUBAN2_23226 
if 
80ED:   not actor $5498 0 -1137.8 66.7 radius 1.0 1.0 
jf @CUBAN2_23168 
0239: actor $5498 run_to -1137.8 66.7 
$5568 = 0 // $ = int 
jump @CUBAN2_23226 

:CUBAN2_23168
if 
  $5568 == 0 // $ == int 
jf @CUBAN2_23226 
if 
0126:   actor $5498 objective_passed 
jf @CUBAN2_23226 
0573: set_actor $5498 stop_shoot_dont_seek_entity 1 
Actor.Angle($5498) = 5.2
$5568 = 1 // $ = int 

:CUBAN2_23226
if 
  not Actor.Dead($5499)
jf @CUBAN2_23367 
if 
80ED:   not actor $5499 0 -1138.2 75.5 radius 1.0 1.0 
jf @CUBAN2_23309 
0239: actor $5499 run_to -1138.2 75.5 
$5569 = 0 // $ = int 
jump @CUBAN2_23367 

:CUBAN2_23309
if 
  $5569 == 0 // $ == int 
jf @CUBAN2_23367 
if 
0126:   actor $5499 objective_passed 
jf @CUBAN2_23367 
0573: set_actor $5499 stop_shoot_dont_seek_entity 1 
Actor.Angle($5499) = 175.4
$5569 = 1 // $ = int 

:CUBAN2_23367
if 
  not Actor.Dead($5500)
jf @CUBAN2_23508 
if 
80ED:   not actor $5500 0 -1158.2 67.2 radius 1.0 1.0 
jf @CUBAN2_23450 
0239: actor $5500 run_to -1158.2 67.2 
$5570 = 0 // $ = int 
jump @CUBAN2_23508 

:CUBAN2_23450
if 
  $5570 == 0 // $ == int 
jf @CUBAN2_23508 
if 
0126:   actor $5500 objective_passed 
jf @CUBAN2_23508 
0573: set_actor $5500 stop_shoot_dont_seek_entity 1 
Actor.Angle($5500) = 5.2
$5570 = 1 // $ = int 

:CUBAN2_23508
if 
  not Actor.Dead($5501)
jf @CUBAN2_23649 
if 
80ED:   not actor $5501 0 -1158.1 75.6 radius 1.0 1.0 
jf @CUBAN2_23591 
0239: actor $5501 run_to -1158.1 75.6 
$5571 = 0 // $ = int 
jump @CUBAN2_23649 

:CUBAN2_23591
if 
  $5571 == 0 // $ == int 
jf @CUBAN2_23649 
if 
0126:   actor $5501 objective_passed 
jf @CUBAN2_23649 
0573: set_actor $5501 stop_shoot_dont_seek_entity 1 
Actor.Angle($5501) = 175.4
$5571 = 1 // $ = int 

:CUBAN2_23649
if 
  not Actor.Dead($5502)
jf @CUBAN2_23790 
if 
80ED:   not actor $5502 0 -1163.5 75.8 radius 1.0 1.0 
jf @CUBAN2_23732 
0239: actor $5502 run_to -1163.5 75.8 
$5572 = 0 // $ = int 
jump @CUBAN2_23790 

:CUBAN2_23732
if 
  $5572 == 0 // $ == int 
jf @CUBAN2_23790 
if 
0126:   actor $5502 objective_passed 
jf @CUBAN2_23790 
0573: set_actor $5502 stop_shoot_dont_seek_entity 1 
Actor.Angle($5502) = 226.7
$5572 = 1 // $ = int 

:CUBAN2_23790
return 

:CUBAN2_23792
0298: $5564 = rampage_kills #CBA 
0298: $5565 = rampage_kills #CBB 
0084: $5566 = $5564 // $ = $ int 
0058: $5566 += $5565 // $ += $ int 
return 

:CUBAN2_23824
if 
  not Actor.Dead($5511)
jf @CUBAN2_23853 
Actor.RemoveReferences($5511)
01CA: actor $5511 kill_player $PLAYER_CHAR 

:CUBAN2_23853
if 
  not Actor.Dead($5512)
jf @CUBAN2_23882 
Actor.RemoveReferences($5512)
01CA: actor $5512 kill_player $PLAYER_CHAR 

:CUBAN2_23882
if 
  not Actor.Dead($5513)
jf @CUBAN2_23911 
Actor.RemoveReferences($5513)
01CA: actor $5513 kill_player $PLAYER_CHAR 

:CUBAN2_23911
if 
  not Actor.Dead($5517)
jf @CUBAN2_23940 
Actor.RemoveReferences($5517)
01CA: actor $5517 kill_player $PLAYER_CHAR 

:CUBAN2_23940
if 
  not Actor.Dead($5518)
jf @CUBAN2_23969 
Actor.RemoveReferences($5518)
01CA: actor $5518 kill_player $PLAYER_CHAR 

:CUBAN2_23969
if 
  not Actor.Dead($5519)
jf @CUBAN2_23998 
Actor.RemoveReferences($5519)
01CA: actor $5519 kill_player $PLAYER_CHAR 

:CUBAN2_23998
if 
  not Actor.Dead($5508)
jf @CUBAN2_24027 
Actor.RemoveReferences($5508)
01CA: actor $5508 kill_player $PLAYER_CHAR 

:CUBAN2_24027
if 
  not Actor.Dead($5509)
jf @CUBAN2_24056 
Actor.RemoveReferences($5509)
01CA: actor $5509 kill_player $PLAYER_CHAR 

:CUBAN2_24056
if 
  not Actor.Dead($5510)
jf @CUBAN2_24085 
Actor.RemoveReferences($5510)
01CA: actor $5510 kill_player $PLAYER_CHAR 

:CUBAN2_24085
return 

//-------------Mission 58---------------
// Originally: Naval Engagement

:CUBAN3
script_name 'CUBAN3' 
gosub @CUBAN3_46 
if 
  wasted_or_busted 
jf @CUBAN3_37 
gosub @CUBAN3_9485 

:CUBAN3_37
gosub @CUBAN3_9570 
terminate_this_script 

:CUBAN3_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN3' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5625 = 0 // $ = int 
$5626 = 0 // $ = int 
$5627 = 0 // $ = int 
$5628 = 0 // $ = int 
$5629 = 0 // $ = int 
$5630 = 0 // $ = int 
$61 = 0 // $ = int 
$5631 = 0 // $ = int 
$5632 = 6 // $ = int 
$5633 = 0 // $ = int 
$5634 = 0 // $ = int 
$5635 = 0 // $ = int 
$5636 = 0 // $ = int 
$5637 = 0 // $ = int 
$5638 = 0 // $ = int 
$5639 = 0 // $ = int 
$5640 = 0 // $ = int 
$5641 = 0 // $ = int 
$5642 = 0.0 // $ = float 
$5643 = 0.0 // $ = float 
$5644 = 0.0 // $ = float 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$5645 = 0.0 // $ = float 
$5646 = 0.0 // $ = float 
$5647 = 0.0 // $ = float 
$5648 = 0.0 // $ = float 
$5649 = 0.0 // $ = float 
$5650 = 0.0 // $ = float 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
select_interior 7 
0522: disable_cutscene_shadows 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSPABLO' 
023C: load_special_actor 3 'CSPAPA' 
023C: load_special_actor 4 'CSPEPE' 
023C: load_special_actor 5 'CSUMBTO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN3_618
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 
823D:   not special_actor 5 loaded 
jf @CUBAN3_660 
wait 0 
jump @CUBAN3_618 

:CUBAN3_660
02E4: load_cutscene_data 'CUB_4' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $178 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $178 'CSPABLO' 
02E5: $179 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $180 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $180 'CSPEPE' 
02E5: $181 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $181 'CSUMBTO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN3_870
if 
  876 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_905 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_870 

:CUBAN3_905
00BC: text_highpriority 'CUB3_A' time 10000 1  // Alberto. Una cafe, senor.

:CUBAN3_920
if 
  2635 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_955 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_920 

:CUBAN3_955
00BC: text_highpriority 'CUB3_B' time 10000 1  // Poppa, don't serve this snake in the straw.

:CUBAN3_970
if 
  5749 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1005 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_970 

:CUBAN3_1005
00BC: text_highpriority 'CUB3_C' time 10000 1  // You're two-faced, Tommy!

:CUBAN3_1020
if 
  7227 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1055 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1020 

:CUBAN3_1055
00BC: text_highpriority 'CUB3_D' time 10000 1  // You're either two-faced, or you're a wimp, baby boy!

:CUBAN3_1070
if 
  10024 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1105 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1070 

:CUBAN3_1105
00BC: text_highpriority 'CUB3_E' time 10000 1  // The Haitians, man. They're laughing at me!

:CUBAN3_1120
if 
  12109 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1155 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1120 

:CUBAN3_1155
00BC: text_highpriority 'CUB3_F' time 10000 1  // Easy, easy. What's your problem?

:CUBAN3_1170
if 
  13963 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1205 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1170 

:CUBAN3_1205
00BC: text_highpriority 'CUB3_G' time 10000 1  // They're laughing at me, Tommy. At me!

:CUBAN3_1220
if 
  16044 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1255 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1220 

:CUBAN3_1255
00BC: text_highpriority 'CUB3_H' time 10000 1  // Umberto Robina! They're doing whatever they like!

:CUBAN3_1270
if 
  18802 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1305 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1270 

:CUBAN3_1305
00BC: text_highpriority 'CUB3_I' time 10000 1  // Nobody does whatever they like, Umberto, they do what you let them do.

:CUBAN3_1320
if 
  21689 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1355 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1320 

:CUBAN3_1355
00BC: text_highpriority 'CUB3_J' time 10000 1  // What?

:CUBAN3_1370
if 
  23629 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1405 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1370 

:CUBAN3_1405
00BC: text_highpriority 'CUB3_K' time 10000 1  // You want somebody taken care of?

:CUBAN3_1420
if 
  24851 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1455 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1420 

:CUBAN3_1455
00BC: text_highpriority 'CUB3_L' time 10000 1  // I can handle it, but it's gonna cost you.

:CUBAN3_1470
if 
  26958 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1505 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1470 

:CUBAN3_1505
00BC: text_highpriority 'CUB3_M' time 10000 1  // I know we're brothers and all, but this is business.

:CUBAN3_1520
if 
  29060 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1555 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1520 

:CUBAN3_1555
00BC: text_highpriority 'CUB3_N' time 10000 1  // Tommy. You a real man. Businessman, a gentleman.

:CUBAN3_1570
if 
  33831 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1607 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1570 

:CUBAN3_1607
00BC: text_highpriority 'CUB3_O' time 10000 1  // These Haitians. They have a load of product coming in off shore, really good stuff.

:CUBAN3_1622
if 
  39459 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1659 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1622 

:CUBAN3_1659
00BC: text_highpriority 'CUB3_P' time 10000 1  // We take it, and we finish them.

:CUBAN3_1674
if 
  42056 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1711 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1674 

:CUBAN3_1711
00BC: text_highpriority 'CUB3_Q' time 10000 1  // You take it, and I look after you. Like my brother. Like my son.

:CUBAN3_1726
if 
  47769 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1726 

:CUBAN3_1763
00BC: text_highpriority 'CUB3_R' time 10000 1  // I think I prefer the cash to being bounced on your knee, amigo.

:CUBAN3_1778
if 
  51904 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN3_1815 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN3_1778 

:CUBAN3_1815
fade 0 1500 
00BE: text_clear_all 

:CUBAN3_1824
if 
  fading 
jf @CUBAN3_1848 
wait 0 
jump @CUBAN3_1824 

:CUBAN3_1848
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
select_interior 0 
$989 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03F1: pedtype 8 add_threat 1 
Model.Load(#TROPIC)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#JETMAX)
Model.Load(#UZI)
Model.Load(#SGA)
Model.Load(#GRENADE)
Model.Load(#DINGHY)
Model.Load(#SGB)
Model.Load(#CBB)
Model.Load(#BRIEFCASE)
Model.Load(#RUGER)
Model.Load(#CHROMEGUN)
Model.Load(#INGRAMSL)
Model.Load(#MARQUIS)
Model.Load(#HUNTER)

:CUBAN3_2006
if or
  not Model.Available(#TROPIC)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#JETMAX)
jf @CUBAN3_2046 
wait 0 
jump @CUBAN3_2006 

:CUBAN3_2046
if or
  not Model.Available(#SGA)
  not Model.Available(#UZI)
  not Model.Available(#GRENADE)
  not Model.Available(#DINGHY)
  not Model.Available(#INGRAMSL)
jf @CUBAN3_2092 
wait 0 
jump @CUBAN3_2046 

:CUBAN3_2092
if or
  not Model.Available(#SGB)
  not Model.Available(#CBB)
  not Model.Available(#BRIEFCASE)
  not Model.Available(#RUGER)
  not Model.Available(#CHROMEGUN)
jf @CUBAN3_2136 
wait 0 
jump @CUBAN3_2092 

:CUBAN3_2136
if or
  not Model.Available(#MARQUIS)
  not Model.Available(#HUNTER)
jf @CUBAN3_2168 
wait 0 
jump @CUBAN3_2136 

:CUBAN3_2168
if or
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
jf @CUBAN3_2232 
Model.Load(#YT_MAIN_BODY)
Model.Load(#YT_MAIN_BODY2)
jump @CUBAN3_2202 

:CUBAN3_2202
if or
  not Model.Available(#YT_MAIN_BODY)
  not Model.Available(#YT_MAIN_BODY2)
jf @CUBAN3_2232 
wait 0 
jump @CUBAN3_2202 

:CUBAN3_2232
03CF: load_wav 'CUB3_2' as 1 
03CF: load_wav 'CUB3_3' as 2 

:CUBAN3_2256
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN3_2286 
wait 0 
jump @CUBAN3_2256 

:CUBAN3_2286
018A: $5620 = create_checkpoint_at -725.4 -1166.8 9.7 
Actor.Create($5593, 7, #CBB, -724.3, -1166.5, 9.7)
04F5: set_actor $5593 as_player_friend $PLAYER_CHAR flag 1 
Actor.Angle($5593) = 103.3
fade 1 1500 
00BC: text_highpriority 'CUB3_07' time 11000 1  // ~g~ Go meet Rico. He'll drive you to the meet location.

:CUBAN3_2372
if 
80F6:   not player $PLAYER_CHAR 1 -725.4 -1166.8 9.7 radius 1.0 1.0 2.0 
jf @CUBAN3_2469 
wait 0 
if 
  Actor.Dead($5593)
jf @CUBAN3_2462 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_2462
jump @CUBAN3_2372 

:CUBAN3_2469
0395: clear_area 1 at -725.4 -1166.8 9.7 range 5.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
041E: set_radio_station 6 -1 
Car.Create($5592, #JETMAX, -722.6, -1163.7, 5.0)
Car.Health($5592) = 3800
Car.Angle($5592) = 32.0
0323: enable_boat $5592 anchor 1 
Camera.SetPosition(-723.1, -1169.5, 10.2, 0.0, 0.0, 0.0)
Camera.PointAt(-726.4, -1164.6, 11.2, 2)
Object.Create($10101, #YT_MAIN_BODY, 343.0457, 1581.44, 2.6)
Object.Angle($10101) = 251.9714
Object.Create($10100, #YT_MAIN_BODY2, 343.0457, 1581.44, 1.5285)
Object.Angle($10100) = 251.9714
if 
  not Actor.Dead($5593)
jf @CUBAN3_2717 
011C: actor $PLAYER_ACTOR clear_objective 
020E: actor $PLAYER_ACTOR look_at_actor $5593 
020F: actor $5593 look_at_player $PLAYER_CHAR 
jump @CUBAN3_2739 

:CUBAN3_2717
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_2739
wait 1000 
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 
00BC: text_highpriority 'CUB3_01' time 4000 1  // Hey Rico. Nice boat, you ready?
03D1: play_wav 1 

:CUBAN3_2773
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5593)
jf @CUBAN3_2885 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_2853 
if 
  $61 == 1 // $ == int 
jf @CUBAN3_2846 
$61 = 0 // $ = int 
jump @CUBAN3_3396 

:CUBAN3_2846
jump @CUBAN3_2878 

:CUBAN3_2853
if 
  $61 == 0 // $ == int 
jf @CUBAN3_2878 
$61 = 1 // $ = int 

:CUBAN3_2878
jump @CUBAN3_2773 

:CUBAN3_2885
040D: unload_wav 1 
03D5: remove_text 'CUB3_01'  // Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
if 
  not Actor.Dead($5593)
jf @CUBAN3_2941 
0372: set_actor $5593 anim 19 wait_state_time 10000 ms 
jump @CUBAN3_2963 

:CUBAN3_2941
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_2963
00BC: text_highpriority 'CUB3_05' time 4000 1  // Si Tommy. Now you be a good shot today,
03D1: play_wav 2 

:CUBAN3_2982
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5593)
jf @CUBAN3_3094 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_3062 
if 
  $61 == 1 // $ == int 
jf @CUBAN3_3055 
$61 = 0 // $ = int 
jump @CUBAN3_3396 

:CUBAN3_3055
jump @CUBAN3_3087 

:CUBAN3_3062
if 
  $61 == 0 // $ == int 
jf @CUBAN3_3087 
$61 = 1 // $ = int 

:CUBAN3_3087
jump @CUBAN3_2982 

:CUBAN3_3094
040D: unload_wav 2 
03D5: remove_text 'CUB3_05'  // Si Tommy. Now you be a good shot today,
Camera.SetPosition(-709.8, -1161.3, 11.0, 0.0, 0.0, 0.0)
Camera.PointAt(-724.3, -1166.5, 9.7, 2)
03CF: load_wav 'CUB3_4' as 2 

:CUBAN3_3171
if 
83D0:   not wav 2 loaded 
jf @CUBAN3_3197 
wait 0 
jump @CUBAN3_3171 

:CUBAN3_3197
00BC: text_highpriority 'CUB3_06' time 4000 1  // My boat, she no good full of holes, ok?
03D1: play_wav 2 

:CUBAN3_3216
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5593)
jf @CUBAN3_3328 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @CUBAN3_3296 
if 
  $61 == 1 // $ == int 
jf @CUBAN3_3289 
$61 = 0 // $ = int 
jump @CUBAN3_3396 

:CUBAN3_3289
jump @CUBAN3_3321 

:CUBAN3_3296
if 
  $61 == 0 // $ == int 
jf @CUBAN3_3321 
$61 = 1 // $ = int 

:CUBAN3_3321
jump @CUBAN3_3216 

:CUBAN3_3328
040D: unload_wav 2 
03D5: remove_text 'CUB3_06'  // My boat, she no good full of holes, ok?
if 
  not Actor.Dead($5593)
jf @CUBAN3_3374 
0372: set_actor $5593 anim 0 wait_state_time 100 ms 
jump @CUBAN3_3396 

:CUBAN3_3374
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_3396
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
if 
  not Actor.Dead($5593)
jf @CUBAN3_3438 
0372: set_actor $5593 anim 0 wait_state_time 100 ms 
jump @CUBAN3_3460 

:CUBAN3_3438
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_3460
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0169: set_fade_color 1 1 1 
fade 0 1500 
if and
8490:   not player $PLAYER_CHAR has_weapon 26 
8490:   not player $PLAYER_CHAR has_weapon 28 
8490:   not player $PLAYER_CHAR has_weapon 29 
jf @CUBAN3_3539 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 300 // Load the weapon model before using this 

:CUBAN3_3539
if 
  fading 
jf @CUBAN3_3563 
wait 0 
jump @CUBAN3_3539 

:CUBAN3_3563
Actor.DestroyInstantly($5593)
if or
  not Car.Wrecked($5592)
  not Actor.Dead($5593)
jf @CUBAN3_4122 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $5592 at_car_offset 0.0 1.5 2.2 position 2 angle 360.0 with_weapon 27 
0129: $5593 = create_actor 7 #CBB in_car $5592 driverseat 
04F5: set_actor $5593 as_player_friend $PLAYER_CHAR flag 1 
02D3: boat $5592 drive_to -715.9072 -932.1206 6.3485 
02DB: set_boat $5592 speed_to 40.0 
02A9: set_actor $5593 immune_to_nonplayer 1 
Car.Create($10087, #DINGHY, -691.951, -781.5724, 5.0)
Car.Angle($10087) = 188.0743
Car.Create($10088, #TROPIC, -757.7621, -621.2334, 5.0)
Car.Angle($10088) = 341.1646
Actor.Create($10089, 4, #HNB, -691.9846, -781.1711, 7.0558)
0350: set_actor $10089 maintain_position_when_attacked 1 
01B2: give_actor $10089 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 90 
01D9: actor $10089 destroy_car $5592 
Actor.Create($10090, 4, #HNA, -758.8206, -624.0436, 7.3558)
0350: set_actor $10090 maintain_position_when_attacked 1 
01B2: give_actor $10090 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10090 weapon_accuracy_to 100 
01D9: actor $10090 destroy_car $5592 
Actor.Create($10091, 4, #HNB, -757.2495, -621.4404, 10.0499)
0350: set_actor $10091 maintain_position_when_attacked 1 
01B2: give_actor $10091 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10091 weapon_accuracy_to 100 
01D9: actor $10091 destroy_car $5592 
Actor.Create($10092, 4, #HNA, -755.4258, -613.9322, 8.941)
0350: set_actor $10092 maintain_position_when_attacked 1 
01B2: give_actor $10092 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10092 weapon_accuracy_to 100 
01D9: actor $10092 destroy_car $5592 
Car.Create($10093, #MARQUIS, -772.9825, -397.947, 5.0)
Car.Angle($10093) = 168.2569
Actor.Create($10094, 4, #HNB, -775.2509, -406.9088, 9.2522)
0350: set_actor $10094 maintain_position_when_attacked 1 
01B2: give_actor $10094 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10094 weapon_accuracy_to 90 
01D9: actor $10094 destroy_car $5592 
Actor.Create($10095, 4, #HNA, -772.1359, -394.6189, 8.0184)
0350: set_actor $10095 maintain_position_when_attacked 1 
01B2: give_actor $10095 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10095 weapon_accuracy_to 90 
01D9: actor $10095 destroy_car $5592 
jump @CUBAN3_4144 

:CUBAN3_4122
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN3_9485 

:CUBAN3_4144
Marker.Disable($5620)
wait 1000 
fade 1 600 
set_weather 0 
00BC: text_highpriority 'SBOB298' time 5600 1 
04F7: status_text $10105 1 line 1 'SBOB300' 
jump @CUBAN3_4204 

:CUBAN3_4204
wait 0 
$10105 = Car.Health($5592)
$10105 -= 500 // $ -= int 
$10105 /= 33 // $ /= int 
if 
  $10105 >= 0 // $ >= int 
jf @CUBAN3_4377 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
0395: clear_area 1 at 234.6493 301.9378 8.1316 range 7.0 
0395: clear_area 1 at $899 $900 $901 range 12.0 
if 
00E3:   player $PLAYER_CHAR 0 -715.9072 -932.1206 radius 3.0 3.0 
jf @CUBAN3_4404 
$10086 = 1 // $ = int 
02D3: boat $5592 drive_to -718.8685 -705.1826 6.3485 
jump @CUBAN3_4404 

:CUBAN3_4377
020B: explode_car $5592 
00BC: text_highpriority 'SBOB301' time 5000 1 
jump @CUBAN3_9485 

:CUBAN3_4404
if and
  $10086 == 1 // $ == int 
00E3:   player $PLAYER_CHAR 0 -718.8685 -705.1826 radius 3.0 3.0 
jf @CUBAN3_4476 
$10086 = 2 // $ = int 
02D3: boat $5592 drive_to -744.4954 -499.4138 6.3485 

:CUBAN3_4476
if and
  $10086 == 2 // $ == int 
00E3:   player $PLAYER_CHAR 0 -744.4954 -499.4138 radius 3.0 3.0 
jf @CUBAN3_4548 
$10086 = 3 // $ = int 
02D3: boat $5592 drive_to -730.8349 -265.3209 6.3485 

:CUBAN3_4548
if and
  $10086 == 3 // $ == int 
00E3:   player $PLAYER_CHAR 0 -730.8349 -265.3209 radius 3.0 3.0 
jf @CUBAN3_5116 
$10086 = 4 // $ = int 
Car.RemoveReferences($10087)
Car.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
Actor.RemoveReferences($10092)
Car.Create($10087, #JETMAX, -662.6802, -96.8369, 5.0)
Car.Angle($10087) = 345.3569
Actor.Create($10088, 4, #SGA, -662.6025, -97.439, 7.77)
0350: set_actor $10088 maintain_position_when_attacked 1 
01B2: give_actor $10088 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10088 weapon_accuracy_to 100 
01D9: actor $10088 destroy_car $5592 
Actor.Create($10089, 4, #SGB, -661.848, -93.9022, 8.5816)
0350: set_actor $10089 maintain_position_when_attacked 1 
01B2: give_actor $10089 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
01D9: actor $10089 destroy_car $5592 
Car.Create($10104, #HUNTER, -585.7373, 330.1039, 14.1429)
Car.Angle($10104) = 170.7681
Car.Health($10104) = 1700
04BA: set_car $10104 speed_instantly 40.0 
04A2: heli $10104 fly_to -685.5708 -267.4052 13.7429 speed 35 
02D3: boat $5592 drive_to -667.8636 -42.0025 6.3485 
Car.Create($10090, #DINGHY, -344.3837, -153.5053, 5.0)
Car.Angle($10090) = 188.0743
Car.Create($10091, #DINGHY, -361.3393, -112.3839, 5.0)
Car.Angle($10091) = 188.0743
Actor.Create($10096, 4, #SGA, -344.4745, -153.7135, 6.9477)
0350: set_actor $10096 maintain_position_when_attacked 1 
01B2: give_actor $10096 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10096 weapon_accuracy_to 100 
01D9: actor $10096 destroy_car $5592 
Actor.Create($10097, 4, #HNB, -361.1418, -112.1828, 6.8411)
0350: set_actor $10097 maintain_position_when_attacked 1 
01B2: give_actor $10097 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10097 weapon_accuracy_to 90 
01D9: actor $10097 destroy_car $5592 
Actor.Create($10098, 4, #HNA, -63.8275, -194.9109, 7.9674)
0350: set_actor $10098 maintain_position_when_attacked 1 
01B2: give_actor $10098 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10098 weapon_accuracy_to 90 
01D9: actor $10098 destroy_car $5592 
TIMERA = 0 // @ = int 
$10103 = 1 // $ = int 

:CUBAN3_5116
if and
  $10103 == 1 // $ == int 
  not Car.Wrecked($10104)
  TIMERA > 16600 // @ > int 
jf @CUBAN3_5213 
Car.PutAt($10104, -51.7583, -248.9743, 21.826)
Car.Angle($10104) = 68.9133
$10103 = 2 // $ = int 
TIMERA = 0 // @ = int 
04A2: heli $10104 fly_to -428.5617 -106.0402 21.826 speed 30 

:CUBAN3_5213
if and
  $10103 == 2 // $ == int 
  not Car.Wrecked($10104)
  TIMERA > 21600 // @ > int 
jf @CUBAN3_5310 
Car.PutAt($10104, 208.4865, 9.6056, 13.0725)
04D0: force_heli $10104 looking_angle_to 185.9198 
$10103 = 3 // $ = int 
TIMERA = 0 // @ = int 
04A2: heli $10104 fly_to 208.4865 9.6056 13.07256 speed 30 

:CUBAN3_5310
if and
  $10103 == 3 // $ == int 
  not Car.Wrecked($10104)
  TIMERA > 20600 // @ > int 
jf @CUBAN3_5407 
Car.PutAt($10104, -39.2188, 402.11, 13.8829)
04D0: force_heli $10104 looking_angle_to 270.8106 
$10103 = 4 // $ = int 
TIMERA = 0 // @ = int 
04A2: heli $10104 fly_to -39.2188 402.11 13.8829 speed 30 

:CUBAN3_5407
if 
  not Car.Wrecked($10104)
jf @CUBAN3_5553 
$10102 = Car.Health($10104)
if 
  $10102 >= 901 // $ >= int 
jf @CUBAN3_5548 
if 
00E3:   player $PLAYER_CHAR 0 -22.5171 401.6718 radius 6.7984 5.0 
jf @CUBAN3_5553 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
020C: create_explosion 6 at -22.7136 393.6815 6.7984 
020C: create_explosion 6 at -22.4293 406.6784 6.7984 
Camera.Shake(1400)
020B: explode_car $5592 
jump @CUBAN3_5553 

:CUBAN3_5548
020B: explode_car $10104 

:CUBAN3_5553
if and
  $10086 == 4 // $ == int 
00E3:   player $PLAYER_CHAR 0 -667.8636 -42.0025 radius 4.0 4.0 
jf @CUBAN3_5668 
$10086 = 5 // $ = int 
02D3: boat $5592 drive_to -40.2671 -261.7363 6.3485 
020C: create_explosion 6 at -636.5062 14.2472 6.2335 
020C: create_explosion 6 at -655.6396 22.8766 6.2335 
Camera.Shake(1400)

:CUBAN3_5668
if and
  not Car.Wrecked($10104)
00E3:   player $PLAYER_CHAR 0 -291.6613 -159.4599 radius 5.0 5.0 
jf @CUBAN3_5759 
020C: create_explosion 6 at -262.1606 -180.004 6.2335 
020C: create_explosion 6 at -243.298 -173.4227 6.2335 
Camera.Shake(1400)
wait 800 

:CUBAN3_5759
if and
  not Car.Wrecked($10104)
00E3:   player $PLAYER_CHAR 0 216.3371 -47.1795 radius 5.0 5.0 
jf @CUBAN3_5850 
020C: create_explosion 6 at 229.0361 -37.4922 6.2627 
020C: create_explosion 6 at 221.0955 -55.2131 6.2627 
Camera.Shake(1400)
wait 900 

:CUBAN3_5850
if and
  $10086 == 5 // $ == int 
00E3:   player $PLAYER_CHAR 0 -40.2671 -261.7363 radius 4.0 4.0 
jf @CUBAN3_6264 
$10086 = 6 // $ = int 
02D3: boat $5592 drive_to 135.6989 -266.4346 6.3485 
Car.RemoveReferences($10087)
Car.RemoveReferences($10090)
Car.RemoveReferences($10091)
Car.RemoveReferences($10093)
Actor.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10094)
Actor.RemoveReferences($10095)
Actor.RemoveReferences($10096)
Actor.RemoveReferences($10097)
Actor.RemoveReferences($10098)
Actor.Create($10087, 4, #SGB, 234.3941, -132.4131, 8.0934)
0350: set_actor $10087 maintain_position_when_attacked 1 
01B2: give_actor $10087 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10087 weapon_accuracy_to 100 
01D9: actor $10087 destroy_car $5592 
Car.Create($10088, #MARQUIS, 296.3557, 130.4019, 5.0)
Car.Angle($10088) = 359.7591
Actor.Create($10089, 4, #HNB, 296.5141, 128.2704, 8.1184)
Actor.Angle($10089) = 160.814
0350: set_actor $10089 maintain_position_when_attacked 1 
01B2: give_actor $10089 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
01D9: actor $10089 destroy_car $5592 
Actor.Create($10090, 4, #SGB, 215.3197, 261.4128, 8.7029)
Actor.Angle($10090) = 109.137
0350: set_actor $10090 maintain_position_when_attacked 1 
01B2: give_actor $10090 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10090 weapon_accuracy_to 100 
01D9: actor $10090 destroy_car $5592 
Actor.Create($10091, 4, #SGB, 247.0817, 299.9293, 8.1395)
Actor.Angle($10091) = 109.137
0350: set_actor $10091 maintain_position_when_attacked 1 
01B2: give_actor $10091 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10091 weapon_accuracy_to 100 
01D9: actor $10091 destroy_car $5592 

:CUBAN3_6264
if and
  $10086 == 6 // $ == int 
00E3:   player $PLAYER_CHAR 0 135.6989 -266.4346 radius 2.5 2.5 
jf @CUBAN3_6336 
$10086 = 7 // $ = int 
02D3: boat $5592 drive_to 227.8735 -88.043 6.3485 

:CUBAN3_6336
if and
  $10086 == 7 // $ == int 
00E3:   player $PLAYER_CHAR 0 227.8735 -88.043 radius 2.5 2.5 
jf @CUBAN3_6408 
$10086 = 8 // $ = int 
02D3: boat $5592 drive_to 201.0436 -7.8241 6.3485 

:CUBAN3_6408
if and
  $10086 == 8 // $ == int 
00E3:   player $PLAYER_CHAR 0 201.0436 -7.8241 radius 2.5 2.5 
jf @CUBAN3_6480 
$10086 = 9 // $ = int 
02D3: boat $5592 drive_to 256.0933 162.1227 6.3485 

:CUBAN3_6480
if and
  $10086 == 9 // $ == int 
00E3:   player $PLAYER_CHAR 0 256.0933 162.1227 radius 2.5 2.5 
jf @CUBAN3_6552 
$10086 = 10 // $ = int 
02D3: boat $5592 drive_to 204.9073 216.1231 6.3485 

:CUBAN3_6552
if and
  $10086 == 10 // $ == int 
00E3:   player $PLAYER_CHAR 0 204.9073 216.1231 radius 2.5 2.5 
jf @CUBAN3_6624 
$10086 = 11 // $ = int 
02D3: boat $5592 drive_to 238.0717 332.6016 6.3485 

:CUBAN3_6624
if and
  $10086 == 11 // $ == int 
00E3:   player $PLAYER_CHAR 0 238.0717 332.6016 radius 2.5 2.5 
jf @CUBAN3_6696 
$10086 = 12 // $ = int 
02D3: boat $5592 drive_to 168.8893 391.0739 6.3485 

:CUBAN3_6696
if and
  $10086 == 12 // $ == int 
00E3:   player $PLAYER_CHAR 0 168.8893 391.0739 radius 4.0 4.0 
jf @CUBAN3_7057 
$10086 = 13 // $ = int 
02D3: boat $5592 drive_to -372.6699 413.6586 6.3485 
Car.RemoveReferences($10088)
Actor.RemoveReferences($10087)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
Car.Create($10087, #TROPIC, -334.4821, 398.8509, 5.0)
Car.Angle($10087) = 69.9988
Car.Create($10088, #JETMAX, -234.5889, 768.3516, 5.0)
Car.Angle($10088) = 202.801
Actor.Create($10089, 4, #HNA, -331.1035, 397.2995, 7.1626)
Actor.Angle($10089) = 337.2592
0350: set_actor $10089 maintain_position_when_attacked 1 
01B2: give_actor $10089 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
01D9: actor $10089 destroy_car $5592 
Actor.Create($10090, 4, #HNB, -334.646, 397.7919, 9.7716)
Actor.Angle($10090) = 331.9325
0350: set_actor $10090 maintain_position_when_attacked 1 
01B2: give_actor $10090 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10090 weapon_accuracy_to 100 
01D9: actor $10090 destroy_car $5592 
Actor.Create($10091, 4, #HNA, -234.4592, 768.862, 7.6577)
Actor.Angle($10091) = 331.9325
0350: set_actor $10091 maintain_position_when_attacked 1 
01B2: give_actor $10091 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10091 weapon_accuracy_to 90 
01D9: actor $10091 destroy_car $5592 

:CUBAN3_7057
if and
  $10086 == 13 // $ == int 
00E3:   player $PLAYER_CHAR 0 -372.6699 413.6586 radius 6.0 6.0 
jf @CUBAN3_7139 
$10086 = 14 // $ = int 
02DB: set_boat $5592 speed_to 60.0 
02D3: boat $5592 drive_to -124.5794 1267.32 6.3485 

:CUBAN3_7139
if and
  $10086 == 14 // $ == int 
00E3:   player $PLAYER_CHAR 0 -124.5794 1267.32 radius 100.0 100.0 
jf @CUBAN3_7221 
$10086 = 15 // $ = int 
02DB: set_boat $5592 speed_to 40.0 
02D3: boat $5592 drive_to 332.3648 1576.261 6.3485 

:CUBAN3_7221
if 
00E3:   player $PLAYER_CHAR 0 332.3648 1576.261 radius 43.0 43.0 
jf @CUBAN3_7927 
fade 0 600 
02A3: enable_widescreen 1 
0151: remove_status_text $10105 
Player.CanMove($PLAYER_CHAR, False)
wait 1200 
0055: put_player $PLAYER_CHAR at 317.3521 1584.256 8.7368 
Actor.DestroyInstantly($5593)
0129: $5593 = create_actor 7 #CBB in_car $5592 driverseat 
0526: set_actor $5593 stay_in_car_when_jacked 1 
0593: set_actor $5593 frightened_in_jacked_car 1 
02D4: car $5592 turn_off_engine 
0323: enable_boat $5592 anchor 1 
Car.PutAt($5592, 343.6944, 1591.938, 5.0)
04BA: set_car $5592 speed_instantly 0.0 
Car.Angle($5592) = 251.9707
Car.RemoveReferences($10087)
Car.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Camera.SetPosition(337.6995, 1612.002, 13.5318, 0.0, 0.0, 0.0)
Camera.PointAt(342.3426, 1591.522, 9.0318, 2)
wait 2400 
0055: put_player $PLAYER_CHAR at 342.3474 1587.353 8.0394 
0171: set_player $PLAYER_CHAR z_angle_to 170.2141 
fade 1 600 
wait 2600 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'SBOB302' time 5000 1 
Actor.Create($10087, 4, #SGA, 355.3723, 1577.173, 10.8854)
Actor.Angle($10087) = 331.9325
0350: set_actor $10087 maintain_position_when_attacked 1 
01B2: give_actor $10087 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10087 weapon_accuracy_to 90 
01ED: clear_actor $10087 threat_search 
011A: set_actor $10087 search_threat 1 
Actor.Create($10088, 4, #SGB, 331.7191, 1585.102, 13.654)
Actor.Angle($10088) = 254.6874
0350: set_actor $10088 maintain_position_when_attacked 1 
01B2: give_actor $10088 weapon 23 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10088 weapon_accuracy_to 100 
01ED: clear_actor $10088 threat_search 
011A: set_actor $10088 search_threat 1 
Actor.Create($10089, 4, #HNA, 339.2085, 1585.711, 13.6542)
Actor.Angle($10089) = 98.3326
0350: set_actor $10089 maintain_position_when_attacked 1 
01B2: give_actor $10089 weapon 24 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
01ED: clear_actor $10089 threat_search 
011A: set_actor $10089 search_threat 1 
Actor.Create($10090, 4, #HNB, 336.91, 1580.892, 13.6542)
Actor.Angle($10090) = 52.5855
0350: set_actor $10090 maintain_position_when_attacked 1 
01B2: give_actor $10090 weapon 27 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10090 weapon_accuracy_to 90 
01ED: clear_actor $10090 threat_search 
011A: set_actor $10090 search_threat 1 
Car.Create($10091, #DINGHY, 312.7446, 1591.304, 5.0)
Car.Angle($10091) = 150.1372
Car.Create($10092, #TROPIC, 355.1062, 1565.432, 5.0)
Car.Angle($10092) = 97.5201
$10086 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
jump @CUBAN3_7965 

:CUBAN3_7927
if 
  Actor.Dead($5593)
jf @CUBAN3_4204 
00BC: text_highpriority 'SBOB299' time 5000 1 
jump @CUBAN3_9485 

:CUBAN3_7965
wait 0 
if 
  Actor.Dead($5593)
jf @CUBAN3_8007 
00BC: text_highpriority 'SBOB299' time 5000 1 
jump @CUBAN3_9485 

:CUBAN3_8007
if and
  $10086 == 0 // $ == int 
  Actor.Dead($10087)
jf @CUBAN3_8081 
018A: $10097 = create_checkpoint_at 355.5512 1577.063 11.8855 
Pickup.Create($5614, #BRIEFCASE, 3, 355.5512, 1577.063, 11.8855)
$10086 = 1 // $ = int 

:CUBAN3_8081
if and
  $10093 == 0 // $ == int 
  Actor.Dead($10088)
jf @CUBAN3_8155 
018A: $10098 = create_checkpoint_at 330.4998 1586.12 14.6531 
Pickup.Create($5615, #BRIEFCASE, 3, 330.4998, 1586.12, 14.6531)
$10093 = 1 // $ = int 

:CUBAN3_8155
if and
  $10094 == 0 // $ == int 
  Actor.Dead($10089)
jf @CUBAN3_8229 
018A: $10099 = create_checkpoint_at 339.7365 1586.077 14.6542 
Pickup.Create($5616, #BRIEFCASE, 3, 339.7365, 1586.077, 14.6542)
$10094 = 1 // $ = int 

:CUBAN3_8229
if and
  $10095 == 0 // $ == int 
  Actor.Dead($10090)
jf @CUBAN3_8303 
018A: $10100 = create_checkpoint_at 337.7231 1579.897 14.6542 
Pickup.Create($10096, #BRIEFCASE, 3, 337.7231, 1579.897, 14.6542)
$10095 = 1 // $ = int 

:CUBAN3_8303
if and
  $10095 == 2 // $ == int 
  $10094 == 2 // $ == int 
  $10086 == 2 // $ == int 
  $10093 == 2 // $ == int 
jf @CUBAN3_8837 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
wait 1000 
Camera.SetPosition(363.6691, 1575.37, 17.6534, 0.0, 0.0, 0.0)
Camera.PointAt(351.9059, 1588.986, 10.6534, 2)
wait 1300 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\CUB1_7.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB303' time 5000 1 
wait 2700 
Camera.SetPosition(435.787, 1631.082, 16.4982, 0.0, 0.0, 0.0)
Camera.PointAt(406.2791, 1625.672, 7.4982, 2)
wait 1500 
00BC: text_highpriority 'SBOB305' time 5000 1 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\POULPUL.WAV" loop 0 volume 0.5 
wait 4200 
00BC: text_highpriority 'SBOB304' time 3300 1 
wait 3000 
Camera.SetPosition(333.6114, 1619.405, 15.6526, 0.0, 0.0, 0.0)
Camera.PointAt(344.4186, 1596.865, 8.1526, 2)
wait 1700 
Player.CanMove($PLAYER_CHAR, True)
020C: create_explosion 6 at 347.6744 1593.533 7.0236 
020B: explode_car $5592 
Player.CanMove($PLAYER_CHAR, False)
wait 600 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\HAHA_POL.WAV" loop 0 volume 0.5 
wait 1200 
Actor.RemoveReferences($10087)
Actor.RemoveReferences($10088)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
018A: $5624 = create_checkpoint_at -1170.0 -603.4 11.6 
00BC: text_highpriority 'SBOB306' time 5000 1 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
TIMERA = 0 // @ = int 
jump @CUBAN3_8984 

:CUBAN3_8837
if and
  $10086 == 1 // $ == int 
  Pickup.Picked_up($5614)
jf @CUBAN3_8872 
Marker.Disable($10097)
$10086 = 2 // $ = int 

:CUBAN3_8872
if and
  $10093 == 1 // $ == int 
  Pickup.Picked_up($5615)
jf @CUBAN3_8907 
Marker.Disable($10098)
$10093 = 2 // $ = int 

:CUBAN3_8907
if and
  $10094 == 1 // $ == int 
  Pickup.Picked_up($5616)
jf @CUBAN3_8942 
Marker.Disable($10099)
$10094 = 2 // $ = int 

:CUBAN3_8942
if and
  $10095 == 1 // $ == int 
  Pickup.Picked_up($10096)
jf @CUBAN3_7965 
Marker.Disable($10100)
$10095 = 2 // $ = int 
jump @CUBAN3_7965 

:CUBAN3_8984
wait 0 
if 
  TIMERA > 3500 // @ > int 
jf @CUBAN3_9033 
TIMERA = 0 // @ = int 
020C: create_explosion 6 at 338.3602 1589.365 6.6526 

:CUBAN3_9033
if or
00F5:   player $PLAYER_CHAR 0 344.1246 1587.22 9.0217 radius 5.0 5.0 5.0 
00F5:   player $PLAYER_CHAR 0 364.5352 1642.573 7.0104 radius 39.0 39.0 39.0 
jf @CUBAN3_9150 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
020C: create_explosion 6 at $899 $900 $901 
0322: kill_player $PLAYER_CHAR 

:CUBAN3_9150
if 
00F6:   player $PLAYER_CHAR 1 -1169.9 -607.8 10.6 radius 2.0 2.0 2.0 
jf @CUBAN3_8984 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1171.0, -595.6, 14.2, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0055: put_player $PLAYER_CHAR at -1161.4 -620.2 10.6 
Actor.Create($5619, 4, #NULL, -1169.9, -607.8, 10.6)
01BE: set_actor $5619 to_look_at_spot -1169.7 -630.9 11.0 
0239: actor $5619 run_to -1169.7 -630.9 
if 
  not Actor.Dead($5619)
jf @CUBAN3_9345 

:CUBAN3_9345
if 
80ED:   not actor $5619 0 -1169.7 -630.9 radius 2.0 2.0 
jf @CUBAN3_9410 
wait 0 
if 
  not Actor.Dead($5619)
jf @CUBAN3_9403 

:CUBAN3_9403
jump @CUBAN3_9345 

:CUBAN3_9410
if 
  not Actor.Dead($5619)
jf @CUBAN3_9431 
011C: actor $5619 clear_objective 

:CUBAN3_9431
wait 1000 
Actor.DestroyInstantly($5619)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0395: clear_area 1 at -1170.2 -603.9 10.6 range 20.0 
jump @CUBAN3_9502 

:CUBAN3_9485
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:CUBAN3_9502
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 4000
030C: progress_made += 1 
0318: set_latest_mission_passed 'CUB_3'  // Naval Engagement
start_new_script @CUB4 
$281 = 1 // $ = int 
return 

:CUBAN3_9570
$ONMISSION = 0 // $ = int 
0151: remove_status_text $10105 
0151: remove_status_text $10104 
Player.CanMove($PLAYER_CHAR, True)
03F2: pedtype 8 remove_threat 1 
Model.Destroy(#TROPIC)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#JETMAX)
Model.Destroy(#SGA)
Model.Destroy(#GRENADE)
Model.Destroy(#DINGHY)
Model.Destroy(#SGB)
Model.Destroy(#CBB)
Model.Destroy(#BRIEFCASE)
Model.Destroy(#RUGER)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#UZI)
Model.Destroy(#INGRAMSL)
Model.Destroy(#MARQUIS)
Model.Destroy(#HUNTER)
Model.Destroy(#YT_MAIN_BODY)
Model.Destroy(#YT_MAIN_BODY2)
Marker.Disable($5620)
Marker.Disable($5621)
Marker.Disable($5622)
Marker.Disable($5623)
Marker.Disable($5624)
Marker.Disable($10100)
Marker.Disable($10097)
Marker.Disable($10098)
Marker.Disable($10099)
Pickup.Destroy($5614)
Pickup.Destroy($5615)
Pickup.Destroy($5616)
Pickup.Destroy($10096)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 59---------------
// Originally: Trojan Voodoo

:CUBAN4
script_name 'CUBAN4' 
gosub @CUBAN4_46 
if 
  wasted_or_busted 
jf @CUBAN4_37 
gosub @CUBAN4_25416 

:CUBAN4_37
gosub @CUBAN4_25868 
terminate_this_script 

:CUBAN4_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'CUBAN4' 
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 
$5685 = 0 // $ = int 
$5686 = 1 // $ = int 
$5687 = 0 // $ = int 
$5688 = 0 // $ = int 
$5689 = 0 // $ = int 
$5690 = 0 // $ = int 
$5691 = 0 // $ = int 
$5692 = 0 // $ = int 
$5693 = 0 // $ = int 
$5694 = 0 // $ = int 
$5695 = 0 // $ = int 
$5696 = 0 // $ = int 
$5697 = 0 // $ = int 
$5698 = 0 // $ = int 
$5699 = 0 // $ = int 
$5700 = 19500 // $ = int 
$5701 = 0 // $ = int 
$5702 = 2 // $ = int 
$5703 = 0 // $ = int 
$5704 = 0 // $ = int 
$5705 = 0 // $ = int 
$5706 = 0 // $ = int 
$5707 = 0 // $ = int 
$5708 = 0 // $ = int 
$5709 = 0 // $ = int 
$5710 = 0 // $ = int 
$5663 = 0 // $ = int 
$5664 = 0 // $ = int 
$5711 = 0 // $ = int 
$5712 = 0 // $ = int 
$5713 = 0 // $ = int 
$5714 = 0 // $ = int 
$5715 = 0 // $ = int 
$5716 = 0 // $ = int 
$5717 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
select_interior 7 
0522: disable_cutscene_shadows 
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03CF: load_wav 'MONO16' as 1 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'CSUMBTO' 
023C: load_special_actor 3 'FLOOZYB' 
023C: load_special_actor 4 'FLOOZYC' 
023C: load_special_actor 5 'CSPAPA' 
02F3: load_object #CUTOBJ01 'CCFAN' 
02F3: load_object #CUTOBJ02 'ESPRESO' 
Camera.SetAtPos(-1169.0, -620.0, 10.791)
038B: load_requested_models 

:CUBAN4_656
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 
823D:   not special_actor 5 loaded 
jf @CUBAN4_698 
wait 0 
jump @CUBAN4_656 

:CUBAN4_698
if or
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @CUBAN4_730 
wait 0 
jump @CUBAN4_698 

:CUBAN4_730
02E4: load_cutscene_data 'CUB_3' 
0244: set_cutscene_pos -1170.708 -608.327 10.791 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $181 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $181 'CSUMBTO' 
02E5: $175 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $175 'FLOOZYB' 
02E5: $176 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $176 'FLOOZYC' 
02E5: $179 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $179 'CSPAPA' 
02E5: $218 = create_cutscene_object #CUTOBJ01 
04BC: set_cutscene_anim 'CCFAN' to_loop 
02E6: set_cutscene_anim $218 'CCFAN' 
02E5: $204 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $204 'ESPRESO' 
0395: clear_area 1 at -1170.9 -603.7 10.6 range 1.0 
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 15.3 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:CUBAN4_992
if 
  1888 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1027 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_992 

:CUBAN4_1027
00BC: text_highpriority 'CUB4_A' time 10000 1  // Hey, ladies. You know what I'm gonna do?

:CUBAN4_1042
if 
  5073 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1077 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1042 

:CUBAN4_1077
00BC: text_highpriority 'CUB4_B' time 10000 1  // I'm gonna kill me a Haitian. And then?

:CUBAN4_1092
if 
  7958 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1127 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1092 

:CUBAN4_1127
00BC: text_highpriority 'CUB4_C' time 10000 1  // And then I'm going to make love like a man.

:CUBAN4_1142
if 
  9915 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1177 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1142 

:CUBAN4_1177
00BC: text_highpriority 'CUB4_D' time 10000 1  // You know that, chica? Something like this.

:CUBAN4_1192
if 
  15514 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1227 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1192 

:CUBAN4_1227
00BC: text_highpriority 'CUB4_E' time 10000 1  // Loser!

:CUBAN4_1242
if 
  17098 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1277 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1242 

:CUBAN4_1277
00BC: text_highpriority 'CUB4_F' time 10000 1  // Prick.

:CUBAN4_1292
if 
  17491 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1327 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1292 

:CUBAN4_1327
00BC: text_highpriority 'CUB4_G' time 10000 1  // Hey, baby, I wouldn't touch you with a ten foot pole!

:CUBAN4_1342
if 
  21119 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1377 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1342 

:CUBAN4_1377
00BC: text_highpriority 'CUB4_H' time 10000 1  // Umberto Robina, he likes the ladies! Not some goat in a skirt!

:CUBAN4_1392
if 
  26363 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1427 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1392 

:CUBAN4_1427
00BC: text_highpriority 'CUB4_I' time 10000 1  // Tommy!! Tommy, I love you, I love you! Let's go!

:CUBAN4_1442
if 
  31119 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1477 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1442 

:CUBAN4_1477
00BC: text_highpriority 'CUB4_J' time 10000 1  // Go where? Can't I get a cup of coffee first?

:CUBAN4_1492
if 
  32804 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1529 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1492 

:CUBAN4_1529
00BC: text_highpriority 'CUB4_K' time 10000 1  // No time for coffee! Besides, I just had one.

:CUBAN4_1544
if 
  36208 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1581 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1544 

:CUBAN4_1581
00BC: text_highpriority 'CUB4_L' time 10000 1  // We gonna take out the Haitians.

:CUBAN4_1596
if 
  38251 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1633 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1596 

:CUBAN4_1633
00BC: text_highpriority 'CUB4_M' time 10000 1  // Tommy, how do you take out a snake?

:CUBAN4_1648
if 
  41602 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1685 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1648 

:CUBAN4_1685
00BC: text_highpriority 'CUB4_N' time 10000 1  // You bite him in the ass! Hahaha!

:CUBAN4_1700
if 
  43148 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1737 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1700 

:CUBAN4_1737
00BC: text_highpriority 'CUB4_O' time 10000 1  // Whatever you say, Umberto.

:CUBAN4_1752
if 
  44248 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1789 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1752 

:CUBAN4_1789
00BC: text_highpriority 'CUB4_P' time 10000 1  // Tommy, you go and get us a little Haitian car.

:CUBAN4_1804
if 
  46776 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1841 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1804 

:CUBAN4_1841
00BC: text_highpriority 'CUB4_Q' time 10000 1  // When you get it, come back and pick up my boy.

:CUBAN4_1856
if 
  49338 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1893 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1856 

:CUBAN4_1893
00BC: text_highpriority 'CUB4_R' time 10000 1  // Pepe, and take him out to the Haitians.

:CUBAN4_1908
if 
  53344 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1945 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1908 

:CUBAN4_1945
00BC: text_highpriority 'CUB4_S' time 10000 1  // Then, you go around to the Haitians processing plant, and you use their solvent as an explosive.

:CUBAN4_1960
if 
  59927 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_1997 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_1960 

:CUBAN4_1997
00BC: text_highpriority 'CUB4_T' time 10000 1  // Boom! Bye bye!

:CUBAN4_2012
if 
  62394 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2049 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2012 

:CUBAN4_2049
00BC: text_highpriority 'CUB4_U' time 10000 1  // Umberto, what about you?

:CUBAN4_2064
if 
  64830 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2101 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2064 

:CUBAN4_2101
00BC: text_highpriority 'CUB4_V' time 10000 1  // Uhh... I'm going to stay behind, and watch over the cafe with Poppa.

:CUBAN4_2116
if 
  68153 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2153 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2116 

:CUBAN4_2153
00BC: text_highpriority 'CUB4_W' time 10000 1  // He not feeling so good. You know?

:CUBAN4_2168
if 
  69153 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2205 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2168 

:CUBAN4_2205
00BE: text_clear_all 

:CUBAN4_2207
if 
  71424 > $CUT_SCENE_TIME // int > $ 
jf @CUBAN4_2244 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @CUBAN4_2207 

:CUBAN4_2244
fade 0 1500 
00BE: text_clear_all 
wait 1000 
if 
856A:   not has_cutscene_been_interrupted 
jf @CUBAN4_2290 
if 
03D0:   wav 1 loaded 
jf @CUBAN4_2290 
03D1: play_wav 1 

:CUBAN4_2290
if 
  fading 
jf @CUBAN4_2314 
wait 0 
jump @CUBAN4_2290 

:CUBAN4_2314
03AD: set_rubbish 1 
02EA: end_cutscene 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
select_interior 0 
$989 = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color 0 0 0 
wait 500 
Camera.SetBehindPlayer
04E3: set_player $PLAYER_CHAR mood 1 duration 60000 
03F1: pedtype 8 add_threat 1 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#CBB)
Model.Load(#CBA)
Model.Load(#SNIPER)
Model.Load(#TEC9)
Model.Load(#VOODOO)
Model.Load(#DYNAMITE)
Model.Load(#SPARROW)
Model.Load(#ELECTRICGATE)
Model.Load(#BOMB)

:CUBAN4_2457
if or
  not Model.Available(#CBA)
  not Model.Available(#CBB)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#SPARROW)
jf @CUBAN4_2500 
wait 0 
jump @CUBAN4_2457 

:CUBAN4_2500
if or
  not Model.Available(#SNIPER)
  not Model.Available(#TEC9)
  not Model.Available(#VOODOO)
  not Model.Available(#DYNAMITE)
  not Model.Available(#ELECTRICGATE)
jf @CUBAN4_2545 
wait 0 
jump @CUBAN4_2500 

:CUBAN4_2545
if 
  not Model.Available(#BOMB)
jf @CUBAN4_2572 
wait 0 
jump @CUBAN4_2545 

:CUBAN4_2572
if 
  $ONMISSION == 0 // $ == int 
jf @CUBAN4_2782 
018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 
018A: $5681 = create_checkpoint_at -1198.4 104.8 11.1 
018A: $5682 = create_checkpoint_at -1198.4 106.6 11.1 
018A: $5683 = create_checkpoint_at -1198.9 108.3 11.1 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 
Actor.Create($5675, 8, #HNA, -1197.9, 82.5, 10.1)
Actor.Create($5676, 8, #HNA, -1189.0, 83.6, 10.1)
Actor.Create($5677, 8, #HNA, -1190.5, 68.5, 10.1)

:CUBAN4_2782
if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_2841 
wait 0 
jump @CUBAN4_2782 

:CUBAN4_2841
Car.Create($5718, #VOODOO, -1169.992, -583.1637, 10.6415)
Car.Angle($5718) = 280.9858
Actor.Create($5652, 7, #CBB, -1170.0, -607.0, 10.6)
04F5: set_actor $5652 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5652 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5652 threat_search 
02A9: set_actor $5652 immune_to_nonplayer 1 
039E: set_actor $5652 locked_while_in_vehicle 1 
0243: set_actor $5652 ped_stats_to 16 
0291: set_actor $5652 heed_threats 1 
0319: set_actor $5652 running 1 
0568: set_actor $5652 untargetable 1 
fade 1 1500 
Actor.Create($5659, 8, #HNA, -1110.883, 79.993, 10.263)
Actor.Angle($5659) = 174.0982
01B2: give_actor $5659 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5659 threat_search 
0243: set_actor $5659 ped_stats_to 16 
0291: set_actor $5659 heed_threats 1 
0350: set_actor $5659 maintain_position_when_attacked 1 
Actor.Create($5660, 8, #HNB, -1179.4, 71.2, 23.9)
Actor.Angle($5660) = 270.0
01B2: give_actor $5660 weapon 28 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5660 threat_search 
0243: set_actor $5660 ped_stats_to 16 
0291: set_actor $5660 heed_threats 1 
0350: set_actor $5660 maintain_position_when_attacked 1 
Car.Create($5653, #VOODOO, -1044.5, 172.7, 9.8)
Car.Angle($5653) = 180.8
Car.ImmuneToNonPlayer($5653, True)
Car.SetMaxSpeed($5653, 0.0)
020A: set_car $5653 door_status_to 2 
00AE: set_vehicle $5653 traffic_behavior_to 2 
0129: $5655 = create_actor 14 #CBA in_car $5653 driverseat 
04F5: set_actor $5655 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5655 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5655 threat_search 
039E: set_actor $5655 locked_while_in_vehicle 1 
0568: set_actor $5655 untargetable 1 
01C8: $5656 = create_actor_pedtype 14 model #CBA in_car $5653 passenger_seat 0 
04F5: set_actor $5656 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5656 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5656 threat_search 
039E: set_actor $5656 locked_while_in_vehicle 1 
0568: set_actor $5656 untargetable 1 
Car.Create($5654, #VOODOO, -1040.4, 173.4, 9.9)
Car.Angle($5654) = 177.1
Car.ImmuneToNonPlayer($5654, True)
Car.SetMaxSpeed($5654, 0.0)
020A: set_car $5654 door_status_to 2 
00AE: set_vehicle $5654 traffic_behavior_to 2 
0129: $5657 = create_actor 14 #CBB in_car $5654 driverseat 
04F5: set_actor $5657 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5657 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5657 threat_search 
039E: set_actor $5657 locked_while_in_vehicle 1 
0568: set_actor $5657 untargetable 1 
01C8: $5658 = create_actor_pedtype 14 model #CBA in_car $5654 passenger_seat 0 
04F5: set_actor $5658 as_player_friend $PLAYER_CHAR flag 1 
01B2: give_actor $5658 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5658 threat_search 
039E: set_actor $5658 locked_while_in_vehicle 1 
0568: set_actor $5658 untargetable 1 
04BD: set_car $5653 is_part_of_convoy 1 
04E0: car $5653 abandon_path_radius 255 
04BD: set_car $5654 is_part_of_convoy 1 
04E0: car $5654 abandon_path_radius 255 
01DF: tie_actor $5652 to_player $PLAYER_CHAR 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
00BC: text_highpriority 'CUB4_26' time 5000 1  // ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car.

:CUBAN4_3515
wait 0 
if 
  $5709 == 0 // $ == int 
jf @CUBAN4_3903 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN4_3903 
00DA: $5651 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_3903 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_3885 
03F2: pedtype 8 remove_threat 1 
Marker.Disable($5678)
Marker.Disable($5679)
if 
  not Actor.Dead($5652)
jf @CUBAN4_3878 
if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
jf @CUBAN4_3878 
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_3676
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_3702 
wait 0 
jump @CUBAN4_3676 

:CUBAN4_3702
00BC: text_highpriority 'CUB4_13' time 5000 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_3721
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_3752 
wait 0 
jump @CUBAN4_3721 

:CUBAN4_3752
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_3811 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
jump @CUBAN4_3831 

:CUBAN4_3811
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_3831
if 
  $5703 == 0 // $ == int 
jf @CUBAN4_3871 
00BC: text_highpriority 'CUB4_27' time 5000 1  // ~g~Go and meet up with Rico and the other Cubans.
$5703 = 1 // $ = int 

:CUBAN4_3871
$5709 = 1 // $ = int 

:CUBAN4_3878
jump @CUBAN4_3903 

:CUBAN4_3885
03F1: pedtype 8 add_threat 1 
Car.RemoveReferences($5651)
$5709 = 0 // $ = int 

:CUBAN4_3903
if 
  $5709 == 1 // $ == int 
jf @CUBAN4_5491 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_5491 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_5347 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_5280 
if 
  not Actor.Dead($5652)
jf @CUBAN4_5273 
if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_5273 
if 
00FA:   player $PLAYER_CHAR stopped 1 -1037.4 172.3 10.0 radius 3.0 3.0 10.0 
jf @CUBAN4_5266 
if 
80DC:   not player $PLAYER_CHAR in_car $5718 
jf @CUBAN4_4228 
Marker.Disable($5678)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 
Camera.SetPosition(-1029.6, 169.7, 13.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1030.5, 170.0, 12.9, 2)
if 
  not Car.Wrecked($5653)
jf @CUBAN4_4456 
if 
  not Car.Wrecked($5654)
jf @CUBAN4_4456 
00AE: set_vehicle $5653 traffic_behavior_to 3 
00AE: set_vehicle $5654 traffic_behavior_to 3 
jump @CUBAN4_4456 

:CUBAN4_4228
Marker.Disable($5678)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 
Actor.Create($10086, 14, #HNB, -1018.226, 149.6208, 14.321)
Actor.Angle($10086) = 42.8968
0319: set_actor $10086 running 1 
0239: actor $10086 run_to -1021.021 155.4278 
Camera.SetPosition(-1017.316, 153.1921, 15.321, 0.0, 0.0, 0.0)
Camera.PointAt(-1020.461, 156.4874, 15.321, 2)
00BC: text_highpriority 'SBOB318' time 6000 1 
wait 3000 
018C: play_sound 16 at -1021.103 155.8709 15.321 
04EB: actor $10086 crouch 1 9999999 ms 
wait 1150 
Player.CanMove($PLAYER_CHAR, True)
020B: explode_car $5718 
wait 1000 

:CUBAN4_4456
03CF: load_wav 'CUB4_2' as 1 
03CF: load_wav 'CUB4_1' as 2 

:CUBAN4_4480
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4510 
wait 0 
jump @CUBAN4_4480 

:CUBAN4_4510
00BC: text_highpriority 'CUB4_08' time 4000 1  // Hola, amigos.
03D1: play_wav 1 

:CUBAN4_4529
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_4560 
wait 0 
jump @CUBAN4_4529 

:CUBAN4_4560
040D: unload_wav 1 
03D5: remove_text 'CUB4_08'  // Hola, amigos.
00BC: text_highpriority 'CUB4_07' time 4000 1  // Oy - the solvent is round the back, amigo.
03D1: play_wav 2 

:CUBAN4_4593
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5652)
jf @CUBAN4_4624 
wait 0 
jump @CUBAN4_4593 

:CUBAN4_4624
040D: unload_wav 2 
03D5: remove_text 'CUB4_07'  // Oy - the solvent is round the back, amigo.
03CF: load_wav 'CUB4_3' as 1 
03CF: load_wav 'CUB4_4' as 2 

:CUBAN4_4662
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4692 
wait 0 
jump @CUBAN4_4662 

:CUBAN4_4692
00BC: text_highpriority 'CUB4_09' time 4000 1  // Bueno. Haitian Putas. Muerte.
03D1: play_wav 1 

:CUBAN4_4711
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_4742 
wait 0 
jump @CUBAN4_4711 

:CUBAN4_4742
040D: unload_wav 1 
03D5: remove_text 'CUB4_09'  // Bueno. Haitian Putas. Muerte.
if 
  not Car.Wrecked($5653)
jf @CUBAN4_4802 
Car.SetMaxSpeed($5653, 10.0)
Car.DriveTo($5653, -1072.2, 70.7, 11.2)

:CUBAN4_4802
00BC: text_highpriority 'CUB4_10' time 4000 1  // Vamos.
03D1: play_wav 2 

:CUBAN4_4821
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5652)
jf @CUBAN4_4852 
wait 0 
jump @CUBAN4_4821 

:CUBAN4_4852
040D: unload_wav 2 
03D5: remove_text 'CUB4_10'  // Vamos.
03CF: load_wav 'CUB4_5' as 1 
03CF: load_wav 'CUB4_7' as 2 

:CUBAN4_4890
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @CUBAN4_4920 
wait 0 
jump @CUBAN4_4890 

:CUBAN4_4920
00BC: text_highpriority 'CUB4_11' time 4000 1  // Vamos indeed.
03D1: play_wav 1 

:CUBAN4_4939
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_4970 
wait 0 
jump @CUBAN4_4939 

:CUBAN4_4970
040D: unload_wav 1 
03D5: remove_text 'CUB4_11'  // Vamos indeed.
if 
  not Car.Wrecked($5654)
jf @CUBAN4_5030 
Car.SetMaxSpeed($5654, 10.0)
Car.DriveTo($5654, -1072.2, 70.7, 11.2)

:CUBAN4_5030
00BC: text_highpriority 'CUB4_14' time 4000 1  // Follow my compadres.
03D1: play_wav 2 

:CUBAN4_5049
if and
83D2:   not wav 2 ended 
  not Actor.Dead($5652)
jf @CUBAN4_5080 
wait 0 
jump @CUBAN4_5049 

:CUBAN4_5080
040D: unload_wav 2 
03D5: remove_text 'CUB4_14'  // Follow my compadres.
wait 3000 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_5168 
Car.SetMaxSpeed($5653, 0.0)
Car.PutAt($5653, -1101.2, 70.0, 10.8)
Car.Angle($5653) = 87.8

:CUBAN4_5168
if 
  not Car.Wrecked($5654)
jf @CUBAN4_5224 
Car.SetMaxSpeed($5654, 0.0)
Car.PutAt($5654, -1093.0, 70.6, 10.8)
Car.Angle($5654) = 90.6

:CUBAN4_5224
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 
00BC: text_highpriority 'CUB4_28' time 5000 1  // ~g~Join the other Cubans at the Haitian Drugs Factory.
$5710 = 1 // $ = int 

:CUBAN4_5266
$5702 = 0 // $ = int 

:CUBAN4_5273
jump @CUBAN4_5340 

:CUBAN4_5280
if 
00FA:   player $PLAYER_CHAR stopped 1 -1084.1 70.2 10.8 radius 5.0 5.0 10.0 
jf @CUBAN4_5340 
Marker.Disable($5679)
jump @CUBAN4_8595 

:CUBAN4_5340
jump @CUBAN4_5491 

:CUBAN4_5347
if 
  $5702 == 0 // $ == int 
jf @CUBAN4_5474 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_5377
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5403 
wait 0 
jump @CUBAN4_5377 

:CUBAN4_5403
00BC: text_highpriority 'CUB4_12' time 5000 1  // Hey, we need a Haitian gang car!
03D1: play_wav 1 

:CUBAN4_5422
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_5453 
wait 0 
jump @CUBAN4_5422 

:CUBAN4_5453
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a Haitian gang car!
$5702 = 1 // $ = int 

:CUBAN4_5474
Marker.Disable($5678)
Marker.Disable($5679)
$5709 = 0 // $ = int 

:CUBAN4_5491
if 
  TIMERB > 5000 // @ > int 
jf @CUBAN4_6132 
if 
  not Actor.Dead($5652)
jf @CUBAN4_6103 
if 
  $5686 == 1 // $ == int 
jf @CUBAN4_5603 
if 
8320:   not actor $5652 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_5603 
00BC: text_highpriority 'CUB4_24' time 5000 1  // You've left Pepe behind, go and get him.
Marker.Disable($5678)
Marker.Disable($5679)
Marker.CreateAboveActor($5680, $5652)
$5686 = 0 // $ = int 

:CUBAN4_5603
if 
  $5686 == 0 // $ == int 
jf @CUBAN4_6096 
if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
jf @CUBAN4_6096 
01DF: tie_actor $5652 to_player $PLAYER_CHAR 
Marker.Disable($5680)
Marker.Disable($5678)
Marker.Disable($5679)
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #VOODOO 
jf @CUBAN4_5833 
if 
  $5702 == 0 // $ == int 
jf @CUBAN4_5826 
03CF: load_wav 'CUB4_5A' as 1 

:CUBAN4_5729
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5755 
wait 0 
jump @CUBAN4_5729 

:CUBAN4_5755
00BC: text_highpriority 'CUB4_12' time 5000 1  // Hey, we need a Haitian gang car!
03D1: play_wav 1 

:CUBAN4_5774
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_5805 
wait 0 
jump @CUBAN4_5774 

:CUBAN4_5805
040D: unload_wav 1 
03D5: remove_text 'CUB4_12'  // Hey, we need a Haitian gang car!
$5702 = 1 // $ = int 

:CUBAN4_5826
jump @CUBAN4_5935 

:CUBAN4_5833
03CF: load_wav 'CUB4_6' as 1 

:CUBAN4_5845
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_5871 
wait 0 
jump @CUBAN4_5845 

:CUBAN4_5871
00BC: text_highpriority 'CUB4_13' time 5000 1  // Oye, let's go find our muchachos!
03D1: play_wav 1 

:CUBAN4_5890
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_5921 
wait 0 
jump @CUBAN4_5890 

:CUBAN4_5921
040D: unload_wav 1 
03D5: remove_text 'CUB4_13'  // Oye, let's go find our muchachos!

:CUBAN4_5935
if 
  not Actor.Dead($5652)
jf @CUBAN4_6089 
if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_6089 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_6089 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_6089 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_6089 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6069 
018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 
jump @CUBAN4_6089 

:CUBAN4_6069
018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 

:CUBAN4_6089
$5686 = 1 // $ = int 

:CUBAN4_6096
jump @CUBAN4_6125 

:CUBAN4_6103
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_6125
$5702 = 0 // $ = int 

:CUBAN4_6132
if 
  TIMERA > 5000 // @ > int 
jf @CUBAN4_8363 
if 
  not Actor.Dead($5652)
jf @CUBAN4_8363 
if 
0320:   actor $5652 in_range_of_player $PLAYER_CHAR 
jf @CUBAN4_8363 
if 
00FB:   player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 
jf @CUBAN4_8363 
if 
  $5712 == 0 // $ == int 
jf @CUBAN4_6525 
if 
0056:   player $PLAYER_CHAR 0 -1222.1 -346.7 -996.3 -365.2 
jf @CUBAN4_6525 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_6290
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6385 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6356 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6378 

:CUBAN4_6356
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6378
jump @CUBAN4_6290 

:CUBAN4_6385
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_6404
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_6504 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6475 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6497 

:CUBAN4_6475
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6497
jump @CUBAN4_6404 

:CUBAN4_6504
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5712 = 1 // $ = int 

:CUBAN4_6525
if 
  $5713 == 0 // $ == int 
jf @CUBAN4_6828 
if 
0056:   player $PLAYER_CHAR 0 -989.3 -436.5 -1011.2 -500.6 
jf @CUBAN4_6828 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_6593
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6688 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6659 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6681 

:CUBAN4_6659
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6681
jump @CUBAN4_6593 

:CUBAN4_6688
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_6707
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_6807 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6778 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6800 

:CUBAN4_6778
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6800
jump @CUBAN4_6707 

:CUBAN4_6807
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5713 = 1 // $ = int 

:CUBAN4_6828
if 
  $5714 == 0 // $ == int 
jf @CUBAN4_7131 
if 
0056:   player $PLAYER_CHAR 0 -1186.1 -95.5 -1054.3 -51.6 
jf @CUBAN4_7131 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_6896
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_6991 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_6962 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_6984 

:CUBAN4_6962
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_6984
jump @CUBAN4_6896 

:CUBAN4_6991
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_7010
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_7110 
wait 0 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_7081 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7103 

:CUBAN4_7081
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7103
jump @CUBAN4_7010 

:CUBAN4_7110
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5714 = 1 // $ = int 

:CUBAN4_7131
if 
  $5715 == 0 // $ == int 
jf @CUBAN4_7542 
if 
0056:   player $PLAYER_CHAR 0 -1063.6 101.9 -1078.9 67.0 
jf @CUBAN4_7542 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_7199
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_7348 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_7341 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_7341 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_7341 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_7319 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7341 

:CUBAN4_7319
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7341
jump @CUBAN4_7199 

:CUBAN4_7348
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_7367
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_7521 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_7514 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_7514 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_7514 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_7492 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7514 

:CUBAN4_7492
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7514
jump @CUBAN4_7367 

:CUBAN4_7521
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5715 = 1 // $ = int 

:CUBAN4_7542
if 
  $5716 == 0 // $ == int 
jf @CUBAN4_7936 
if 
  TIMERA > 60000 // @ > int 
jf @CUBAN4_7936 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_7593
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_7742 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_7735 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_7735 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_7735 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_7713 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7735 

:CUBAN4_7713
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7735
jump @CUBAN4_7593 

:CUBAN4_7742
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_7761
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_7915 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_7908 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_7908 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_7908 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_7886 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_7908 

:CUBAN4_7886
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_7908
jump @CUBAN4_7761 

:CUBAN4_7915
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5716 = 1 // $ = int 

:CUBAN4_7936
if 
  $5717 == 0 // $ == int 
jf @CUBAN4_8363 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CUBAN4_8363 
if 
0056:   player $PLAYER_CHAR 0 -1045.9 138.2 -1012.2 198.7 
jf @CUBAN4_8363 
03CF: load_wav 'CUB4_15' as 1 

:CUBAN4_8020
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_8169 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_8162 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_8162 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_8162 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_8140 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_8162 

:CUBAN4_8140
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_8162
jump @CUBAN4_8020 

:CUBAN4_8169
00BC: text_highpriority 'CUB4_22' time 5000 1  // Whoah, man. You drive like a crazy bitch!
03D1: play_wav 1 

:CUBAN4_8188
if and
83D2:   not wav 1 ended 
  not Actor.Dead($5652)
jf @CUBAN4_8342 
wait 0 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_8335 
if 
  Car.Model($5651) == #VOODOO
jf @CUBAN4_8335 
if 
00DC:   player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_8335 
if 
  $5710 == 0 // $ == int 
jf @CUBAN4_8313 
03A1: draw_sphere -1037.4 172.3 10.0 radius 3.0 
jump @CUBAN4_8335 

:CUBAN4_8313
03A1: draw_sphere -1084.1 70.2 10.8 radius 5.0 

:CUBAN4_8335
jump @CUBAN4_8188 

:CUBAN4_8342
040D: unload_wav 1 
03D5: remove_text 'CUB4_22'  // Whoah, man. You drive like a crazy bitch!
$5717 = 1 // $ = int 

:CUBAN4_8363
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_8454 
if 
  not Actor.Dead($5659)
jf @CUBAN4_8432 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_8432
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_25416 

:CUBAN4_8454
if or
  Actor.Dead($5655)
  Actor.Dead($5656)
  Actor.Dead($5657)
  Actor.Dead($5658)
jf @CUBAN4_8507 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_8507
if or
  Car.Wrecked($5653)
  Car.Wrecked($5654)
jf @CUBAN4_8550 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_8550
if 
  Actor.Dead($5659)
jf @CUBAN4_8588 
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_25416 

:CUBAN4_8588
jump @CUBAN4_3515 

:CUBAN4_8595
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'CUB4_03' time 5000 1  // ~g~Stay in the car until safely parked inside the compound.
if 
  not Car.Wrecked($5653)
jf @CUBAN4_8663 
02C2: car $5653 drive_to_point -1108.8 69.8 10.8 
Car.SetMaxSpeed($5653, 2.0)

:CUBAN4_8663
wait 0 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_8735 
if 
01AD:   car $5653 sphere 0 near_point -1108.8 69.8 radius 3.0 3.0 
jf @CUBAN4_8728 
jump @CUBAN4_9017 

:CUBAN4_8728
jump @CUBAN4_8757 

:CUBAN4_8735
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_8757
if 
  not Car.Wrecked($5651)
jf @CUBAN4_8814 
if 
80DC:   not player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_8814 
00BC: text_highpriority 'CUB4_10' time 5000 1  // Vamos.
jump @CUBAN4_25416 

:CUBAN4_8814
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_8929 
if 
  not Actor.Dead($5660)
jf @CUBAN4_8876 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_8876
if 
  not Actor.Dead($5659)
jf @CUBAN4_8907 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_8907
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Haitian Putas. Muerte.
jump @CUBAN4_25416 

:CUBAN4_8929
if 
  Actor.Dead($5659)
jf @CUBAN4_8967 
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Haitian Putas. Muerte.
jump @CUBAN4_25416 

:CUBAN4_8967
if or
  Actor.Dead($5652)
  Car.Wrecked($5654)
jf @CUBAN4_9010 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_9010
jump @CUBAN4_8663 

:CUBAN4_9017
wait 0 
if 
  $5687 == 0 // $ == int 
jf @CUBAN4_14147 
if 
  not Actor.Dead($5659)
jf @CUBAN4_14125 
if 
80ED:   not actor $5659 0 -1108.831 72.0179 radius 1.0 1.0 
jf @CUBAN4_9122 
0350: set_actor $5659 maintain_position_when_attacked 0 
0211: actor $5659 walk_to -1108.831 72.0179 
jump @CUBAN4_14118 

:CUBAN4_9122
if 
0126:   actor $5659 objective_passed 
jf @CUBAN4_14118 
0350: set_actor $5659 maintain_position_when_attacked 1 
Actor.Angle($5659) = 195.7184
wait 1500 
Actor.Angle($5659) = 267.3912
wait 500 
00BC: text_highpriority 'SBOB307' time 5000 1 
wait 1100 
Actor.Angle($5659) = 195.7184
wait 1500 
04EB: actor $5659 crouch 1 9999999 ms 
wait 1100 
04EB: actor $5659 crouch 0 9999999 ms 
wait 1100 
00BC: text_highpriority 'SBOB308' time 5000 1 
00BB: text_lowpriority 'SBOB309' time 5000 1 
0350: set_actor $5659 maintain_position_when_attacked 0 
0319: set_actor $5659 running 1 
020A: set_car $5653 door_status_to 1 
01C9: actor $5659 kill_actor $5656 
046B: actor $5656 leave_car $5653 and_flee 
046B: actor $5655 leave_car $5653 and_flee 
Player.CanMove($PLAYER_CHAR, True)
0167: $10088 = create_marker_at -1167.434 112.5035 11.1276 color 1 display 3 
0168: set_marker $10088 size 3 
Object.Init($10089, #ELECTRICGATE, -1186.508, 93.2582, 10.1281)
Object.Angle($10089) = 92.3477
Object.ToggleInMovingList($10089, True)
jump @CUBAN4_9403 

:CUBAN4_9403
wait 0 
if or
  Actor.Dead($5652)
  Actor.Dead($5657)
  Actor.Dead($5658)
jf @CUBAN4_9455 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_9455
if and
  not Car.Wrecked($5654)
  Actor.InCar($5657, $5654)
jf @CUBAN4_9527 
if 
80EC:   not actor $5657 0 -1076.81 70.9534 radius 5.5 5.5 
jf @CUBAN4_9527 
0477: set_car $5654 action 2 time 500 

:CUBAN4_9527
if 
00E7:   player $PLAYER_CHAR stopped 1 -1167.354 111.8402 radius 2.0 2.0 
jf @CUBAN4_9403 
if 
00EC:   actor $5652 0 -1167.354 111.8402 radius 4.0 4.0 
jf @CUBAN4_10530 
Player.CanMove($PLAYER_CHAR, False)
0446: set_actor $5652 dismemberment_possible 0 
fade 0 600 
wait 1000 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Create($10096, 8, #HNA, -1162.964, 96.8142, 10.1277)
Actor.Health($10096) = 300
01B2: give_actor $10096 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10096 dismemberment_possible 0 
02E2: set_actor $10096 weapon_accuracy_to 70 
011A: set_actor $10096 search_threat 1 
011A: set_actor $10096 search_threat 16 
011A: set_actor $10096 search_threat 32 
011A: set_actor $10096 search_threat 128 
011A: set_actor $10096 search_threat 512 
Actor.Create($10097, 8, #HNB, -1179.977, 86.6318, 10.128)
Actor.Health($10097) = 300
01B2: give_actor $10097 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10097 dismemberment_possible 0 
02E2: set_actor $10097 weapon_accuracy_to 70 
011A: set_actor $10097 search_threat 1 
011A: set_actor $10097 search_threat 16 
011A: set_actor $10097 search_threat 32 
011A: set_actor $10097 search_threat 128 
011A: set_actor $10097 search_threat 512 
Actor.Create($10098, 8, #HNB, -1162.824, 82.8563, 10.1278)
Actor.Health($10098) = 300
01B2: give_actor $10098 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10098 dismemberment_possible 0 
02E2: set_actor $10098 weapon_accuracy_to 70 
011A: set_actor $10098 search_threat 1 
011A: set_actor $10098 search_threat 16 
011A: set_actor $10098 search_threat 32 
011A: set_actor $10098 search_threat 128 
011A: set_actor $10098 search_threat 512 
Actor.Create($10099, 8, #HNA, -1175.813, 70.939, 10.128)
Actor.Health($10099) = 300
01B2: give_actor $10099 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10099 dismemberment_possible 0 
02E2: set_actor $10099 weapon_accuracy_to 70 
011A: set_actor $10099 search_threat 1 
011A: set_actor $10099 search_threat 16 
011A: set_actor $10099 search_threat 32 
011A: set_actor $10099 search_threat 128 
011A: set_actor $10099 search_threat 512 
Actor.Create($10100, 8, #HNB, -1164.08, 70.2081, 10.1278)
Actor.Health($10100) = 300
01B2: give_actor $10100 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10100 dismemberment_possible 0 
02E2: set_actor $10100 weapon_accuracy_to 70 
011A: set_actor $10100 search_threat 1 
011A: set_actor $10100 search_threat 16 
011A: set_actor $10100 search_threat 32 
011A: set_actor $10100 search_threat 128 
011A: set_actor $10100 search_threat 512 
Actor.RemoveReferences($5657)
Actor.RemoveReferences($5658)
Actor.RemoveReferences($5659)
Actor.Health($5652) = 1000
0055: put_player $PLAYER_CHAR at -1167.24 106.2917 10.1277 
Actor.PutAt($5652, -1171.384, 107.846, 10.1278)
01E0: clear_leader $5652 
Marker.Disable($10088)
04F7: status_text $10090 1 line 1 'SBOB312' 
011A: set_actor $5652 search_threat 16 
011A: set_actor $5652 search_threat 32 
011A: set_actor $5652 search_threat 256 
011A: set_actor $5652 search_threat 512 
wait 600 
fade 1 600 
02A3: enable_widescreen 1 
0171: set_player $PLAYER_CHAR z_angle_to 179.9028 
Camera.SetPosition(-1158.539, 81.7781, 21.1278, 0.0, 0.0, 0.0)
Camera.PointAt(-1168.939, 102.2312, 13.6278, 2)
wait 1900 
00BC: text_highpriority 'SBOB311' time 5000 1 
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A9: set_actor $5652 immune_to_nonplayer 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
Car.Create($10091, #SPARROW, -1151.103, 1178.232, 21.6279)
Car.Angle($10091) = 178.1136
0129: $10092 = create_actor 7 #CBA in_car $10091 driverseat 
Actor.Create($10093, 7, #CBB, -1302.267, 146.64, 10.45)
Actor.Health($10093) = 1000
04F5: set_actor $10093 as_player_friend $PLAYER_CHAR flag 1 
0464: put_actor $10093 into_turret_on_car $10091 at_car_offset 1.1242 2.1679 0.3322 position 3 angle 270.0 with_weapon 22 
04A2: heli $10091 fly_to -1163.447 80.5531 21.6279 speed 30 
011A: set_actor $10093 search_threat 16 
011A: set_actor $10093 search_threat 32 
011A: set_actor $10093 search_threat 256 
011A: set_actor $10093 search_threat 512 
0446: set_actor $10093 dismemberment_possible 0 
jump @CUBAN4_10552 

:CUBAN4_10530
00BC: text_highpriority 'SBOB310' time 1000 1 
jump @CUBAN4_9403 

:CUBAN4_10552
wait 0 
$10090 = Actor.Health($5652)
$10090 /= 10 // $ /= int 
if 
  Actor.Dead($5652)
jf @CUBAN4_10609 
00BC: text_highpriority 'SBOB314' time 5000 1 
jump @CUBAN4_25416 

:CUBAN4_10609
wait 0 
$10094 = Actor.Health($10093)
$10094 /= 10 // $ /= int 
if 
  Actor.Dead($10093)
jf @CUBAN4_10666 
00BC: text_highpriority 'SBOB315' time 5000 1 
jump @CUBAN4_25416 

:CUBAN4_10666
if 
  Actor.Dead($10092)
jf @CUBAN4_10704 
00BC: text_highpriority 'SBOB316' time 5000 1 
jump @CUBAN4_25416 

:CUBAN4_10704
if and
  $10095 == 0 // $ == int 
00EC:   actor $10092 0 -1163.447 80.5531 radius 2.0 2.0 
jf @CUBAN4_10817 
$10095 = 1 // $ = int 
0465: remove_actor $10093 from_turret_mode 
04A2: heli $10091 fly_to -875.9935 254.3113 23.9366 speed 50 
04F7: status_text $10094 1 line 2 'SBOB313' 
0243: set_actor $10093 ped_stats_to 16 
01B2: give_actor $10093 weapon 22 ammo 9999 // Load the weapon model before using this 

:CUBAN4_10817
if 
  Actor.Dead($10096)
jf @CUBAN4_10960 
$10101 += 1 // $ += int 
Actor.RemoveReferences($10096)
Actor.Create($10096, 8, #HNA, -1175.741, 99.5529, 22.9366)
Actor.Health($10096) = 270
0319: set_actor $10096 running 1 
0239: actor $10096 run_to -1165.219 99.8736 
01B2: give_actor $10096 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10096 dismemberment_possible 0 
02E2: set_actor $10096 weapon_accuracy_to 50 
011A: set_actor $10096 search_threat 1 
011A: set_actor $10096 search_threat 16 
011A: set_actor $10096 search_threat 32 
011A: set_actor $10096 search_threat 128 
011A: set_actor $10096 search_threat 512 

:CUBAN4_10960
if 
  Actor.Dead($10097)
jf @CUBAN4_11103 
$10101 += 1 // $ += int 
Actor.RemoveReferences($10097)
Actor.Create($10097, 8, #HNB, -1186.856, 86.7495, 22.9366)
Actor.Health($10097) = 270
0319: set_actor $10097 running 1 
0239: actor $10097 run_to -1162.975 87.2694 
01B2: give_actor $10097 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10097 dismemberment_possible 0 
02E2: set_actor $10097 weapon_accuracy_to 50 
011A: set_actor $10097 search_threat 1 
011A: set_actor $10097 search_threat 16 
011A: set_actor $10097 search_threat 32 
011A: set_actor $10097 search_threat 128 
011A: set_actor $10097 search_threat 512 

:CUBAN4_11103
if 
  Actor.Dead($10098)
jf @CUBAN4_11246 
Actor.RemoveReferences($10098)
$10101 += 1 // $ += int 
Actor.Create($10098, 8, #HNB, -1190.213, 80.7771, 22.9366)
Actor.Health($10098) = 270
0319: set_actor $10098 running 1 
0239: actor $10098 run_to -1164.068 81.4282 
01B2: give_actor $10098 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10098 dismemberment_possible 0 
02E2: set_actor $10098 weapon_accuracy_to 50 
011A: set_actor $10098 search_threat 1 
011A: set_actor $10098 search_threat 16 
011A: set_actor $10098 search_threat 32 
011A: set_actor $10098 search_threat 128 
011A: set_actor $10098 search_threat 512 

:CUBAN4_11246
if 
  Actor.Dead($10099)
jf @CUBAN4_11389 
$10101 += 1 // $ += int 
Actor.RemoveReferences($10099)
Actor.Create($10099, 8, #HNA, -1190.507, 70.2276, 22.9366)
Actor.Health($10099) = 270
0319: set_actor $10099 running 1 
0239: actor $10099 run_to -1164.068 81.4282 
01B2: give_actor $10099 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10099 dismemberment_possible 0 
02E2: set_actor $10099 weapon_accuracy_to 50 
011A: set_actor $10099 search_threat 1 
011A: set_actor $10099 search_threat 16 
011A: set_actor $10099 search_threat 32 
011A: set_actor $10099 search_threat 128 
011A: set_actor $10099 search_threat 512 

:CUBAN4_11389
if 
  $10101 == 35 // $ == int 
jf @CUBAN4_10552 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A9: set_actor $10093 immune_to_nonplayer 1 
02A9: set_actor $5652 immune_to_nonplayer 1 
Actor.Health($5652) = 3000
Actor.Health($10093) = 3000
wait 1000 
Camera.SetPosition(-1164.646, 102.1672, 13.128, 0.0, 0.0, 0.0)
Camera.PointAt(-1185.0, 96.9946, 13.128, 2)
Actor.Create($10102, 8, #HNB, -1190.542, 97.8931, 10.1281)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
Actor.Angle($10102) = 273.3655
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10102 dismemberment_possible 0 
0350: set_actor $10102 maintain_position_when_attacked 1 
02E2: set_actor $10102 weapon_accuracy_to 50 
011A: set_actor $10102 search_threat 1 
Actor.Create($10102, 8, #HNA, -1190.241, 94.3884, 10.1281)
Actor.Health($10102) = 300
Actor.Angle($10102) = 273.3655
0319: set_actor $10102 running 1 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10102 dismemberment_possible 0 
0350: set_actor $10102 maintain_position_when_attacked 1 
02E2: set_actor $10102 weapon_accuracy_to 50 
011A: set_actor $10102 search_threat 1 
Actor.Create($10102, 8, #HNA, -1192.767, 96.2675, 10.1281)
Actor.Health($10102) = 300
Actor.Angle($10102) = 273.3655
0319: set_actor $10102 running 1 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
02E2: set_actor $10102 weapon_accuracy_to 50 
011A: set_actor $10102 search_threat 1 
Actor.Create($10102, 8, #HNB, -1190.177, 103.0095, 10.1281)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
02E2: set_actor $10102 weapon_accuracy_to 100 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
011A: set_actor $10102 search_threat 1 
01CA: actor $10102 kill_player $PLAYER_CHAR 
Actor.Create($10102, 8, #HNB, -1194.368, 82.0137, 10.1281)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
02E2: set_actor $10102 weapon_accuracy_to 100 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
011A: set_actor $10102 search_threat 1 
01CA: actor $10102 kill_player $PLAYER_CHAR 
Actor.Create($10102, 8, #HNA, -1183.117, 77.3686, 10.1281)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
02E2: set_actor $10102 weapon_accuracy_to 100 
011A: set_actor $10102 search_threat 1 
01CA: actor $10102 kill_player $PLAYER_CHAR 
Actor.Create($10102, 8, #HNA, -1176.103, 67.2925, 16.9584)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
02E2: set_actor $10102 weapon_accuracy_to 100 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
02E2: set_actor $10102 weapon_accuracy_to 100 
011A: set_actor $10102 search_threat 1 
01CA: actor $10102 kill_player $PLAYER_CHAR 
Actor.Create($10102, 8, #HNA, -1194.697, 102.835, 16.9584)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
02E2: set_actor $10102 weapon_accuracy_to 100 
01CA: actor $10102 kill_player $PLAYER_CHAR 
Actor.Create($10102, 8, #HNB, -1184.459, 81.387, 16.9584)
Actor.Health($10102) = 300
0319: set_actor $10102 running 1 
01B2: give_actor $10102 weapon 22 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10102 maintain_position_when_attacked 1 
0446: set_actor $10102 dismemberment_possible 0 
02E2: set_actor $10102 weapon_accuracy_to 100 
01CA: actor $10102 kill_player $PLAYER_CHAR 
wait 1800 
jump @CUBAN4_12287 

:CUBAN4_12287
if 
834E:   not move_object $10089 to -1186.508 84.2582 10.1281 speed 0.3 0.3 0.0 collision_check 0 
jf @CUBAN4_12346 
wait 0 
jump @CUBAN4_12287 

:CUBAN4_12346
wait 500 
00BC: text_highpriority 'SBOB317' time 5000 1 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A9: set_actor $10093 immune_to_nonplayer 0 
02A9: set_actor $5652 immune_to_nonplayer 0 
0151: remove_status_text $10090 
0151: remove_status_text $10094 
018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $5682 = create_checkpoint_at -1181.5 81.2 10.1 
018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 
jump @CUBAN4_12477 

:CUBAN4_12477
wait 0 
if 
  Actor.Dead($10096)
jf @CUBAN4_12617 
Actor.RemoveReferences($10096)
Actor.Create($10096, 8, #HNA, -1175.741, 99.5529, 22.9366)
Actor.Health($10096) = 270
0319: set_actor $10096 running 1 
0239: actor $10096 run_to -1165.219 99.8736 
01B2: give_actor $10096 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10096 dismemberment_possible 0 
02E2: set_actor $10096 weapon_accuracy_to 50 
011A: set_actor $10096 search_threat 1 
011A: set_actor $10096 search_threat 16 
011A: set_actor $10096 search_threat 32 
011A: set_actor $10096 search_threat 128 
011A: set_actor $10096 search_threat 512 

:CUBAN4_12617
if 
  Actor.Dead($10097)
jf @CUBAN4_12753 
Actor.RemoveReferences($10097)
Actor.Create($10097, 8, #HNB, -1186.856, 86.7495, 22.9366)
Actor.Health($10097) = 270
0319: set_actor $10097 running 1 
0239: actor $10097 run_to -1162.975 87.2694 
01B2: give_actor $10097 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10097 dismemberment_possible 0 
02E2: set_actor $10097 weapon_accuracy_to 50 
011A: set_actor $10097 search_threat 1 
011A: set_actor $10097 search_threat 16 
011A: set_actor $10097 search_threat 32 
011A: set_actor $10097 search_threat 128 
011A: set_actor $10097 search_threat 512 

:CUBAN4_12753
if 
  Actor.Dead($10098)
jf @CUBAN4_12889 
Actor.RemoveReferences($10098)
Actor.Create($10098, 8, #HNB, -1190.213, 80.7771, 22.9366)
Actor.Health($10098) = 270
0319: set_actor $10098 running 1 
0239: actor $10098 run_to -1164.068 81.4282 
01B2: give_actor $10098 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10098 dismemberment_possible 0 
02E2: set_actor $10098 weapon_accuracy_to 50 
011A: set_actor $10098 search_threat 1 
011A: set_actor $10098 search_threat 16 
011A: set_actor $10098 search_threat 32 
011A: set_actor $10098 search_threat 128 
011A: set_actor $10098 search_threat 512 

:CUBAN4_12889
if 
  Actor.Dead($10099)
jf @CUBAN4_13025 
Actor.RemoveReferences($10099)
Actor.Create($10099, 8, #HNA, -1190.507, 70.2276, 22.9366)
Actor.Health($10099) = 270
0319: set_actor $10099 running 1 
0239: actor $10099 run_to -1164.068 81.4282 
01B2: give_actor $10099 weapon 22 ammo 9999 // Load the weapon model before using this 
0446: set_actor $10099 dismemberment_possible 0 
02E2: set_actor $10099 weapon_accuracy_to 50 
011A: set_actor $10099 search_threat 1 
011A: set_actor $10099 search_threat 16 
011A: set_actor $10099 search_threat 32 
011A: set_actor $10099 search_threat 128 
011A: set_actor $10099 search_threat 512 

:CUBAN4_13025
if 
   not $5698 == 1 // $ == int 
jf @CUBAN4_13213 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1187.214 102.8763 10.1281 radius 1.0 1.0 2.0 
jf @CUBAN4_13213 
Player.CanMove($PLAYER_CHAR, False)
Actor.Angle($PLAYER_ACTOR) = 344.6
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5698 = 1 // $ = int 
Marker.Disable($5681)
wait 900 
Object.Create($5672, #DYNAMITE, -1187.2, 104.2, 11.2)
Object.CollisionDetection($5672, False)
Object.ToggleInMovingList($5672, False)
018C: play_sound 16 at -1187.214 102.8763 10.1281 
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $5700 count_in_direction 1 
jump @CUBAN4_13213 

:CUBAN4_13213
if 
   not $5696 == 1 // $ == int 
jf @CUBAN4_13401 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1181.443 81.278 10.1281 radius 1.0 1.0 2.0 
jf @CUBAN4_13401 
Player.CanMove($PLAYER_CHAR, False)
Actor.Angle($PLAYER_ACTOR) = 25.0
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5696 = 1 // $ = int 
Marker.Disable($5682)
wait 900 
Object.Create($5673, #DYNAMITE, -1181.5, 82.1, 11.2)
Object.CollisionDetection($5673, False)
Object.ToggleInMovingList($5673, False)
018C: play_sound 16 at -1181.443 81.278 10.1281 
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $5700 count_in_direction 1 
jump @CUBAN4_13401 

:CUBAN4_13401
if 
  $5700 == 0 // $ == int 
jf @CUBAN4_13441 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_25416 

:CUBAN4_13441
if 
   not $5697 == 1 // $ == int 
jf @CUBAN4_13629 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1173.858 69.9387 16.9584 radius 1.0 1.0 2.0 
jf @CUBAN4_13629 
Player.CanMove($PLAYER_CHAR, False)
Actor.Angle($PLAYER_ACTOR) = 7.5
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5697 = 1 // $ = int 
Marker.Disable($5683)
wait 900 
Object.Create($5674, #DYNAMITE, -1174.0, 71.1, 18.0)
Object.CollisionDetection($5674, False)
Object.ToggleInMovingList($5674, False)
018C: play_sound 16 at -1173.858 69.9387 16.9584 
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $5700 count_in_direction 1 
jump @CUBAN4_13629 

:CUBAN4_13629
if and
  $5696 == 1 // $ == int 
  $5697 == 1 // $ == int 
  $5698 == 1 // $ == int 
jf @CUBAN4_12477 
jump @CUBAN4_13668 

:CUBAN4_13668
Car.Create($10105, #VOODOO, -1133.207, 71.4545, 11.1277)
Car.Angle($10105) = 90.6033
0129: $10104 = create_actor 8 #HNA in_car $10105 driverseat 
03CF: load_wav 'CUB4_10' as 1 

:CUBAN4_13725
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_13751 
wait 0 
jump @CUBAN4_13725 

:CUBAN4_13751
00BC: text_highpriority 'CUB4_17' time 5000 1  // RUN!!
00BB: text_lowpriority 'CUB4_31' time 5000 1  // ~g~Get clear of the factory!!
03D1: play_wav 1 

:CUBAN4_13785
if 
83D2:   not wav 1 ended 
jf @CUBAN4_13811 
wait 0 
jump @CUBAN4_13785 

:CUBAN4_13811
040D: unload_wav 1 
03D5: remove_text 'CUB4_17'  // RUN!!
jump @CUBAN4_13903 

:CUBAN4_13832
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_13858 
wait 0 
jump @CUBAN4_13832 

:CUBAN4_13858
00BC: text_highpriority 'CUB4_15' time 4000 1  // Ok, in you go...
03D1: play_wav 1 

:CUBAN4_13877
if 
83D2:   not wav 1 ended 
jf @CUBAN4_13903 
wait 0 
jump @CUBAN4_13877 

:CUBAN4_13903
wait 0 
if 
80F5:   not player $PLAYER_CHAR 0 -1192.687 90.693 11.1281 radius 75.0 75.0 75.0 
jf @CUBAN4_13962 
jump @CUBAN4_19589 

:CUBAN4_13962
if 
  $5700 == 0 // $ == int 
jf @CUBAN4_13903 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_25416 
if and
  not Actor.Dead($10104)
  not Car.Wrecked($10105)
00E3:   player $PLAYER_CHAR 0 -1158.46 71.2052 radius 6.0 6.0 
jf @CUBAN4_13903 
Car.SetMaxSpeed($10105, 25.0)
Car.DriveTo($10105, -1172.686, 70.7418, 11.128)
0477: set_car $10105 action 8 time 8000 
jump @CUBAN4_25416 
040D: unload_wav 1 
03D5: remove_text 'CUB4_15'  // Ok, in you go...
$5687 = 1 // $ = int 

:CUBAN4_14118
jump @CUBAN4_14147 

:CUBAN4_14125
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Haitian Putas. Muerte.
jump @CUBAN4_25416 

:CUBAN4_14147
if 
  $5687 == 1 // $ == int 
jf @CUBAN4_14422 
if 
  not Actor.Dead($5659)
jf @CUBAN4_14400 
if 
80ED:   not actor $5659 0 -1116.8 74.3 radius 2.0 2.0 
jf @CUBAN4_14248 
0350: set_actor $5659 maintain_position_when_attacked 0 
0211: actor $5659 walk_to -1116.8 74.3 
jump @CUBAN4_14393 

:CUBAN4_14248
if 
0126:   actor $5659 objective_passed 
jf @CUBAN4_14393 
0350: set_actor $5659 maintain_position_when_attacked 1 
Actor.Angle($5659) = 234.8
018C: play_sound 3 at -1114.64 72.85 11.13 
018D: $12 = create_sound 2 at -1114.64 72.85 11.13 

:CUBAN4_14322
if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 0.1 0.1 0.0 collision_check 0 
jf @CUBAN4_14381 
wait 0 
jump @CUBAN4_14322 

:CUBAN4_14381
018E: stop_sound $12 
$5687 = 2 // $ = int 

:CUBAN4_14393
jump @CUBAN4_14422 

:CUBAN4_14400
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Haitian Putas. Muerte.
jump @CUBAN4_25416 

:CUBAN4_14422
if 
  not Car.Wrecked($5653)
jf @CUBAN4_14555 
if 
  not Car.Wrecked($5654)
jf @CUBAN4_14526 
if 
  $5687 == 2 // $ == int 
jf @CUBAN4_14519 
02C2: car $5653 drive_to_point -1126.1 70.5 10.8 
02C2: car $5654 drive_to_point -1126.1 70.5 10.8 
jump @CUBAN4_14890 

:CUBAN4_14519
jump @CUBAN4_14548 

:CUBAN4_14526
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_14548
jump @CUBAN4_14577 

:CUBAN4_14555
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_14577
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_14692 
if 
  not Actor.Dead($5660)
jf @CUBAN4_14639 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_14639
if 
  not Actor.Dead($5659)
jf @CUBAN4_14670 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_14670
00BC: text_highpriority 'CUB4_09' time 5000 1  // Bueno. Haitian Putas. Muerte.
jump @CUBAN4_25416 

:CUBAN4_14692
if 
  not Car.Wrecked($5651)
jf @CUBAN4_14749 
if 
80DC:   not player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_14749 
00BC: text_highpriority 'CUB4_10' time 5000 1  // Vamos.
jump @CUBAN4_25416 

:CUBAN4_14749
if or
  Actor.Dead($5652)
  Car.Wrecked($5654)
jf @CUBAN4_14792 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_14792
if or
  Actor.Dead($5655)
  Actor.Dead($5656)
  Actor.Dead($5657)
  Actor.Dead($5658)
jf @CUBAN4_14845 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_14845
if 
  Actor.Dead($5659)
jf @CUBAN4_14883 
00BC: text_highpriority 'CUB4_04' time 5000 1  // ~r~You've alerted the base, there is no way we will get in now!
jump @CUBAN4_25416 

:CUBAN4_14883
jump @CUBAN4_9017 

:CUBAN4_14890
wait 0 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_15616 
if 
01AD:   car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_15238 
if 
  $5705 == 0 // $ == int 
jf @CUBAN4_15238 
Actor.Create($5661, 8, #HNA, -1143.4, 84.5, 11.1)
Actor.Angle($5661) = 190.2
01B2: give_actor $5661 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5661 threat_search 
0243: set_actor $5661 ped_stats_to 16 
0291: set_actor $5661 heed_threats 1 
Actor.Create($5662, 8, #HNA, -1143.4, 83.3, 11.1)
Actor.Angle($5662) = 190.2
01B2: give_actor $5662 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5662 threat_search 
0243: set_actor $5662 ped_stats_to 16 
0291: set_actor $5662 heed_threats 1 
Actor.Create($5665, 8, #HNA, -1168.2, 106.7, 10.1)
Actor.Angle($5665) = 271.4
01B2: give_actor $5665 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5665 threat_search 
0243: set_actor $5665 ped_stats_to 16 
0291: set_actor $5665 heed_threats 1 
Actor.Create($5666, 8, #HNA, -1166.0, 107.1, 10.1)
Actor.Angle($5666) = 92.5
01B2: give_actor $5666 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5666 threat_search 
0243: set_actor $5666 ped_stats_to 16 
0291: set_actor $5666 heed_threats 1 
03F9: make_actors $5665 $5666 converse_in 100000 ms 
$5705 = 1 // $ = int 

:CUBAN4_15238
if 
  not Actor.Dead($5661)
jf @CUBAN4_15616 
if 
  not Actor.Dead($5662)
jf @CUBAN4_15616 
if 
00B0:   car $5653 0 -1135.2 73.2 -1130.8 67.9 
jf @CUBAN4_15363 
if 
  $5663 == 0 // $ == int 
jf @CUBAN4_15363 
0211: actor $5661 walk_to -1141.5 73.5 
0211: actor $5662 walk_to -1141.5 64.3 
$5663 = 1 // $ = int 

:CUBAN4_15363
if 
00EC:   actor $5661 0 -1141.5 73.5 radius 2.0 2.0 
jf @CUBAN4_15616 
if 
  $5708 == 0 // $ == int 
jf @CUBAN4_15433 
TIMERB = 0 // @ = int 
$5708 = 1 // $ = int 

:CUBAN4_15433
if 
0056:   player $PLAYER_CHAR 0 -1135.2 68.2 -1140.8 73.9 
jf @CUBAN4_15513 
if 
  $5664 == 0 // $ == int 
jf @CUBAN4_15513 
0372: set_actor $5661 anim 16 wait_state_time 800 ms 
TIMERB = 0 // @ = int 
$5664 = 1 // $ = int 

:CUBAN4_15513
if 
  TIMERB > 5000 // @ > int 
jf @CUBAN4_15539 
$5664 = 1 // $ = int 

:CUBAN4_15539
if 
  $5664 == 1 // $ == int 
jf @CUBAN4_15616 
if 
  $5663 == 1 // $ == int 
jf @CUBAN4_15616 
if 
  TIMERB > 800 // @ > int 
jf @CUBAN4_15616 
0211: actor $5661 walk_to -1141.5 61.9 
$5663 = 2 // $ = int 

:CUBAN4_15616
if 
  $5688 == 0 // $ == int 
jf @CUBAN4_15750 
if 
  not Car.Wrecked($5651)
jf @CUBAN4_15728 
if 
  not Actor.Dead($5659)
jf @CUBAN4_15721 
if 
01AD:   car $5651 sphere 0 near_point -1114.6 70.5 radius 5.0 5.0 
jf @CUBAN4_15721 
0372: set_actor $5659 anim 16 wait_state_time 800 ms 
$5688 = 1 // $ = int 

:CUBAN4_15721
jump @CUBAN4_15750 

:CUBAN4_15728
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_15750
if 
  not Car.Wrecked($5651)
jf @CUBAN4_16772 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_16772 
if 
  not Car.Wrecked($5654)
jf @CUBAN4_16772 
if 
  $5689 == 0 // $ == int 
jf @CUBAN4_15898 
if 
81AD:   not car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_15891 
02C2: car $5653 drive_to_point -1126.1 70.5 10.8 
Car.SetMaxSpeed($5653, 5.0)
jump @CUBAN4_15898 

:CUBAN4_15891
$5689 = 1 // $ = int 

:CUBAN4_15898
if 
  $5689 == 1 // $ == int 
jf @CUBAN4_15998 
if 
81AD:   not car $5653 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
jf @CUBAN4_15991 
02C2: car $5653 drive_to_point -1140.9 71.2 10.8 
Car.SetMaxSpeed($5653, 5.0)
jump @CUBAN4_15998 

:CUBAN4_15991
$5689 = 2 // $ = int 

:CUBAN4_15998
if 
  $5689 == 2 // $ == int 
jf @CUBAN4_16098 
if 
81AD:   not car $5653 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
jf @CUBAN4_16091 
02C2: car $5653 drive_to_point -1160.0 70.7 11.3 
Car.SetMaxSpeed($5653, 5.0)
jump @CUBAN4_16098 

:CUBAN4_16091
$5689 = 3 // $ = int 

:CUBAN4_16098
if 
  $5689 == 3 // $ == int 
jf @CUBAN4_16258 
if 
81AD:   not car $5653 sphere 0 near_point -1180.2 92.9 radius 3.0 3.0 
jf @CUBAN4_16191 
02C2: car $5653 drive_to_point -1180.2 92.9 11.3 
Car.SetMaxSpeed($5653, 20.0)
jump @CUBAN4_16258 

:CUBAN4_16191
0477: set_car $5653 action 5 time 10000 
Car.SetMaxSpeed($5653, 0.0)
Marker.Disable($5684)
018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 
00BC: text_highpriority 'CUB4_32' time 5000 1  // ~g~Park the car at the blip and get out.
$5689 = 4 // $ = int 

:CUBAN4_16258
if 
  $5690 == 0 // $ == int 
jf @CUBAN4_16358 
if 
81AD:   not car $5654 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 
jf @CUBAN4_16351 
02C2: car $5654 drive_to_point -1126.1 70.5 10.8 
Car.SetMaxSpeed($5654, 5.0)
jump @CUBAN4_16358 

:CUBAN4_16351
$5690 = 1 // $ = int 

:CUBAN4_16358
if 
  $5690 == 1 // $ == int 
jf @CUBAN4_16458 
if 
81AD:   not car $5654 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 
jf @CUBAN4_16451 
02C2: car $5654 drive_to_point -1140.9 71.2 10.8 
Car.SetMaxSpeed($5654, 5.0)
jump @CUBAN4_16458 

:CUBAN4_16451
$5690 = 2 // $ = int 

:CUBAN4_16458
if 
  $5690 == 2 // $ == int 
jf @CUBAN4_16558 
if 
81AD:   not car $5654 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 
jf @CUBAN4_16551 
02C2: car $5654 drive_to_point -1160.0 70.7 10.8 
Car.SetMaxSpeed($5654, 5.0)
jump @CUBAN4_16558 

:CUBAN4_16551
$5690 = 3 // $ = int 

:CUBAN4_16558
if 
  $5690 == 3 // $ == int 
jf @CUBAN4_16678 
if 
81AD:   not car $5654 sphere 0 near_point -1166.2 85.1 radius 3.0 3.0 
jf @CUBAN4_16651 
02C2: car $5654 drive_to_point -1166.2 85.1 10.8 
Car.SetMaxSpeed($5654, 20.0)
jump @CUBAN4_16678 

:CUBAN4_16651
0477: set_car $5654 action 4 time 10000 
Car.SetMaxSpeed($5654, 0.0)
$5690 = 4 // $ = int 

:CUBAN4_16678
if 
  $5689 == 4 // $ == int 
jf @CUBAN4_16772 
if 
81AF:   not car $5651 1 -1181.2 83.8 11.3 radius 5.0 5.0 5.0 
jf @CUBAN4_16758 
$5689 = 4 // $ = int 
jump @CUBAN4_16772 

:CUBAN4_16758
gosub @CUBAN4_25997 
jump @CUBAN4_17138 

:CUBAN4_16772
if or
  Actor.Dead($5652)
  Car.Wrecked($5653)
  Car.Wrecked($5654)
jf @CUBAN4_16820 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_16820
if or
  Actor.Dead($5655)
  Actor.Dead($5656)
  Actor.Dead($5657)
  Actor.Dead($5658)
jf @CUBAN4_16873 
00BC: text_highpriority 'CUB2_10' time 5000 1  // ~r~You are supposed to be killing Haitians, not Cubans.
jump @CUBAN4_25416 

:CUBAN4_16873
if 
  $5688 == 0 // $ == int 
jf @CUBAN4_16984 
if 
02D5:   player $PLAYER_CHAR shooting_in_area -1208.7 42.5 -1077.4 126.0 0 
jf @CUBAN4_16984 
if 
  not Actor.Dead($5660)
jf @CUBAN4_16953 
01CC: actor $5660 kill_player $PLAYER_CHAR 

:CUBAN4_16953
if 
  not Actor.Dead($5659)
jf @CUBAN4_16984 
0239: actor $5659 run_to -1170.9 87.6 

:CUBAN4_16984
if 
  not Car.Wrecked($5651)
jf @CUBAN4_17071 
if 
0056:   player $PLAYER_CHAR 0 -1158.0 61.1 -1199.6 109.2 
jf @CUBAN4_17071 
if 
80DC:   not player $PLAYER_CHAR in_car $5651 
jf @CUBAN4_17071 
gosub @CUBAN4_25997 
jump @CUBAN4_17138 

:CUBAN4_17071
jump @CUBAN4_14890 
018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $5682 = create_checkpoint_at -1181.5 81.2 10.1 
018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 

:CUBAN4_17138
wait 0 
if 
  $5685 == 0 // $ == int 
jf @CUBAN4_19264 
if 
  $5702 == 0 // $ == int 
jf @CUBAN4_17230 
00BC: text_highpriority 'CUB4_29' time 5000 1  // ~g~Walk into each of the markers to plant a bomb at that location.
00BB: text_lowpriority 'CUB4_02' time 5000 1  // ~g~The bombs will be set with a 45 second timer.
00BB: text_lowpriority 'CUB4_30' time 5000 1  // ~g~After all three bombs are planted, get clear of the factory before it blows.
$5702 = 1 // $ = int 

:CUBAN4_17230
03CF: load_wav 'CUB4_10' as 1 

:CUBAN4_17242
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_17268 
wait 0 
jump @CUBAN4_17242 

:CUBAN4_17268
00BC: text_highpriority 'CUB4_17' time 5000 1  // RUN!!
00BB: text_lowpriority 'CUB4_31' time 5000 1  // ~g~Get clear of the factory!!
03D1: play_wav 1 

:CUBAN4_17302
if 
83D2:   not wav 1 ended 
jf @CUBAN4_17328 
wait 0 
jump @CUBAN4_17302 

:CUBAN4_17328
040D: unload_wav 1 
03D5: remove_text 'CUB4_17'  // RUN!!
if 
  not Actor.Dead($5655)
jf @CUBAN4_17373 
0350: set_actor $5655 maintain_position_when_attacked 0 
01DF: tie_actor $5655 to_player $PLAYER_CHAR 

:CUBAN4_17373
if 
  not Actor.Dead($5656)
jf @CUBAN4_17404 
0350: set_actor $5656 maintain_position_when_attacked 0 
01DF: tie_actor $5656 to_player $PLAYER_CHAR 

:CUBAN4_17404
if 
  not Actor.Dead($5657)
jf @CUBAN4_17435 
0350: set_actor $5657 maintain_position_when_attacked 0 
01DF: tie_actor $5657 to_player $PLAYER_CHAR 

:CUBAN4_17435
if 
  not Actor.Dead($5658)
jf @CUBAN4_17466 
0350: set_actor $5658 maintain_position_when_attacked 0 
01DF: tie_actor $5658 to_player $PLAYER_CHAR 

:CUBAN4_17466
$5685 = 1 // $ = int 
jump @CUBAN4_18424 
if 
  $5695 == 0 // $ == int 
jf @CUBAN4_17778 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1187.2 103.0 10.1 radius 1.0 1.0 2.0 
jf @CUBAN4_17778 
if 
  $5693 == 0 // $ == int 
jf @CUBAN4_17578 
TIMERA = 0 // @ = int 
$5693 = 1 // $ = int 

:CUBAN4_17578
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_17676 
if 
  $5698 == 0 // $ == int 
jf @CUBAN4_17662 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 344.6
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5698 = 1 // $ = int 

:CUBAN4_17662
jump @CUBAN4_17578 
jump @CUBAN4_17778 

:CUBAN4_17676
018C: play_sound 16 at -1187.2 104.2 11.2 
Object.Create($5672, #DYNAMITE, -1187.2, 104.2, 11.2)
Object.CollisionDetection($5672, False)
Object.ToggleInMovingList($5672, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$5698 = 0 // $ = int 
$5693 = 0 // $ = int 
$5695 = 1 // $ = int 
Marker.Disable($5681)
$5694 += 1 // $ += int 

:CUBAN4_17778
if 
  $5696 == 0 // $ == int 
jf @CUBAN4_18076 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1180.2 81.2 10.1 radius 1.0 1.0 2.0 
jf @CUBAN4_18076 
if 
  $5693 == 0 // $ == int 
jf @CUBAN4_17876 
TIMERA = 0 // @ = int 
$5693 = 1 // $ = int 

:CUBAN4_17876
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_17974 
if 
  $5698 == 0 // $ == int 
jf @CUBAN4_17960 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 25.0
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5698 = 1 // $ = int 

:CUBAN4_17960
jump @CUBAN4_17876 
jump @CUBAN4_18076 

:CUBAN4_17974
018C: play_sound 16 at -1181.5 82.1 11.2 
Object.Create($5673, #DYNAMITE, -1181.5, 82.1, 11.2)
Object.CollisionDetection($5673, False)
Object.ToggleInMovingList($5673, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$5698 = 0 // $ = int 
$5693 = 0 // $ = int 
$5696 = 1 // $ = int 
Marker.Disable($5682)
$5694 += 1 // $ += int 

:CUBAN4_18076
if 
  $5697 == 0 // $ == int 
jf @CUBAN4_18374 
if 
00F9:   player $PLAYER_CHAR stopped 1 -1173.6 70.2 16.9 radius 1.0 1.0 2.0 
jf @CUBAN4_18374 
if 
  $5693 == 0 // $ == int 
jf @CUBAN4_18174 
TIMERA = 0 // @ = int 
$5693 = 1 // $ = int 

:CUBAN4_18174
wait 0 
if 
  2100 > TIMERA // int > @ 
jf @CUBAN4_18272 
if 
  $5698 == 0 // $ == int 
jf @CUBAN4_18258 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.Angle($PLAYER_ACTOR) = 7.5
Camera.SetBehindPlayer
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms 
$5698 = 1 // $ = int 

:CUBAN4_18258
jump @CUBAN4_18174 
jump @CUBAN4_18374 

:CUBAN4_18272
018C: play_sound 16 at -1174.0 71.1 18.0 
Object.Create($5674, #DYNAMITE, -1174.0, 71.1, 18.0)
Object.CollisionDetection($5674, False)
Object.ToggleInMovingList($5674, False)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$5698 = 0 // $ = int 
$5693 = 0 // $ = int 
$5697 = 1 // $ = int 
Marker.Disable($5683)
$5694 += 1 // $ += int 

:CUBAN4_18374
if 
  $5694 == 1 // $ == int 
jf @CUBAN4_18424 
if 
  $5699 == 0 // $ == int 
jf @CUBAN4_18424 
014E: start_timer_at $5700 count_in_direction 1 
$5699 = 1 // $ = int 

:CUBAN4_18424
if 
  $5711 == 0 // $ == int 
jf @CUBAN4_18800 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_18614 
020A: set_car $5653 door_status_to 1 
Car.ImmuneToNonPlayer($5653, False)
if 
  not Actor.Dead($5655)
jf @CUBAN4_18543 
0243: set_actor $5655 ped_stats_to 16 
01D3: actor $5655 leave_car $5653 
011A: set_actor $5655 search_threat 256 
011A: set_actor $5655 search_threat 64 
011A: set_actor $5655 search_threat 65536 
0239: actor $5655 run_to -1184.6 92.3 

:CUBAN4_18543
if 
  not Actor.Dead($5656)
jf @CUBAN4_18614 
0243: set_actor $5656 ped_stats_to 16 
01D3: actor $5656 leave_car $5653 
011A: set_actor $5656 search_threat 256 
011A: set_actor $5656 search_threat 64 
011A: set_actor $5656 search_threat 65536 
0239: actor $5656 run_to -1184.9 100.2 

:CUBAN4_18614
if 
  not Car.Wrecked($5654)
jf @CUBAN4_18786 
020A: set_car $5654 door_status_to 1 
Car.ImmuneToNonPlayer($5654, False)
if 
  not Actor.Dead($5657)
jf @CUBAN4_18715 
0243: set_actor $5657 ped_stats_to 16 
01D3: actor $5657 leave_car $5654 
011A: set_actor $5657 search_threat 256 
011A: set_actor $5657 search_threat 64 
011A: set_actor $5657 search_threat 65536 
0239: actor $5657 run_to -1157.7 73.5 

:CUBAN4_18715
if 
  not Actor.Dead($5658)
jf @CUBAN4_18786 
0243: set_actor $5658 ped_stats_to 16 
01D3: actor $5658 leave_car $5654 
011A: set_actor $5658 search_threat 256 
011A: set_actor $5658 search_threat 64 
011A: set_actor $5658 search_threat 65536 
0239: actor $5658 run_to -1157.5 69.5 

:CUBAN4_18786
$5711 = 1 // $ = int 
jump @CUBAN4_19264 

:CUBAN4_18800
if 
  not Actor.Dead($5655)
jf @CUBAN4_18916 
if 
80ED:   not actor $5655 0 -1184.6 92.3 radius 1.0 1.0 
jf @CUBAN4_18883 
0350: set_actor $5655 maintain_position_when_attacked 0 
0239: actor $5655 run_to -1184.6 92.3 
jump @CUBAN4_18916 

:CUBAN4_18883
if 
0126:   actor $5655 objective_passed 
jf @CUBAN4_18916 
0350: set_actor $5655 maintain_position_when_attacked 1 
Actor.Angle($5655) = 256.8

:CUBAN4_18916
if 
  not Actor.Dead($5656)
jf @CUBAN4_19032 
if 
80ED:   not actor $5656 0 -1184.9 100.2 radius 1.0 1.0 
jf @CUBAN4_18999 
0350: set_actor $5656 maintain_position_when_attacked 0 
0239: actor $5656 run_to -1184.9 100.2 
jump @CUBAN4_19032 

:CUBAN4_18999
if 
0126:   actor $5656 objective_passed 
jf @CUBAN4_19032 
0350: set_actor $5656 maintain_position_when_attacked 1 
Actor.Angle($5656) = 257.4

:CUBAN4_19032
if 
  not Actor.Dead($5657)
jf @CUBAN4_19148 
if 
80ED:   not actor $5657 0 -1157.7 73.5 radius 1.0 1.0 
jf @CUBAN4_19115 
0350: set_actor $5657 maintain_position_when_attacked 0 
0239: actor $5657 run_to -1157.7 73.5 
jump @CUBAN4_19148 

:CUBAN4_19115
if 
0126:   actor $5657 objective_passed 
jf @CUBAN4_19148 
0350: set_actor $5657 maintain_position_when_attacked 1 
Actor.Angle($5657) = 256.8

:CUBAN4_19148
if 
  not Actor.Dead($5658)
jf @CUBAN4_19264 
if 
80ED:   not actor $5658 0 -1157.5 69.5 radius 1.0 1.0 
jf @CUBAN4_19231 
0350: set_actor $5658 maintain_position_when_attacked 0 
0239: actor $5658 run_to -1157.5 69.5 
jump @CUBAN4_19264 

:CUBAN4_19231
if 
0126:   actor $5658 objective_passed 
jf @CUBAN4_19264 
0350: set_actor $5658 maintain_position_when_attacked 1 
Actor.Angle($5658) = 257.4

:CUBAN4_19264
if 
  $5699 == 1 // $ == int 
jf @CUBAN4_19322 
if 
  $5700 == 0 // $ == int 
jf @CUBAN4_19322 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_25416 

:CUBAN4_19322
if 
  $5685 == 1 // $ == int 
jf @CUBAN4_25331 
if 
0056:   player $PLAYER_CHAR 0 -1077.4 125.9 -1200.0 47.9 
jf @CUBAN4_19392 
$5685 = 1 // $ = int 
jump @CUBAN4_25331 

:CUBAN4_19392
0395: clear_area 1 at -1191.1 84.8 11.1 range 50.0 
014F: stop_timer $5700 
if 
  not Actor.Dead($5661)
jf @CUBAN4_19442 
Actor.RemoveReferences($5661)

:CUBAN4_19442
if 
  not Actor.Dead($5662)
jf @CUBAN4_19463 
Actor.RemoveReferences($5662)

:CUBAN4_19463
if 
  not Actor.Dead($5665)
jf @CUBAN4_19484 
Actor.RemoveReferences($5665)

:CUBAN4_19484
if 
  not Actor.Dead($5666)
jf @CUBAN4_19505 
Actor.RemoveReferences($5666)

:CUBAN4_19505
if 
  not Actor.Dead($5675)
jf @CUBAN4_19526 
Actor.RemoveReferences($5675)

:CUBAN4_19526
if 
  not Actor.Dead($5676)
jf @CUBAN4_19547 
Actor.RemoveReferences($5676)

:CUBAN4_19547
if 
  not Actor.Dead($5677)
jf @CUBAN4_19568 
Actor.RemoveReferences($5677)

:CUBAN4_19568
if 
  not Car.Wrecked($5653)
jf @CUBAN4_19589 
Car.RemoveReferences($5653)

:CUBAN4_19589
0395: clear_area 1 at -1191.1 84.8 11.1 range 50.0 
014F: stop_timer $5700 
Actor.Create($5661, 8, #HNA, -1180.2, 81.2, 10.1)
Actor.Angle($5661) = 25.0
0372: set_actor $5661 anim 25 wait_state_time 999999 ms 
Actor.Create($5662, 8, #HNA, -1197.1, 70.3, 10.1)
0245: set_actor $5662 walk_style_to 50 
0239: actor $5662 run_to -1169.6 109.2 
Actor.Create($5665, 8, #HNA, -1197.4, 74.9, 10.1)
0245: set_actor $5665 walk_style_to 50 
0239: actor $5665 run_to -1169.6 109.2 
Actor.Create($5666, 8, #HNA, -1189.8, 81.2, 10.1)
0245: set_actor $5666 walk_style_to 50 
0239: actor $5666 run_to -1169.6 109.2 
Actor.Create($5675, 8, #HNA, -1189.0, 83.6, 10.1)
0245: set_actor $5675 walk_style_to 50 
0239: actor $5675 run_to -1169.6 109.2 
Actor.Create($5676, 8, #HNA, -1190.5, 68.5, 10.1)
0245: set_actor $5676 walk_style_to 50 
0239: actor $5676 run_to -1169.6 109.2 
Car.Create($5653, #VOODOO, -1166.2, 85.1, 9.8)
Car.Angle($5653) = 112.8
wait 1000 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0336: set_player $PLAYER_CHAR visible 0 
Camera.SetPosition(-1198.59, 75.79, 13.74, 0.0, 0.0, 0.0)
Camera.PointAt(-1184.6, 74.4, 15.3, 2)
wait 2000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1175.8 70.6 16.9 
020C: create_explosion 11 at -1175.8 70.6 16.9 
020C: create_explosion 1 at -1175.8 70.6 16.9 
020C: create_explosion 6 at -1175.8 70.6 16.9 
Camera.Shake(900)
wait 1000 
Camera.SetPosition(-1196.61, 68.74, 18.19, 0.0, 0.0, 0.0)
Camera.PointAt(-1187.74, 83.15, 14.59, 2)
wait 500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
Camera.Shake(300)
wait 300 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(900)
wait 1000 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(1400)
wait 1500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(400)
wait 400 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(300)
wait 300 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(1400)
wait 1500 
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(900)
wait 1000 
Camera.SetPosition(-1159.03, 108.49, 15.35, 0.0, 0.0, 0.0)
Camera.PointAt(-1180.11, 90.65, 16.05, 2)
020C: create_explosion 2 at -1182.8 76.7 10.1 
020C: create_explosion 11 at -1182.8 76.7 10.1 
020C: create_explosion 1 at -1182.8 76.7 10.1 
020C: create_explosion 6 at -1182.8 76.7 10.1 
020C: create_explosion 2 at -1196.4 101.8 10.1 
020C: create_explosion 11 at -1196.4 101.8 10.1 
020C: create_explosion 1 at -1196.4 101.8 10.1 
020C: create_explosion 6 at -1196.4 101.8 10.1 
020C: create_explosion 2 at -1181.4 76.8 17.3 
020C: create_explosion 11 at -1181.4 76.8 17.3 
020C: create_explosion 1 at -1181.4 76.8 17.3 
020C: create_explosion 6 at -1181.4 76.8 17.3 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 
Camera.Shake(600)
wait 600 
020C: create_explosion 2 at -1187.69 102.0 17.2 
020C: create_explosion 11 at -1187.69 102.0 17.2 
020C: create_explosion 1 at -1187.69 102.0 17.2 
020C: create_explosion 6 at -1187.69 102.0 17.2 
020C: create_explosion 2 at -1198.1 103.2 17.1 
020C: create_explosion 11 at -1198.1 103.2 17.1 
020C: create_explosion 1 at -1198.1 103.2 17.1 
020C: create_explosion 6 at -1198.1 103.2 17.1 
020C: create_explosion 2 at -1198.1 103.2 10.1 
020C: create_explosion 11 at -1198.1 103.2 10.1 
020C: create_explosion 1 at -1198.1 103.2 10.1 
020C: create_explosion 6 at -1198.1 103.2 10.1 
020C: create_explosion 2 at -1189.7 83.6 17.1 
020C: create_explosion 11 at -1189.7 83.6 17.1 
020C: create_explosion 1 at -1189.7 83.6 17.1 
020C: create_explosion 6 at -1189.7 83.6 17.1 
020C: create_explosion 2 at -1189.7 83.6 10.1 
020C: create_explosion 11 at -1189.7 83.6 10.1 
020C: create_explosion 1 at -1189.7 83.6 10.1 
020C: create_explosion 6 at -1189.7 83.6 10.1 
Camera.Shake(200)
wait 200 
020C: create_explosion 2 at -1197.0 89.5 17.1 
020C: create_explosion 11 at -1197.0 89.5 17.1 
020C: create_explosion 1 at -1197.0 89.5 17.1 
020C: create_explosion 6 at -1197.0 89.5 17.1 
020C: create_explosion 2 at -1197.0 89.5 10.1 
020C: create_explosion 11 at -1197.0 89.5 10.1 
020C: create_explosion 1 at -1197.0 89.5 10.1 
020C: create_explosion 6 at -1197.0 89.5 10.1 
020C: create_explosion 2 at -1196.61 68.74 18.19 
020C: create_explosion 11 at -1196.61 68.74 18.19 
020C: create_explosion 1 at -1196.61 68.74 18.19 
020C: create_explosion 6 at -1196.61 68.74 18.19 
Camera.Shake(1000)
wait 1000 
020C: create_explosion 2 at -1171.06 68.74 20.34 
020C: create_explosion 11 at -1171.06 68.74 20.34 
020C: create_explosion 1 at -1171.06 68.74 20.34 
020C: create_explosion 6 at -1171.06 68.74 20.34 
020C: create_explosion 2 at -1171.06 74.74 20.34 
020C: create_explosion 11 at -1171.06 74.74 20.34 
020C: create_explosion 1 at -1171.06 74.74 20.34 
020C: create_explosion 6 at -1171.06 74.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 79.74 20.34 
020C: create_explosion 11 at -1171.06 79.74 20.34 
020C: create_explosion 1 at -1171.06 79.74 20.34 
020C: create_explosion 6 at -1171.06 79.74 20.34 
020C: create_explosion 2 at -1171.06 85.74 20.34 
020C: create_explosion 11 at -1171.06 85.74 20.34 
020C: create_explosion 1 at -1171.06 85.74 20.34 
020C: create_explosion 6 at -1171.06 85.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 90.74 20.34 
020C: create_explosion 11 at -1171.06 90.74 20.34 
020C: create_explosion 1 at -1171.06 90.74 20.34 
020C: create_explosion 6 at -1171.06 90.74 20.34 
020C: create_explosion 2 at -1171.06 96.74 20.34 
020C: create_explosion 11 at -1171.06 96.74 20.34 
020C: create_explosion 1 at -1171.06 96.74 20.34 
020C: create_explosion 6 at -1171.06 96.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1171.06 103.74 20.34 
020C: create_explosion 11 at -1171.06 103.74 20.34 
020C: create_explosion 1 at -1171.06 103.74 20.34 
020C: create_explosion 6 at -1171.06 103.74 20.34 
020C: create_explosion 2 at -1179.06 105.74 20.34 
020C: create_explosion 11 at -1179.06 105.74 20.34 
020C: create_explosion 1 at -1179.06 105.74 20.34 
020C: create_explosion 6 at -1179.06 105.74 20.34 
Camera.Shake(100)
wait 100 
020C: create_explosion 2 at -1188.06 105.74 20.34 
020C: create_explosion 11 at -1188.06 105.74 20.34 
020C: create_explosion 1 at -1188.06 105.74 20.34 
020C: create_explosion 6 at -1188.06 105.74 20.34 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_25006 
if 
80DC:   not player $PLAYER_CHAR in_car $5653 
jf @CUBAN4_25006 
03F5: set_vehicle $5653 apply_damage_rules 1 
020B: explode_car $5653 

:CUBAN4_25006
if 
  not Car.Wrecked($5654)
jf @CUBAN4_25053 
if 
80DC:   not player $PLAYER_CHAR in_car $5654 
jf @CUBAN4_25053 
03F5: set_vehicle $5654 apply_damage_rules 1 
020B: explode_car $5654 

:CUBAN4_25053
0169: set_fade_color 255 255 255 
fade 0 400 
020C: create_explosion 6 at -1159.03 108.49 10.35 

:CUBAN4_25090
if 
  fading 
jf @CUBAN4_25114 
wait 0 
jump @CUBAN4_25090 

:CUBAN4_25114
if 
  not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_25158 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN 

:CUBAN4_25158
if 
  not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_25202 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL 

:CUBAN4_25202
if 
  not Player.Wasted($PLAYER_CHAR)
jf @CUBAN4_25246 
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN 

:CUBAN4_25246
Object.Destroy($5672)
Object.Destroy($5673)
Object.Destroy($5674)
$5700 = 0 // $ = int 
020C: create_explosion 6 at -1159.03 108.49 10.35 
fade 1 1600 
wait 5000 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
jump @CUBAN4_25433 

:CUBAN4_25331
if 
   not $5694 == 3 // $ == int 
jf @CUBAN4_25409 
if 
8056:   not player $PLAYER_CHAR 0 -1111.6 125.9 -1200.0 47.9 
jf @CUBAN4_25409 
00BC: text_highpriority 'CUB4_06' time 5000 1  // ~r~You did not get far enough away from the base and we had to abort the explosion!
jump @CUBAN4_25416 

:CUBAN4_25409
jump @CUBAN4_17138 

:CUBAN4_25416
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:CUBAN4_25433
00BE: text_clear_all 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 

:CUBAN4_25474
if 
834E:   not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_25533 
wait 0 
jump @CUBAN4_25474 

:CUBAN4_25533
0318: set_latest_mission_passed 'CUB_4'  // Trojan Voodoo
Marker.Disable($278)
015C: set_zone_gang_info 'GHETTO1' 1 13 0 100 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 100 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 1 13 100 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 100 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 
03F2: pedtype 8 remove_threat 128 
03F2: pedtype 7 remove_threat 256 
if 
  $5700 == 0 // $ == int 
jf @CUBAN4_25859 
$5700 = 1 // $ = int 

:CUBAN4_25859
$282 = 1 // $ = int 
return 

:CUBAN4_25868
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
03F2: pedtype 8 remove_threat 16384 
0151: remove_status_text $10090 
0151: remove_status_text $10094 
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
Model.Destroy(#SNIPER)
Model.Destroy(#TEC9)
Model.Destroy(#VOODOO)
Model.Destroy(#DYNAMITE)
Model.Destroy(#ELECTRICGATE)
Model.Destroy(#SPARROW)
Model.Destroy(#BOMB)
014F: stop_timer $5700 
Marker.Disable($5678)
Marker.Disable($5679)
Marker.Disable($5680)
Marker.Disable($5681)
Marker.Disable($5682)
Marker.Disable($5683)
Marker.Disable($5684)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:CUBAN4_25997
Marker.Disable($5684)
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 
018A: $5682 = create_checkpoint_at -1180.2 81.2 10.1 
018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 
if 
  not Actor.Dead($5652)
jf @CUBAN4_26108 
011A: set_actor $5652 search_threat 256 
011A: set_actor $5652 search_threat 64 
02A9: set_actor $5652 immune_to_nonplayer 0 

:CUBAN4_26108
if 
  not Actor.Dead($5661)
jf @CUBAN4_26164 
011A: set_actor $5661 search_threat 128 
011A: set_actor $5661 search_threat 1 
011A: set_actor $5661 search_threat 64 
Actor.Angle($5661) = 4.7
01CC: actor $5661 kill_player $PLAYER_CHAR 

:CUBAN4_26164
if 
  not Actor.Dead($5662)
jf @CUBAN4_26220 
011A: set_actor $5662 search_threat 128 
011A: set_actor $5662 search_threat 1 
011A: set_actor $5662 search_threat 64 
Actor.Angle($5662) = 4.7
01CC: actor $5662 kill_player $PLAYER_CHAR 

:CUBAN4_26220
if 
  not Actor.Dead($5665)
jf @CUBAN4_26287 
011A: set_actor $5665 search_threat 128 
011A: set_actor $5665 search_threat 1 
011A: set_actor $5665 search_threat 64 
if 
  not Actor.Dead($5666)
jf @CUBAN4_26287 
03F9: make_actors $5665 $5666 converse_in 100000 ms 

:CUBAN4_26287
if 
  not Actor.Dead($5666)
jf @CUBAN4_26325 
011A: set_actor $5666 search_threat 128 
011A: set_actor $5666 search_threat 1 
011A: set_actor $5666 search_threat 64 

:CUBAN4_26325
if 
  not Actor.Dead($5659)
jf @CUBAN4_26380 
011A: set_actor $5659 search_threat 128 
011A: set_actor $5659 search_threat 1 
011A: set_actor $5659 search_threat 64 
Actor.Angle($5659) = 109.6
0350: set_actor $5659 maintain_position_when_attacked 1 

:CUBAN4_26380
Actor.Create($5670, 8, #HNA, -1115.2, 67.0, 10.1)
Actor.Angle($5670) = 85.4
01B2: give_actor $5670 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5670 threat_search 
0243: set_actor $5670 ped_stats_to 16 
011A: set_actor $5670 search_threat 128 
011A: set_actor $5670 search_threat 1 
011A: set_actor $5670 search_threat 64 
0291: set_actor $5670 heed_threats 1 
0350: set_actor $5670 maintain_position_when_attacked 1 
Actor.Create($5667, 8, #HNA, -1182.3, 80.5, 10.1)
Actor.Angle($5667) = 355.1
01B2: give_actor $5667 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5667 threat_search 
0243: set_actor $5667 ped_stats_to 16 
011A: set_actor $5667 search_threat 128 
011A: set_actor $5667 search_threat 1 
011A: set_actor $5667 search_threat 64 
0291: set_actor $5667 heed_threats 1 
0350: set_actor $5667 maintain_position_when_attacked 1 
Actor.Create($5668, 8, #HNA, -1192.2, 102.7, 10.1)
Actor.Angle($5668) = 109.6
01B2: give_actor $5668 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5668 threat_search 
0243: set_actor $5668 ped_stats_to 16 
011A: set_actor $5668 search_threat 128 
011A: set_actor $5668 search_threat 1 
011A: set_actor $5668 search_threat 64 
0291: set_actor $5668 heed_threats 1 
0350: set_actor $5668 maintain_position_when_attacked 1 
Actor.Create($5669, 8, #HNA, -1183.4, 67.0, 16.9)
Actor.Angle($5669) = 12.0
01B2: give_actor $5669 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5669 threat_search 
0243: set_actor $5669 ped_stats_to 16 
011A: set_actor $5669 search_threat 128 
011A: set_actor $5669 search_threat 1 
011A: set_actor $5669 search_threat 64 
0291: set_actor $5669 heed_threats 1 
0350: set_actor $5669 maintain_position_when_attacked 1 
Actor.Create($5675, 8, #HNA, -1197.9, 82.5, 10.1)
Actor.Angle($5675) = 347.0
01B2: give_actor $5675 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5675 threat_search 
0243: set_actor $5675 ped_stats_to 16 
011A: set_actor $5675 search_threat 128 
011A: set_actor $5675 search_threat 1 
011A: set_actor $5675 search_threat 64 
0291: set_actor $5675 heed_threats 1 
0350: set_actor $5675 maintain_position_when_attacked 1 
Actor.Create($5676, 8, #HNA, -1189.0, 83.6, 10.1)
Actor.Angle($5676) = 20.0
01B2: give_actor $5676 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5676 threat_search 
0243: set_actor $5676 ped_stats_to 16 
011A: set_actor $5676 search_threat 128 
011A: set_actor $5676 search_threat 1 
011A: set_actor $5676 search_threat 64 
0291: set_actor $5676 heed_threats 1 
0350: set_actor $5676 maintain_position_when_attacked 1 
Actor.Create($5677, 8, #HNA, -1190.5, 68.5, 10.1)
Actor.Angle($5677) = 13.8
01B2: give_actor $5677 weapon 22 ammo 30000 // Load the weapon model before using this 
01ED: clear_actor $5677 threat_search 
0243: set_actor $5677 ped_stats_to 16 
011A: set_actor $5677 search_threat 128 
011A: set_actor $5677 search_threat 1 
011A: set_actor $5677 search_threat 64 
0291: set_actor $5677 heed_threats 1 
0350: set_actor $5677 maintain_position_when_attacked 1 
if 
  not Car.Wrecked($5653)
jf @CUBAN4_27047 
Car.ImmuneToNonPlayer($5653, True)

:CUBAN4_27047
if 
  not Car.Wrecked($5654)
jf @CUBAN4_27070 
Car.ImmuneToNonPlayer($5654, True)

:CUBAN4_27070
03F1: pedtype 8 add_threat 1 
03F1: pedtype 8 add_threat 16384 
03CF: load_wav 'CUB4_9' as 1 

:CUBAN4_27095
if 
83D0:   not wav 1 loaded 
jf @CUBAN4_27121 
wait 0 
jump @CUBAN4_27095 

:CUBAN4_27121
00BC: text_highpriority 'CUB4_16' time 4000 1  // I'm going to plant the bomb, cover me!
03D1: play_wav 1 

:CUBAN4_27140
if 
83D2:   not wav 1 ended 
jf @CUBAN4_27166 
wait 0 
jump @CUBAN4_27140 

:CUBAN4_27166
040D: unload_wav 1 
03D5: remove_text 'CUB4_16'  // I'm going to plant the bomb, cover me!

:CUBAN4_27180
if 
834E:   not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 
jf @CUBAN4_27239 
wait 0 
jump @CUBAN4_27180 

:CUBAN4_27239
return 

//-------------Mission 60---------------
// Originally: Juju Scramble

:HAIT1
script_name 'HAIT1' 
gosub @HAIT1_46 
if 
  wasted_or_busted 
jf @HAIT1_37 
gosub @HAIT1_9433 

:HAIT1_37
gosub @HAIT1_9516 
terminate_this_script 

:HAIT1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5721 = 0 // $ = int 
$5722 = 0 // $ = int 
$5723 = -1162.82 // $ = float 
$5724 = -19.06 // $ = float 
$5725 = 16.14 // $ = float 
$5726 = 0 // $ = int 
$5728 = -1154.48 // $ = float 
$5729 = -30.59 // $ = float 
$5730 = 19.08 // $ = float 
$5731 = 12.22 // $ = float 
$5733 = -1160.49 // $ = float 
$5734 = -30.37 // $ = float 
$5735 = 19.08 // $ = float 
$5736 = 12.22 // $ = float 
$5738 = -1142.84 // $ = float 
$5739 = -6.34 // $ = float 
$5740 = 22.97 // $ = float 
$5741 = 84.66 // $ = float 
$5743 = -1143.56 // $ = float 
$5744 = -16.69 // $ = float 
$5745 = 22.9 // $ = float 
$5746 = 84.66 // $ = float 
$5749 = 0 // $ = int 
$5750 = 0 // $ = int 
$5752 = -995.87 // $ = float 
$5753 = -32.49 // $ = float 
$5754 = 10.89 // $ = float 
$5751 = 61000 // $ = int 
$5835 = 0 // $ = int 
$5836 = 0 // $ = int 
$5755 = 0 // $ = int 
$5756 = 0 // $ = int 
$5757 = 0 // $ = int 
$5760 = 0 // $ = int 
$5761 = -966.67 // $ = float 
$5762 = -36.7 // $ = float 
$5763 = -100.0 // $ = float 
$5764 = 90.0 // $ = float 
$5765 = 100 // $ = int 
$5805 = 0 // $ = int 
$5767 = 0 // $ = int 
$5768 = -969.82 // $ = float 
$5769 = -46.22 // $ = float 
$5770 = 9.91 // $ = float 
$5771 = 0.0 // $ = float 
$5772 = 100 // $ = int 
$5774 = 0 // $ = int 
$5775 = 0 // $ = int 
$5777 = 0 // $ = int 
$5778 = -968.1 // $ = float 
$5779 = -28.41 // $ = float 
$5780 = 9.94 // $ = float 
$5781 = 0.0 // $ = float 
$5782 = 100 // $ = int 
$5783 = 0 // $ = int 
$5785 = 0 // $ = int 
$5788 = 0 // $ = int 
$5789 = 0 // $ = int 
$5791 = -914.55 // $ = float 
$5792 = 344.73 // $ = float 
$5793 = -100.0 // $ = float 
$5790 = 61000 // $ = int 
$5809 = 0 // $ = int 
$5794 = 0 // $ = int 
$5795 = 0 // $ = int 
$5795 = 0 // $ = int 
$5797 = 0 // $ = int 
$5799 = 0 // $ = int 
$5800 = -904.85 // $ = float 
$5801 = 299.418 // $ = float 
$5802 = 10.26 // $ = float 
$5803 = 0.0 // $ = float 
$5804 = 100 // $ = int 
$5806 = 0 // $ = int 
$5810 = 0 // $ = int 
$5811 = -903.07 // $ = float 
$5812 = 299.196 // $ = float 
$5813 = 10.26 // $ = float 
$5814 = 0.0 // $ = float 
$5815 = -914.55 // $ = float 
$5816 = 344.73 // $ = float 
$5817 = 10.26 // $ = float 
$5818 = 100 // $ = int 
$5824 = 0 // $ = int 
$5826 = 0 // $ = int 
$5827 = -957.891 // $ = float 
$5828 = 139.084 // $ = float 
$5829 = 8.26 // $ = float 
$5830 = 0 // $ = int 
$5831 = 0 // $ = int 
$5832 = 0 // $ = int 
$5833 = 0 // $ = int 
$5834 = 0 // $ = int 
$5819 = 0 // $ = int 
$5820 = 0 // $ = int 
$5821 = 0 // $ = int 
$5839 = 0.0 // $ = float 
$5840 = 0.0 // $ = float 
$5841 = 0.0 // $ = float 
$5843 = 0 // $ = int 
$5847 = -990.11 // $ = float 
$5848 = -34.5 // $ = float 
$5849 = 9.72 // $ = float 
$5850 = 0 // $ = int 
$5851 = 0 // $ = int 
$5852 = -913.827 // $ = float 
$5853 = 325.343 // $ = float 
$5854 = 10.249 // $ = float 
$5855 = 0 // $ = int 
$5856 = 0 // $ = int 
$5857 = 0 // $ = int 
$5858 = 0 // $ = int 
$5859 = 0 // $ = int 
$5860 = 0 // $ = int 
$5861 = 0 // $ = int 
$5862 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'HAIT1' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'KETTLE' 
Camera.SetAtPos(-962.697, 149.793, 10.21)
select_interior 12 
04F9: set_extra_colors 13 fade 0 
038B: load_requested_models 

:HAIT1_1308
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @HAIT1_1348 
wait 0 
jump @HAIT1_1308 

:HAIT1_1348
02E4: load_cutscene_data 'HAT_1' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $170 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $170 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $213 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $213 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 8.25 range 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT1_1540
if 
  2089 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1575 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1540 

:HAIT1_1575
00BC: text_highpriority 'HAM1_A' time 10000 1  // Hello? Hello?

:HAIT1_1590
if 
  6844 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1625 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1590 

:HAIT1_1625
00BC: text_highpriority 'HAM1_B' time 10000 1  // Come in, my dear, and rest your soul.

:HAIT1_1640
if 
  9955 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1675 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1640 

:HAIT1_1675
00BC: text_highpriority 'HAM1_C' time 10000 1  // You must be the big bad man me grandaddy been chattin' 'bout.

:HAIT1_1690
if 
  13943 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1725 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1690 

:HAIT1_1725
00BC: text_highpriority 'HAM1_D' time 10000 1  // Tells me tings about you, you know, when he visits,

:HAIT1_1740
if 
  16609 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1775 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1740 

:HAIT1_1775
00BC: text_highpriority 'HAM1_E' time 10000 1  // and about the others who wait for you.

:HAIT1_1790
if 
  19208 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1825 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1790 

:HAIT1_1825
00BC: text_highpriority 'HAM1_F' time 10000 1  // Now, we all dead for long time, but you,

:HAIT1_1840
if 
  21822 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1875 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1840 

:HAIT1_1875
00BC: text_highpriority 'HAM1_G' time 10000 1  // I wouldn't want to be in your shoes, ha ha ha ha ha!

:HAIT1_1890
if 
  24520 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1925 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1890 

:HAIT1_1925
00BC: text_highpriority 'HAM1_H' time 10000 1  // I got a message to come here.

:HAIT1_1940
if 
  26563 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_1975 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1940 

:HAIT1_1975
00BC: text_highpriority 'HAM1_I' time 10000 1  // Can you hear dem?

:HAIT1_1990
if 
  28200 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2025 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_1990 

:HAIT1_2025
00BC: text_highpriority 'HAM1_J' time 10000 1  // Dem callin' your name, boy, must want you pretty bad, don't ya tink?

:HAIT1_2040
if 
  32697 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2075 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2040 

:HAIT1_2075
00BC: text_highpriority 'HAM1_K' time 10000 1  // Now you do old Auntie Poulet a turn, huh, maybe she help you.

:HAIT1_2090
if 
  35049 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2127 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2090 

:HAIT1_2127
00BC: text_highpriority 'HAM1_L' time 10000 1  // Maybe she can give you a little juju after all of dis.

:HAIT1_2142
if 
  39949 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2179 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2142 

:HAIT1_2179
00BC: text_highpriority 'HAM1_M' time 10000 1  // Give you some magic to give the law man the stink eye, hmmmmm?

:HAIT1_2194
if 
  43624 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2231 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2194 

:HAIT1_2231
00BC: text_highpriority 'HAM1_N' time 10000 1  // Look, this is all very, um... give me what?

:HAIT1_2246
if 
  47531 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2283 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2246 

:HAIT1_2283
00BC: text_highpriority 'HAM1_O' time 10000 1  // I,I, I think I've got the wrong address...

:HAIT1_2298
if 
  49412 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2335 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2298 

:HAIT1_2335
00BC: text_highpriority 'HAM1_P' time 10000 1  // Do me these tings, Tommy......

:HAIT1_2350
if 
  53234 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2387 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2350 

:HAIT1_2387
00BC: text_highpriority 'HAM1_Q' time 10000 1  // The Cubans, nasty proud foofoos, mmm,

:HAIT1_2402
if 
  57817 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2439 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2402 

:HAIT1_2439
00BC: text_highpriority 'HAM1_R' time 10000 1  // been making my lovely Haitian boys shake de heads.

:HAIT1_2454
if 
  61451 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2491 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2454 

:HAIT1_2491
00BC: text_highpriority 'HAM1_S' time 10000 1  // Now they told the policeman where me been stashing my powders.

:HAIT1_2506
if 
  64655 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2543 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2506 

:HAIT1_2543
00BC: text_highpriority 'HAM1_T' time 10000 1  // Dey tink it drugs, them stupid.

:HAIT1_2558
if 
  68336 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2595 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2558 

:HAIT1_2595
00BC: text_highpriority 'HAM1_U' time 10000 1  // Now be a good boy Tommy and go and get the powders for Auntie Poulet.

:HAIT1_2610
if 
  74373 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2647 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2610 

:HAIT1_2647
00BC: text_highpriority 'HAM1_V' time 10000 1  // Yeah, yeah, sure, sure.

:HAIT1_2662
if 
  77824 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2699 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2662 

:HAIT1_2699
00BE: text_clear_all 

:HAIT1_2701
if 
  80912 > $CUT_SCENE_TIME // int > $ 
jf @HAIT1_2738 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT1_2701 

:HAIT1_2738
fade 0 2000 
00BE: text_clear_all 

:HAIT1_2747
if 
  fading 
jf @HAIT1_2771 
wait 0 
jump @HAIT1_2747 

:HAIT1_2771
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Camera.SetAtPos(-962.53, 141.69, 8.25)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#SWAT)
Model.Load(#MP5LNG)
Model.Load(#SNIPER)
Model.Load(#NITESTICK)
Model.Load(#POLMAV)
Model.Load(#RCBOMB)
03CF: load_wav 'HAT_1A' as 1 

:HAIT1_2875
if or
  not Model.Available(#SWAT)
  not Model.Available(#MP5LNG)
  not Model.Available(#SNIPER)
  not Model.Available(#NITESTICK)
  not Model.Available(#POLMAV)
jf @HAIT1_2921 
wait 0 
jump @HAIT1_2875 

:HAIT1_2921
if 
  not Model.Available(#RCBOMB)
jf @HAIT1_2948 
wait 0 
jump @HAIT1_2921 

:HAIT1_2948
if 
83D0:   not wav 1 loaded 
jf @HAIT1_2974 
wait 0 
jump @HAIT1_2948 

:HAIT1_2974
Actor.Create($5766, 4, #SWAT, $5768, $5769, $5770)
Marker.CreateAboveActor($5773, $5766)
Marker.Disable($5773)
Actor.DestroyInstantly($5766)
Actor.Create($5776, 4, #SWAT, $5778, $5779, $5780)
Marker.CreateAboveActor($5784, $5776)
Marker.Disable($5784)
Actor.DestroyInstantly($5776)
Pickup.Create($5747, #BRIEFCASE, 3, $5752, $5753, $5754)
03DC: $5758 = create_marker_above_pickup $5747 
Marker.Disable($5758)
Pickup.Destroy($5747)
Actor.Create($5808, 4, #SWAT, $5811, $5812, $5813)
Marker.CreateAboveActor($5823, $5808)
Marker.Disable($5823)
Actor.DestroyInstantly($5808)
Actor.Create($5798, 4, #SWAT, $5800, $5801, $5802)
Marker.CreateAboveActor($5807, $5798)
Marker.Disable($5807)
Actor.DestroyInstantly($5798)
Pickup.Create($5786, #BRIEFCASE, 3, $5791, $5792, $5793)
03DC: $5796 = create_marker_above_pickup $5786 
Marker.Disable($5796)
Pickup.Destroy($5786)
Actor.Create($5727, 4, #SWAT, $5728, $5729, $5730)
Actor.DestroyInstantly($5727)
Actor.Create($5732, 4, #SWAT, $5733, $5734, $5735)
Actor.DestroyInstantly($5732)
Actor.Create($5737, 4, #SWAT, $5738, $5739, $5740)
Actor.DestroyInstantly($5737)
Actor.Create($5742, 4, #SWAT, $5743, $5744, $5745)
Actor.DestroyInstantly($5742)
Actor.Create($5842, 6, #SWAT, -1168.36, -8.738, 15.72)
Actor.DestroyInstantly($5842)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Car.Create($10086, #POLMAV, -1163.734, -628.1539, 41.2456)
Car.Angle($10086) = 2.9616
0129: $10087 = create_actor 4 #SWAT in_car $10086 driverseat 
04A2: heli $10086 fly_to $5723 $5724 40.0 speed 46 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
$5721 = 1 // $ = int 
00BC: text_highpriority 'SBOB319' time 5000 1 
$123 = 0 // $ = int 

:HAIT1_3449
wait 0 
if 
  Pickup.Picked_up($5719)
jf @HAIT1_4507 
jump @HAIT1_3476 

:HAIT1_3476
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0054: store_player $PLAYER_CHAR position_to $5839 $5840 $5841 
0395: clear_area 0 at $5728 $5729 $5730 range 1.0 
Actor.Create($5727, 4, #SWAT, $5728, $5729, $5730)
01ED: clear_actor $5727 threat_search 
01B2: give_actor $5727 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5727 look_at_player $PLAYER_CHAR 
0372: set_actor $5727 anim 14 wait_state_time 800 ms 
04C6: actor $5727 aim_gun_at_actor $PLAYER_ACTOR 
0337: set_actor $5727 visibility 0 
02AB: set_actor $5727 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 500 
Camera.SetAtPos($5728, $5729, $5730)
Camera.SetPosition(-1153.551, -32.372, 21.675, 0.0, 0.0, 0.0)
Camera.PointAt(-1153.833, -31.475, 21.334, 2)
Actor.Create($5842, 6, #SWAT, -1176.8, -22.2, 15.62)
01ED: clear_actor $5842 threat_search 
01B2: give_actor $5842 weapon 4 ammo 1 // Load the weapon model before using this 
020F: actor $5842 look_at_player $PLAYER_CHAR 
if 
  not Actor.Dead($5727)
jf @HAIT1_3773 
0337: set_actor $5727 visibility 1 
02AB: set_actor $5727 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:HAIT1_3773
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09 
03D1: play_wav 1 
00BC: text_highpriority 'SBOB320' time 5000 1 
0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 
TIMERA = 0 // @ = int 

:HAIT1_3831
if 
  4000 > TIMERA // int > @ 
jf @HAIT1_3910 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT1_3878 
jump @HAIT1_3910 

:HAIT1_3878
if 
03D2:   wav 1 ended 
jf @HAIT1_3903 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_3903
jump @HAIT1_3831 

:HAIT1_3910
0395: clear_area 0 at $5733 $5734 $5735 range 1.0 
Actor.Create($5732, 4, #SWAT, $5733, $5734, $5735)
01ED: clear_actor $5732 threat_search 
01B2: give_actor $5732 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5732 look_at_player $PLAYER_CHAR 
0372: set_actor $5732 anim 14 wait_state_time 2200 ms 
04C6: actor $5732 aim_gun_at_actor $PLAYER_ACTOR 
Actor.Create($5737, 4, #SWAT, $5738, $5739, $5740)
01ED: clear_actor $5737 threat_search 
01B2: give_actor $5737 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5737 look_at_player $PLAYER_CHAR 
0372: set_actor $5737 anim 14 wait_state_time 5000 ms 
04C6: actor $5737 aim_gun_at_actor $PLAYER_ACTOR 
Actor.Create($5742, 4, #SWAT, $5743, $5744, $5745)
01ED: clear_actor $5742 threat_search 
01B2: give_actor $5742 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5742 look_at_player $PLAYER_CHAR 
0372: set_actor $5742 anim 14 wait_state_time 5000 ms 
04C6: actor $5742 aim_gun_at_actor $PLAYER_ACTOR 
if 
03D2:   wav 1 ended 
jf @HAIT1_4130 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_4130
0230: set_player $PLAYER_CHAR stop_looking 
02A3: enable_widescreen 0 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$10088 += 1 // $ += int 
$10089 = 0 // $ = int 
$5726 = 1 // $ = int 
if 
  not Actor.Dead($5727)
jf @HAIT1_4245 
0350: set_actor $5727 maintain_position_when_attacked 1 
01CA: actor $5727 kill_player $PLAYER_CHAR 

:HAIT1_4245
if 
  not Actor.Dead($5732)
jf @HAIT1_4276 
0350: set_actor $5732 maintain_position_when_attacked 1 
01CA: actor $5732 kill_player $PLAYER_CHAR 

:HAIT1_4276
if 
  not Actor.Dead($5737)
jf @HAIT1_4307 
0350: set_actor $5737 maintain_position_when_attacked 1 
01CA: actor $5737 kill_player $PLAYER_CHAR 

:HAIT1_4307
if 
  not Actor.Dead($5742)
jf @HAIT1_4338 
0350: set_actor $5742 maintain_position_when_attacked 1 
01CA: actor $5742 kill_player $PLAYER_CHAR 

:HAIT1_4338
if and
  not Actor.Dead($10087)
  not Car.Wrecked($10086)
jf @HAIT1_4381 
04A2: heli $10086 fly_to -1403.904 394.8875 39.4366 speed 50 

:HAIT1_4381
$5723 = -950.9118 // $ = float 
$5724 = 206.6743 // $ = float 
$5725 = 9.1842 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10090, #POLMAV, -950.6898, 671.7095, 40.6842)
Car.Angle($10090) = 2.9616
0129: $10091 = create_actor 4 #SWAT in_car $10090 driverseat 
04A2: heli $10090 fly_to $5723 $5724 40.0 speed 24 
jump @HAIT1_4708 

:HAIT1_4507
if and
  $10089 == 0 // $ == int 
00FE:   actor $10087 0 $5723 $5724 40.0 radius 2.0 2.0 2.0 
  not Actor.Dead($10087)
jf @HAIT1_4603 
Object.Create($5885, #RCBOMB, $5723, $5724, 38.0)
Object.CollisionDetection($5885, True)
Object.ToggleInMovingList($5885, True)
$10089 = 1 // $ = int 

:HAIT1_4603
if 
  $10089 == 1 // $ == int 
jf @HAIT1_3449 
if 
04E6:   object $5885 near_point $5723 $5724 $5725 radius 2.0 2.0 2.0 flag 0 
jf @HAIT1_3449 
020C: create_explosion 9 at $5723 $5724 $5725 
Pickup.Destroy($5719)
Object.Destroy($5885)
00BC: text_highpriority 'SBOB321' time 5000 1 
jump @HAIT1_9433 

:HAIT1_4708
if 
  $10089 == 1 // $ == int 
jf @HAIT1_4758 
Object.Throw($5885, 0.0, 55.0, 125.0)
Object.RemoveReferences($5885)
jump @HAIT1_4758 

:HAIT1_4758
wait 0 
if 
  not Actor.Dead($10091)
jf @HAIT1_4876 
if and
  $10089 == 0 // $ == int 
00FE:   actor $10091 0 $5723 $5724 40.0 radius 2.0 2.0 2.0 
jf @HAIT1_4876 
Object.Create($5885, #RCBOMB, $5723, $5724, 38.0)
Object.CollisionDetection($5885, True)
Object.ToggleInMovingList($5885, True)
$10089 = 1 // $ = int 
jump @HAIT1_4876 

:HAIT1_4876
if 
  $10089 == 1 // $ == int 
jf @HAIT1_4981 
if 
04E6:   object $5885 near_point $5723 $5724 $5725 radius 2.0 2.0 2.0 flag 0 
jf @HAIT1_4981 
020C: create_explosion 9 at $5723 $5724 $5725 
Pickup.Destroy($5719)
Object.Destroy($5885)
00BC: text_highpriority 'SBOB321' time 5000 1 
jump @HAIT1_9433 

:HAIT1_4981
if 
  Pickup.Picked_up($5719)
jf @HAIT1_4758 
jump @HAIT1_5250 

:HAIT1_5004
wait 0 
if 
  not Actor.Dead($10087)
jf @HAIT1_5122 
if and
  $10089 == 0 // $ == int 
00FE:   actor $10087 0 $5723 $5724 40.0 radius 2.0 2.0 2.0 
jf @HAIT1_5122 
Object.Create($5885, #RCBOMB, $5723, $5724, 38.0)
Object.CollisionDetection($5885, True)
Object.ToggleInMovingList($5885, True)
$10089 = 1 // $ = int 
jump @HAIT1_5122 

:HAIT1_5122
if 
  $10089 == 1 // $ == int 
jf @HAIT1_5227 
if 
04E6:   object $5885 near_point $5723 $5724 $5725 radius 2.0 2.0 2.0 flag 0 
jf @HAIT1_5227 
020C: create_explosion 9 at $5723 $5724 $5725 
Pickup.Destroy($5719)
Object.Destroy($5885)
00BC: text_highpriority 'SBOB321' time 5000 1 
jump @HAIT1_9433 

:HAIT1_5227
if 
  Pickup.Picked_up($5719)
jf @HAIT1_5004 
jump @HAIT1_5960 

:HAIT1_5250
Actor.RemoveReferences($10087)
Car.RemoveReferences($10086)
if and
  not Actor.Dead($10091)
  not Car.Wrecked($10090)
jf @HAIT1_5303 
04A2: heli $10090 fly_to -1403.904 394.8875 39.4366 speed 50 

:HAIT1_5303
$10088 += 1 // $ += int 
$10089 = 0 // $ = int 
if 
  $10088 == 2 // $ == int 
jf @HAIT1_5476 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -997.5696 // $ = float 
$5724 = -31.4689 // $ = float 
$5725 = 10.8143 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10086, #POLMAV, -694.6618, -546.8644, 40.0)
Car.Angle($10086) = 2.9616
0129: $10087 = create_actor 4 #SWAT in_car $10086 driverseat 
04A2: heli $10086 fly_to $5723 $5724 40.0 speed 42 
jump @HAIT1_5953 

:HAIT1_5476
if 
  $10088 == 4 // $ == int 
jf @HAIT1_5635 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -1005.571 // $ = float 
$5724 = 331.3162 // $ = float 
$5725 = 11.263 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10086, #POLMAV, -1634.507, 381.9032, 40.0)
Car.Angle($10086) = 2.9616
0129: $10087 = create_actor 4 #SWAT in_car $10086 driverseat 
04A2: heli $10086 fly_to $5723 $5724 40.0 speed 50 
jump @HAIT1_5953 

:HAIT1_5635
if 
  $10088 == 6 // $ == int 
jf @HAIT1_5794 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -963.9315 // $ = float 
$5724 = -293.7732 // $ = float 
$5725 = 10.7338 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10086, #POLMAV, -1336.109, -147.6238, 40.0)
Car.Angle($10086) = 2.9616
0129: $10087 = create_actor 4 #SWAT in_car $10086 driverseat 
04A2: heli $10086 fly_to $5723 $5724 40.0 speed 45 
jump @HAIT1_5953 

:HAIT1_5794
if 
  $10088 == 8 // $ == int 
jf @HAIT1_5953 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -886.3936 // $ = float 
$5724 = 78.8825 // $ = float 
$5725 = 15.9513 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10086, #POLMAV, -1081.197, -304.1454, 40.0)
Car.Angle($10086) = 2.9616
0129: $10087 = create_actor 4 #SWAT in_car $10086 driverseat 
04A2: heli $10086 fly_to $5723 $5724 40.0 speed 31 
jump @HAIT1_5953 

:HAIT1_5953
jump @HAIT1_5004 

:HAIT1_5960
Actor.RemoveReferences($10091)
Car.RemoveReferences($10090)
if and
  not Actor.Dead($10087)
  not Car.Wrecked($10086)
jf @HAIT1_6013 
04A2: heli $10086 fly_to -1403.904 394.8875 39.4366 speed 50 

:HAIT1_6013
$10088 += 1 // $ += int 
$10089 = 0 // $ = int 
if 
  $10088 == 3 // $ == int 
jf @HAIT1_6193 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -671.4739 // $ = float 
$5724 = 336.0803 // $ = float 
$5725 = 11.0731 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10090, #POLMAV, -86.5695, 588.3687, 40.0)
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
Car.Angle($10090) = 2.9616
0129: $10091 = create_actor 4 #SWAT in_car $10090 driverseat 
04A2: heli $10090 fly_to $5723 $5724 40.0 speed 40 
jump @HAIT1_7113 

:HAIT1_6193
if 
  $10088 == 5 // $ == int 
jf @HAIT1_6486 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -1034.679 // $ = float 
$5724 = 41.3321 // $ = float 
$5725 = 11.3535 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10090, #POLMAV, -1127.722, -314.3313, 40.0)
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
Car.Angle($10090) = 2.9616
0129: $10091 = create_actor 4 #SWAT in_car $10090 driverseat 
04A2: heli $10090 fly_to $5723 $5724 40.0 speed 36 
Actor.RemoveReferences($5732)
Actor.RemoveReferences($5737)
Actor.RemoveReferences($5742)
Actor.Create($5732, 4, #SWAT, -1037.672, 36.4948, 11.3676)
01B2: give_actor $5732 weapon 25 ammo 30000 // Load the weapon model before using this 
0350: set_actor $5732 maintain_position_when_attacked 1 
02E2: set_actor $5732 weapon_accuracy_to 80 
01CA: actor $5732 kill_player $PLAYER_CHAR 
Actor.Create($5737, 4, #SWAT, -1037.038, 45.6154, 11.3469)
01B2: give_actor $5737 weapon 25 ammo 30000 // Load the weapon model before using this 
0350: set_actor $5737 maintain_position_when_attacked 1 
02E2: set_actor $5737 weapon_accuracy_to 80 
01CA: actor $5737 kill_player $PLAYER_CHAR 
jump @HAIT1_7113 

:HAIT1_6486
if 
  $10088 == 7 // $ == int 
jf @HAIT1_6662 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5723 = -979.4962 // $ = float 
$5724 = 261.3527 // $ = float 
$5725 = 11.263 // $ = float 
Pickup.Create($5719, #BRIEFCASE, 3, $5723, $5724, $5725)
03DC: $5720 = create_marker_above_pickup $5719 
Car.Create($10090, #POLMAV, -1058.373, -389.1247, 40.0)
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
Car.Angle($10090) = 2.9616
0129: $10091 = create_actor 4 #SWAT in_car $10090 driverseat 
04A2: heli $10090 fly_to $5723 $5724 40.0 speed 30 
Actor.RemoveReferences($5732)
Actor.RemoveReferences($5737)
jump @HAIT1_7113 

:HAIT1_6662
if 
  $10088 == 9 // $ == int 
jf @HAIT1_7113 
00BC: text_highpriority 'HAM1_3' time 5000 1  // ~g~Get this stuff back to the hideout!
018A: $5825 = create_checkpoint_at $5827 $5828 $5829 
jump @HAIT1_6716 

:HAIT1_6716
wait 0 
if 
00F5:   player $PLAYER_CHAR 1 $5827 $5828 $5829 radius 2.0 2.0 2.0 
jf @HAIT1_6716 
jump @HAIT1_6769 

:HAIT1_6769
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.RemoveReferences($5798)
Actor.RemoveReferences($5808)
0395: clear_area 0 at -964.776 145.189 9.52 range 1.0 
Camera.SetPosition(-964.776, 145.189, 9.52, 0.0, 0.0, 0.0)
Camera.PointAt(-964.032, 144.523, 9.479, 2)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_6966 
00DA: $5844 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $5844 

:HAIT1_6916
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_6966 
wait 0 
if 
  Car.Wrecked($5844)
jf @HAIT1_6959 
jump @HAIT1_9433 

:HAIT1_6959
jump @HAIT1_6916 

:HAIT1_6966
0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 
TIMERA = 0 // @ = int 

:HAIT1_6988
if 
  4500 > TIMERA // int > @ 
jf @HAIT1_7018 
wait 0 
jump @HAIT1_6988 

:HAIT1_7018
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 0 at -965.265 142.855 8.23 range 1.0 
0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23 
0171: set_player $PLAYER_CHAR z_angle_to 190.53 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @HAIT1_9450 

:HAIT1_7113
jump @HAIT1_4758 

:HAIT1_7120
if 
  $5826 == 0 // $ == int 
jf @HAIT1_9089 
wait 0 
if 
  $5831 == 1 // $ == int 
jf @HAIT1_7236 
if 
  $5861 == 0 // $ == int 
jf @HAIT1_7192 
TIMERA = 0 // @ = int 
$5861 = 1 // $ = int 

:HAIT1_7192
if 
  $5861 == 1 // $ == int 
jf @HAIT1_7236 
if 
  TIMERA >= 1000 // @ >= int 
jf @HAIT1_7236 
$5861 = 2 // $ = int 

:HAIT1_7236
if 
  $5819 == 1 // $ == int 
jf @HAIT1_7330 
if 
  $5862 == 0 // $ == int 
jf @HAIT1_7286 
TIMERA = 0 // @ = int 
$5862 = 1 // $ = int 

:HAIT1_7286
if 
  $5862 == 1 // $ == int 
jf @HAIT1_7330 
if 
  TIMERA >= 1000 // @ >= int 
jf @HAIT1_7330 
$5862 = 2 // $ = int 

:HAIT1_7330
if 
  $5722 == 0 // $ == int 
jf @HAIT1_7373 
if 
  $5721 == 1 // $ == int 
jf @HAIT1_7373 
gosub @HAIT1_9822 

:HAIT1_7373
if 
  $5722 == 1 // $ == int 
jf @HAIT1_7416 
if 
  $5726 == 0 // $ == int 
jf @HAIT1_7416 
gosub @HAIT1_10456 

:HAIT1_7416
if 
  $5722 == 1 // $ == int 
jf @HAIT1_7787 
if 
  $5726 == 1 // $ == int 
jf @HAIT1_7787 
if 
  $5749 == 0 // $ == int 
jf @HAIT1_7787 
04A2: heli $10086 fly_to -1403.904 394.8875 39.4366 speed 50 
0395: clear_area 0 at $5752 $5753 $5754 range 1.0 
Pickup.Create($5747, #BRIEFCASE, 3, $5752, $5753, $5754)
03DC: $5748 = create_marker_above_pickup $5747 
0395: clear_area 0 at $5761 $5762 $5763 range 1.0 
Actor.Create($5759, 4, #SWAT, $5761, $5762, $5763)
01ED: clear_actor $5759 threat_search 
0243: set_actor $5759 ped_stats_to 16 
011A: set_actor $5759 search_threat 1 
01B2: give_actor $5759 weapon 28 ammo 30000 // Load the weapon model before using this 
0350: set_actor $5759 maintain_position_when_attacked 1 
01CA: actor $5759 kill_player $PLAYER_CHAR 
0395: clear_area 0 at $5768 $5769 $5770 range 1.0 
Actor.Create($5766, 4, #SWAT, $5768, $5769, $5770)
01ED: clear_actor $5766 threat_search 
0243: set_actor $5766 ped_stats_to 16 
01B2: give_actor $5766 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5766 search_threat 1 
0291: set_actor $5766 heed_threats 1 
Actor.Angle($5766) = 90.0
0395: clear_area 0 at $5778 $5779 $5780 range 1.0 
Actor.Create($5776, 4, #SWAT, $5778, $5779, $5780)
01ED: clear_actor $5776 threat_search 
0243: set_actor $5776 ped_stats_to 16 
01B2: give_actor $5776 weapon 25 ammo 30000 // Load the weapon model before using this 
011A: set_actor $5776 search_threat 1 
0291: set_actor $5776 heed_threats 1 
Actor.Angle($5776) = 90.0
$5749 = 1 // $ = int 

:HAIT1_7787
if 
  $5726 == 1 // $ == int 
jf @HAIT1_7973 
if or
80E4:   not player $PLAYER_CHAR 0 $5839 $5840 radius 3.0 3.0 
02DF:   player $PLAYER_CHAR aggressive 
  Actor.Dead($5842)
jf @HAIT1_7973 
if 
  not Actor.Dead($5727)
jf @HAIT1_7880 
0350: set_actor $5727 maintain_position_when_attacked 1 
01CA: actor $5727 kill_player $PLAYER_CHAR 

:HAIT1_7880
if 
  not Actor.Dead($5732)
jf @HAIT1_7911 
0350: set_actor $5732 maintain_position_when_attacked 1 
01CA: actor $5732 kill_player $PLAYER_CHAR 

:HAIT1_7911
if 
  not Actor.Dead($5737)
jf @HAIT1_7942 
0350: set_actor $5737 maintain_position_when_attacked 1 
01CA: actor $5737 kill_player $PLAYER_CHAR 

:HAIT1_7942
if 
  not Actor.Dead($5742)
jf @HAIT1_7973 
0350: set_actor $5742 maintain_position_when_attacked 1 
01CA: actor $5742 kill_player $PLAYER_CHAR 

:HAIT1_7973
if 
  $5749 == 1 // $ == int 
jf @HAIT1_7998 
gosub @HAIT1_11236 

:HAIT1_7998
if 
  $5756 == 1 // $ == int 
jf @HAIT1_8023 
gosub @HAIT1_10083 

:HAIT1_8023
if 
  $5750 == 0 // $ == int 
jf @HAIT1_8066 
if 
  $5749 == 1 // $ == int 
jf @HAIT1_8066 
gosub @HAIT1_9914 

:HAIT1_8066
if 
  $5750 == 0 // $ == int 
jf @HAIT1_8127 
if 
  $5749 == 1 // $ == int 
jf @HAIT1_8127 
if 
  $5751 == 0 // $ == int 
jf @HAIT1_8127 
$5831 = 1 // $ = int 

:HAIT1_8127
if 
  $5832 == 1 // $ == int 
jf @HAIT1_8351 
if 
  $5774 == 1 // $ == int 
jf @HAIT1_8248 
if 
  not Actor.Dead($5766)
jf @HAIT1_8248 
if 
82CB:   not actor $5766 bounding_sphere_visible 
jf @HAIT1_8248 
if 
80E9:   not player $PLAYER_CHAR 0 $5766 radius 120.0 120.0 
jf @HAIT1_8248 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_9433 

:HAIT1_8248
if 
  $5785 == 1 // $ == int 
jf @HAIT1_8351 
if 
  not Actor.Dead($5776)
jf @HAIT1_8351 
if 
82CB:   not actor $5776 bounding_sphere_visible 
jf @HAIT1_8351 
if 
80E9:   not player $PLAYER_CHAR 0 $5776 radius 120.0 120.0 
jf @HAIT1_8351 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_9433 

:HAIT1_8351
if 
  $5757 == 1 // $ == int 
jf @HAIT1_8391 
00BC: text_highpriority 'HAM1_6' time 5000 1  // ~r~The Stash was destroyed, you idiot!
jump @HAIT1_9433 

:HAIT1_8391
if or
  $5750 == 1 // $ == int 
  $5755 == 1 // $ == int 
jf @HAIT1_8492 
if 
  $5788 == 0 // $ == int 
jf @HAIT1_8492 
0395: clear_area 0 at $5791 $5792 $5793 range 1.0 
Pickup.Create($5786, #BRIEFCASE, 3, $5791, $5792, $5793)
03DC: $5787 = create_marker_above_pickup $5786 
014E: start_timer_at $5790 count_in_direction 1 
$5788 = 1 // $ = int 

:HAIT1_8492
if 
  $5789 == 0 // $ == int 
jf @HAIT1_8535 
if 
  $5788 == 1 // $ == int 
jf @HAIT1_8535 
gosub @HAIT1_10211 

:HAIT1_8535
if 
  $5820 == 1 // $ == int 
jf @HAIT1_8759 
if 
  $5805 == 1 // $ == int 
jf @HAIT1_8656 
if 
  not Actor.Dead($5798)
jf @HAIT1_8656 
if 
82CB:   not actor $5798 bounding_sphere_visible 
jf @HAIT1_8656 
if 
80E9:   not player $PLAYER_CHAR 0 $5798 radius 120.0 120.0 
jf @HAIT1_8656 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_9433 

:HAIT1_8656
if 
  $5822 == 1 // $ == int 
jf @HAIT1_8759 
if 
  not Actor.Dead($5808)
jf @HAIT1_8759 
if 
82CB:   not actor $5808 bounding_sphere_visible 
jf @HAIT1_8759 
if 
80E9:   not player $PLAYER_CHAR 0 $5808 radius 120.0 120.0 
jf @HAIT1_8759 
00BC: text_highpriority 'HAM1_2' time 5000 1  // ~r~The cops got to the stash first!
jump @HAIT1_9433 

:HAIT1_8759
if 
  $5794 == 1 // $ == int 
jf @HAIT1_8799 
00BC: text_highpriority 'HAM1_6' time 5000 1  // ~r~The Stash was destroyed, you idiot!
jump @HAIT1_9433 

:HAIT1_8799
if 
  $5789 == 0 // $ == int 
jf @HAIT1_8860 
if 
  $5788 == 1 // $ == int 
jf @HAIT1_8860 
if 
  $5790 == 0 // $ == int 
jf @HAIT1_8860 
$5819 = 1 // $ = int 

:HAIT1_8860
if or
  $5750 == 1 // $ == int 
  $5755 == 1 // $ == int 
jf @HAIT1_8910 
if 
  $5833 == 0 // $ == int 
jf @HAIT1_8910 
gosub @HAIT1_13129 

:HAIT1_8910
if 
  $5833 == 1 // $ == int 
jf @HAIT1_8935 
gosub @HAIT1_13357 

:HAIT1_8935
if 
  $5824 == 3 // $ == int 
jf @HAIT1_9082 
if 
  $5830 == 0 // $ == int 
jf @HAIT1_9014 
00BC: text_highpriority 'HAM1_3' time 5000 1  // ~g~Get this stuff back to the hideout!
018A: $5825 = create_checkpoint_at $5827 $5828 $5829 
$123 = 1 // $ = int 
$5830 = 1 // $ = int 

:HAIT1_9014
if 
00F5:   player $PLAYER_CHAR $123 $5827 $5828 $5829 radius 2.0 2.0 2.0 
jf @HAIT1_9082 
if 
  $5826 == 0 // $ == int 
jf @HAIT1_9082 
$5826 = 1 // $ = int 

:HAIT1_9082
jump @HAIT1_7120 

:HAIT1_9089
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
011C: actor $PLAYER_ACTOR clear_objective 
Actor.RemoveReferences($5798)
Actor.RemoveReferences($5808)
0395: clear_area 0 at -964.776 145.189 9.52 range 1.0 
Camera.SetPosition(-964.776, 145.189, 9.52, 0.0, 0.0, 0.0)
Camera.PointAt(-964.032, 144.523, 9.479, 2)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_9286 
00DA: $5844 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $5844 

:HAIT1_9236
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HAIT1_9286 
wait 0 
if 
  Car.Wrecked($5844)
jf @HAIT1_9279 
jump @HAIT1_9433 

:HAIT1_9279
jump @HAIT1_9236 

:HAIT1_9286
0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 
TIMERA = 0 // @ = int 

:HAIT1_9308
if 
  4500 > TIMERA // int > @ 
jf @HAIT1_9338 
wait 0 
jump @HAIT1_9308 

:HAIT1_9338
011C: actor $PLAYER_ACTOR clear_objective 
0395: clear_area 0 at -965.265 142.855 8.23 range 1.0 
0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23 
0171: set_player $PLAYER_CHAR z_angle_to 190.53 
03C8: set_camera_directly_before_player 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @HAIT1_9450 

:HAIT1_9433
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:HAIT1_9450
$PASSED_HAT1_JUJU_SCRAMBLE = 1 // $ = int 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_1'  // Juju Scramble
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
start_new_script @HAT2 
return 

:HAIT1_9516
$ONMISSION = 0 // $ = int 
Model.Destroy(#SWAT)
Model.Destroy(#MP5LNG)
Model.Destroy(#SNIPER)
Model.Destroy(#NITESTICK)
Model.Destroy(#POLMAV)
Model.Destroy(#RCBOMB)
Marker.Disable($5720)
Marker.Disable($5748)
Marker.Disable($5758)
Marker.Disable($5787)
Marker.Disable($5796)
Marker.Disable($5825)
Marker.Disable($5773)
Marker.Disable($5784)
Marker.Disable($5807)
Marker.Disable($5823)
if 
   not $10088 == 11 // $ == int 
jf @HAIT1_9813 
Pickup.Destroy($5719)
jump @HAIT1_9813 
if 
  $5749 == 1 // $ == int 
jf @HAIT1_9680 
if or
  $5750 == 0 // $ == int 
  $5832 == 0 // $ == int 
jf @HAIT1_9680 
Pickup.Destroy($5747)

:HAIT1_9680
if 
  $5755 == 0 // $ == int 
jf @HAIT1_9726 
if 
  $5756 == 1 // $ == int 
jf @HAIT1_9726 
Marker.Disable($5758)
Pickup.Destroy($5747)

:HAIT1_9726
if 
  $5788 == 1 // $ == int 
jf @HAIT1_9767 
if 
  $5789 == 0 // $ == int 
jf @HAIT1_9767 
Pickup.Destroy($5786)

:HAIT1_9767
if 
  $5797 == 0 // $ == int 
jf @HAIT1_9813 
if 
  $5795 == 1 // $ == int 
jf @HAIT1_9813 
Marker.Disable($5796)
Pickup.Destroy($5786)

:HAIT1_9813
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HAIT1_9822
if 
  $5722 == 0 // $ == int 
jf @HAIT1_9912 
if 
  $5721 == 1 // $ == int 
jf @HAIT1_9912 
if 
  Pickup.Picked_up($5719)
jf @HAIT1_9912 
Marker.Disable($5720)
018C: play_sound 1 at 0.0 0.0 0.0 
$5824 += 1 // $ += int 
$5722 = 1 // $ = int 

:HAIT1_9912
return 

:HAIT1_9914
if 
  $5750 == 0 // $ == int 
jf @HAIT1_10081 
if 
  $5749 == 1 // $ == int 
jf @HAIT1_10081 
if 
  $5832 == 0 // $ == int 
jf @HAIT1_10081 
if 
  Pickup.Picked_up($5747)
jf @HAIT1_10081 
Actor.RemoveReferences($5727)
Actor.RemoveReferences($5732)
Actor.RemoveReferences($5737)
Actor.RemoveReferences($5742)
Actor.RemoveReferences($5842)
Marker.Disable($5748)
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $5751 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5824 += 1 // $ += int 
$5834 = 1 // $ = int 
$5750 = 1 // $ = int 

:HAIT1_10081
return 

:HAIT1_10083
if 
  $5755 == 0 // $ == int 
jf @HAIT1_10209 
if 
  Pickup.Picked_up($5747)
jf @HAIT1_10209 
Actor.RemoveReferences($5727)
Actor.RemoveReferences($5732)
Actor.RemoveReferences($5737)
Actor.RemoveReferences($5742)
Actor.RemoveReferences($5842)
Marker.Disable($5758)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
$5824 += 1 // $ += int 
$5834 = 1 // $ = int 
$5755 = 1 // $ = int 

:HAIT1_10209
return 

:HAIT1_10211
if 
  $5789 == 0 // $ == int 
jf @HAIT1_10353 
if 
  $5788 == 1 // $ == int 
jf @HAIT1_10353 
if 
  $5820 == 0 // $ == int 
jf @HAIT1_10353 
if 
  Pickup.Picked_up($5786)
jf @HAIT1_10353 
Actor.RemoveReferences($5759)
Actor.RemoveReferences($5766)
Actor.RemoveReferences($5776)
Marker.Disable($5787)
018C: play_sound 1 at 0.0 0.0 0.0 
014F: stop_timer $5790 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
$5824 += 1 // $ += int 
$5821 = 1 // $ = int 
$5789 = 1 // $ = int 

:HAIT1_10353
if 
  $5797 == 0 // $ == int 
jf @HAIT1_10454 
if 
  Pickup.Picked_up($5786)
jf @HAIT1_10454 
Actor.RemoveReferences($5759)
Actor.RemoveReferences($5766)
Actor.RemoveReferences($5776)
Marker.Disable($5796)
018C: play_sound 1 at 0.0 0.0 0.0 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
$5824 += 1 // $ += int 
$5821 = 1 // $ = int 
$5797 = 1 // $ = int 

:HAIT1_10454
return 

:HAIT1_10456
if 
  $5726 == 0 // $ == int 
jf @HAIT1_11234 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0054: store_player $PLAYER_CHAR position_to $5839 $5840 $5841 
0395: clear_area 0 at $5728 $5729 $5730 range 1.0 
Actor.Create($5727, 4, #SWAT, $5728, $5729, $5730)
01ED: clear_actor $5727 threat_search 
01B2: give_actor $5727 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5727 look_at_player $PLAYER_CHAR 
0372: set_actor $5727 anim 14 wait_state_time 800 ms 
04C6: actor $5727 aim_gun_at_actor $PLAYER_ACTOR 
0337: set_actor $5727 visibility 0 
02AB: set_actor $5727 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
wait 500 
Camera.SetAtPos($5728, $5729, $5730)
Camera.SetPosition(-1153.551, -32.372, 21.675, 0.0, 0.0, 0.0)
Camera.PointAt(-1153.833, -31.475, 21.334, 2)
Actor.Create($5842, 6, #SWAT, -1176.8, -22.2, 15.62)
01ED: clear_actor $5842 threat_search 
01B2: give_actor $5842 weapon 4 ammo 1 // Load the weapon model before using this 
020F: actor $5842 look_at_player $PLAYER_CHAR 
if 
  not Actor.Dead($5727)
jf @HAIT1_10771 
0337: set_actor $5727 visibility 1 
02AB: set_actor $5727 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:HAIT1_10771
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09 
03D1: play_wav 1 
00BC: text_highpriority 'HAT_1A' time 5000 1  // ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 
TIMERA = 0 // @ = int 

:HAIT1_10829
if 
  4000 > TIMERA // int > @ 
jf @HAIT1_10908 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT1_10876 
jump @HAIT1_10908 

:HAIT1_10876
if 
03D2:   wav 1 ended 
jf @HAIT1_10901 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_10901
jump @HAIT1_10829 

:HAIT1_10908
0395: clear_area 0 at $5733 $5734 $5735 range 1.0 
Actor.Create($5732, 4, #SWAT, $5733, $5734, $5735)
01ED: clear_actor $5732 threat_search 
01B2: give_actor $5732 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5732 look_at_player $PLAYER_CHAR 
0372: set_actor $5732 anim 14 wait_state_time 2200 ms 
04C6: actor $5732 aim_gun_at_actor $PLAYER_ACTOR 
0395: clear_area 0 at $5738 $5739 $5740 range 1.0 
Actor.Create($5737, 4, #SWAT, $5738, $5739, $5740)
01ED: clear_actor $5737 threat_search 
01B2: give_actor $5737 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5737 look_at_player $PLAYER_CHAR 
0372: set_actor $5737 anim 14 wait_state_time 5000 ms 
04C6: actor $5737 aim_gun_at_actor $PLAYER_ACTOR 
0395: clear_area 0 at $5743 $5744 $5745 range 1.0 
Actor.Create($5742, 4, #SWAT, $5743, $5744, $5745)
01ED: clear_actor $5742 threat_search 
01B2: give_actor $5742 weapon 25 ammo 30000 // Load the weapon model before using this 
020F: actor $5742 look_at_player $PLAYER_CHAR 
0372: set_actor $5742 anim 14 wait_state_time 5000 ms 
04C6: actor $5742 aim_gun_at_actor $PLAYER_ACTOR 
if 
03D2:   wav 1 ended 
jf @HAIT1_11164 
03D5: remove_text 'HAT_1A'  // ~g~Don't move a muscle, chump!

:HAIT1_11164
0230: set_player $PLAYER_CHAR stop_looking 
02A3: enable_widescreen 0 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.Restore_WithJumpCut
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
00BC: text_highpriority 'HAM1_4' time 5000 1  // ~g~Good! Now get the next one!
$5726 = 1 // $ = int 

:HAIT1_11234
return 

:HAIT1_11236
if 
  $5760 == 0 // $ == int 
jf @HAIT1_11324 
if 
  Actor.Dead($5759)
jf @HAIT1_11284 
$5760 = 1 // $ = int 
jump @HAIT1_11324 

:HAIT1_11284
$5765 = Actor.Health($5759)
if 
  90 >= $5765 // int >= $ 
jf @HAIT1_11324 
$5834 = 1 // $ = int 
$5831 = 1 // $ = int 

:HAIT1_11324
if 
  $5767 == 0 // $ == int 
jf @HAIT1_12213 
if 
  Actor.Dead($5766)
jf @HAIT1_11554 
if 
  $5832 == 1 // $ == int 
jf @HAIT1_11526 
if 
  $5774 == 1 // $ == int 
jf @HAIT1_11526 
if 
  $5775 == 1 // $ == int 
jf @HAIT1_11426 
$5757 = 1 // $ = int 
jump @HAIT1_11526 

:HAIT1_11426
if 
056D:   actor $5766 defined 
jf @HAIT1_11519 
if 
  $5756 == 0 // $ == int 
jf @HAIT1_11512 
Marker.Disable($5773)
Actor.StoreDeadActorPos($5766, $5752, $5753, $5754)
Pickup.Create($5747, #BRIEFCASE, 3, $5752, $5753, $5754)
03DC: $5758 = create_marker_above_pickup $5747 
$5756 = 1 // $ = int 

:HAIT1_11512
jump @HAIT1_11526 

:HAIT1_11519
$5757 = 1 // $ = int 

:HAIT1_11526
$5831 = 1 // $ = int 
$5834 = 1 // $ = int 
$5767 = 1 // $ = int 
jump @HAIT1_12213 

:HAIT1_11554
$5772 = Actor.Health($5766)
if 
  $5832 == 1 // $ == int 
jf @HAIT1_11587 
gosub @HAIT1_15207 

:HAIT1_11587
if 
  90 >= $5772 // int >= $ 
jf @HAIT1_11619 
$5834 = 1 // $ = int 
$5831 = 1 // $ = int 

:HAIT1_11619
if or
  $5750 == 1 // $ == int 
  $5834 == 1 // $ == int 
jf @HAIT1_12213 
if 
  $5777 == 0 // $ == int 
jf @HAIT1_11684 
011A: set_actor $5766 search_threat 1 
01CA: actor $5766 kill_player $PLAYER_CHAR 
jump @HAIT1_12213 

:HAIT1_11684
if 
  $5750 == 0 // $ == int 
jf @HAIT1_12213 
if 
  $5832 == 0 // $ == int 
jf @HAIT1_12213 
if 
  $5831 == 1 // $ == int 
jf @HAIT1_12075 
if 
  $5850 == 0 // $ == int 
jf @HAIT1_11800 
0291: set_actor $5766 heed_threats 0 
01ED: clear_actor $5766 threat_search 
011C: actor $5766 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5751 
$5850 = 1 // $ = int 

:HAIT1_11800
if 
  $5850 == 1 // $ == int 
jf @HAIT1_11965 
if 
8510:   not actor $5766 path_is_clear $5847 $5848 $5849 radius 4.0 
jf @HAIT1_11940 
if 
  $5857 == 0 // $ == int 
jf @HAIT1_11894 
009E: set_actor $5766 follow_path $5847 $5848 $5849 radius 0.1 move_stat 1 
$5857 = 1 // $ = int 

:HAIT1_11894
if 
  $5861 == 2 // $ == int 
jf @HAIT1_11933 
009E: set_actor $5766 follow_path $5847 $5848 $5849 radius 0.1 move_stat 1 

:HAIT1_11933
jump @HAIT1_11965 

:HAIT1_11940
0319: set_actor $5766 running 1 
0239: actor $5766 run_to $5752 $5753 
$5850 = 3 // $ = int 

:HAIT1_11965
if 
  $5850 == 1 // $ == int 
jf @HAIT1_12075 
if 
00FF:   actor $5766 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 
jf @HAIT1_12032 
$5850 = 2 // $ = int 

:HAIT1_12032
if 
  $5850 == 2 // $ == int 
jf @HAIT1_12075 
0319: set_actor $5766 running 1 
0239: actor $5766 run_to $5752 $5753 
$5850 = 3 // $ = int 

:HAIT1_12075
if 
  not Actor.Dead($5766)
jf @HAIT1_12213 
if 
  $5850 == 3 // $ == int 
jf @HAIT1_12213 
if 
00ED:   actor $5766 0 $5752 $5753 radius 1.5 1.5 
jf @HAIT1_12213 
if 
  $5750 == 0 // $ == int 
jf @HAIT1_12213 
Marker.Disable($5748)
014F: stop_timer $5751 
Pickup.Destroy($5747)
Marker.CreateAboveActor($5773, $5766)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$5774 = 1 // $ = int 
$5832 = 1 // $ = int 

:HAIT1_12213
if 
  $5777 == 0 // $ == int 
jf @HAIT1_13102 
if 
  Actor.Dead($5776)
jf @HAIT1_12443 
if 
  $5832 == 1 // $ == int 
jf @HAIT1_12415 
if 
  $5785 == 1 // $ == int 
jf @HAIT1_12415 
if 
  $5783 == 1 // $ == int 
jf @HAIT1_12315 
$5757 = 1 // $ = int 
jump @HAIT1_12415 

:HAIT1_12315
if 
056D:   actor $5776 defined 
jf @HAIT1_12408 
if 
  $5756 == 0 // $ == int 
jf @HAIT1_12401 
Marker.Disable($5784)
Actor.StoreDeadActorPos($5776, $5752, $5753, $5754)
Pickup.Create($5747, #BRIEFCASE, 3, $5752, $5753, $5754)
03DC: $5758 = create_marker_above_pickup $5747 
$5756 = 1 // $ = int 

:HAIT1_12401
jump @HAIT1_12415 

:HAIT1_12408
$5757 = 1 // $ = int 

:HAIT1_12415
$5831 = 1 // $ = int 
$5834 = 1 // $ = int 
$5777 = 1 // $ = int 
jump @HAIT1_13102 

:HAIT1_12443
$5782 = Actor.Health($5776)
if 
  $5832 == 1 // $ == int 
jf @HAIT1_12476 
gosub @HAIT1_15207 

:HAIT1_12476
if 
  90 >= $5782 // int >= $ 
jf @HAIT1_12508 
$5834 = 1 // $ = int 
$5831 = 1 // $ = int 

:HAIT1_12508
if or
  $5834 == 1 // $ == int 
  $5831 == 1 // $ == int 
jf @HAIT1_13102 
if 
  $5750 == 0 // $ == int 
jf @HAIT1_13069 
if 
  $5832 == 0 // $ == int 
jf @HAIT1_13062 
if 
  $5831 == 1 // $ == int 
jf @HAIT1_12924 
if 
  $5851 == 0 // $ == int 
jf @HAIT1_12649 
0291: set_actor $5776 heed_threats 0 
01ED: clear_actor $5776 threat_search 
011C: actor $5776 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5751 
$5851 = 1 // $ = int 

:HAIT1_12649
if 
  $5851 == 1 // $ == int 
jf @HAIT1_12814 
if 
8510:   not actor $5776 path_is_clear $5847 $5848 $5849 radius 4.0 
jf @HAIT1_12789 
if 
  $5858 == 0 // $ == int 
jf @HAIT1_12743 
009E: set_actor $5776 follow_path $5847 $5848 $5849 radius 0.1 move_stat 1 
$5858 = 1 // $ = int 

:HAIT1_12743
if 
  $5861 == 2 // $ == int 
jf @HAIT1_12782 
009E: set_actor $5776 follow_path $5847 $5848 $5849 radius 0.1 move_stat 1 

:HAIT1_12782
jump @HAIT1_12814 

:HAIT1_12789
0319: set_actor $5776 running 1 
0239: actor $5776 run_to $5752 $5753 
$5851 = 3 // $ = int 

:HAIT1_12814
if 
  $5851 == 1 // $ == int 
jf @HAIT1_12881 
if 
00FF:   actor $5776 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 
jf @HAIT1_12881 
$5851 = 2 // $ = int 

:HAIT1_12881
if 
  $5851 == 2 // $ == int 
jf @HAIT1_12924 
0319: set_actor $5776 running 1 
0239: actor $5776 run_to $5752 $5753 
$5851 = 3 // $ = int 

:HAIT1_12924
if 
  not Actor.Dead($5776)
jf @HAIT1_13062 
if 
  $5851 == 3 // $ == int 
jf @HAIT1_13062 
if 
00ED:   actor $5776 0 $5752 $5753 radius 1.5 1.5 
jf @HAIT1_13062 
if 
  $5750 == 0 // $ == int 
jf @HAIT1_13062 
Marker.Disable($5748)
014F: stop_timer $5751 
Pickup.Destroy($5747)
Marker.CreateAboveActor($5784, $5776)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$5785 = 1 // $ = int 
$5832 = 1 // $ = int 

:HAIT1_13062
jump @HAIT1_13102 

:HAIT1_13069
if 
  $5832 == 0 // $ == int 
jf @HAIT1_13102 
011A: set_actor $5776 search_threat 1 
01CA: actor $5776 kill_player $PLAYER_CHAR 

:HAIT1_13102
if 
  $5861 == 2 // $ == int 
jf @HAIT1_13127 
$5861 = 0 // $ = int 

:HAIT1_13127
return 

:HAIT1_13129
if 
  $5833 == 0 // $ == int 
jf @HAIT1_13355 
if 
  not Actor.Dead($5727)
jf @HAIT1_13168 
Actor.RemoveReferences($5727)

:HAIT1_13168
if 
  not Actor.Dead($5732)
jf @HAIT1_13189 
Actor.RemoveReferences($5732)

:HAIT1_13189
0395: clear_area 0 at $5800 $5801 $5802 range 2.0 
Actor.Create($5798, 4, #SWAT, $5800, $5801, $5802)
Actor.Angle($5798) = $5803
01ED: clear_actor $5798 threat_search 
0243: set_actor $5798 ped_stats_to 16 
011A: set_actor $5798 search_threat 1 
01B2: give_actor $5798 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $5798 heed_threats 1 
0395: clear_area 0 at $5811 $5812 $5813 range 2.0 
Actor.Create($5808, 4, #SWAT, $5811, $5812, $5813)
01ED: clear_actor $5808 threat_search 
0243: set_actor $5808 ped_stats_to 16 
011A: set_actor $5808 search_threat 1 
01B2: give_actor $5808 weapon 25 ammo 30000 // Load the weapon model before using this 
0291: set_actor $5808 heed_threats 1 
0482: set_threat_reaction_range_multiplier 8.0 
$5833 = 1 // $ = int 

:HAIT1_13355
return 

:HAIT1_13357
if 
  $5799 == 0 // $ == int 
jf @HAIT1_14291 
if 
  Actor.Dead($5798)
jf @HAIT1_13587 
if 
  $5820 == 1 // $ == int 
jf @HAIT1_13559 
if 
  $5805 == 1 // $ == int 
jf @HAIT1_13559 
if 
  $5806 == 1 // $ == int 
jf @HAIT1_13459 
$5794 = 1 // $ = int 
jump @HAIT1_13559 

:HAIT1_13459
if 
056D:   actor $5798 defined 
jf @HAIT1_13552 
if 
  $5795 == 0 // $ == int 
jf @HAIT1_13545 
Marker.Disable($5807)
Actor.StoreDeadActorPos($5798, $5791, $5792, $5793)
Pickup.Create($5786, #BRIEFCASE, 3, $5791, $5792, $5793)
03DC: $5796 = create_marker_above_pickup $5786 
$5795 = 1 // $ = int 

:HAIT1_13545
jump @HAIT1_13559 

:HAIT1_13552
$5794 = 1 // $ = int 

:HAIT1_13559
$5821 = 1 // $ = int 
$5819 = 1 // $ = int 
$5799 = 1 // $ = int 
jump @HAIT1_14291 

:HAIT1_13587
$5804 = Actor.Health($5798)
if 
  $5820 == 1 // $ == int 
jf @HAIT1_13620 
gosub @HAIT1_15889 

:HAIT1_13620
if 
  90 >= $5804 // int >= $ 
jf @HAIT1_13652 
$5821 = 1 // $ = int 
$5819 = 1 // $ = int 

:HAIT1_13652
if or
  $5821 == 1 // $ == int 
  $5819 == 1 // $ == int 
jf @HAIT1_14291 
if 
  $5810 == 0 // $ == int 
jf @HAIT1_13733 
if 
  not Actor.Dead($5798)
jf @HAIT1_13726 
011A: set_actor $5798 search_threat 1 
01CA: actor $5798 kill_player $PLAYER_CHAR 

:HAIT1_13726
jump @HAIT1_14291 

:HAIT1_13733
if 
  $5789 == 0 // $ == int 
jf @HAIT1_14258 
if 
  $5820 == 0 // $ == int 
jf @HAIT1_14251 
if 
  $5819 == 1 // $ == int 
jf @HAIT1_14113 
if 
  $5855 == 0 // $ == int 
jf @HAIT1_13849 
0291: set_actor $5798 heed_threats 0 
01ED: clear_actor $5798 threat_search 
011C: actor $5798 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5790 
$5855 = 1 // $ = int 

:HAIT1_13849
if 
  $5855 == 1 // $ == int 
jf @HAIT1_14014 
if 
8510:   not actor $5798 path_is_clear $5852 $5853 $5854 radius 4.0 
jf @HAIT1_13989 
if 
  $5859 == 0 // $ == int 
jf @HAIT1_13943 
009E: set_actor $5798 follow_path $5852 $5853 $5854 radius 0.1 move_stat 1 
$5859 = 1 // $ = int 

:HAIT1_13943
if 
  $5862 == 2 // $ == int 
jf @HAIT1_13982 
009E: set_actor $5798 follow_path $5852 $5853 $5854 radius 0.1 move_stat 1 

:HAIT1_13982
jump @HAIT1_14014 

:HAIT1_13989
0319: set_actor $5798 running 1 
0239: actor $5798 run_to $5791 $5792 
$5855 = 3 // $ = int 

:HAIT1_14014
if 
  $5855 == 1 // $ == int 
jf @HAIT1_14070 
00FF:   actor $5798 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 
$5855 = 2 // $ = int 

:HAIT1_14070
if 
  $5855 == 2 // $ == int 
jf @HAIT1_14113 
0319: set_actor $5798 running 1 
0239: actor $5798 run_to $5791 $5792 
$5855 = 3 // $ = int 

:HAIT1_14113
if 
  not Actor.Dead($5798)
jf @HAIT1_14251 
if 
  $5855 == 3 // $ == int 
jf @HAIT1_14251 
if 
00ED:   actor $5798 0 $5791 $5792 radius 1.5 1.5 
jf @HAIT1_14251 
if 
  $5789 == 0 // $ == int 
jf @HAIT1_14251 
Marker.Disable($5787)
014F: stop_timer $5790 
Pickup.Destroy($5786)
Marker.CreateAboveActor($5807, $5798)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$5805 = 1 // $ = int 
$5820 = 1 // $ = int 

:HAIT1_14251
jump @HAIT1_14291 

:HAIT1_14258
if 
  $5820 == 0 // $ == int 
jf @HAIT1_14291 
011A: set_actor $5798 search_threat 1 
01CA: actor $5798 kill_player $PLAYER_CHAR 

:HAIT1_14291
if 
  $5810 == 0 // $ == int 
jf @HAIT1_15180 
if 
  Actor.Dead($5808)
jf @HAIT1_14521 
if 
  $5820 == 1 // $ == int 
jf @HAIT1_14493 
if 
  $5822 == 1 // $ == int 
jf @HAIT1_14493 
if 
  $5809 == 1 // $ == int 
jf @HAIT1_14393 
$5794 = 1 // $ = int 
jump @HAIT1_14493 

:HAIT1_14393
if 
056D:   actor $5808 defined 
jf @HAIT1_14486 
if 
  $5795 == 0 // $ == int 
jf @HAIT1_14479 
Marker.Disable($5823)
Actor.StoreDeadActorPos($5808, $5791, $5792, $5793)
Pickup.Create($5786, #BRIEFCASE, 3, $5791, $5792, $5793)
03DC: $5796 = create_marker_above_pickup $5786 
$5795 = 1 // $ = int 

:HAIT1_14479
jump @HAIT1_14493 

:HAIT1_14486
$5794 = 1 // $ = int 

:HAIT1_14493
$5821 = 1 // $ = int 
$5819 = 1 // $ = int 
$5810 = 1 // $ = int 
jump @HAIT1_15180 

:HAIT1_14521
$5818 = Actor.Health($5808)
if 
  $5820 == 1 // $ == int 
jf @HAIT1_14554 
gosub @HAIT1_15889 

:HAIT1_14554
if 
  90 >= $5818 // int >= $ 
jf @HAIT1_14586 
$5821 = 1 // $ = int 
$5819 = 1 // $ = int 

:HAIT1_14586
if or
  $5821 == 1 // $ == int 
  $5819 == 1 // $ == int 
jf @HAIT1_15180 
if 
  $5789 == 0 // $ == int 
jf @HAIT1_15147 
if 
  $5820 == 0 // $ == int 
jf @HAIT1_15140 
if 
  $5819 == 1 // $ == int 
jf @HAIT1_15002 
if 
  $5856 == 0 // $ == int 
jf @HAIT1_14727 
0291: set_actor $5808 heed_threats 0 
01ED: clear_actor $5808 threat_search 
011C: actor $5808 clear_objective 
00BC: text_highpriority 'HAM1_8' time 5000 1  // ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer $5790 
$5856 = 1 // $ = int 

:HAIT1_14727
if 
  $5856 == 1 // $ == int 
jf @HAIT1_14892 
if 
8510:   not actor $5808 path_is_clear $5852 $5853 $5854 radius 4.0 
jf @HAIT1_14867 
if 
  $5860 == 0 // $ == int 
jf @HAIT1_14821 
009E: set_actor $5808 follow_path $5852 $5853 $5854 radius 0.1 move_stat 1 
$5860 = 1 // $ = int 

:HAIT1_14821
if 
  $5862 == 2 // $ == int 
jf @HAIT1_14860 
009E: set_actor $5808 follow_path $5852 $5853 $5854 radius 0.1 move_stat 1 

:HAIT1_14860
jump @HAIT1_14892 

:HAIT1_14867
0319: set_actor $5808 running 1 
0239: actor $5808 run_to $5791 $5792 
$5856 = 3 // $ = int 

:HAIT1_14892
if 
  $5856 == 1 // $ == int 
jf @HAIT1_14959 
if 
00FF:   actor $5808 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 
jf @HAIT1_14959 
$5856 = 2 // $ = int 

:HAIT1_14959
if 
  $5856 == 2 // $ == int 
jf @HAIT1_15002 
0319: set_actor $5808 running 1 
0239: actor $5808 run_to $5791 $5792 
$5856 = 3 // $ = int 

:HAIT1_15002
if 
  not Actor.Dead($5808)
jf @HAIT1_15140 
if 
  $5856 == 3 // $ == int 
jf @HAIT1_15140 
if 
00ED:   actor $5808 0 $5791 $5792 radius 1.5 1.5 
jf @HAIT1_15140 
if 
  $5789 == 0 // $ == int 
jf @HAIT1_15140 
Marker.Disable($5787)
014F: stop_timer $5790 
Pickup.Destroy($5786)
Marker.CreateAboveActor($5823, $5808)
00BC: text_highpriority 'HAM1_7' time 5000 1  // ~g~The cops have got our stash! Retrieve it before they get away!
$5822 = 1 // $ = int 
$5820 = 1 // $ = int 

:HAIT1_15140
jump @HAIT1_15180 

:HAIT1_15147
if 
  $5820 == 0 // $ == int 
jf @HAIT1_15180 
011A: set_actor $5808 search_threat 1 
01CA: actor $5808 kill_player $PLAYER_CHAR 

:HAIT1_15180
if 
  $5862 == 2 // $ == int 
jf @HAIT1_15205 
$5862 = 0 // $ = int 

:HAIT1_15205
return 

:HAIT1_15207
if 
  $5774 == 1 // $ == int 
jf @HAIT1_15547 
if 
  not Actor.Dead($5766)
jf @HAIT1_15547 
if 
  $5775 == 0 // $ == int 
jf @HAIT1_15318 
if 
  not Actor.Driving($5766)
jf @HAIT1_15318 
if 
02CB:   actor $5766 bounding_sphere_visible 
jf @HAIT1_15306 
01D0: actor $5766 avoid_player $PLAYER_CHAR 
jump @HAIT1_15318 

:HAIT1_15306
0319: set_actor $5766 running 1 
0377: set_actor $5766 steal_any_car 

:HAIT1_15318
if 
  $5775 == 0 // $ == int 
jf @HAIT1_15412 
if 
  Actor.Driving($5766)
jf @HAIT1_15412 
011C: actor $5766 clear_objective 
00D9: $5837 = actor $5766 car // add to mission cleanup 
03CC: add_stuck_car_check $5837 distance 0.5 time 1000 
0190: add_car $5837 to_upsidedown_check 
Car.SetMaxSpeed($5837, 40.0)
00AE: set_vehicle $5837 traffic_behavior_to 2 
Car.SetToPsychoDriver($5837)
$5775 = 1 // $ = int 

:HAIT1_15412
if 
  $5775 == 1 // $ == int 
jf @HAIT1_15475 
if 
  not Car.Wrecked($5837)
jf @HAIT1_15475 
if or
018F:   is_car_stuck_on_roof $5837 
03CE:   car $5837 stuck 
jf @HAIT1_15475 
01D3: actor $5766 leave_car $5837 

:HAIT1_15475
if 
  $5775 == 1 // $ == int 
jf @HAIT1_15547 
if 
  not Actor.Driving($5766)
jf @HAIT1_15547 
if 
  not Car.Wrecked($5837)
jf @HAIT1_15540 
03CD: car $5837 remove_from_stuck_car_check 
0191: remove_car $5837 from_upsidedown_check 
Car.RemoveReferences($5837)

:HAIT1_15540
$5775 = 0 // $ = int 

:HAIT1_15547
if 
  $5785 == 1 // $ == int 
jf @HAIT1_15887 
if 
  not Actor.Dead($5776)
jf @HAIT1_15887 
if 
  $5783 == 0 // $ == int 
jf @HAIT1_15658 
if 
  not Actor.Driving($5776)
jf @HAIT1_15658 
if 
02CB:   actor $5776 bounding_sphere_visible 
jf @HAIT1_15646 
01D0: actor $5776 avoid_player $PLAYER_CHAR 
jump @HAIT1_15658 

:HAIT1_15646
0319: set_actor $5776 running 1 
0377: set_actor $5776 steal_any_car 

:HAIT1_15658
if 
  $5783 == 0 // $ == int 
jf @HAIT1_15752 
if 
  Actor.Driving($5776)
jf @HAIT1_15752 
011C: actor $5776 clear_objective 
00D9: $5838 = actor $5776 car // add to mission cleanup 
03CC: add_stuck_car_check $5838 distance 0.5 time 1000 
0190: add_car $5838 to_upsidedown_check 
Car.SetMaxSpeed($5838, 40.0)
00AE: set_vehicle $5838 traffic_behavior_to 2 
Car.SetToPsychoDriver($5838)
$5783 = 1 // $ = int 

:HAIT1_15752
if 
  $5783 == 1 // $ == int 
jf @HAIT1_15815 
if 
  not Car.Wrecked($5838)
jf @HAIT1_15815 
if or
018F:   is_car_stuck_on_roof $5838 
03CE:   car $5838 stuck 
jf @HAIT1_15815 
01D3: actor $5776 leave_car $5838 

:HAIT1_15815
if 
  $5783 == 1 // $ == int 
jf @HAIT1_15887 
if 
  not Actor.Driving($5776)
jf @HAIT1_15887 
if 
  not Car.Wrecked($5838)
jf @HAIT1_15880 
03CD: car $5838 remove_from_stuck_car_check 
0191: remove_car $5838 from_upsidedown_check 
Car.RemoveReferences($5838)

:HAIT1_15880
$5783 = 0 // $ = int 

:HAIT1_15887
return 

:HAIT1_15889
if 
  $5805 == 1 // $ == int 
jf @HAIT1_16229 
if 
  not Actor.Dead($5798)
jf @HAIT1_16229 
if 
  $5806 == 0 // $ == int 
jf @HAIT1_16000 
if 
  not Actor.Driving($5798)
jf @HAIT1_16000 
if 
02CB:   actor $5798 bounding_sphere_visible 
jf @HAIT1_15988 
01D0: actor $5798 avoid_player $PLAYER_CHAR 
jump @HAIT1_16000 

:HAIT1_15988
0319: set_actor $5798 running 1 
0377: set_actor $5798 steal_any_car 

:HAIT1_16000
if 
  $5806 == 0 // $ == int 
jf @HAIT1_16094 
if 
  Actor.Driving($5798)
jf @HAIT1_16094 
011C: actor $5798 clear_objective 
00D9: $5845 = actor $5798 car // add to mission cleanup 
03CC: add_stuck_car_check $5845 distance 0.5 time 1000 
0190: add_car $5845 to_upsidedown_check 
Car.SetMaxSpeed($5845, 40.0)
00AE: set_vehicle $5845 traffic_behavior_to 2 
Car.SetToPsychoDriver($5845)
$5806 = 1 // $ = int 

:HAIT1_16094
if 
  $5806 == 1 // $ == int 
jf @HAIT1_16157 
if 
  not Car.Wrecked($5845)
jf @HAIT1_16157 
if or
018F:   is_car_stuck_on_roof $5845 
03CE:   car $5845 stuck 
jf @HAIT1_16157 
01D3: actor $5798 leave_car $5845 

:HAIT1_16157
if 
  $5806 == 1 // $ == int 
jf @HAIT1_16229 
if 
  not Actor.Driving($5798)
jf @HAIT1_16229 
if 
  not Car.Wrecked($5845)
jf @HAIT1_16222 
03CD: car $5845 remove_from_stuck_car_check 
0191: remove_car $5845 from_upsidedown_check 
Car.RemoveReferences($5845)

:HAIT1_16222
$5806 = 0 // $ = int 

:HAIT1_16229
if 
  $5822 == 1 // $ == int 
jf @HAIT1_16569 
if 
  not Actor.Dead($5808)
jf @HAIT1_16569 
if 
  $5809 == 0 // $ == int 
jf @HAIT1_16340 
if 
  not Actor.Driving($5808)
jf @HAIT1_16340 
if 
02CB:   actor $5808 bounding_sphere_visible 
jf @HAIT1_16328 
01D0: actor $5808 avoid_player $PLAYER_CHAR 
jump @HAIT1_16340 

:HAIT1_16328
0319: set_actor $5808 running 1 
0377: set_actor $5808 steal_any_car 

:HAIT1_16340
if 
  $5809 == 0 // $ == int 
jf @HAIT1_16434 
if 
  Actor.Driving($5808)
jf @HAIT1_16434 
011C: actor $5808 clear_objective 
00D9: $5846 = actor $5808 car // add to mission cleanup 
03CC: add_stuck_car_check $5846 distance 0.5 time 1000 
0190: add_car $5846 to_upsidedown_check 
Car.SetMaxSpeed($5846, 40.0)
00AE: set_vehicle $5846 traffic_behavior_to 2 
Car.SetToPsychoDriver($5846)
$5809 = 1 // $ = int 

:HAIT1_16434
if 
  $5809 == 1 // $ == int 
jf @HAIT1_16497 
if 
  not Car.Wrecked($5846)
jf @HAIT1_16497 
if or
018F:   is_car_stuck_on_roof $5846 
03CE:   car $5846 stuck 
jf @HAIT1_16497 
01D3: actor $5808 leave_car $5846 

:HAIT1_16497
if 
  $5809 == 1 // $ == int 
jf @HAIT1_16569 
if 
  not Actor.Driving($5808)
jf @HAIT1_16569 
if 
  not Car.Wrecked($5846)
jf @HAIT1_16562 
03CD: car $5846 remove_from_stuck_car_check 
0191: remove_car $5846 from_upsidedown_check 
Car.RemoveReferences($5846)

:HAIT1_16562
$5809 = 0 // $ = int 

:HAIT1_16569
return 

//-------------Mission 61---------------
// Originally: Bombs Away!

:HAIT2
gosub @HAIT2_36 
if 
  wasted_or_busted 
jf @HAIT2_27 
gosub @HAIT2_17820 

:HAIT2_27
gosub @HAIT2_17928 
terminate_this_script 

:HAIT2_36
$ONMISSION = 1 // $ = int 
$1084 = 1 // $ = int 
increment_mission_attempts 
script_name 'HAIT2' 
wait 0 
054C: use_GXT_table 'HAIT2' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
$5883 = -1 // $ = int 
$5868 = 6 // $ = int 
$5863 = 0 // $ = int 
$5864 = 0 // $ = int 
$5870 = 0 // $ = int 
$5869 = 0 // $ = int 
$5871 = 0 // $ = int 
$5866 = 0 // $ = int 
$5865 = 0 // $ = int 
$5867 = 0 // $ = int 
$5872 = 0 // $ = int 
$61 = 0 // $ = int 
$5879 = 0 // $ = int 
$5880 = 0 // $ = int 
$5881 = 0 // $ = int 
$5882 = 0 // $ = int 
0@ = 0 // @ = int 
1@ = 0 // @ = int 
2@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
5@ = 0 // @ = int 
6@ = 0 // @ = int 
7@ = 0 // @ = int 
8@ = 0 // @ = int 
9@ = 0 // @ = int 
10@ = 0 // @ = int 
11@ = 0 // @ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
14@ = 0 // @ = int 
15@ = 0 // @ = int 
$5873 = 0 // $ = int 
$5874 = 0 // $ = int 
$5875 = 0 // $ = int 
$5876 = 0 // $ = int 
$5877 = 0 // $ = int 
$5878 = 0 // $ = int 
$10086 = 0 // $ = int 
select_interior 12 
04F9: set_extra_colors 13 fade 0 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'DRUGPAK' 
02F3: load_object #CUTOBJ03 'KETTLE' 
Camera.SetAtPos(-962.799, 148.391, 8.355)
038B: load_requested_models 

:HAIT2_463
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
  not Model.Available(#CUTOBJ03)
jf @HAIT2_508 
wait 0 
jump @HAIT2_463 

:HAIT2_508
041D: set_camera_near_clip 0.1 
04F9: set_extra_colors 13 fade 0 
02E4: load_cutscene_data 'HAT_2' 
0244: set_cutscene_pos -962.799 148.391 8.355 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $141 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $141 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $5900 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $5900 'DRUGPAK' 
02E5: $213 = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $213 'KETTLE' 
0395: clear_area 1 at -962.53 141.69 8.25 range 1.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
0169: set_fade_color 0 0 1 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT2_735
if 
  4054 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_770 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_735 

:HAIT2_770
00BC: text_highpriority 'HAT2_1' time 10000 1  // Oh, sorry, I - I must have the wrong address...

:HAIT2_785
if 
  7163 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_820 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_785 

:HAIT2_820
00BC: text_highpriority 'HAT2_2' time 10000 1  // Well, you might as well come in and rest your soles and have some tea.

:HAIT2_835
if 
  11419 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_870 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_835 

:HAIT2_870
00BC: text_highpriority 'HAT2_3' time 10000 1  // Do you have something there for me, Tommy?

:HAIT2_885
if 
  13873 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_920 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_885 

:HAIT2_920
00BC: text_highpriority 'HAT2_4' time 10000 1  // Yeah...

:HAIT2_935
if 
  16370 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_970 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_935 

:HAIT2_970
00BC: text_highpriority 'HAT2_5' time 10000 1  // This place feels familiar to me, uh - it's - a smell from childhood - a deja vu...

:HAIT2_985
if 
  22166 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1020 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_985 

:HAIT2_1020
00BC: text_highpriority 'HAT2_6' time 10000 1  // Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye?

:HAIT2_1035
if 
  28339 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1070 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1035 

:HAIT2_1070
00BC: text_highpriority 'HAT2_7' time 10000 1  // You look like someone I, I...

:HAIT2_1085
if 
  30139 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1120 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1085 

:HAIT2_1120
00BC: text_highpriority 'HAT2_8' time 10000 1  // The Cubans have fast boats they use to cross the seas with drugs.

:HAIT2_1135
if 
  34861 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1172 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1135 

:HAIT2_1172
00BC: text_highpriority 'HAT2_9' time 10000 1  // It is their livelihood.

:HAIT2_1187
if 
  37790 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1224 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1187 

:HAIT2_1224
00BC: text_highpriority 'HAT2_10' time 10000 1  // Me nephew bin making lickle flying bombs to take dem out.

:HAIT2_1239
if 
  42538 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1276 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1239 

:HAIT2_1276
00BC: text_highpriority 'HAT2_11' time 10000 1  // Blow de boats to coffin wood.

:HAIT2_1291
if 
  51176 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1328 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1291 

:HAIT2_1328
00BC: text_highpriority 'HAT2_12' time 10000 1  // Thanks for the tea.

:HAIT2_1343
if 
  56400 > $CUT_SCENE_TIME // int > $ 
jf @HAIT2_1380 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT2_1343 

:HAIT2_1380
0169: set_fade_color 0 0 1 
fade 0 1500 
00BE: text_clear_all 

:HAIT2_1397
if 
  fading 
jf @HAIT2_1421 
wait 0 
jump @HAIT2_1397 

:HAIT2_1421
if 
82E9:   not cutscene_reached_end 
jf @HAIT2_1445 
wait 0 
jump @HAIT2_1421 

:HAIT2_1445
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
Model.Destroy(#CUTOBJ03)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#TOPFUN)
Model.Load(#RCBARON)
Model.Load(#SPEEDER)
Model.Load(#JETMAX)
Model.Load(#COASTG)
Model.Load(#CUBAN)
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#RUGER)
Camera.SetAtPos(-962.53, 141.69, 8.25)
038B: load_requested_models 
0169: set_fade_color 0 0 1 
fade 1 1500 

:HAIT2_1573
if or
  not Model.Available(#TOPFUN)
  not Model.Available(#RCBARON)
  not Model.Available(#SPEEDER)
  not Model.Available(#JETMAX)
  not Model.Available(#COASTG)
jf @HAIT2_1620 
wait 0 
jump @HAIT2_1573 

:HAIT2_1620
if or
  not Model.Available(#CUBAN)
  not Model.Available(#CBA)
  not Model.Available(#CBB)
  not Model.Available(#RUGER)
jf @HAIT2_1660 
wait 0 
jump @HAIT2_1620 

:HAIT2_1660
00BC: text_highpriority 'HAT2_B1' time 15000 1  // ~g~Get to the van that contains the flying bombs.
Car.Create($5884, #TOPFUN, -808.9448, -162.9215, 10.0458)
Car.Angle($5884) = 0.0
Marker.CreateAboveCar($5901, $5884)
Car.LockInCurrentPosition($5884, True)

:HAIT2_1723
if 
8442:   not player $PLAYER_CHAR sitting_in_car $5884 
jf @HAIT2_1776 
wait 0 
if 
  Car.Wrecked($5884)
jf @HAIT2_1769 
jump @HAIT2_17820 

:HAIT2_1769
jump @HAIT2_1723 

:HAIT2_1776
Marker.Disable($5901)
Car.Create($5888, #JETMAX, -524.3332, -227.5792, 5.3)
Car.Angle($5888) = 25.0
0323: enable_boat $5888 anchor 1 
02DB: set_boat $5888 speed_to 12.0 
Car.Health($5888) = 2500
Marker.CreateAboveCar($5902, $5888)
Car.Create($5887, #SPEEDER, -533.5898, -230.4594, 5.3)
Car.Angle($5887) = 88.4134
Car.Health($5887) = 2500
0323: enable_boat $5887 anchor 1 
02DB: set_boat $5887 speed_to 12.0 
Car.Create($5889, #COASTG, -514.9578, -230.6103, 5.3)
Car.Angle($5889) = 265.6394
Car.Health($5889) = 2500
0323: enable_boat $5889 anchor 1 
02DB: set_boat $5889 speed_to 12.0 
Car.Create($5890, #CUBAN, -524.328, -255.0365, 9.534)
Car.Angle($5890) = 183.1269
Car.Health($5890) = 1800
Actor.Create($5891, 4, #CBA, -535.1575, -233.1016, 7.2104)
Actor.Angle($5891) = 27.113
0350: set_actor $5891 maintain_position_when_attacked 1 
01ED: clear_actor $5891 threat_search 
Actor.Create($5892, 4, #CBA, -538.0, -235.1073, 7.2104)
Actor.Angle($5892) = 273.988
Actor.Health($5892) = 350
0350: set_actor $5892 maintain_position_when_attacked 1 
01ED: clear_actor $5892 threat_search 
0372: set_actor $5892 anim 25 wait_state_time 100 ms 
Actor.Create($5893, 4, #CBB, -528.9341, -237.8728, 7.2056)
Actor.Angle($5893) = 6.0796
Actor.Health($5893) = 350
0350: set_actor $5893 maintain_position_when_attacked 1 
01ED: clear_actor $5893 threat_search 
Actor.Create($5894, 4, #CBB, -527.7787, -236.5049, 7.2104)
Actor.Angle($5894) = 93.2798
Actor.Health($5894) = 350
0350: set_actor $5894 maintain_position_when_attacked 1 
01ED: clear_actor $5894 threat_search 
0372: set_actor $5894 anim 24 wait_state_time 100 ms 
Actor.Create($5895, 4, #CBA, -519.8645, -242.7792, 9.5542)
Actor.Angle($5895) = 244.8008
Actor.Health($5895) = 300
0350: set_actor $5895 maintain_position_when_attacked 1 
01ED: clear_actor $5895 threat_search 
0372: set_actor $5895 anim 3 wait_state_time 100 ms 
Actor.Create($5896, 4, #CBA, -517.9925, -243.0342, 9.5542)
Actor.Angle($5896) = 118.988
Actor.Health($5896) = 350
0350: set_actor $5896 maintain_position_when_attacked 1 
01ED: clear_actor $5896 threat_search 
Actor.Create($5897, 4, #CBB, -509.3864, -237.7915, 7.2103)
Actor.Angle($5897) = 6.0796
Actor.Health($5897) = 350
0350: set_actor $5897 maintain_position_when_attacked 1 
01ED: clear_actor $5897 threat_search 
0372: set_actor $5897 anim 25 wait_state_time 100 ms 
Actor.Create($5898, 4, #CBB, -519.7886, -244.7169, 9.5542)
Actor.Angle($5898) = 357.2437
Actor.Health($5898) = 350
0350: set_actor $5898 maintain_position_when_attacked 1 
01ED: clear_actor $5898 threat_search 
03F9: make_actors $5896 $5898 converse_in 600000000 ms 
Actor.Create($5899, 4, #CBB, -524.5753, -251.0094, 9.537)
Actor.Angle($5899) = 185.2318
Actor.Health($5899) = 350
0350: set_actor $5899 maintain_position_when_attacked 1 
01ED: clear_actor $5899 threat_search 
0372: set_actor $5899 anim 25 wait_state_time 100 ms 
if 
  $ONMISSION == 0 // $ == int 
jf @HAIT2_2613 
Object.Create($5885, #RCBOMB, 0.0, 0.0, 0.0)
$5883 = Player.RC_car($PLAYER_CHAR)
Marker.CreateAboveCar($5902, $5888)
Marker.CreateAboveCar($5903, $5887)
Marker.CreateAboveCar($5904, $5889)

:HAIT2_2613
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0169: set_fade_color 0 0 1 
fade 0 500 

:HAIT2_2653
if 
  fading 
jf @HAIT2_2677 
wait 0 
jump @HAIT2_2653 

:HAIT2_2677
0169: set_fade_color 0 0 1 
fade 1 500 
02A3: enable_widescreen 1 
Camera.SetPosition(-552.6316, -220.1019, 22.1608, 0.0, 0.0, 0.0)
Camera.PointAt(-551.9008, -220.5808, 21.6745, 2)
Camera.SetAtPos(-524.1709, -234.6104, 8.1665)
00BC: text_highpriority 'HAT2_B2' time 4500 1  // Kill the Cubans...
01BD: $4811 = current_time_in_ms 
0084: $2274 = $4811 // $ = $ int 
$2274 += 4500 // $ += int 

:HAIT2_2800
if 
001C:   $2274 > $4811 // $ > $ int 
jf @HAIT2_2916 
wait 0 
01BD: $4811 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT2_2884 
if 
  $61 == 1 // $ == int 
jf @HAIT2_2877 
$61 = 0 // $ = int 
jump @HAIT2_3119 

:HAIT2_2877
jump @HAIT2_2909 

:HAIT2_2884
if 
  $61 == 0 // $ == int 
jf @HAIT2_2909 
$61 = 1 // $ = int 

:HAIT2_2909
jump @HAIT2_2800 

:HAIT2_2916
Camera.SetPosition(-541.3336, -237.3457, 9.8484, 0.0, 0.0, 0.0)
Camera.PointAt(-540.4141, -237.0497, 9.5899, 2)
00BC: text_highpriority 'HAT2_B4' time 4000 1  // ...and destroy their boats!
01BD: $4811 = current_time_in_ms 
0084: $2274 = $4811 // $ = $ int 
$2274 += 4000 // $ += int 

:HAIT2_3003
if 
001C:   $2274 > $4811 // $ > $ int 
jf @HAIT2_3119 
wait 0 
01BD: $4811 = current_time_in_ms 
if 
00E1:   player 0 pressed_button 16 
jf @HAIT2_3087 
if 
  $61 == 1 // $ == int 
jf @HAIT2_3080 
$61 = 0 // $ = int 
jump @HAIT2_3119 

:HAIT2_3080
jump @HAIT2_3112 

:HAIT2_3087
if 
  $61 == 0 // $ == int 
jf @HAIT2_3112 
$61 = 1 // $ = int 

:HAIT2_3112
jump @HAIT2_3003 

:HAIT2_3119
$61 = 0 // $ = int 
if 
  Car.Wrecked($5884)
jf @HAIT2_3149 
jump @HAIT2_17820 

:HAIT2_3149
Car.PutAt($5884, -808.9448, -162.9215, 10.0458)
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'SBOB322' time 5000 1 
Camera.Restore_WithJumpCut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: enable_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:HAIT2_3215
if 
  not Player.Wasted($PLAYER_CHAR)
jf @HAIT2_15412 
wait 0 
01BD: $4811 = current_time_in_ms 
if 
  Car.Wrecked($5884)
jf @HAIT2_3263 
jump @HAIT2_17820 

:HAIT2_3263
if 
  $5882 == 0 // $ == int 
jf @HAIT2_5636 
if 
0442:   player $PLAYER_CHAR sitting_in_car $5884 
jf @HAIT2_4845 
if 
  not Player.InRemoteMode($PLAYER_CHAR)
jf @HAIT2_3535 
if 
   not $5868 == 0 // $ == int 
jf @HAIT2_3466 
if 
838A:   not car_in_cube -812.0 -168.0 10.0457 0.6 0.6 1.0 
jf @HAIT2_3452 
046E: put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle 180.0 RC_model #RCBARON 
$5868 -= 1 // $ -= int 
if 
  $5868 == 5 // $ == int 
jf @HAIT2_3445 
03C4: set_status_text_to $5868 0 'HAT2_B9'  // RC Planes:

:HAIT2_3445
jump @HAIT2_3459 

:HAIT2_3452
jump @HAIT2_3119 

:HAIT2_3459
jump @HAIT2_3504 

:HAIT2_3466
00BC: text_highpriority 'HAT2_B8' time 5000 1  // ~r~You have no RC planes left!
$5882 = 1 // $ = int 
0084: $5881 = $4811 // $ = $ int 
$5881 += 2000 // $ += int 

:HAIT2_3504
$5883 = Player.RC_car($PLAYER_CHAR)
048A: enable_rc_vehicle_detonation 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR, True)

:HAIT2_3535
if 
  Player.InRemoteMode($PLAYER_CHAR)
jf @HAIT2_4838 
if 
  $5879 == 0 // $ == int 
jf @HAIT2_3644 
03E6: remove_text_box 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @HAIT2_3611 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
jump @HAIT2_3621 

:HAIT2_3611
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:HAIT2_3621
$5879 += 1 // $ += int 
0084: $5880 = $4811 // $ = $ int 
$5880 += 6000 // $ += int 

:HAIT2_3644
if 
  $5879 == 1 // $ == int 
jf @HAIT2_3740 
if 
001C:   $4811 > $5880 // $ > $ int 
jf @HAIT2_3740 
03E6: remove_text_box 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @HAIT2_3723 
03E5: text_box 'BOLLOX'  // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.
jump @HAIT2_3733 

:HAIT2_3723
03E5: text_box 'HAT2_B3'  // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.

:HAIT2_3733
$5879 += 1 // $ += int 

:HAIT2_3740
if 
  not Car.Wrecked($5883)
jf @HAIT2_4633 
if 
01FE:   player $PLAYER_CHAR near_car_in_car $5883 radius 500.0 750.0 0 
jf @HAIT2_4561 
if 
81FE:   not player $PLAYER_CHAR near_car_in_car $5883 radius 450.0 700.0 0 
jf @HAIT2_3832 
00BC: text_highpriority 'HAT2_B6' time 100 1  // ~r~The RC plane is getting too far out of range!

:HAIT2_3832
$5869 = 0 // $ = int 
Car.StorePos($5883, $5915, $5916, $5917)
if 
83CA:   not object $5885 exists 
jf @HAIT2_3936 
if 
001C:   $4811 > $5871 // $ > $ int 
jf @HAIT2_3929 
Object.Create($5885, #RCBOMB, $5915, $5916, $5917)
Object.CollisionDetection($5885, False)
Object.ToggleInMovingList($5885, False)
$5918 = 0.0 // $ = float 

:HAIT2_3929
jump @HAIT2_4312 

:HAIT2_3936
02CE: $98 = ground_z $5915 $5916 $5917 
0086: $5914 = $5917 // $ = $ float 
0061: $5914 -= $98 // $ -= $ float 
if 
  $5914 > 0.5 // $ > float 
jf @HAIT2_4063 
0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 1 
007E: $5918 -= frame_delta_time * 0.05 // float 
if 
  0.5 > $5918 // float > $ 
jf @HAIT2_4056 
$5918 = 0.5 // $ = float 
$5869 = 1 // $ = int 

:HAIT2_4056
jump @HAIT2_4143 

:HAIT2_4063
0086: $5918 = $5914 // $ = $ float 
$5918 -= 1.0 // $ -= float 
$5918 *= -1.0 // $ *= float 
if 
  $5918 > 2.0 // $ > float 
jf @HAIT2_4143 
$5918 = 2.0 // $ = float 
0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 0 

:HAIT2_4143
035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 
if 
  $10086 == 0 // $ == int 
jf @HAIT2_4312 
if 
  not Car.Wrecked($5883)
jf @HAIT2_4312 
Car.StorePos($5883, $750, $751, $752)
if 
00FE:   actor $5891 0 $750 $751 $752 radius 150.0 150.0 150.0 
jf @HAIT2_4312 
00BC: text_highpriority 'SBOB323' time 5000 1 
008B: 1@ = $4811 // @ = $ int 
1@ -= 100 // @ -= int 
$5866 = 1 // $ = int 
0@ = 0 // @ = int 
$5872 = 0 // $ = int 
$10086 = 1 // $ = int 

:HAIT2_4312
if 
0585:   in_car_fire_button_pressed 
jf @HAIT2_4510 
if 
  $5863 == 0 // $ == int 
jf @HAIT2_4503 
if 
  $5869 == 1 // $ == int 
jf @HAIT2_4503 
$5918 -= 0.5 // $ -= float 
035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 
Object.ToggleInMovingList($5885, True)
Object.CollisionDetection($5885, True)
038C: object $5885 scatter 0.0 0.0 0.0 
0084: $5871 = $4811 // $ = $ int 
$5871 += 500 // $ += int 
0084: $5886 = $5885 // $ = $ int 
$5885 = -1 // $ = int 
04D9: object $5886 set_scripted_collision_check 1 
0084: $5864 = $4811 // $ = $ int 
$5864 += 250 // $ += int 
0084: $5870 = $4811 // $ = $ int 
$5870 += 3000 // $ += int 
$5863 = 1 // $ = int 

:HAIT2_4503
jump @HAIT2_4554 

:HAIT2_4510
if 
  $5863 == 2 // $ == int 
jf @HAIT2_4554 
if 
001C:   $4811 > $5864 // $ > $ int 
jf @HAIT2_4554 
$5863 = 0 // $ = int 

:HAIT2_4554
jump @HAIT2_4626 

:HAIT2_4561
if 
   not $5883 == -1 // $ == int 
jf @HAIT2_4626 
04DB: exit_rc_mode 
Player.CanMove($PLAYER_CHAR, False)
Object.RemoveReferences($5885)
Object.RemoveReferences($5886)
$5885 = -1 // $ = int 
$5886 = -1 // $ = int 
$5883 = -1 // $ = int 
$5863 = 0 // $ = int 

:HAIT2_4626
jump @HAIT2_4691 

:HAIT2_4633
if 
   not $5883 == -1 // $ == int 
jf @HAIT2_4691 
04DB: exit_rc_mode 
Object.RemoveReferences($5885)
Object.RemoveReferences($5886)
$5885 = -1 // $ = int 
$5886 = -1 // $ = int 
$5883 = -1 // $ = int 
$5863 = 0 // $ = int 

:HAIT2_4691
if 
00E1:   player 0 pressed_button 15 
jf @HAIT2_4813 
if 
  $61 == 1 // $ == int 
jf @HAIT2_4806 
if 
   not $5883 == -1 // $ == int 
jf @HAIT2_4799 
00BC: text_highpriority 'RCCANX' time 2000 1  // ~r~RC plane cancelled.
04DB: exit_rc_mode 
Object.RemoveReferences($5885)
Object.RemoveReferences($5886)
$5885 = -1 // $ = int 
$5886 = -1 // $ = int 
$5883 = -1 // $ = int 
$5863 = 0 // $ = int 

:HAIT2_4799
$61 = 0 // $ = int 

:HAIT2_4806
jump @HAIT2_4838 

:HAIT2_4813
if 
  $61 == 0 // $ == int 
jf @HAIT2_4838 
$61 = 1 // $ = int 

:HAIT2_4838
jump @HAIT2_4903 

:HAIT2_4845
if 
   not $5883 == -1 // $ == int 
jf @HAIT2_4903 
04DB: exit_rc_mode 
Object.RemoveReferences($5885)
Object.RemoveReferences($5886)
$5885 = -1 // $ = int 
$5886 = -1 // $ = int 
$5883 = -1 // $ = int 
$5863 = 0 // $ = int 

:HAIT2_4903
if 
  $5863 == 1 // $ == int 
jf @HAIT2_5074 
if 
03CA:   object $5886 exists 
jf @HAIT2_5074 
Object.StorePos($5886, $5915, $5916, $5917)
02CE: $98 = ground_z $5915 $5916 $5917 
$98 += 0.5 // $ += float 
if 
  6.0 > $98 // float > $ 
jf @HAIT2_5006 
$98 = 6.0 // $ = float 

:HAIT2_5006
if or
04DA:   has_object $5886 collided 
001C:   $4811 > $5870 // $ > $ int 
04E7:   object $5886 in_water 
jf @HAIT2_5074 
04D9: object $5886 set_scripted_collision_check 0 
020C: create_explosion 0 at $5915 $5916 $5917 
Object.RemoveReferences($5886)
$5886 = -1 // $ = int 
$5863 = 2 // $ = int 

:HAIT2_5074
if 
  $5866 == 0 // $ == int 
jf @HAIT2_5629 
if 
03CA:   object $5886 exists 
jf @HAIT2_5629 
if or
04EA:   object $5886 in_cube -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 flag 0 
0057:   player $PLAYER_CHAR 0 -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 
jf @HAIT2_5629 
if 
  not Actor.Dead($5891)
jf @HAIT2_5231 
Marker.CreateAboveActor($5905, $5891)
018B: set_marker $5905 display 2 
0168: set_marker $5905 size 2 

:HAIT2_5231
if 
  not Actor.Dead($5892)
jf @HAIT2_5269 
Marker.CreateAboveActor($5906, $5892)
018B: set_marker $5906 display 2 
0168: set_marker $5906 size 2 

:HAIT2_5269
if 
  not Actor.Dead($5893)
jf @HAIT2_5307 
Marker.CreateAboveActor($5907, $5893)
018B: set_marker $5907 display 2 
0168: set_marker $5907 size 2 

:HAIT2_5307
if 
  not Actor.Dead($5894)
jf @HAIT2_5345 
Marker.CreateAboveActor($5908, $5894)
018B: set_marker $5908 display 2 
0168: set_marker $5908 size 2 

:HAIT2_5345
if 
  not Actor.Dead($5895)
jf @HAIT2_5383 
Marker.CreateAboveActor($5909, $5895)
018B: set_marker $5909 display 2 
0168: set_marker $5909 size 2 

:HAIT2_5383
if 
  not Actor.Dead($5896)
jf @HAIT2_5421 
Marker.CreateAboveActor($5910, $5896)
018B: set_marker $5910 display 2 
0168: set_marker $5910 size 2 

:HAIT2_5421
if 
  not Actor.Dead($5897)
jf @HAIT2_5459 
Marker.CreateAboveActor($5911, $5897)
018B: set_marker $5911 display 2 
0168: set_marker $5911 size 2 

:HAIT2_5459
if 
  not Actor.Dead($5898)
jf @HAIT2_5497 
Marker.CreateAboveActor($5912, $5898)
018B: set_marker $5912 display 2 
0168: set_marker $5912 size 2 

:HAIT2_5497
if 
  not Car.Wrecked($5888)
jf @HAIT2_5526 
Marker.Disable($5902)
Marker.CreateAboveCar($5902, $5888)

:HAIT2_5526
if 
  not Car.Wrecked($5887)
jf @HAIT2_5555 
Marker.Disable($5903)
Marker.CreateAboveCar($5903, $5887)

:HAIT2_5555
if 
  not Car.Wrecked($5889)
jf @HAIT2_5584 
Marker.Disable($5904)
Marker.CreateAboveCar($5904, $5889)

:HAIT2_5584
if 
  not Actor.Dead($5899)
jf @HAIT2_5622 
Marker.CreateAboveActor($5913, $5899)
018B: set_marker $5913 display 2 
0168: set_marker $5913 size 2 

:HAIT2_5622
$5866 = 1 // $ = int 

:HAIT2_5629
jump @HAIT2_5662 

:HAIT2_5636
if 
001C:   $4811 > $5881 // $ > $ int 
jf @HAIT2_5662 
jump @HAIT2_17820 

:HAIT2_5662
$5872 = 0 // $ = int 
if 
  not Actor.Dead($5891)
jf @HAIT2_6124 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_6117 
if 
  0@ == 0 // @ == int 
jf @HAIT2_5807 
if 
  not Car.Wrecked($5883)
jf @HAIT2_5785 
01B2: give_actor $5891 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5891 destroy_car $5883 
008B: 1@ = $4811 // @ = $ int 
1@ += 3500 // @ += int 
0@ = 1 // @ = int 
jump @HAIT2_5807 

:HAIT2_5785
008B: 1@ = $4811 // @ = $ int 
1@ -= 100 // @ -= int 
0@ = 1 // @ = int 

:HAIT2_5807
if 
  0@ == 1 // @ == int 
jf @HAIT2_5941 
if 
  not Car.Wrecked($5883)
jf @HAIT2_5849 
01D9: actor $5891 destroy_car $5883 

:HAIT2_5849
if 
001E:   $4811 > 1@ // $ > @ int 
jf @HAIT2_5941 
if 
  not Car.Wrecked($5887)
jf @HAIT2_5934 
011C: actor $5891 clear_objective 
0239: actor $5891 run_to -535.0269 -230.2825 
008B: 1@ = $4811 // @ = $ int 
1@ += 700 // @ += int 
0@ = 2 // @ = int 
jump @HAIT2_5941 

:HAIT2_5934
0@ = 100 // @ = int 

:HAIT2_5941
if 
  0@ == 2 // @ == int 
jf @HAIT2_6075 
if 
  not Car.Wrecked($5887)
jf @HAIT2_6068 
if 
0185:   car $5887 health > 250 
jf @HAIT2_6054 
if 
001E:   $4811 > 1@ // $ > @ int 
jf @HAIT2_6047 
011C: actor $5891 clear_objective 
Marker.Disable($5905)
Actor.DestroyInstantly($5891)
0129: $5891 = create_actor 4 #CBA in_car $5887 driverseat 
0@ = 3 // @ = int 

:HAIT2_6047
jump @HAIT2_6061 

:HAIT2_6054
0@ = 100 // @ = int 

:HAIT2_6061
jump @HAIT2_6075 

:HAIT2_6068
0@ = 100 // @ = int 

:HAIT2_6075
if 
  0@ == 100 // @ == int 
jf @HAIT2_6117 
if 
  not Car.Wrecked($5883)
jf @HAIT2_6117 
01D9: actor $5891 destroy_car $5883 

:HAIT2_6117
jump @HAIT2_6180 

:HAIT2_6124
if 
   not 0@ == -10 // @ == int 
jf @HAIT2_6173 
Marker.Disable($5905)
018C: play_sound 1 at 0.0 0.0 0.0 
0@ = -10 // @ = int 

:HAIT2_6173
$5872 += 1 // $ += int 

:HAIT2_6180
if 
  not Actor.Dead($5892)
jf @HAIT2_6938 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_6922 
if 
  2@ == 0 // @ == int 
jf @HAIT2_6327 
if 
  not Car.Wrecked($5883)
jf @HAIT2_6305 
0372: set_actor $5892 anim 0 wait_state_time 17 ms 
01B2: give_actor $5892 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5892 destroy_car $5883 
008B: 3@ = $4811 // @ = $ int 
3@ += 3700 // @ += int 
2@ = 1 // @ = int 
jump @HAIT2_6327 

:HAIT2_6305
008B: 3@ = $4811 // @ = $ int 
3@ -= 100 // @ -= int 
2@ = 1 // @ = int 

:HAIT2_6327
if 
  2@ == 1 // @ == int 
jf @HAIT2_6445 
if 
  not Car.Wrecked($5883)
jf @HAIT2_6369 
01D9: actor $5892 destroy_car $5883 

:HAIT2_6369
if 
001E:   $4811 > 3@ // $ > @ int 
jf @HAIT2_6445 
if 
  not Car.Wrecked($5887)
jf @HAIT2_6438 
011C: actor $5892 clear_objective 
0239: actor $5892 run_to -537.8747 -233.085 
2@ = 2 // @ = int 
jump @HAIT2_6445 

:HAIT2_6438
2@ = 100 // @ = int 

:HAIT2_6445
if 
  2@ == 2 // @ == int 
jf @HAIT2_6553 
if 
00ED:   actor $5892 0 -537.8747 -233.085 radius 1.0 1.0 
jf @HAIT2_6553 
if 
  not Car.Wrecked($5887)
jf @HAIT2_6546 
0239: actor $5892 run_to -535.1575 -233.1016 
2@ = 3 // @ = int 
jump @HAIT2_6553 

:HAIT2_6546
2@ = 100 // @ = int 

:HAIT2_6553
if 
  2@ == 3 // @ == int 
jf @HAIT2_6677 
if 
00ED:   actor $5892 0 -535.1575 -233.1016 radius 1.0 1.0 
jf @HAIT2_6677 
if 
  not Car.Wrecked($5887)
jf @HAIT2_6670 
0239: actor $5892 run_to -535.0269 -230.2825 
008B: 3@ = $4811 // @ = $ int 
3@ += 700 // @ += int 
2@ = 4 // @ = int 
jump @HAIT2_6677 

:HAIT2_6670
2@ = 100 // @ = int 

:HAIT2_6677
if 
  2@ == 4 // @ == int 
jf @HAIT2_6873 
if 
  not Car.Wrecked($5887)
jf @HAIT2_6866 
if 
0185:   car $5887 health > 250 
jf @HAIT2_6852 
if 
001E:   $4811 > 3@ // $ > @ int 
jf @HAIT2_6845 
if 
  not Actor.Dead($5891)
jf @HAIT2_6816 
0464: put_actor $5892 into_turret_on_car $5887 at_car_offset 0.6462 1.4897 1.3333 position 2 angle 360.0 with_weapon 27 
Marker.Disable($5906)
2@ = 100 // @ = int 
jump @HAIT2_6845 

:HAIT2_6816
Marker.Disable($5906)
Actor.DestroyInstantly($5892)
0129: $5892 = create_actor 4 #CBA in_car $5887 driverseat 
2@ = 5 // @ = int 

:HAIT2_6845
jump @HAIT2_6859 

:HAIT2_6852
2@ = 100 // @ = int 

:HAIT2_6859
jump @HAIT2_6873 

:HAIT2_6866
2@ = 100 // @ = int 

:HAIT2_6873
if 
  2@ == 100 // @ == int 
jf @HAIT2_6915 
if 
  not Car.Wrecked($5883)
jf @HAIT2_6915 
01D9: actor $5892 destroy_car $5883 

:HAIT2_6915
jump @HAIT2_6931 

:HAIT2_6922
0372: set_actor $5892 anim 25 wait_state_time 100 ms 

:HAIT2_6931
jump @HAIT2_6999 

:HAIT2_6938
if 
   not 2@ == -10 // @ == int 
jf @HAIT2_6992 
Marker.Disable($5906)
0465: remove_actor $5892 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
2@ = -10 // @ = int 

:HAIT2_6992
$5872 += 1 // $ += int 

:HAIT2_6999
if 
  not Actor.Dead($5893)
jf @HAIT2_7629 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_7622 
if 
  4@ == 0 // @ == int 
jf @HAIT2_7137 
if 
  not Car.Wrecked($5883)
jf @HAIT2_7115 
01B2: give_actor $5893 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5893 destroy_car $5883 
008B: 5@ = $4811 // @ = $ int 
5@ += 3900 // @ += int 
4@ = 1 // @ = int 
jump @HAIT2_7137 

:HAIT2_7115
008B: 5@ = $4811 // @ = $ int 
5@ -= 100 // @ -= int 
4@ = 1 // @ = int 

:HAIT2_7137
if 
  4@ == 1 // @ == int 
jf @HAIT2_7255 
if 
  not Car.Wrecked($5883)
jf @HAIT2_7179 
01D9: actor $5893 destroy_car $5883 

:HAIT2_7179
if 
001E:   $4811 > 5@ // $ > @ int 
jf @HAIT2_7255 
if 
  not Car.Wrecked($5887)
jf @HAIT2_7248 
011C: actor $5893 clear_objective 
0239: actor $5893 run_to -535.1575 -233.1016 
4@ = 2 // @ = int 
jump @HAIT2_7255 

:HAIT2_7248
4@ = 100 // @ = int 

:HAIT2_7255
if 
  4@ == 2 // @ == int 
jf @HAIT2_7379 
if 
00ED:   actor $5893 0 -535.1575 -233.1016 radius 1.0 1.0 
jf @HAIT2_7379 
if 
  not Car.Wrecked($5887)
jf @HAIT2_7372 
0239: actor $5893 run_to -535.0269 -230.2825 
008B: 5@ = $4811 // @ = $ int 
5@ += 700 // @ += int 
4@ = 3 // @ = int 
jump @HAIT2_7379 

:HAIT2_7372
4@ = 100 // @ = int 

:HAIT2_7379
if 
  4@ == 3 // @ == int 
jf @HAIT2_7580 
if 
  not Car.Wrecked($5887)
jf @HAIT2_7573 
if 
0185:   car $5887 health > 250 
jf @HAIT2_7559 
if 
001E:   $4811 > 5@ // $ > @ int 
jf @HAIT2_7552 
if or
  not Actor.Dead($5891)
  not Actor.Dead($5892)
jf @HAIT2_7523 
0464: put_actor $5893 into_turret_on_car $5887 at_car_offset -0.6107 1.4015 1.3205 position 2 angle 360.0 with_weapon 27 
Marker.Disable($5907)
4@ = 100 // @ = int 
jump @HAIT2_7552 

:HAIT2_7523
Marker.Disable($5907)
Actor.DestroyInstantly($5893)
0129: $5893 = create_actor 4 #CBB in_car $5887 driverseat 
4@ = 4 // @ = int 

:HAIT2_7552
jump @HAIT2_7566 

:HAIT2_7559
4@ = 100 // @ = int 

:HAIT2_7566
jump @HAIT2_7580 

:HAIT2_7573
4@ = 100 // @ = int 

:HAIT2_7580
if 
  4@ == 100 // @ == int 
jf @HAIT2_7622 
if 
  not Car.Wrecked($5883)
jf @HAIT2_7622 
01D9: actor $5893 destroy_car $5883 

:HAIT2_7622
jump @HAIT2_7690 

:HAIT2_7629
if 
   not 4@ == -10 // @ == int 
jf @HAIT2_7683 
Marker.Disable($5907)
0465: remove_actor $5893 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
4@ = -10 // @ = int 

:HAIT2_7683
$5872 += 1 // $ += int 

:HAIT2_7690
if 
  not Actor.Dead($5894)
jf @HAIT2_8273 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_8257 
if 
  6@ == 0 // @ == int 
jf @HAIT2_7837 
if 
  not Car.Wrecked($5883)
jf @HAIT2_7815 
0372: set_actor $5894 anim 0 wait_state_time 17 ms 
01B2: give_actor $5894 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5894 destroy_car $5883 
008B: 7@ = $4811 // @ = $ int 
7@ += 1200 // @ += int 
6@ = 1 // @ = int 
jump @HAIT2_7837 

:HAIT2_7815
008B: 7@ = $4811 // @ = $ int 
7@ -= 100 // @ -= int 
6@ = 1 // @ = int 

:HAIT2_7837
if 
  6@ == 1 // @ == int 
jf @HAIT2_7955 
if 
  not Car.Wrecked($5883)
jf @HAIT2_7879 
01D9: actor $5894 destroy_car $5883 

:HAIT2_7879
if 
001E:   $4811 > 7@ // $ > @ int 
jf @HAIT2_7955 
if 
  not Car.Wrecked($5888)
jf @HAIT2_7948 
011C: actor $5894 clear_objective 
0239: actor $5894 run_to -524.5031 -232.6815 
6@ = 2 // @ = int 
jump @HAIT2_7955 

:HAIT2_7948
6@ = 100 // @ = int 

:HAIT2_7955
if 
  6@ == 2 // @ == int 
jf @HAIT2_8079 
if 
00ED:   actor $5894 0 -524.5031 -232.6815 radius 1.0 1.0 
jf @HAIT2_8079 
if 
  not Car.Wrecked($5888)
jf @HAIT2_8072 
0239: actor $5894 run_to -524.4131 -229.7234 
008B: 7@ = $4811 // @ = $ int 
7@ += 700 // @ += int 
6@ = 3 // @ = int 
jump @HAIT2_8079 

:HAIT2_8072
6@ = 100 // @ = int 

:HAIT2_8079
if 
  6@ == 3 // @ == int 
jf @HAIT2_8208 
if 
  not Car.Wrecked($5888)
jf @HAIT2_8201 
if 
0185:   car $5888 health > 250 
jf @HAIT2_8187 
if 
001E:   $4811 > 7@ // $ > @ int 
jf @HAIT2_8180 
Marker.Disable($5908)
Actor.DestroyInstantly($5894)
0129: $5894 = create_actor 4 #CBB in_car $5888 driverseat 
6@ = 4 // @ = int 

:HAIT2_8180
jump @HAIT2_8194 

:HAIT2_8187
6@ = 100 // @ = int 

:HAIT2_8194
jump @HAIT2_8208 

:HAIT2_8201
6@ = 100 // @ = int 

:HAIT2_8208
if 
  6@ == 100 // @ == int 
jf @HAIT2_8250 
if 
  not Car.Wrecked($5883)
jf @HAIT2_8250 
01D9: actor $5894 destroy_car $5883 

:HAIT2_8250
jump @HAIT2_8266 

:HAIT2_8257
0372: set_actor $5894 anim 24 wait_state_time 100 ms 

:HAIT2_8266
jump @HAIT2_8329 

:HAIT2_8273
if 
   not 6@ == -10 // @ == int 
jf @HAIT2_8322 
Marker.Disable($5908)
018C: play_sound 1 at 0.0 0.0 0.0 
6@ = -10 // @ = int 

:HAIT2_8322
$5872 += 1 // $ += int 

:HAIT2_8329
if 
  not Actor.Dead($5895)
jf @HAIT2_8979 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_8963 
if 
  8@ == 0 // @ == int 
jf @HAIT2_8476 
if 
  not Car.Wrecked($5883)
jf @HAIT2_8454 
0372: set_actor $5895 anim 0 wait_state_time 17 ms 
01B2: give_actor $5895 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5895 destroy_car $5883 
008B: 9@ = $4811 // @ = $ int 
9@ += 1500 // @ += int 
8@ = 1 // @ = int 
jump @HAIT2_8476 

:HAIT2_8454
008B: 9@ = $4811 // @ = $ int 
9@ -= 100 // @ -= int 
8@ = 1 // @ = int 

:HAIT2_8476
if 
  8@ == 1 // @ == int 
jf @HAIT2_8594 
if 
  not Car.Wrecked($5883)
jf @HAIT2_8518 
01D9: actor $5895 destroy_car $5883 

:HAIT2_8518
if 
001E:   $4811 > 9@ // $ > @ int 
jf @HAIT2_8594 
if 
  not Car.Wrecked($5888)
jf @HAIT2_8587 
011C: actor $5895 clear_objective 
0239: actor $5895 run_to -524.5031 -232.6815 
8@ = 2 // @ = int 
jump @HAIT2_8594 

:HAIT2_8587
8@ = 100 // @ = int 

:HAIT2_8594
if 
  8@ == 2 // @ == int 
jf @HAIT2_8718 
if 
00ED:   actor $5895 0 -524.5031 -232.6815 radius 1.0 1.0 
jf @HAIT2_8718 
if 
  not Car.Wrecked($5888)
jf @HAIT2_8711 
0239: actor $5895 run_to -524.4131 -229.7234 
008B: 9@ = $4811 // @ = $ int 
9@ += 700 // @ += int 
8@ = 3 // @ = int 
jump @HAIT2_8718 

:HAIT2_8711
8@ = 100 // @ = int 

:HAIT2_8718
if 
  8@ == 3 // @ == int 
jf @HAIT2_8914 
if 
  not Car.Wrecked($5888)
jf @HAIT2_8907 
if 
0185:   car $5888 health > 250 
jf @HAIT2_8893 
if 
001E:   $4811 > 9@ // $ > @ int 
jf @HAIT2_8886 
if 
  not Actor.Dead($5894)
jf @HAIT2_8857 
0464: put_actor $5895 into_turret_on_car $5888 at_car_offset 0.2534 -0.2957 1.4395 position 2 angle 360.0 with_weapon 27 
Marker.Disable($5909)
8@ = 100 // @ = int 
jump @HAIT2_8886 

:HAIT2_8857
Marker.Disable($5909)
Actor.DestroyInstantly($5895)
0129: $5895 = create_actor 4 #CBA in_car $5888 driverseat 
8@ = 4 // @ = int 

:HAIT2_8886
jump @HAIT2_8900 

:HAIT2_8893
8@ = 100 // @ = int 

:HAIT2_8900
jump @HAIT2_8914 

:HAIT2_8907
8@ = 100 // @ = int 

:HAIT2_8914
if 
  8@ == 100 // @ == int 
jf @HAIT2_8956 
if 
  not Car.Wrecked($5883)
jf @HAIT2_8956 
01D9: actor $5895 destroy_car $5883 

:HAIT2_8956
jump @HAIT2_8972 

:HAIT2_8963
0372: set_actor $5895 anim 3 wait_state_time 100 ms 

:HAIT2_8972
jump @HAIT2_9040 

:HAIT2_8979
if 
   not 8@ == -10 // @ == int 
jf @HAIT2_9033 
Marker.Disable($5909)
0465: remove_actor $5895 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
8@ = -10 // @ = int 

:HAIT2_9033
$5872 += 1 // $ += int 

:HAIT2_9040
if 
  not Actor.Dead($5896)
jf @HAIT2_9814 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_9807 
if 
  10@ == 0 // @ == int 
jf @HAIT2_9178 
if 
  not Car.Wrecked($5883)
jf @HAIT2_9156 
01B2: give_actor $5896 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5896 destroy_car $5883 
008B: 11@ = $4811 // @ = $ int 
11@ += 1800 // @ += int 
10@ = 1 // @ = int 
jump @HAIT2_9178 

:HAIT2_9156
008B: 11@ = $4811 // @ = $ int 
11@ -= 100 // @ -= int 
10@ = 1 // @ = int 

:HAIT2_9178
if 
  10@ == 1 // @ == int 
jf @HAIT2_9296 
if 
  not Car.Wrecked($5883)
jf @HAIT2_9220 
01D9: actor $5896 destroy_car $5883 

:HAIT2_9220
if 
001E:   $4811 > 11@ // $ > @ int 
jf @HAIT2_9296 
if 
  not Car.Wrecked($5889)
jf @HAIT2_9289 
011C: actor $5896 clear_objective 
0239: actor $5896 run_to -521.9704 -240.8421 
10@ = 2 // @ = int 
jump @HAIT2_9296 

:HAIT2_9289
10@ = 100 // @ = int 

:HAIT2_9296
if 
  10@ == 2 // @ == int 
jf @HAIT2_9404 
if 
00ED:   actor $5896 0 -521.9704 -240.8421 radius 1.0 1.0 
jf @HAIT2_9404 
if 
  not Car.Wrecked($5889)
jf @HAIT2_9397 
0239: actor $5896 run_to -522.0861 -235.0635 
10@ = 3 // @ = int 
jump @HAIT2_9404 

:HAIT2_9397
10@ = 100 // @ = int 

:HAIT2_9404
if 
  10@ == 3 // @ == int 
jf @HAIT2_9512 
if 
00ED:   actor $5896 0 -522.0861 -235.0635 radius 1.0 1.0 
jf @HAIT2_9512 
if 
  not Car.Wrecked($5889)
jf @HAIT2_9505 
0239: actor $5896 run_to -517.2231 -232.8405 
10@ = 4 // @ = int 
jump @HAIT2_9512 

:HAIT2_9505
10@ = 100 // @ = int 

:HAIT2_9512
if 
  10@ == 4 // @ == int 
jf @HAIT2_9636 
if 
00ED:   actor $5896 0 -517.2231 -232.8405 radius 1.0 1.0 
jf @HAIT2_9636 
if 
  not Car.Wrecked($5889)
jf @HAIT2_9629 
0239: actor $5896 run_to -515.7076 -230.4083 
008B: 11@ = $4811 // @ = $ int 
11@ += 700 // @ += int 
10@ = 5 // @ = int 
jump @HAIT2_9636 

:HAIT2_9629
10@ = 100 // @ = int 

:HAIT2_9636
if 
  10@ == 5 // @ == int 
jf @HAIT2_9765 
if 
  not Car.Wrecked($5889)
jf @HAIT2_9758 
if 
0185:   car $5889 health > 250 
jf @HAIT2_9744 
if 
001E:   $4811 > 11@ // $ > @ int 
jf @HAIT2_9737 
Marker.Disable($5910)
Actor.DestroyInstantly($5896)
0129: $5896 = create_actor 4 #CBA in_car $5889 driverseat 
10@ = 6 // @ = int 

:HAIT2_9737
jump @HAIT2_9751 

:HAIT2_9744
10@ = 100 // @ = int 

:HAIT2_9751
jump @HAIT2_9765 

:HAIT2_9758
10@ = 100 // @ = int 

:HAIT2_9765
if 
  10@ == 100 // @ == int 
jf @HAIT2_9807 
if 
  not Car.Wrecked($5883)
jf @HAIT2_9807 
01D9: actor $5896 destroy_car $5883 

:HAIT2_9807
jump @HAIT2_9870 

:HAIT2_9814
if 
   not 10@ == -10 // @ == int 
jf @HAIT2_9863 
Marker.Disable($5910)
018C: play_sound 1 at 0.0 0.0 0.0 
10@ = -10 // @ = int 

:HAIT2_9863
$5872 += 1 // $ += int 

:HAIT2_9870
if 
  not Actor.Dead($5897)
jf @HAIT2_10628 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_10612 
if 
  12@ == 0 // @ == int 
jf @HAIT2_10017 
if 
  not Car.Wrecked($5883)
jf @HAIT2_9995 
0372: set_actor $5897 anim 0 wait_state_time 17 ms 
01B2: give_actor $5897 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5897 destroy_car $5883 
008B: 13@ = $4811 // @ = $ int 
13@ += 4100 // @ += int 
12@ = 1 // @ = int 
jump @HAIT2_10017 

:HAIT2_9995
008B: 13@ = $4811 // @ = $ int 
13@ -= 100 // @ -= int 
12@ = 1 // @ = int 

:HAIT2_10017
if 
  12@ == 1 // @ == int 
jf @HAIT2_10135 
if 
  not Car.Wrecked($5883)
jf @HAIT2_10059 
01D9: actor $5897 destroy_car $5883 

:HAIT2_10059
if 
001E:   $4811 > 13@ // $ > @ int 
jf @HAIT2_10135 
if 
  not Car.Wrecked($5889)
jf @HAIT2_10128 
011C: actor $5897 clear_objective 
0239: actor $5897 run_to -512.1264 -237.3874 
12@ = 2 // @ = int 
jump @HAIT2_10135 

:HAIT2_10128
12@ = 100 // @ = int 

:HAIT2_10135
if 
  12@ == 2 // @ == int 
jf @HAIT2_10243 
if 
00ED:   actor $5897 0 -512.1264 -237.3874 radius 1.0 1.0 
jf @HAIT2_10243 
if 
  not Car.Wrecked($5889)
jf @HAIT2_10236 
0239: actor $5897 run_to -512.0654 -232.852 
12@ = 3 // @ = int 
jump @HAIT2_10243 

:HAIT2_10236
12@ = 100 // @ = int 

:HAIT2_10243
if 
  12@ == 3 // @ == int 
jf @HAIT2_10367 
if 
00ED:   actor $5897 0 -512.0654 -232.852 radius 1.0 1.0 
jf @HAIT2_10367 
if 
  not Car.Wrecked($5889)
jf @HAIT2_10360 
0239: actor $5897 run_to -513.3506 -230.3167 
008B: 13@ = $4811 // @ = $ int 
13@ += 700 // @ += int 
12@ = 4 // @ = int 
jump @HAIT2_10367 

:HAIT2_10360
12@ = 100 // @ = int 

:HAIT2_10367
if 
  12@ == 4 // @ == int 
jf @HAIT2_10563 
if 
  not Car.Wrecked($5889)
jf @HAIT2_10556 
if 
0185:   car $5889 health > 250 
jf @HAIT2_10542 
if 
001E:   $4811 > 13@ // $ > @ int 
jf @HAIT2_10535 
if 
  not Actor.Dead($5896)
jf @HAIT2_10506 
0464: put_actor $5897 into_turret_on_car $5889 at_car_offset -0.1968 2.0053 0.8746 position 2 angle 360.0 with_weapon 27 
Marker.Disable($5911)
12@ = 100 // @ = int 
jump @HAIT2_10535 

:HAIT2_10506
Marker.Disable($5911)
Actor.DestroyInstantly($5897)
0129: $5897 = create_actor 4 #CBB in_car $5889 driverseat 
12@ = 5 // @ = int 

:HAIT2_10535
jump @HAIT2_10549 

:HAIT2_10542
12@ = 100 // @ = int 

:HAIT2_10549
jump @HAIT2_10563 

:HAIT2_10556
12@ = 100 // @ = int 

:HAIT2_10563
if 
  12@ == 100 // @ == int 
jf @HAIT2_10605 
if 
  not Car.Wrecked($5883)
jf @HAIT2_10605 
01D9: actor $5897 destroy_car $5883 

:HAIT2_10605
jump @HAIT2_10621 

:HAIT2_10612
0372: set_actor $5897 anim 25 wait_state_time 100 ms 

:HAIT2_10621
jump @HAIT2_10689 

:HAIT2_10628
if 
   not 12@ == -10 // @ == int 
jf @HAIT2_10682 
Marker.Disable($5911)
0465: remove_actor $5897 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
12@ = -10 // @ = int 

:HAIT2_10682
$5872 += 1 // $ += int 

:HAIT2_10689
if 
  not Actor.Dead($5898)
jf @HAIT2_11544 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_11537 
if 
  14@ == 0 // @ == int 
jf @HAIT2_10836 
if 
  not Car.Wrecked($5883)
jf @HAIT2_10814 
0372: set_actor $5898 anim 0 wait_state_time 17 ms 
01B2: give_actor $5898 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5898 destroy_car $5883 
008B: 15@ = $4811 // @ = $ int 
15@ += 3400 // @ += int 
14@ = 1 // @ = int 
jump @HAIT2_10836 

:HAIT2_10814
008B: 15@ = $4811 // @ = $ int 
15@ -= 100 // @ -= int 
14@ = 1 // @ = int 

:HAIT2_10836
if 
  14@ == 1 // @ == int 
jf @HAIT2_10954 
if 
  not Car.Wrecked($5883)
jf @HAIT2_10878 
01D9: actor $5898 destroy_car $5883 

:HAIT2_10878
if 
001E:   $4811 > 15@ // $ > @ int 
jf @HAIT2_10954 
if 
  not Car.Wrecked($5889)
jf @HAIT2_10947 
011C: actor $5898 clear_objective 
0239: actor $5898 run_to -521.9704 -240.8421 
14@ = 2 // @ = int 
jump @HAIT2_10954 

:HAIT2_10947
14@ = 100 // @ = int 

:HAIT2_10954
if 
  14@ == 2 // @ == int 
jf @HAIT2_11062 
if 
00ED:   actor $5898 0 -521.9704 -240.8421 radius 1.0 1.0 
jf @HAIT2_11062 
if 
  not Car.Wrecked($5889)
jf @HAIT2_11055 
0239: actor $5898 run_to -522.0861 -235.0635 
14@ = 3 // @ = int 
jump @HAIT2_11062 

:HAIT2_11055
14@ = 100 // @ = int 

:HAIT2_11062
if 
  14@ == 3 // @ == int 
jf @HAIT2_11170 
if 
00ED:   actor $5898 0 -522.0861 -235.0635 radius 1.0 1.0 
jf @HAIT2_11170 
if 
  not Car.Wrecked($5889)
jf @HAIT2_11163 
0239: actor $5898 run_to -517.2231 -232.8405 
14@ = 4 // @ = int 
jump @HAIT2_11170 

:HAIT2_11163
14@ = 100 // @ = int 

:HAIT2_11170
if 
  14@ == 4 // @ == int 
jf @HAIT2_11294 
if 
00ED:   actor $5898 0 -517.2231 -232.8405 radius 1.0 1.0 
jf @HAIT2_11294 
if 
  not Car.Wrecked($5889)
jf @HAIT2_11287 
0239: actor $5898 run_to -515.7076 -230.4083 
008B: 15@ = $4811 // @ = $ int 
15@ += 700 // @ += int 
14@ = 5 // @ = int 
jump @HAIT2_11294 

:HAIT2_11287
14@ = 100 // @ = int 

:HAIT2_11294
if 
  14@ == 5 // @ == int 
jf @HAIT2_11495 
if 
  not Car.Wrecked($5889)
jf @HAIT2_11488 
if 
0185:   car $5889 health > 250 
jf @HAIT2_11474 
if 
001E:   $4811 > 15@ // $ > @ int 
jf @HAIT2_11467 
if or
  not Actor.Dead($5896)
  not Actor.Dead($5897)
jf @HAIT2_11438 
0464: put_actor $5898 into_turret_on_car $5889 at_car_offset 0.0444 -1.8993 1.0885 position 2 angle 360.0 with_weapon 27 
Marker.Disable($5912)
14@ = 100 // @ = int 
jump @HAIT2_11467 

:HAIT2_11438
Marker.Disable($5912)
Actor.DestroyInstantly($5898)
0129: $5898 = create_actor 4 #CBB in_car $5889 driverseat 
14@ = 6 // @ = int 

:HAIT2_11467
jump @HAIT2_11481 

:HAIT2_11474
14@ = 100 // @ = int 

:HAIT2_11481
jump @HAIT2_11495 

:HAIT2_11488
14@ = 100 // @ = int 

:HAIT2_11495
if 
  14@ == 100 // @ == int 
jf @HAIT2_11537 
if 
  not Car.Wrecked($5883)
jf @HAIT2_11537 
01D9: actor $5898 destroy_car $5883 

:HAIT2_11537
jump @HAIT2_11605 

:HAIT2_11544
if 
   not 14@ == -10 // @ == int 
jf @HAIT2_11598 
Marker.Disable($5912)
0465: remove_actor $5898 from_turret_mode 
018C: play_sound 1 at 0.0 0.0 0.0 
14@ = -10 // @ = int 

:HAIT2_11598
$5872 += 1 // $ += int 

:HAIT2_11605
if 
  not Actor.Dead($5899)
jf @HAIT2_12081 
if 
  $5866 == 1 // $ == int 
jf @HAIT2_12074 
if 
  $5873 == 0 // $ == int 
jf @HAIT2_11752 
if 
  not Car.Wrecked($5883)
jf @HAIT2_11730 
0372: set_actor $5899 anim 0 wait_state_time 17 ms 
01B2: give_actor $5899 weapon 27 ammo 9999 // Load the weapon model before using this 
01D9: actor $5899 destroy_car $5883 
0084: $5874 = $4811 // $ = $ int 
$5874 += 7000 // $ += int 
$5873 = 1 // $ = int 
jump @HAIT2_11752 

:HAIT2_11730
0084: $5874 = $4811 // $ = $ int 
$5874 -= 100 // $ -= int 
$5873 = 1 // $ = int 

:HAIT2_11752
if 
  $5873 == 2 // $ == int 
jf @HAIT2_11925 
if 
  not Car.Wrecked($5883)
jf @HAIT2_11794 
01D9: actor $5899 destroy_car $5883 

:HAIT2_11794
if 
001C:   $4811 > $5874 // $ > $ int 
jf @HAIT2_11925 
if 
  not Car.Wrecked($5890)
jf @HAIT2_11918 
if 
0185:   car $5890 health > 250 
jf @HAIT2_11904 
011C: actor $5899 clear_objective 
018B: set_marker $5913 display 3 
0168: set_marker $5905 size 3 
00BC: text_highpriority 'HAT2_B7' time 6000 1  // ~g~One of the Cubans in escaping in a car. Don't leave any witnesses!
01D5: actor $5899 go_to_and_drive_car $5890 
$5873 = 3 // $ = int 
jump @HAIT2_11911 

:HAIT2_11904
$5873 = 100 // $ = int 

:HAIT2_11911
jump @HAIT2_11925 

:HAIT2_11918
$5873 = 100 // $ = int 

:HAIT2_11925
if 
  $5873 == 3 // $ == int 
jf @HAIT2_12032 
if 
  not Car.Wrecked($5890)
jf @HAIT2_12025 
if 
0185:   car $5890 health > 250 
jf @HAIT2_12011 
if 
  Actor.InCar($5899, $5890)
jf @HAIT2_12004 
$5873 = 4 // $ = int 

:HAIT2_12004
jump @HAIT2_12018 

:HAIT2_12011
$5873 = 100 // $ = int 

:HAIT2_12018
jump @HAIT2_12032 

:HAIT2_12025
$5873 = 100 // $ = int 

:HAIT2_12032
if 
  $5873 == 100 // $ == int 
jf @HAIT2_12074 
if 
  not Car.Wrecked($5883)
jf @HAIT2_12074 
01D9: actor $5899 destroy_car $5883 

:HAIT2_12074
jump @HAIT2_12137 

:HAIT2_12081
if 
   not $5873 == -10 // $ == int 
jf @HAIT2_12130 
Marker.Disable($5913)
018C: play_sound 1 at 0.0 0.0 0.0 
$5873 = -10 // $ = int 

:HAIT2_12130
$5872 += 1 // $ += int 

:HAIT2_12137
if 
  not Car.Wrecked($5888)
jf @HAIT2_12324 
if 
  $5875 == 0 // $ == int 
jf @HAIT2_12284 
if or
  6@ == 4 // @ == int 
  Actor.Dead($5894)
jf @HAIT2_12284 
if or
  8@ == 4 // @ == int 
  8@ == 100 // @ == int 
  Actor.Dead($5895)
jf @HAIT2_12284 
if or
  6@ == 4 // @ == int 
  8@ == 4 // @ == int 
jf @HAIT2_12284 
$5875 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~The Cubans are making a run for it. Don't let them get away!
Marker.Disable($5902)
Marker.CreateAboveCar($5902, $5888)

:HAIT2_12284
if 
  $5875 == 1 // $ == int 
jf @HAIT2_12317 
0084: $2731 = $5888 // $ = $ int 
gosub @HAIT2_15412 

:HAIT2_12317
jump @HAIT2_12336 

:HAIT2_12324
Marker.Disable($5902)
$5872 += 1 // $ += int 

:HAIT2_12336
if 
  not Car.Wrecked($5887)
jf @HAIT2_13202 
if 
  $5876 == 0 // $ == int 
jf @HAIT2_12520 
if or
  0@ == 3 // @ == int 
  Actor.Dead($5891)
jf @HAIT2_12520 
if or
  2@ == 5 // @ == int 
  2@ == 100 // @ == int 
  Actor.Dead($5892)
jf @HAIT2_12520 
if or
  4@ == 4 // @ == int 
  4@ == 100 // @ == int 
  Actor.Dead($5893)
jf @HAIT2_12520 
if or
  0@ == 3 // @ == int 
  2@ == 5 // @ == int 
  4@ == 4 // @ == int 
jf @HAIT2_12520 
$5876 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~The Cubans are making a run for it. Don't let them get away!
Marker.Disable($5903)
Marker.CreateAboveCar($5903, $5887)

:HAIT2_12520
if 
  $5876 == 1 // $ == int 
jf @HAIT2_13162 
if or
  $5875 > 0 // $ > int 
  Car.Wrecked($5888)
jf @HAIT2_13162 
if 
  not Car.Wrecked($5888)
jf @HAIT2_13113 
0407: create_coordinate $445 $446 $447 from_car $5888 offset -10.879 -15.176 0.0 
if 
01AF:   car $5887 0 $445 $446 6.0 radius 5.0 5.0 5.0 
jf @HAIT2_12848 
02DB: set_boat $5887 speed_to 2.0 
$5919 = Car.Angle($5888)
$5920 = Car.Angle($5887)
0086: $5922 = $5919 // $ = $ float 
0061: $5922 -= $5920 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_12723 
$5922 += 360.0 // $ += float 

:HAIT2_12723
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_12754 
$5922 -= 360.0 // $ -= float 

:HAIT2_12754
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_12792 
0078: $5920 += frame_delta_time * 1.0 // float 
jump @HAIT2_12802 

:HAIT2_12792
007E: $5920 -= frame_delta_time * 1.0 // float 

:HAIT2_12802
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_12841 
Car.Angle($5887) = $5920

:HAIT2_12841
jump @HAIT2_13090 

:HAIT2_12848
if 
01AD:   car $5887 sphere 0 near_point $445 $446 radius 10.0 10.0 
jf @HAIT2_13080 
02DB: set_boat $5887 speed_to 12.0 
$5919 = Car.Angle($5888)
$5920 = Car.Angle($5887)
0086: $5922 = $5919 // $ = $ float 
0061: $5922 -= $5920 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_12955 
$5922 += 360.0 // $ += float 

:HAIT2_12955
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_12986 
$5922 -= 360.0 // $ -= float 

:HAIT2_12986
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_13024 
0078: $5920 += frame_delta_time * 1.0 // float 
jump @HAIT2_13034 

:HAIT2_13024
007E: $5920 -= frame_delta_time * 1.0 // float 

:HAIT2_13034
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_13073 
Car.Angle($5887) = $5920

:HAIT2_13073
jump @HAIT2_13090 

:HAIT2_13080
02DB: set_boat $5887 speed_to 20.0 

:HAIT2_13090
02D3: boat $5887 drive_to $445 $446 6.0 
jump @HAIT2_13162 

:HAIT2_13113
if 
   not $5865 == 0 // $ == int 
jf @HAIT2_13145 
$5865 -= 1 // $ -= int 
$5867 = 1 // $ = int 

:HAIT2_13145
02DB: set_boat $5887 speed_to 12.0 
$5876 = 2 // $ = int 

:HAIT2_13162
if 
  $5876 == 2 // $ == int 
jf @HAIT2_13195 
0084: $2731 = $5887 // $ = $ int 
gosub @HAIT2_15412 

:HAIT2_13195
jump @HAIT2_13214 

:HAIT2_13202
Marker.Disable($5903)
$5872 += 1 // $ += int 

:HAIT2_13214
if 
  not Car.Wrecked($5889)
jf @HAIT2_14599 
if 
  $5877 == 0 // $ == int 
jf @HAIT2_13398 
if or
  10@ == 6 // @ == int 
  Actor.Dead($5896)
jf @HAIT2_13398 
if or
  12@ == 7 // @ == int 
  12@ == 100 // @ == int 
  Actor.Dead($5897)
jf @HAIT2_13398 
if or
  14@ == 6 // @ == int 
  14@ == 100 // @ == int 
  Actor.Dead($5898)
jf @HAIT2_13398 
if or
  10@ == 6 // @ == int 
  12@ == 7 // @ == int 
  14@ == 6 // @ == int 
jf @HAIT2_13398 
$5877 = 1 // $ = int 
00BC: text_highpriority 'HAT2_B5' time 5000 1  // ~g~The Cubans are making a run for it. Don't let them get away!
Marker.Disable($5904)
Marker.CreateAboveCar($5904, $5889)

:HAIT2_13398
if 
  $5877 == 1 // $ == int 
jf @HAIT2_14559 
if 
  not Car.Wrecked($5888)
jf @HAIT2_13968 
0407: create_coordinate $445 $446 $447 from_car $5888 offset 11.702 -13.377 0.0 
if 
01AF:   car $5889 0 $445 $446 6.0 radius 5.0 5.0 5.0 
jf @HAIT2_13703 
02DB: set_boat $5889 speed_to 2.0 
$5919 = Car.Angle($5888)
$5921 = Car.Angle($5889)
0086: $5922 = $5919 // $ = $ float 
0061: $5922 -= $5921 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_13578 
$5922 += 360.0 // $ += float 

:HAIT2_13578
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_13609 
$5922 -= 360.0 // $ -= float 

:HAIT2_13609
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_13647 
0078: $5921 += frame_delta_time * 1.0 // float 
jump @HAIT2_13657 

:HAIT2_13647
007E: $5921 -= frame_delta_time * 1.0 // float 

:HAIT2_13657
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_13696 
Car.Angle($5889) = $5921

:HAIT2_13696
jump @HAIT2_13945 

:HAIT2_13703
if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 
jf @HAIT2_13935 
$5919 = Car.Angle($5888)
$5921 = Car.Angle($5889)
0086: $5922 = $5919 // $ = $ float 
0061: $5922 -= $5921 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_13800 
$5922 += 360.0 // $ += float 

:HAIT2_13800
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_13831 
$5922 -= 360.0 // $ -= float 

:HAIT2_13831
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_13869 
0078: $5921 += frame_delta_time * 1.0 // float 
jump @HAIT2_13879 

:HAIT2_13869
007E: $5921 -= frame_delta_time * 1.0 // float 

:HAIT2_13879
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_13918 
Car.Angle($5889) = $5921

:HAIT2_13918
02DB: set_boat $5889 speed_to 12.0 
jump @HAIT2_13945 

:HAIT2_13935
02DB: set_boat $5889 speed_to 20.0 

:HAIT2_13945
02D3: boat $5889 drive_to $445 $446 6.0 
jump @HAIT2_14559 

:HAIT2_13968
if 
  not Car.Wrecked($5887)
jf @HAIT2_14510 
0407: create_coordinate $445 $446 $447 from_car $5887 offset 11.702 -13.377 0.0 
if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 4.0 4.0 
jf @HAIT2_14245 
$5920 = Car.Angle($5887)
$5921 = Car.Angle($5889)
0086: $5922 = $5920 // $ = $ float 
0061: $5922 -= $5921 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_14110 
$5922 += 360.0 // $ += float 

:HAIT2_14110
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_14141 
$5922 -= 360.0 // $ -= float 

:HAIT2_14141
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_14179 
0078: $5921 += frame_delta_time * 1.0 // float 
jump @HAIT2_14189 

:HAIT2_14179
007E: $5921 -= frame_delta_time * 1.0 // float 

:HAIT2_14189
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_14228 
Car.Angle($5889) = $5921

:HAIT2_14228
02DB: set_boat $5889 speed_to 2.0 
jump @HAIT2_14487 

:HAIT2_14245
if 
01AD:   car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 
jf @HAIT2_14477 
$5920 = Car.Angle($5887)
$5921 = Car.Angle($5889)
0086: $5922 = $5920 // $ = $ float 
0061: $5922 -= $5921 // $ -= $ float 
if 
  -180.0 > $5922 // float > $ 
jf @HAIT2_14342 
$5922 += 360.0 // $ += float 

:HAIT2_14342
if 
  $5922 > 180.0 // $ > float 
jf @HAIT2_14373 
$5922 -= 360.0 // $ -= float 

:HAIT2_14373
if 
  0.0 > $5922 // float > $ 
jf @HAIT2_14411 
0078: $5921 += frame_delta_time * 1.0 // float 
jump @HAIT2_14421 

:HAIT2_14411
007E: $5921 -= frame_delta_time * 1.0 // float 

:HAIT2_14421
if and
  $5922 > 5.0 // $ > float 
  -5.0 > $5922 // float > $ 
jf @HAIT2_14460 
Car.Angle($5889) = $5921

:HAIT2_14460
02DB: set_boat $5889 speed_to 12.0 
jump @HAIT2_14487 

:HAIT2_14477
02DB: set_boat $5889 speed_to 20.0 

:HAIT2_14487
02D3: boat $5889 drive_to $445 $446 6.0 
jump @HAIT2_14559 

:HAIT2_14510
if 
   not $5865 == 0 // $ == int 
jf @HAIT2_14542 
$5865 -= 1 // $ -= int 
$5867 = 1 // $ = int 

:HAIT2_14542
02DB: set_boat $5889 speed_to 12.0 
$5877 = 2 // $ = int 

:HAIT2_14559
if 
  $5877 == 2 // $ == int 
jf @HAIT2_14592 
0084: $2731 = $5889 // $ = $ int 
gosub @HAIT2_15412 

:HAIT2_14592
jump @HAIT2_14611 

:HAIT2_14599
Marker.Disable($5904)
$5872 += 1 // $ += int 

:HAIT2_14611
if 
  not Car.Wrecked($5890)
jf @HAIT2_15329 
if 
  $5878 == 0 // $ == int 
jf @HAIT2_14731 
if 
  $5873 == 4 // $ == int 
jf @HAIT2_14731 
if 
  not Actor.Dead($5899)
jf @HAIT2_14731 
04E0: car $5890 abandon_path_radius 200 
02C2: car $5890 drive_to_point -508.7597 -311.8881 10.4693 
Car.SetMaxSpeed($5890, 15.0)
00AE: set_vehicle $5890 traffic_behavior_to 2 
$5878 = 1 // $ = int 

:HAIT2_14731
if 
  $5878 == 1 // $ == int 
jf @HAIT2_14814 
if 
01AD:   car $5890 sphere 0 near_point -508.7597 -311.8881 radius 6.0 6.0 
jf @HAIT2_14814 
02C2: car $5890 drive_to_point -523.6951 -342.9825 10.9509 
$5878 = 2 // $ = int 

:HAIT2_14814
if 
  $5878 == 2 // $ == int 
jf @HAIT2_14914 
if 
01AD:   car $5890 sphere 0 near_point -523.6951 -342.9825 radius 4.0 4.0 
jf @HAIT2_14914 
04E0: car $5890 abandon_path_radius 20 
Car.SetMaxSpeed($5890, 20.0)
02C2: car $5890 drive_to_point -761.7885 -492.003 14.0889 
$5878 = 3 // $ = int 

:HAIT2_14914
if 
  $5878 == 3 // $ == int 
jf @HAIT2_14997 
if 
01AD:   car $5890 sphere 0 near_point -761.7885 -492.003 radius 6.0 6.0 
jf @HAIT2_14997 
02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 
$5878 = 4 // $ = int 

:HAIT2_14997
if 
  $5878 == 4 // $ == int 
jf @HAIT2_15080 
if 
01AD:   car $5890 sphere 0 near_point -942.2122 -278.2615 radius 6.0 6.0 
jf @HAIT2_15080 
02C2: car $5890 drive_to_point -1067.287 -1.6537 11.2119 
$5878 = 5 // $ = int 

:HAIT2_15080
if 
  $5878 == 5 // $ == int 
jf @HAIT2_15163 
if 
01AD:   car $5890 sphere 0 near_point -1067.287 -1.6537 radius 6.0 6.0 
jf @HAIT2_15163 
02C2: car $5890 drive_to_point -964.8415 321.9443 11.0549 
$5878 = 6 // $ = int 

:HAIT2_15163
if 
  $5878 == 6 // $ == int 
jf @HAIT2_15246 
if 
01AD:   car $5890 sphere 0 near_point -964.8415 321.9443 radius 6.0 6.0 
jf @HAIT2_15246 
02C2: car $5890 drive_to_point -863.3309 -261.5879 10.7002 
$5878 = 7 // $ = int 

:HAIT2_15246
if 
  $5878 == 7 // $ == int 
jf @HAIT2_15329 
if 
01AD:   car $5890 sphere 0 near_point -863.3309 -261.5879 radius 6.0 6.0 
jf @HAIT2_15329 
02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 
$5878 = 4 // $ = int 

:HAIT2_15329
if and
  Car.Wrecked($5888)
  Car.Wrecked($5887)
  Car.Wrecked($5889)
jf @HAIT2_15380 
if 
  $5873 == 1 // $ == int 
jf @HAIT2_15380 
$5873 = 2 // $ = int 

:HAIT2_15380
if 
  $5872 == 12 // $ == int 
jf @HAIT2_15405 
jump @HAIT2_17837 

:HAIT2_15405
jump @HAIT2_3215 

:HAIT2_15412
if 
  $5865 == 0 // $ == int 
jf @HAIT2_15464 
02D3: boat $2731 drive_to -555.308 -141.189 6.0 
$5865 = 1 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15464
if 
  $5865 == 1 // $ == int 
jf @HAIT2_15571 
if or
01AF:   car $2731 0 -555.308 -141.189 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_15571 
02D3: boat $2731 drive_to -626.792 -78.237 6.0 
$5865 = 2 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15571
if 
  $5865 == 2 // $ == int 
jf @HAIT2_15678 
if or
01AF:   car $2731 0 -626.792 -78.237 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_15678 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
$5865 = 3 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15678
if 
  $5865 == 3 // $ == int 
jf @HAIT2_15785 
if or
01AF:   car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_15785 
02D3: boat $2731 drive_to -602.947 296.718 6.0 
$5865 = 4 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15785
if 
  $5865 == 4 // $ == int 
jf @HAIT2_15892 
if or
01AF:   car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_15892 
02D3: boat $2731 drive_to -587.552 427.51 6.0 
$5865 = 5 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15892
if 
  $5865 == 5 // $ == int 
jf @HAIT2_15999 
if or
01AF:   car $2731 0 -587.552 427.51 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_15999 
02D3: boat $2731 drive_to -528.738 507.634 6.0 
$5865 = 6 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_15999
if 
  $5865 == 6 // $ == int 
jf @HAIT2_16106 
if or
01AF:   car $2731 0 -528.738 507.634 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16106 
02D3: boat $2731 drive_to -443.897 470.554 6.0 
$5865 = 7 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16106
if 
  $5865 == 7 // $ == int 
jf @HAIT2_16213 
if or
01AF:   car $2731 0 -443.897 470.554 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16213 
02D3: boat $2731 drive_to -490.341 377.161 6.0 
$5865 = 8 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16213
if 
  $5865 == 8 // $ == int 
jf @HAIT2_16320 
if or
01AF:   car $2731 0 -490.341 377.161 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16320 
02D3: boat $2731 drive_to -602.947 296.718 6.0 
$5865 = 9 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16320
if 
  $5865 == 9 // $ == int 
jf @HAIT2_16427 
if or
01AF:   car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16427 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
$5865 = 10 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16427
if 
  $5865 == 10 // $ == int 
jf @HAIT2_16534 
if or
01AF:   car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16534 
02D3: boat $2731 drive_to -749.833 -327.552 6.0 
$5865 = 11 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16534
if 
  $5865 == 11 // $ == int 
jf @HAIT2_16641 
if or
01AF:   car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16641 
02D3: boat $2731 drive_to -750.703 -447.009 6.0 
$5865 = 12 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16641
if 
  $5865 == 12 // $ == int 
jf @HAIT2_16748 
if or
01AF:   car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16748 
02D3: boat $2731 drive_to -739.379 -573.229 6.0 
$5865 = 13 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16748
if 
  $5865 == 13 // $ == int 
jf @HAIT2_16855 
if or
01AF:   car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16855 
02D3: boat $2731 drive_to -743.073 -674.655 6.0 
$5865 = 14 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16855
if 
  $5865 == 14 // $ == int 
jf @HAIT2_16962 
if or
01AF:   car $2731 0 -743.073 -674.655 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_16962 
02D3: boat $2731 drive_to -710.041 -787.354 6.0 
$5865 = 15 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_16962
if 
  $5865 == 15 // $ == int 
jf @HAIT2_17069 
if or
01AF:   car $2731 0 -710.041 -787.354 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17069 
02D3: boat $2731 drive_to -600.638 -835.484 6.0 
$5865 = 16 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17069
if 
  $5865 == 16 // $ == int 
jf @HAIT2_17176 
if or
01AF:   car $2731 0 -600.638 -835.484 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17176 
02D3: boat $2731 drive_to -509.722 -756.564 6.0 
$5865 = 17 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17176
if 
  $5865 == 17 // $ == int 
jf @HAIT2_17283 
if or
01AF:   car $2731 0 -509.722 -756.564 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17283 
02D3: boat $2731 drive_to -571.734 -697.569 6.0 
$5865 = 18 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17283
if 
  $5865 == 18 // $ == int 
jf @HAIT2_17390 
if or
01AF:   car $2731 0 -571.734 -697.569 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17390 
02D3: boat $2731 drive_to -661.336 -662.576 6.0 
$5865 = 19 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17390
if 
  $5865 == 19 // $ == int 
jf @HAIT2_17497 
if or
01AF:   car $2731 0 -661.336 -662.576 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17497 
02D3: boat $2731 drive_to -739.379 -573.229 6.0 
$5865 = 20 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17497
if 
  $5865 == 20 // $ == int 
jf @HAIT2_17604 
if or
01AF:   car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17604 
02D3: boat $2731 drive_to -750.703 -447.009 6.0 
$5865 = 21 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17604
if 
  $5865 == 21 // $ == int 
jf @HAIT2_17711 
if or
01AF:   car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17711 
02D3: boat $2731 drive_to -749.833 -327.552 6.0 
$5865 = 22 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17711
if 
  $5865 == 22 // $ == int 
jf @HAIT2_17818 
if or
01AF:   car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 
  $5867 == 1 // $ == int 
jf @HAIT2_17818 
02D3: boat $2731 drive_to -649.263 -5.788 6.0 
$5865 = 3 // $ = int 
$5867 = 0 // $ = int 

:HAIT2_17818
return 

:HAIT2_17820
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:HAIT2_17837
$PASSED_HAT2_BOMBS_AWAY = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'HAT_2'  // Bombs Away!
030C: progress_made += 1 
0394: play_music 1 
if 
840C:   not german_game 
jf @HAIT2_17921 
start_new_script @HAT3 
jump @HAIT2_17926 

:HAIT2_17921
Marker.Disable($283)

:HAIT2_17926
return 

:HAIT2_17928
$ONMISSION = 0 // $ = int 
if 
   not $5883 == -1 // $ == int 
jf @HAIT2_17972 
04DB: exit_rc_mode 
Object.RemoveReferences($5885)
Object.RemoveReferences($5886)
$5883 = -1 // $ = int 

:HAIT2_17972
if 
  not Car.Wrecked($5884)
jf @HAIT2_17995 
020A: set_car $5884 door_status_to 1 

:HAIT2_17995
Model.Destroy(#TOPFUN)
Model.Destroy(#RCBARON)
Model.Destroy(#SPEEDER)
Model.Destroy(#JETMAX)
Model.Destroy(#COASTG)
Model.Destroy(#CUBAN)
Model.Destroy(#CBA)
Model.Destroy(#CBB)
Model.Destroy(#RUGER)
Marker.Disable($5901)
Marker.Disable($5902)
Marker.Disable($5903)
Marker.Disable($5904)
Marker.Disable($5905)
Marker.Disable($5906)
Marker.Disable($5907)
Marker.Disable($5908)
Marker.Disable($5909)
Marker.Disable($5910)
Marker.Disable($5911)
Marker.Disable($5912)
Marker.Disable($5913)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $5868 
$1084 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 62---------------
// Originally: Dirty Lickin's

:HAIT3
script_name 'HAIT3' 
gosub @HAIT3_46 
if 
  wasted_or_busted 
jf @HAIT3_37 
gosub @HAIT3_4083 

:HAIT3_37
gosub @HAIT3_4163 
terminate_this_script 

:HAIT3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$5923 = 0 // $ = int 
$5924 = 0 // $ = int 
$5928 = 0 // $ = int 
$5930 = 0 // $ = int 
$5932 = 0 // $ = int 
$5934 = 0 // $ = int 
$5936 = 0 // $ = int 
$5938 = 0 // $ = int 
$5940 = 0 // $ = int 
$5942 = 0 // $ = int 
$5944 = 0 // $ = int 
$5946 = 0 // $ = int 
$5948 = 0 // $ = int 
$5950 = 0 // $ = int 
$5952 = 0 // $ = int 
$5954 = 0 // $ = int 
$5956 = 0 // $ = int 
$5958 = 0 // $ = int 
$5960 = 0 // $ = int 
$5962 = 0 // $ = int 
$5964 = 0 // $ = int 
$5966 = 0 // $ = int 
$5968 = 0 // $ = int 
$5970 = 0 // $ = int 
$5971 = 0 // $ = int 
$5970 = 0 // $ = int 
$5974 = 0 // $ = int 
$5976 = 0 // $ = int 
$5977 = 0 // $ = int 
$5979 = 0 // $ = int 
$5980 = 0 // $ = int 
$5982 = 0 // $ = int 
$5983 = 0 // $ = int 
$5985 = 0 // $ = int 
$5986 = 0 // $ = int 
$5988 = 0 // $ = int 
$5989 = 0 // $ = int 
$5991 = 0 // $ = int 
$5992 = 0 // $ = int 
$5994 = 0 // $ = int 
$5995 = 0 // $ = int 
$5997 = 0 // $ = int 
$6008 = 0 // $ = int 
$6009 = 0 // $ = int 
$6000 = 0 // $ = int 
$6001 = -924.912 // $ = float 
$6002 = 35.082 // $ = float 
$6003 = 9.54 // $ = float 
$6004 = -896.317 // $ = float 
$6005 = 34.08 // $ = float 
$6006 = 9.54 // $ = float 
$6011 = 0 // $ = int 
$6013 = 0 // $ = int 
$6015 = 0 // $ = int 
$6017 = 0 // $ = int 
$6019 = 0 // $ = int 
$6021 = 0 // $ = int 
$6023 = 0 // $ = int 
$6032 = 0 // $ = int 
$6035 = 0 // $ = int 
$6037 = 0 // $ = int 
$6039 = 0 // $ = int 
$6042 = 0 // $ = int 
$6044 = 0 // $ = int 
$6047 = 0 // $ = int 
$6049 = 0 // $ = int 
$6052 = 0 // $ = int 
$6054 = 0 // $ = int 
$6057 = 0 // $ = int 
$6059 = 0 // $ = int 
$6062 = 0 // $ = int 
$6025 = -899.655 // $ = float 
$6026 = 44.99 // $ = float 
$6027 = 9.076 // $ = float 
$6007 = 0 // $ = int 
$6028 = 0 // $ = int 
$6029 = 0 // $ = int 
$6030 = 0 // $ = int 
$6031 = 0 // $ = int 
$6036 = 0 // $ = int 
$6041 = 0 // $ = int 
$6045 = 0 // $ = int 
$6050 = 0 // $ = int 
$6055 = 0 // $ = int 
$6060 = 0 // $ = int 
$6063 = 0 // $ = int 
$6065 = 0 // $ = int 
$6066 = 0 // $ = int 
$6070 = 0.0 // $ = float 
$6071 = 0.0 // $ = float 
$6072 = 0.0 // $ = float 
$6073 = 0.0 // $ = float 
$6074 = 0.0 // $ = float 
$6075 = 0.0 // $ = float 
$6076 = 0.0 // $ = float 
$6077 = 0 // $ = int 
$6086 = 0 // $ = int 
$6078 = 0 // $ = int 
$6079 = 0.0 // $ = float 
$6080 = 0.0 // $ = float 
$6081 = 0.0 // $ = float 
$6085 = 0.0 // $ = float 
$6076 = 0.0 // $ = float 
$6087 = 0 // $ = int 
$6088 = 0 // $ = int 
$6089 = 0 // $ = int 
$6090 = 0 // $ = int 
$6091 = 0 // $ = int 
$6092 = 0 // $ = int 
$6093 = 0 // $ = int 
$6094 = 0 // $ = int 
$6095 = 0 // $ = int 
$6096 = 0 // $ = int 
$6097 = 0 // $ = int 
$6098 = 0 // $ = int 
$6099 = 0 // $ = int 
$6100 = 0 // $ = int 
$6101 = 0 // $ = int 
$6102 = 0 // $ = int 
$6103 = 0 // $ = int 
$6104 = 0 // $ = int 
$6105 = 0 // $ = int 
$6106 = 0 // $ = int 
$6082 = 0.0 // $ = float 
$6083 = 0.0 // $ = float 
$6084 = 0.0 // $ = float 
$6107 = 0 // $ = int 
$6109 = 0 // $ = int 
$6108 = 0 // $ = int 
$6110 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'HAIT3' 
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 
018A: $6012 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6012)
018A: $6016 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6016)
018A: $6020 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6020)
018A: $6024 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6024)
018A: $6034 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6034)
018A: $6040 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6040)
018A: $6046 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6046)
018A: $6051 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6051)
018A: $6056 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6056)
018A: $6061 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($6061)
018A: $5931 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5931)
018A: $5935 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5935)
018A: $5939 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5939)
018A: $5943 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5943)
018A: $5947 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5947)
018A: $5951 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5951)
018A: $5955 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5955)
018A: $5959 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5959)
018A: $5963 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5963)
018A: $5967 = create_checkpoint_at $6025 $6026 $6027 
Marker.Disable($5967)
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 2 'APOULET' 
02F3: load_object #CUTOBJ01 'HTABLE' 
02F3: load_object #CUTOBJ02 'HATRIFL' 
Camera.SetAtPos(-962.697, 149.793, 10.21)
select_interior 12 
04F9: set_extra_colors 13 fade 0 
038B: load_requested_models 

:HAIT3_1672
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
  not Model.Available(#CUTOBJ01)
  not Model.Available(#CUTOBJ02)
jf @HAIT3_1712 
wait 0 
jump @HAIT3_1672 

:HAIT3_1712
02E4: load_cutscene_data 'HAT_3' 
0244: set_cutscene_pos -962.799 148.391 8.355 
041D: set_camera_near_clip 0.1 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 'CSPLAY' 
02E5: $170 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $170 'APOULET' 
02E5: $214 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $214 'HTABLE' 
02E5: $212 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $212 'HATRIFL' 
0395: clear_area 1 at -962.53 141.69 8.25 range 2.0 
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 
0171: set_player $PLAYER_CHAR z_angle_to 183.42 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:HAIT3_1904
if 
  1734 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1939 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1904 

:HAIT3_1939
00BC: text_highpriority 'HAM3_A' time 10000 1  // Hello? Hello - uh..I'm looking for somebody around here...

:HAIT3_1954
if 
  6820 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_1989 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_1954 

:HAIT3_1989
00BC: text_highpriority 'HAM3_B' time 10000 1  // You looking hungry, Tommy.

:HAIT3_2004
if 
  9485 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2039 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2004 

:HAIT3_2039
00BC: text_highpriority 'HAM3_C' time 10000 1  // Do I know you?

:HAIT3_2054
if 
  11125 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2089 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2054 

:HAIT3_2089
00BC: text_highpriority 'HAM3_D' time 10000 1  // Hush now.

:HAIT3_2104
if 
  12511 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2139 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2104 

:HAIT3_2139
00BC: text_highpriority 'HAM3_E' time 10000 1  // One more ting an I can let you go, Tommy.

:HAIT3_2154
if 
  15894 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2189 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2154 

:HAIT3_2189
00BC: text_highpriority 'HAM3_F' time 10000 1  // My boys gone war wit dem Cuban boys.

:HAIT3_2204
if 
  19040 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2239 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2204 

:HAIT3_2239
00BC: text_highpriority 'HAM3_G' time 10000 1  // But no guns.

:HAIT3_2254
if 
  20758 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2289 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2254 

:HAIT3_2289
00BC: text_highpriority 'HAM3_H' time 10000 1  // Hmm, but de Cubans have a surprise comin'.

:HAIT3_2304
if 
  23591 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2339 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2304 

:HAIT3_2339
00BC: text_highpriority 'HAM3_I' time 10000 1  // While they fight in de streets, you take this rifle and kill dem in de hubbub.

:HAIT3_2354
if 
  28128 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2389 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2354 

:HAIT3_2389
00BC: text_highpriority 'HAM3_J' time 10000 1  // No one sees you, no one hear you.

:HAIT3_2404
if 
  32020 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2439 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2404 

:HAIT3_2439
00BC: text_highpriority 'HAM3_K' time 10000 1  // Now, Tommy, you do this for me, and you no longer tied to my apron strings.

:HAIT3_2454
if 
  37941 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2491 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2454 

:HAIT3_2491
00BC: text_highpriority 'HAM3_L' time 10000 1  // Kay auntie..

:HAIT3_2506
if 
  39680 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2543 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2506 

:HAIT3_2543
00BE: text_clear_all 

:HAIT3_2545
if 
  42464 > $CUT_SCENE_TIME // int > $ 
jf @HAIT3_2582 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @HAIT3_2545 

:HAIT3_2582
fade 0 2000 
00BE: text_clear_all 

:HAIT3_2591
if 
  fading 
jf @HAIT3_2615 
wait 0 
jump @HAIT3_2591 

:HAIT3_2615
select_interior 0 
Camera.SetAtPos(-962.53, 141.69, 8.25)
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#CUTOBJ01)
Model.Destroy(#CUTOBJ02)
04E3: set_player $PLAYER_CHAR mood 0 duration 60000 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#CBA)
Model.Load(#CBB)
Model.Load(#SNIPER)
Model.Load(#BURRITO)
Model.Load(#KATANA)

:HAIT3_2709
if or
  not Model.Available(#HNA)
  not Model.Available(#CBA)
  not Model.Available(#SNIPER)
  not Model.Available(#HNB)
  not Model.Available(#CBB)
  not Model.Available(#BURRITO)
jf @HAIT3_2757 
wait 0 
jump @HAIT3_2709 

:HAIT3_2757
if 
  not Model.Available(#KATANA)
jf @HAIT3_2784 
wait 0 
jump @HAIT3_2757 

:HAIT3_2784
Actor.Create($6078, 7, #CBA, -886.519, 41.28, 10.55)
Actor.DestroyInstantly($6078)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
03C7: set_sensitivity_to_crime_to 0.5 
00BC: text_highpriority 'SBOB324' time 6000 1 
00BB: text_lowpriority 'HAM3_5' time 5000 1  // ~g~You must kill the Cubans from a distance. You must not be seen.
Actor.Create($5929, 4, #CBA, -886.519, 41.28, 10.55)
Actor.Health($5929) = 3000
Actor.Create($5933, 4, #CBB, -885.463, 42.655, 9.23)
Actor.Health($5933) = 3000
Actor.Create($5937, 4, #CBA, -905.0, 51.6, 8.89)
Actor.Health($5937) = 3000
Actor.Create($5941, 4, #CBB, -906.26, 49.95, 9.02)
Actor.Health($5941) = 3000
Actor.Create($5945, 4, #CBA, -911.6, 52.28, 9.57)
Actor.Health($5945) = 3000
Actor.Create($5949, 4, #CBB, -908.0, 52.4, 9.24)
Actor.Health($5949) = 3000
Actor.Create($5953, 4, #CBA, -906.214, 43.41, 9.54)
Actor.Health($5953) = 3000
Actor.Create($5957, 4, #CBB, -906.01, 45.03, 9.41)
Actor.Health($5957) = 3000
Actor.Create($5961, 4, #CBA, -895.35, 42.26, 9.61)
Actor.Health($5961) = 3000
Actor.Create($5965, 4, #CBB, -894.96, 44.63, 9.43)
Actor.Health($5965) = 3000
Actor.Create($5969, 4, #HNA, -888.798, 41.597, 9.52)
Actor.Health($5969) = 1100
$10086 = Actor.Health($5969)
$10086 /= 121 // $ /= int 
03C4: set_status_text_to $10086 1 'SBOB326' 
if 
  $5924 == 0 // $ == int 
jf @HAIT3_3342 
018A: $5998 = create_checkpoint_at -892.59 75.3 15.4 
03BC: $6064 = create_sphere -892.59 75.3 15.4 2.0 
0055: put_player $PLAYER_CHAR at -889.9159 101.8845 14.9513 

:HAIT3_3342
01B1: give_player $PLAYER_CHAR weapon 28 ammo 30 // Load the weapon model before using this 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$5926 = 0 // $ = int 
$5927 = 0 // $ = int 
$5925 = 0 // $ = int 

:HAIT3_3386
if 
  $5925 == 0 // $ == int 
jf @HAIT3_4071 
wait 0 
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
$10086 = Actor.Health($5969)
$10086 /= 12 // $ /= int 
$6108 += 1 // $ += int 
if 
  $6108 > 30 // $ > int 
jf @HAIT3_3462 
$6108 = 0 // $ = int 

:HAIT3_3462
if 
  20 > $6066 // int > $ 
jf @HAIT3_3487 
gosub @HAIT3_4339 

:HAIT3_3487
Player.ClearWantedLevel($PLAYER_CHAR)
gosub @HAIT3_7160 
gosub @HAIT3_8861 
if 
  $5926 >= 20 // $ >= int 
jf @HAIT3_3531 
$5925 = 1 // $ = int 

:HAIT3_3531
if 
  $5927 >= 3 // $ >= int 
jf @HAIT3_3574 
if 
  $6107 == 0 // $ == int 
jf @HAIT3_3574 
$6107 = 1 // $ = int 

:HAIT3_3574
if 
  $5927 >= 10 // $ >= int 
jf @HAIT3_3614 
00BC: text_highpriority 'SBOB325' time 5000 1 
jump @HAIT3_4083 

:HAIT3_3614
if or
  $5923 == 1 // $ == int 
  $6109 == 1 // $ == int 
jf @HAIT3_3661 
00BC: text_highpriority 'HAM3_4' time 5000 1  // ~r~You have been spotted! The mission is a failure!
jump @HAIT3_4083 

:HAIT3_3661
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_3928 
if 
  $6110 == 0 // $ == int 
jf @HAIT3_3746 
TIMERB = 0 // @ = int 
$6110 = 1 // $ = int 

:HAIT3_3746
if 
  $6065 == 0 // $ == int 
jf @HAIT3_3805 
if 
  TIMERA > 25000 // @ > int 
jf @HAIT3_3805 
gosub @HAIT3_6714 
00BC: text_highpriority 'HAM3_3' time 5000 1  // ~g~I expect the Cubans to cheat so be on your guard.

:HAIT3_3805
if 
00F6:   player $PLAYER_CHAR 0 -892.59 75.3 15.4 radius 2.0 2.0 2.0 
jf @HAIT3_3928 
if 
  $6065 == 0 // $ == int 
jf @HAIT3_3893 
gosub @HAIT3_6714 
00BC: text_highpriority 'HAM3_3' time 5000 1  // ~g~I expect the Cubans to cheat so be on your guard.

:HAIT3_3893
if 
  $6063 == 0 // $ == int 
jf @HAIT3_3928 
Marker.Disable($5998)
03BD: destroy_sphere $6064 
$6063 = 1 // $ = int 

:HAIT3_3928
if 
  $6008 == 0 // $ == int 
jf @HAIT3_3971 
if 
  $5926 >= 5 // $ >= int 
jf @HAIT3_3971 
gosub @HAIT3_10053 

:HAIT3_3971
if 
  $6009 == 0 // $ == int 
jf @HAIT3_4014 
if 
  $5926 >= 12 // $ >= int 
jf @HAIT3_4014 
gosub @HAIT3_10331 

:HAIT3_4014
if 
  $6008 == 1 // $ == int 
jf @HAIT3_4039 
gosub @HAIT3_10857 

:HAIT3_4039
if 
  $6009 == 1 // $ == int 
jf @HAIT3_4064 
gosub @HAIT3_12597 

:HAIT3_4064
jump @HAIT3_3386 

:HAIT3_4071
Marker.Disable($5998)
jump @HAIT3_4100 

:HAIT3_4083
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:HAIT3_4100
$PASSED_HAT3_DIRTY_LICKINS = 1 // $ = int 
0394: play_music 1 
0318: set_latest_mission_passed 'HAT_3'  // Dirty Lickin's
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($283)
return 

:HAIT3_4163
$ONMISSION = 0 // $ = int 
Marker.Disable($5931)
Marker.Disable($5935)
Marker.Disable($5939)
Marker.Disable($5943)
Marker.Disable($5947)
Marker.Disable($5951)
Marker.Disable($5955)
Marker.Disable($5959)
Marker.Disable($5963)
Marker.Disable($5967)
Marker.Disable($6012)
Marker.Disable($6016)
Marker.Disable($6020)
Marker.Disable($6024)
Marker.Disable($6034)
Marker.Disable($6040)
Marker.Disable($6046)
Marker.Disable($6051)
Marker.Disable($6056)
Marker.Disable($6061)
0151: remove_status_text $10086 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
03C7: set_sensitivity_to_crime_to 1.0 
03BD: destroy_sphere $6064 
Marker.Disable($5998)
Model.Destroy(#HNA)
Model.Destroy(#CBA)
Model.Destroy(#SNIPER)
Model.Destroy(#HNB)
Model.Destroy(#CBB)
Model.Destroy(#BURRITO)
Model.Destroy(#KATANA)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HAIT3_4339
if 
  $5970 == 0 // $ == int 
jf @HAIT3_4447 
if 
  not Actor.Dead($5969)
jf @HAIT3_4447 
if 
84F0:   not is_actor_waiting_for_world_collision $5969 
jf @HAIT3_4447 
01ED: clear_actor $5969 threat_search 
if 
  not Actor.Dead($5929)
jf @HAIT3_4426 
01C9: actor $5969 kill_actor $5929 
0084: $6087 = $5929 // $ = $ int 

:HAIT3_4426
0243: set_actor $5969 ped_stats_to 16 
$6066 += 1 // $ += int 
$5970 = 1 // $ = int 

:HAIT3_4447
if 
  $5973 == 0 // $ == int 
jf @HAIT3_4562 
if 
  not Actor.Dead($5972)
jf @HAIT3_4562 
if 
84F0:   not is_actor_waiting_for_world_collision $5972 
jf @HAIT3_4562 
01ED: clear_actor $5972 threat_search 
if 
  not Actor.Dead($5933)
jf @HAIT3_4534 
01C9: actor $5972 kill_actor $5933 
0084: $6088 = $5933 // $ = $ int 

:HAIT3_4534
0243: set_actor $5972 ped_stats_to 16 
02A9: set_actor $5972 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5973 = 1 // $ = int 

:HAIT3_4562
if 
  $5976 == 0 // $ == int 
jf @HAIT3_4677 
if 
  not Actor.Dead($5975)
jf @HAIT3_4677 
if 
84F0:   not is_actor_waiting_for_world_collision $5975 
jf @HAIT3_4677 
01ED: clear_actor $5975 threat_search 
if 
  not Actor.Dead($5937)
jf @HAIT3_4649 
01C9: actor $5975 kill_actor $5937 
0084: $6089 = $5937 // $ = $ int 

:HAIT3_4649
0243: set_actor $5975 ped_stats_to 16 
02A9: set_actor $5975 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5976 = 1 // $ = int 

:HAIT3_4677
if 
  $5979 == 0 // $ == int 
jf @HAIT3_4792 
if 
  not Actor.Dead($5978)
jf @HAIT3_4792 
if 
84F0:   not is_actor_waiting_for_world_collision $5978 
jf @HAIT3_4792 
01ED: clear_actor $5978 threat_search 
if 
  not Actor.Dead($5941)
jf @HAIT3_4764 
01C9: actor $5978 kill_actor $5941 
0084: $6090 = $5941 // $ = $ int 

:HAIT3_4764
0243: set_actor $5978 ped_stats_to 16 
02A9: set_actor $5978 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5979 = 1 // $ = int 

:HAIT3_4792
if 
  $5982 == 0 // $ == int 
jf @HAIT3_4907 
if 
  not Actor.Dead($5981)
jf @HAIT3_4907 
if 
84F0:   not is_actor_waiting_for_world_collision $5981 
jf @HAIT3_4907 
01ED: clear_actor $5981 threat_search 
if 
  not Actor.Dead($5945)
jf @HAIT3_4879 
01C9: actor $5981 kill_actor $5945 
0084: $6091 = $5945 // $ = $ int 

:HAIT3_4879
0243: set_actor $5981 ped_stats_to 16 
02A9: set_actor $5981 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5982 = 1 // $ = int 

:HAIT3_4907
if 
  $5985 == 0 // $ == int 
jf @HAIT3_5022 
if 
  not Actor.Dead($5984)
jf @HAIT3_5022 
if 
84F0:   not is_actor_waiting_for_world_collision $5984 
jf @HAIT3_5022 
01ED: clear_actor $5984 threat_search 
if 
  not Actor.Dead($5949)
jf @HAIT3_4994 
01C9: actor $5984 kill_actor $5949 
0084: $6092 = $5949 // $ = $ int 

:HAIT3_4994
0243: set_actor $5984 ped_stats_to 16 
02A9: set_actor $5984 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5985 = 1 // $ = int 

:HAIT3_5022
if 
  $5988 == 0 // $ == int 
jf @HAIT3_5137 
if 
  not Actor.Dead($5987)
jf @HAIT3_5137 
if 
84F0:   not is_actor_waiting_for_world_collision $5987 
jf @HAIT3_5137 
01ED: clear_actor $5987 threat_search 
if 
  not Actor.Dead($5953)
jf @HAIT3_5109 
01C9: actor $5987 kill_actor $5953 
0084: $6093 = $5953 // $ = $ int 

:HAIT3_5109
0243: set_actor $5987 ped_stats_to 16 
02A9: set_actor $5987 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5988 = 1 // $ = int 

:HAIT3_5137
if 
  $5991 == 0 // $ == int 
jf @HAIT3_5252 
if 
  not Actor.Dead($5990)
jf @HAIT3_5252 
if 
84F0:   not is_actor_waiting_for_world_collision $5990 
jf @HAIT3_5252 
01ED: clear_actor $5990 threat_search 
if 
  not Actor.Dead($5957)
jf @HAIT3_5224 
01C9: actor $5990 kill_actor $5957 
0084: $6094 = $5957 // $ = $ int 

:HAIT3_5224
0243: set_actor $5990 ped_stats_to 16 
02A9: set_actor $5990 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5991 = 1 // $ = int 

:HAIT3_5252
if 
  $5994 == 0 // $ == int 
jf @HAIT3_5367 
if 
  not Actor.Dead($5993)
jf @HAIT3_5367 
if 
84F0:   not is_actor_waiting_for_world_collision $5993 
jf @HAIT3_5367 
01ED: clear_actor $5993 threat_search 
if 
  not Actor.Dead($5961)
jf @HAIT3_5339 
01C9: actor $5993 kill_actor $5961 
0084: $6095 = $5961 // $ = $ int 

:HAIT3_5339
0243: set_actor $5993 ped_stats_to 16 
02A9: set_actor $5993 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5994 = 1 // $ = int 

:HAIT3_5367
if 
  $5997 == 0 // $ == int 
jf @HAIT3_5482 
if 
  not Actor.Dead($5996)
jf @HAIT3_5482 
if 
84F0:   not is_actor_waiting_for_world_collision $5996 
jf @HAIT3_5482 
01ED: clear_actor $5996 threat_search 
if 
  not Actor.Dead($5965)
jf @HAIT3_5454 
01C9: actor $5996 kill_actor $5965 
0084: $6096 = $5965 // $ = $ int 

:HAIT3_5454
0243: set_actor $5996 ped_stats_to 16 
02A9: set_actor $5996 immune_to_nonplayer 1 
$6066 += 1 // $ += int 
$5997 = 1 // $ = int 

:HAIT3_5482
if 
  $5930 == 0 // $ == int 
jf @HAIT3_5605 
if 
  not Actor.Dead($5929)
jf @HAIT3_5605 
if 
84F0:   not is_actor_waiting_for_world_collision $5929 
jf @HAIT3_5605 
01ED: clear_actor $5929 threat_search 
if 
  not Actor.Dead($5969)
jf @HAIT3_5569 
01C9: actor $5929 kill_actor $5969 
0084: $6097 = $5969 // $ = $ int 

:HAIT3_5569
0243: set_actor $5929 ped_stats_to 16 
02A9: set_actor $5929 immune_to_nonplayer 1 
Marker.CreateAboveActor($5931, $5929)
$6066 += 1 // $ += int 
$5930 = 1 // $ = int 

:HAIT3_5605
if 
  $5934 == 0 // $ == int 
jf @HAIT3_5728 
if 
  not Actor.Dead($5933)
jf @HAIT3_5728 
if 
84F0:   not is_actor_waiting_for_world_collision $5933 
jf @HAIT3_5728 
01ED: clear_actor $5933 threat_search 
if 
  not Actor.Dead($5972)
jf @HAIT3_5692 
01C9: actor $5933 kill_actor $5972 
0084: $6098 = $5972 // $ = $ int 

:HAIT3_5692
0243: set_actor $5933 ped_stats_to 16 
02A9: set_actor $5933 immune_to_nonplayer 1 
Marker.CreateAboveActor($5935, $5933)
$6066 += 1 // $ += int 
$5934 = 1 // $ = int 

:HAIT3_5728
if 
  $5938 == 0 // $ == int 
jf @HAIT3_5851 
if 
  not Actor.Dead($5937)
jf @HAIT3_5851 
if 
84F0:   not is_actor_waiting_for_world_collision $5937 
jf @HAIT3_5851 
01ED: clear_actor $5937 threat_search 
if 
  not Actor.Dead($5975)
jf @HAIT3_5815 
01C9: actor $5937 kill_actor $5975 
0084: $6099 = $5975 // $ = $ int 

:HAIT3_5815
0243: set_actor $5937 ped_stats_to 16 
02A9: set_actor $5937 immune_to_nonplayer 1 
Marker.CreateAboveActor($5939, $5937)
$6066 += 1 // $ += int 
$5938 = 1 // $ = int 

:HAIT3_5851
if 
  $5942 == 0 // $ == int 
jf @HAIT3_5974 
if 
  not Actor.Dead($5941)
jf @HAIT3_5974 
if 
84F0:   not is_actor_waiting_for_world_collision $5941 
jf @HAIT3_5974 
01ED: clear_actor $5941 threat_search 
if 
  not Actor.Dead($5978)
jf @HAIT3_5938 
01C9: actor $5941 kill_actor $5978 
0084: $6100 = $5978 // $ = $ int 

:HAIT3_5938
0243: set_actor $5941 ped_stats_to 16 
02A9: set_actor $5941 immune_to_nonplayer 1 
Marker.CreateAboveActor($5943, $5941)
$6066 += 1 // $ += int 
$5942 = 1 // $ = int 

:HAIT3_5974
if 
  $5946 == 0 // $ == int 
jf @HAIT3_6097 
if 
  not Actor.Dead($5945)
jf @HAIT3_6097 
if 
84F0:   not is_actor_waiting_for_world_collision $5945 
jf @HAIT3_6097 
01ED: clear_actor $5945 threat_search 
if 
  not Actor.Dead($5981)
jf @HAIT3_6061 
01C9: actor $5945 kill_actor $5981 
0084: $6101 = $5981 // $ = $ int 

:HAIT3_6061
0243: set_actor $5945 ped_stats_to 16 
02A9: set_actor $5945 immune_to_nonplayer 1 
Marker.CreateAboveActor($5947, $5945)
$6066 += 1 // $ += int 
$5946 = 1 // $ = int 

:HAIT3_6097
if 
  $5950 == 0 // $ == int 
jf @HAIT3_6220 
if 
  not Actor.Dead($5949)
jf @HAIT3_6220 
if 
84F0:   not is_actor_waiting_for_world_collision $5949 
jf @HAIT3_6220 
01ED: clear_actor $5949 threat_search 
if 
  not Actor.Dead($5984)
jf @HAIT3_6184 
01C9: actor $5949 kill_actor $5984 
0084: $6102 = $5984 // $ = $ int 

:HAIT3_6184
0243: set_actor $5949 ped_stats_to 16 
02A9: set_actor $5949 immune_to_nonplayer 1 
Marker.CreateAboveActor($5951, $5949)
$6066 += 1 // $ += int 
$5950 = 1 // $ = int 

:HAIT3_6220
if 
  $5954 == 0 // $ == int 
jf @HAIT3_6343 
if 
  not Actor.Dead($5953)
jf @HAIT3_6343 
if 
84F0:   not is_actor_waiting_for_world_collision $5953 
jf @HAIT3_6343 
01ED: clear_actor $5953 threat_search 
if 
  not Actor.Dead($5987)
jf @HAIT3_6307 
01C9: actor $5953 kill_actor $5987 
0084: $6103 = $5987 // $ = $ int 

:HAIT3_6307
0243: set_actor $5953 ped_stats_to 16 
02A9: set_actor $5953 immune_to_nonplayer 1 
Marker.CreateAboveActor($5955, $5953)
$6066 += 1 // $ += int 
$5954 = 1 // $ = int 

:HAIT3_6343
if 
  $5958 == 0 // $ == int 
jf @HAIT3_6466 
if 
  not Actor.Dead($5957)
jf @HAIT3_6466 
if 
84F0:   not is_actor_waiting_for_world_collision $5957 
jf @HAIT3_6466 
01ED: clear_actor $5957 threat_search 
if 
  not Actor.Dead($5990)
jf @HAIT3_6430 
01C9: actor $5957 kill_actor $5990 
0084: $6104 = $5990 // $ = $ int 

:HAIT3_6430
0243: set_actor $5957 ped_stats_to 16 
02A9: set_actor $5957 immune_to_nonplayer 1 
Marker.CreateAboveActor($5959, $5957)
$6066 += 1 // $ += int 
$5958 = 1 // $ = int 

:HAIT3_6466
if 
  $5962 == 0 // $ == int 
jf @HAIT3_6589 
if 
  not Actor.Dead($5961)
jf @HAIT3_6589 
if 
84F0:   not is_actor_waiting_for_world_collision $5961 
jf @HAIT3_6589 
01ED: clear_actor $5961 threat_search 
if 
  not Actor.Dead($5993)
jf @HAIT3_6553 
01C9: actor $5961 kill_actor $5993 
0084: $6105 = $5993 // $ = $ int 

:HAIT3_6553
0243: set_actor $5961 ped_stats_to 16 
02A9: set_actor $5961 immune_to_nonplayer 1 
Marker.CreateAboveActor($5963, $5961)
$6066 += 1 // $ += int 
$5962 = 1 // $ = int 

:HAIT3_6589
if 
  $5966 == 0 // $ == int 
jf @HAIT3_6712 
if 
  not Actor.Dead($5965)
jf @HAIT3_6712 
if 
84F0:   not is_actor_waiting_for_world_collision $5965 
jf @HAIT3_6712 
01ED: clear_actor $5965 threat_search 
if 
  not Actor.Dead($5996)
jf @HAIT3_6676 
01C9: actor $5965 kill_actor $5996 
0084: $6106 = $5996 // $ = $ int 

:HAIT3_6676
0243: set_actor $5965 ped_stats_to 16 
02A9: set_actor $5965 immune_to_nonplayer 1 
Marker.CreateAboveActor($5967, $5965)
$6066 += 1 // $ += int 
$5966 = 1 // $ = int 

:HAIT3_6712
return 

:HAIT3_6714
if 
  not Actor.Dead($5933)
jf @HAIT3_6737 
02A9: set_actor $5933 immune_to_nonplayer 0 

:HAIT3_6737
if 
  not Actor.Dead($5937)
jf @HAIT3_6760 
02A9: set_actor $5937 immune_to_nonplayer 0 

:HAIT3_6760
if 
  not Actor.Dead($5941)
jf @HAIT3_6783 
02A9: set_actor $5941 immune_to_nonplayer 0 

:HAIT3_6783
if 
  not Actor.Dead($5945)
jf @HAIT3_6806 
02A9: set_actor $5945 immune_to_nonplayer 0 

:HAIT3_6806
if 
  not Actor.Dead($5949)
jf @HAIT3_6829 
02A9: set_actor $5949 immune_to_nonplayer 0 

:HAIT3_6829
if 
  not Actor.Dead($5953)
jf @HAIT3_6852 
02A9: set_actor $5953 immune_to_nonplayer 0 

:HAIT3_6852
if 
  not Actor.Dead($5957)
jf @HAIT3_6875 
02A9: set_actor $5957 immune_to_nonplayer 0 

:HAIT3_6875
if 
  not Actor.Dead($5961)
jf @HAIT3_6898 
02A9: set_actor $5961 immune_to_nonplayer 0 

:HAIT3_6898
if 
  not Actor.Dead($5965)
jf @HAIT3_6921 
02A9: set_actor $5965 immune_to_nonplayer 0 

:HAIT3_6921
if 
  not Actor.Dead($5969)
jf @HAIT3_6944 
02A9: set_actor $5969 immune_to_nonplayer 0 

:HAIT3_6944
if 
  not Actor.Dead($5972)
jf @HAIT3_6967 
02A9: set_actor $5972 immune_to_nonplayer 0 

:HAIT3_6967
if 
  not Actor.Dead($5975)
jf @HAIT3_6990 
02A9: set_actor $5975 immune_to_nonplayer 0 

:HAIT3_6990
if 
  not Actor.Dead($5978)
jf @HAIT3_7013 
02A9: set_actor $5978 immune_to_nonplayer 0 

:HAIT3_7013
if 
  not Actor.Dead($5981)
jf @HAIT3_7036 
02A9: set_actor $5981 immune_to_nonplayer 0 

:HAIT3_7036
if 
  not Actor.Dead($5984)
jf @HAIT3_7059 
02A9: set_actor $5984 immune_to_nonplayer 0 

:HAIT3_7059
if 
  not Actor.Dead($5987)
jf @HAIT3_7082 
02A9: set_actor $5987 immune_to_nonplayer 0 

:HAIT3_7082
if 
  not Actor.Dead($5990)
jf @HAIT3_7105 
02A9: set_actor $5990 immune_to_nonplayer 0 

:HAIT3_7105
if 
  not Actor.Dead($5993)
jf @HAIT3_7128 
02A9: set_actor $5993 immune_to_nonplayer 0 

:HAIT3_7128
if 
  not Actor.Dead($5996)
jf @HAIT3_7151 
02A9: set_actor $5996 immune_to_nonplayer 0 

:HAIT3_7151
$6065 = 1 // $ = int 
return 

:HAIT3_7160
if 
  $6108 == 0 // $ == int 
jf @HAIT3_7317 
if 
  $5928 == 0 // $ == int 
jf @HAIT3_7317 
if 
  Actor.Dead($5929)
jf @HAIT3_7253 
Marker.Disable($5931)
$5926 += 1 // $ += int 
0084: $6111 = $5929 // $ = $ int 
gosub @HAIT3_16411 
$5928 = 1 // $ = int 
jump @HAIT3_7317 

:HAIT3_7253
if 
  $5923 == 0 // $ == int 
jf @HAIT3_7286 
0084: $6069 = $5929 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_7286
if 
  Actor.Dead($6097)
jf @HAIT3_7317 
0084: $6067 = $5929 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_7317
if 
  $6108 == 1 // $ == int 
jf @HAIT3_7474 
if 
  $5932 == 0 // $ == int 
jf @HAIT3_7474 
if 
  Actor.Dead($5933)
jf @HAIT3_7410 
Marker.Disable($5935)
$5926 += 1 // $ += int 
0084: $6111 = $5933 // $ = $ int 
gosub @HAIT3_16411 
$5932 = 1 // $ = int 
jump @HAIT3_7474 

:HAIT3_7410
if 
  $5923 == 0 // $ == int 
jf @HAIT3_7443 
0084: $6069 = $5933 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_7443
if 
  Actor.Dead($6098)
jf @HAIT3_7474 
0084: $6067 = $5933 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_7474
if 
  $6108 == 2 // $ == int 
jf @HAIT3_7631 
if 
  $5936 == 0 // $ == int 
jf @HAIT3_7631 
if 
  Actor.Dead($5937)
jf @HAIT3_7567 
Marker.Disable($5939)
$5926 += 1 // $ += int 
0084: $6111 = $5937 // $ = $ int 
gosub @HAIT3_16411 
$5936 = 1 // $ = int 
jump @HAIT3_7631 

:HAIT3_7567
if 
  $5923 == 0 // $ == int 
jf @HAIT3_7600 
0084: $6069 = $5937 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_7600
if 
  Actor.Dead($6099)
jf @HAIT3_7631 
0084: $6067 = $5937 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_7631
if 
  $6108 == 3 // $ == int 
jf @HAIT3_7788 
if 
  $5940 == 0 // $ == int 
jf @HAIT3_7788 
if 
  Actor.Dead($5941)
jf @HAIT3_7724 
Marker.Disable($5943)
$5926 += 1 // $ += int 
0084: $6111 = $5941 // $ = $ int 
gosub @HAIT3_16411 
$5940 = 1 // $ = int 
jump @HAIT3_7788 

:HAIT3_7724
if 
  $5923 == 0 // $ == int 
jf @HAIT3_7757 
0084: $6069 = $5941 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_7757
if 
  Actor.Dead($6100)
jf @HAIT3_7788 
0084: $6067 = $5941 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_7788
if 
  $6108 == 4 // $ == int 
jf @HAIT3_7945 
if 
  $5944 == 0 // $ == int 
jf @HAIT3_7945 
if 
  Actor.Dead($5945)
jf @HAIT3_7881 
Marker.Disable($5947)
$5926 += 1 // $ += int 
0084: $6111 = $5945 // $ = $ int 
gosub @HAIT3_16411 
$5944 = 1 // $ = int 
jump @HAIT3_7945 

:HAIT3_7881
if 
  $5923 == 0 // $ == int 
jf @HAIT3_7914 
0084: $6069 = $5945 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_7914
if 
  Actor.Dead($6101)
jf @HAIT3_7945 
0084: $6067 = $5945 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_7945
if 
  $6108 == 5 // $ == int 
jf @HAIT3_8102 
if 
  $5948 == 0 // $ == int 
jf @HAIT3_8102 
if 
  Actor.Dead($5949)
jf @HAIT3_8038 
Marker.Disable($5951)
$5926 += 1 // $ += int 
0084: $6111 = $5949 // $ = $ int 
gosub @HAIT3_16411 
$5948 = 1 // $ = int 
jump @HAIT3_8102 

:HAIT3_8038
if 
  $5923 == 0 // $ == int 
jf @HAIT3_8071 
0084: $6069 = $5949 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_8071
if 
  Actor.Dead($6102)
jf @HAIT3_8102 
0084: $6067 = $5949 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_8102
if 
  $6108 == 6 // $ == int 
jf @HAIT3_8259 
if 
  $5952 == 0 // $ == int 
jf @HAIT3_8259 
if 
  Actor.Dead($5953)
jf @HAIT3_8195 
Marker.Disable($5955)
$5926 += 1 // $ += int 
0084: $6111 = $5953 // $ = $ int 
gosub @HAIT3_16411 
$5952 = 1 // $ = int 
jump @HAIT3_8259 

:HAIT3_8195
if 
  $5923 == 0 // $ == int 
jf @HAIT3_8228 
0084: $6069 = $5953 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_8228
if 
  Actor.Dead($6103)
jf @HAIT3_8259 
0084: $6067 = $5953 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_8259
if 
  $6108 == 7 // $ == int 
jf @HAIT3_8416 
if 
  $5956 == 0 // $ == int 
jf @HAIT3_8416 
if 
  Actor.Dead($5957)
jf @HAIT3_8352 
Marker.Disable($5959)
$5926 += 1 // $ += int 
0084: $6111 = $5957 // $ = $ int 
gosub @HAIT3_16411 
$5956 = 1 // $ = int 
jump @HAIT3_8416 

:HAIT3_8352
if 
  $5923 == 0 // $ == int 
jf @HAIT3_8385 
0084: $6069 = $5957 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_8385
if 
  Actor.Dead($6104)
jf @HAIT3_8416 
0084: $6067 = $5957 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_8416
if 
  $6108 == 8 // $ == int 
jf @HAIT3_8573 
if 
  $5960 == 0 // $ == int 
jf @HAIT3_8573 
if 
  Actor.Dead($5961)
jf @HAIT3_8509 
Marker.Disable($5963)
$5926 += 1 // $ += int 
0084: $6111 = $5961 // $ = $ int 
gosub @HAIT3_16411 
$5960 = 1 // $ = int 
jump @HAIT3_8573 

:HAIT3_8509
if 
  $5923 == 0 // $ == int 
jf @HAIT3_8542 
0084: $6069 = $5961 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_8542
if 
  Actor.Dead($6105)
jf @HAIT3_8573 
0084: $6067 = $5961 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_8573
if 
  $6108 == 9 // $ == int 
jf @HAIT3_8730 
if 
  $5964 == 0 // $ == int 
jf @HAIT3_8730 
if 
  Actor.Dead($5965)
jf @HAIT3_8666 
Marker.Disable($5967)
$5926 += 1 // $ += int 
0084: $6111 = $5965 // $ = $ int 
gosub @HAIT3_16411 
$5964 = 1 // $ = int 
jump @HAIT3_8730 

:HAIT3_8666
if 
  $5923 == 0 // $ == int 
jf @HAIT3_8699 
0084: $6069 = $5965 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_8699
if 
  Actor.Dead($6106)
jf @HAIT3_8730 
0084: $6067 = $5965 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_8730
return 

:HAIT3_8732
if 
0123:   actor $6069 spotted_player $PLAYER_CHAR 
jf @HAIT3_8859 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @HAIT3_8859 
if 
  $5924 == 0 // $ == int 
jf @HAIT3_8859 
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_8852 
$5923 = 0 // $ = int 
jump @HAIT3_8859 

:HAIT3_8852
$5923 = 1 // $ = int 

:HAIT3_8859
return 

:HAIT3_8861
if 
  $6108 == 10 // $ == int 
jf @HAIT3_8980 
if 
  $5968 == 0 // $ == int 
jf @HAIT3_8980 
if 
  Actor.Dead($5969)
jf @HAIT3_8949 
$5927 += 1 // $ += int 
0084: $6111 = $5969 // $ = $ int 
gosub @HAIT3_16411 
$5968 = 1 // $ = int 
jump @HAIT3_8980 

:HAIT3_8949
if 
  Actor.Dead($6087)
jf @HAIT3_8980 
0084: $6068 = $5969 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_8980
if 
  $6108 == 11 // $ == int 
jf @HAIT3_9099 
if 
  $5971 == 0 // $ == int 
jf @HAIT3_9099 
if 
  Actor.Dead($5972)
jf @HAIT3_9068 
$5927 += 1 // $ += int 
0084: $6111 = $5972 // $ = $ int 
gosub @HAIT3_16411 
$5971 = 1 // $ = int 
jump @HAIT3_9099 

:HAIT3_9068
if 
  Actor.Dead($6088)
jf @HAIT3_9099 
0084: $6068 = $5972 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9099
if 
  $6108 == 12 // $ == int 
jf @HAIT3_9218 
if 
  $5974 == 0 // $ == int 
jf @HAIT3_9218 
if 
  Actor.Dead($5975)
jf @HAIT3_9187 
$5927 += 1 // $ += int 
0084: $6111 = $5975 // $ = $ int 
gosub @HAIT3_16411 
$5974 = 1 // $ = int 
jump @HAIT3_9218 

:HAIT3_9187
if 
  Actor.Dead($6089)
jf @HAIT3_9218 
0084: $6068 = $5975 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9218
if 
  $6108 == 13 // $ == int 
jf @HAIT3_9337 
if 
  $5977 == 0 // $ == int 
jf @HAIT3_9337 
if 
  Actor.Dead($5978)
jf @HAIT3_9306 
$5927 += 1 // $ += int 
0084: $6111 = $5978 // $ = $ int 
gosub @HAIT3_16411 
$5977 = 1 // $ = int 
jump @HAIT3_9337 

:HAIT3_9306
if 
  Actor.Dead($6090)
jf @HAIT3_9337 
0084: $6068 = $5978 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9337
if 
  $6108 == 14 // $ == int 
jf @HAIT3_9456 
if 
  $5980 == 0 // $ == int 
jf @HAIT3_9456 
if 
  Actor.Dead($5981)
jf @HAIT3_9425 
$5927 += 1 // $ += int 
0084: $6111 = $5981 // $ = $ int 
gosub @HAIT3_16411 
$5980 = 1 // $ = int 
jump @HAIT3_9456 

:HAIT3_9425
if 
  Actor.Dead($6091)
jf @HAIT3_9456 
0084: $6068 = $5981 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9456
if 
  $6108 == 15 // $ == int 
jf @HAIT3_9575 
if 
  $5983 == 0 // $ == int 
jf @HAIT3_9575 
if 
  Actor.Dead($5984)
jf @HAIT3_9544 
$5927 += 1 // $ += int 
0084: $6111 = $5984 // $ = $ int 
gosub @HAIT3_16411 
$5983 = 1 // $ = int 
jump @HAIT3_9575 

:HAIT3_9544
if 
  Actor.Dead($6092)
jf @HAIT3_9575 
0084: $6068 = $5984 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9575
if 
  $6108 == 16 // $ == int 
jf @HAIT3_9694 
if 
  $5986 == 0 // $ == int 
jf @HAIT3_9694 
if 
  Actor.Dead($5987)
jf @HAIT3_9663 
$5927 += 1 // $ += int 
0084: $6111 = $5987 // $ = $ int 
gosub @HAIT3_16411 
$5986 = 1 // $ = int 
jump @HAIT3_9694 

:HAIT3_9663
if 
  Actor.Dead($6093)
jf @HAIT3_9694 
0084: $6068 = $5987 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9694
if 
  $6108 == 17 // $ == int 
jf @HAIT3_9813 
if 
  $5989 == 0 // $ == int 
jf @HAIT3_9813 
if 
  Actor.Dead($5990)
jf @HAIT3_9782 
$5927 += 1 // $ += int 
0084: $6111 = $5990 // $ = $ int 
gosub @HAIT3_16411 
$5989 = 1 // $ = int 
jump @HAIT3_9813 

:HAIT3_9782
if 
  Actor.Dead($6094)
jf @HAIT3_9813 
0084: $6068 = $5990 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9813
if 
  $6108 == 18 // $ == int 
jf @HAIT3_9932 
if 
  $5992 == 0 // $ == int 
jf @HAIT3_9932 
if 
  Actor.Dead($5993)
jf @HAIT3_9901 
$5927 += 1 // $ += int 
0084: $6111 = $5993 // $ = $ int 
gosub @HAIT3_16411 
$5992 = 1 // $ = int 
jump @HAIT3_9932 

:HAIT3_9901
if 
  Actor.Dead($6095)
jf @HAIT3_9932 
0084: $6068 = $5993 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_9932
if 
  $6108 == 19 // $ == int 
jf @HAIT3_10051 
if 
  $5995 == 0 // $ == int 
jf @HAIT3_10051 
if 
  Actor.Dead($5996)
jf @HAIT3_10020 
$5927 += 1 // $ += int 
0084: $6111 = $5996 // $ = $ int 
gosub @HAIT3_16411 
$5995 = 1 // $ = int 
jump @HAIT3_10051 

:HAIT3_10020
if 
  Actor.Dead($6096)
jf @HAIT3_10051 
0084: $6068 = $5996 // $ = $ int 
gosub @HAIT3_15120 

:HAIT3_10051
return 

:HAIT3_10053
if 
  $6008 == 0 // $ == int 
jf @HAIT3_10329 
Car.Create($5999, #BURRITO, $6001, $6002, $6003)
Car.Angle($5999) = 275.73
0129: $6010 = create_actor 4 #CBA in_car $5999 driverseat 
Actor.Health($6010) = 3000
01ED: clear_actor $6010 threat_search 
Marker.CreateAboveActor($6012, $6010)
0243: set_actor $6010 ped_stats_to 16 
Car.SetToNormalDriver($5999)
01C8: $6014 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 0 
Actor.Health($6014) = 3000
01ED: clear_actor $6014 threat_search 
Marker.CreateAboveActor($6016, $6014)
0243: set_actor $6014 ped_stats_to 16 
01C8: $6018 = create_actor_pedtype 4 model #CBA in_car $5999 passenger_seat 1 
Actor.Health($6018) = 3000
01ED: clear_actor $6018 threat_search 
Marker.CreateAboveActor($6020, $6018)
0243: set_actor $6018 ped_stats_to 16 
01C8: $6022 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 2 
Actor.Health($6022) = 3000
01ED: clear_actor $6022 threat_search 
Marker.CreateAboveActor($6024, $6022)
0243: set_actor $6022 ped_stats_to 16 
Car.DriveTo($5999, $6004, $6005, $6006)
00AE: set_vehicle $5999 traffic_behavior_to 2 
Car.SetMaxSpeed($5999, 35.0)
00BC: text_highpriority 'HAM3_7' time 5000 1  // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
$6108 = 19 // $ = int 
$6008 = 1 // $ = int 

:HAIT3_10329
return 

:HAIT3_10331
if 
  $6009 == 0 // $ == int 
jf @HAIT3_10855 
Actor.Create($6033, 4, #CBA, -862.426, 59.084, 8.38)
Marker.CreateAboveActor($6034, $6033)
01ED: clear_actor $6033 threat_search 
011A: set_actor $6033 search_threat 256 
0243: set_actor $6033 ped_stats_to 16 
0239: actor $6033 run_to $6025 $6026 
Actor.Health($6033) = 3000
$6036 = 1 // $ = int 
Actor.Create($6038, 4, #CBB, -864.075, 59.57, 8.38)
01ED: clear_actor $6038 threat_search 
Marker.CreateAboveActor($6040, $6038)
011A: set_actor $6038 search_threat 256 
0243: set_actor $6038 ped_stats_to 16 
0239: actor $6038 run_to $6025 $6026 
Actor.Health($6038) = 3000
$6041 = 1 // $ = int 
Actor.Create($6043, 4, #CBA, -865.799, 60.488, 8.38)
01ED: clear_actor $6043 threat_search 
Marker.CreateAboveActor($6046, $6043)
011A: set_actor $6043 search_threat 256 
01B2: give_actor $6043 weapon 10 ammo 1 // Load the weapon model before using this 
0243: set_actor $6043 ped_stats_to 16 
0239: actor $6043 run_to $6025 $6026 
Actor.Health($6043) = 3000
$6045 = 1 // $ = int 
Actor.Create($6048, 4, #CBB, -868.311, 61.519, 8.38)
01ED: clear_actor $6048 threat_search 
Marker.CreateAboveActor($6051, $6048)
011A: set_actor $6048 search_threat 256 
0243: set_actor $6048 ped_stats_to 16 
0239: actor $6048 run_to $6025 $6026 
Actor.Health($6048) = 3000
$6050 = 1 // $ = int 
Actor.Create($6053, 4, #CBA, -870.435, 62.566, 8.38)
01ED: clear_actor $6053 threat_search 
Marker.CreateAboveActor($6056, $6053)
011A: set_actor $6053 search_threat 256 
0243: set_actor $6053 ped_stats_to 16 
0239: actor $6053 run_to $6025 $6026 
Actor.Health($6053) = 3000
$6055 = 1 // $ = int 
Actor.Create($6058, 4, #CBB, -872.876, 63.476, 8.38)
01ED: clear_actor $6058 threat_search 
Marker.CreateAboveActor($6061, $6058)
011A: set_actor $6058 search_threat 256 
0243: set_actor $6058 ped_stats_to 16 
0239: actor $6058 run_to $6025 $6026 
Actor.Health($6058) = 3000
$6060 = 1 // $ = int 
00BC: text_highpriority 'HAM3_7' time 5000 1  // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
$6108 = 23 // $ = int 
$6009 = 1 // $ = int 

:HAIT3_10855
return 

:HAIT3_10857
if 
  $6000 == 0 // $ == int 
jf @HAIT3_11027 
if 
  Car.Wrecked($5999)
jf @HAIT3_10905 
$6000 = 1 // $ = int 
jump @HAIT3_11027 

:HAIT3_10905
if 
  $6007 == 0 // $ == int 
jf @HAIT3_11027 
if 
01AF:   car $5999 0 $6004 $6005 $6006 radius 3.0 3.0 3.0 
jf @HAIT3_10987 
Car.SetMaxSpeed($5999, 0.0)
Car.SetToNormalDriver($5999)
$6007 = 1 // $ = int 

:HAIT3_10987
if 
  $6011 == 0 // $ == int 
jf @HAIT3_11012 
jump @HAIT3_11027 

:HAIT3_11012
Car.SetMaxSpeed($5999, 0.0)
Car.SetToNormalDriver($5999)

:HAIT3_11027
if 
  $6108 == 21 // $ == int 
jf @HAIT3_11332 
if 
  $6011 == 0 // $ == int 
jf @HAIT3_11332 
if 
  Actor.Dead($6010)
jf @HAIT3_11120 
Marker.Disable($6012)
$5926 += 1 // $ += int 
0084: $6111 = $6010 // $ = $ int 
gosub @HAIT3_16411 
$6011 = 1 // $ = int 
jump @HAIT3_11332 

:HAIT3_11120
if 
  $6007 == 1 // $ == int 
jf @HAIT3_11250 
if 
  $6028 == 0 // $ == int 
jf @HAIT3_11250 
if 
  Actor.Driving($6010)
jf @HAIT3_11211 
00D9: $5999 = actor $6010 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_11204 
01D3: actor $6010 leave_car $5999 

:HAIT3_11204
jump @HAIT3_11250 

:HAIT3_11211
0084: $6013 = $5996 // $ = $ int 
if 
  not Actor.Dead($6013)
jf @HAIT3_11243 
01C9: actor $6010 kill_actor $6013 

:HAIT3_11243
$6028 = 1 // $ = int 

:HAIT3_11250
if 
  $6028 == 1 // $ == int 
jf @HAIT3_11299 
if 
  Actor.Dead($6013)
jf @HAIT3_11299 
0084: $6067 = $6010 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_11299
if 
  $5923 == 0 // $ == int 
jf @HAIT3_11332 
0084: $6069 = $6010 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_11332
if 
  $6108 == 22 // $ == int 
jf @HAIT3_11753 
if 
  $6015 == 0 // $ == int 
jf @HAIT3_11753 
if 
  Actor.Dead($6014)
jf @HAIT3_11425 
Marker.Disable($6016)
$5926 += 1 // $ += int 
0084: $6111 = $6014 // $ = $ int 
gosub @HAIT3_16411 
$6015 = 1 // $ = int 
jump @HAIT3_11753 

:HAIT3_11425
if 
  $6011 == 1 // $ == int 
jf @HAIT3_11541 
if 
  $6000 == 0 // $ == int 
jf @HAIT3_11541 
if 
  $6029 == 0 // $ == int 
jf @HAIT3_11541 
if 
  Actor.Driving($6014)
jf @HAIT3_11534 
00D9: $5999 = actor $6014 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_11527 
01D3: actor $6014 leave_car $5999 

:HAIT3_11527
jump @HAIT3_11541 

:HAIT3_11534
$6029 = 1 // $ = int 

:HAIT3_11541
if 
  $6007 == 1 // $ == int 
jf @HAIT3_11671 
if 
  $6029 == 0 // $ == int 
jf @HAIT3_11671 
if 
  Actor.Driving($6014)
jf @HAIT3_11632 
00D9: $5999 = actor $6014 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_11625 
01D3: actor $6014 leave_car $5999 

:HAIT3_11625
jump @HAIT3_11671 

:HAIT3_11632
0084: $6017 = $5993 // $ = $ int 
if 
  not Actor.Dead($6017)
jf @HAIT3_11664 
01C9: actor $6014 kill_actor $6017 

:HAIT3_11664
$6029 = 1 // $ = int 

:HAIT3_11671
if 
  $6029 == 1 // $ == int 
jf @HAIT3_11720 
if 
  Actor.Dead($6017)
jf @HAIT3_11720 
0084: $6067 = $6014 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_11720
if 
  $5923 == 0 // $ == int 
jf @HAIT3_11753 
0084: $6069 = $6014 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_11753
if 
  $6108 == 23 // $ == int 
jf @HAIT3_12174 
if 
  $6019 == 0 // $ == int 
jf @HAIT3_12174 
if 
  Actor.Dead($6018)
jf @HAIT3_11846 
Marker.Disable($6020)
$5926 += 1 // $ += int 
0084: $6111 = $6018 // $ = $ int 
gosub @HAIT3_16411 
$6019 = 1 // $ = int 
jump @HAIT3_12174 

:HAIT3_11846
if 
  $6011 == 1 // $ == int 
jf @HAIT3_11994 
if 
  $6000 == 0 // $ == int 
jf @HAIT3_11994 
if 
  $6030 == 0 // $ == int 
jf @HAIT3_11994 
if 
  Actor.Driving($6018)
jf @HAIT3_11955 
00D9: $5999 = actor $6018 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_11948 
01D3: actor $6018 leave_car $5999 

:HAIT3_11948
jump @HAIT3_11994 

:HAIT3_11955
0084: $6021 = $5990 // $ = $ int 
if 
  not Actor.Dead($6021)
jf @HAIT3_11987 
01C9: actor $6018 kill_actor $6021 

:HAIT3_11987
$6030 = 1 // $ = int 

:HAIT3_11994
if 
  $6007 == 1 // $ == int 
jf @HAIT3_12092 
if 
  $6030 == 0 // $ == int 
jf @HAIT3_12092 
if 
  Actor.Driving($6018)
jf @HAIT3_12085 
00D9: $5999 = actor $6018 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_12078 
01D3: actor $6018 leave_car $5999 

:HAIT3_12078
jump @HAIT3_12092 

:HAIT3_12085
$6030 = 1 // $ = int 

:HAIT3_12092
if 
  $6030 == 1 // $ == int 
jf @HAIT3_12141 
if 
  Actor.Dead($6021)
jf @HAIT3_12141 
0084: $6067 = $6018 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_12141
if 
  $5923 == 0 // $ == int 
jf @HAIT3_12174 
0084: $6069 = $6018 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_12174
if 
  $6108 == 24 // $ == int 
jf @HAIT3_12595 
if 
  $6023 == 0 // $ == int 
jf @HAIT3_12595 
if 
  Actor.Dead($6022)
jf @HAIT3_12267 
Marker.Disable($6024)
$5926 += 1 // $ += int 
0084: $6111 = $6022 // $ = $ int 
gosub @HAIT3_16411 
$6023 = 1 // $ = int 
jump @HAIT3_12595 

:HAIT3_12267
if 
  $6011 == 1 // $ == int 
jf @HAIT3_12415 
if 
  $6000 == 0 // $ == int 
jf @HAIT3_12415 
if 
  $6031 == 0 // $ == int 
jf @HAIT3_12415 
if 
  Actor.Driving($6022)
jf @HAIT3_12376 
00D9: $5999 = actor $6022 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_12369 
01D3: actor $6022 leave_car $5999 

:HAIT3_12369
jump @HAIT3_12415 

:HAIT3_12376
0084: $6032 = $5990 // $ = $ int 
if 
  not Actor.Dead($6032)
jf @HAIT3_12408 
01C9: actor $6022 kill_actor $6032 

:HAIT3_12408
$6031 = 1 // $ = int 

:HAIT3_12415
if 
  $6007 == 1 // $ == int 
jf @HAIT3_12513 
if 
  $6031 == 0 // $ == int 
jf @HAIT3_12513 
if 
  Actor.Driving($6022)
jf @HAIT3_12506 
00D9: $5999 = actor $6022 car // add to mission cleanup 
if 
  not Car.Wrecked($5999)
jf @HAIT3_12499 
01D3: actor $6022 leave_car $5999 

:HAIT3_12499
jump @HAIT3_12513 

:HAIT3_12506
$6031 = 1 // $ = int 

:HAIT3_12513
if 
  $6031 == 1 // $ == int 
jf @HAIT3_12562 
if 
  Actor.Dead($6032)
jf @HAIT3_12562 
0084: $6067 = $6022 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_12562
if 
  $5923 == 0 // $ == int 
jf @HAIT3_12595 
0084: $6069 = $6022 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_12595
return 

:HAIT3_12597
if 
  $6108 == 25 // $ == int 
jf @HAIT3_12888 
if 
  $6035 == 0 // $ == int 
jf @HAIT3_12888 
if 
  Actor.Dead($6033)
jf @HAIT3_12690 
Marker.Disable($6034)
$5926 += 1 // $ += int 
0084: $6111 = $6033 // $ = $ int 
gosub @HAIT3_16411 
$6035 = 1 // $ = int 
jump @HAIT3_12888 

:HAIT3_12690
if 
  $6036 == 1 // $ == int 
jf @HAIT3_12749 
if 
00ED:   actor $6033 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_12749 
$6036 = 2 // $ = int 

:HAIT3_12749
if 
  $6036 == 2 // $ == int 
jf @HAIT3_12806 
0084: $6037 = $5987 // $ = $ int 
if 
  not Actor.Dead($6037)
jf @HAIT3_12799 
01C9: actor $6033 kill_actor $6037 

:HAIT3_12799
$6036 = 3 // $ = int 

:HAIT3_12806
if 
  $6036 == 3 // $ == int 
jf @HAIT3_12855 
if 
  Actor.Dead($6037)
jf @HAIT3_12855 
0084: $6067 = $6033 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_12855
if 
  $5923 == 0 // $ == int 
jf @HAIT3_12888 
0084: $6069 = $6033 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_12888
if 
  $6108 == 26 // $ == int 
jf @HAIT3_13179 
if 
  $6039 == 0 // $ == int 
jf @HAIT3_13179 
if 
  Actor.Dead($6038)
jf @HAIT3_12981 
Marker.Disable($6040)
$5926 += 1 // $ += int 
0084: $6111 = $6038 // $ = $ int 
gosub @HAIT3_16411 
$6039 = 1 // $ = int 
jump @HAIT3_13179 

:HAIT3_12981
if 
  $6041 == 1 // $ == int 
jf @HAIT3_13040 
if 
00ED:   actor $6038 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_13040 
$6041 = 2 // $ = int 

:HAIT3_13040
if 
  $6041 == 2 // $ == int 
jf @HAIT3_13097 
0084: $6042 = $5984 // $ = $ int 
if 
  not Actor.Dead($6042)
jf @HAIT3_13090 
01C9: actor $6038 kill_actor $6042 

:HAIT3_13090
$6041 = 3 // $ = int 

:HAIT3_13097
if 
  $6041 == 3 // $ == int 
jf @HAIT3_13146 
if 
  Actor.Dead($6042)
jf @HAIT3_13146 
0084: $6067 = $6038 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_13146
if 
  $5923 == 0 // $ == int 
jf @HAIT3_13179 
0084: $6069 = $6038 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_13179
if 
  $6108 == 27 // $ == int 
jf @HAIT3_13470 
if 
  $6044 == 0 // $ == int 
jf @HAIT3_13470 
if 
  Actor.Dead($6043)
jf @HAIT3_13272 
Marker.Disable($6046)
$5926 += 1 // $ += int 
0084: $6111 = $6043 // $ = $ int 
gosub @HAIT3_16411 
$6044 = 1 // $ = int 
jump @HAIT3_13470 

:HAIT3_13272
if 
  $6045 == 1 // $ == int 
jf @HAIT3_13331 
if 
00ED:   actor $6043 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_13331 
$6045 = 2 // $ = int 

:HAIT3_13331
if 
  $6045 == 2 // $ == int 
jf @HAIT3_13388 
0084: $6047 = $5981 // $ = $ int 
if 
  not Actor.Dead($6047)
jf @HAIT3_13381 
01C9: actor $6043 kill_actor $6047 

:HAIT3_13381
$6045 = 3 // $ = int 

:HAIT3_13388
if 
  $6045 == 3 // $ == int 
jf @HAIT3_13437 
if 
  Actor.Dead($6047)
jf @HAIT3_13437 
0084: $6067 = $6043 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_13437
if 
  $5923 == 0 // $ == int 
jf @HAIT3_13470 
0084: $6069 = $6043 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_13470
if 
  $6108 == 28 // $ == int 
jf @HAIT3_13761 
if 
  $6049 == 0 // $ == int 
jf @HAIT3_13761 
if 
  Actor.Dead($6048)
jf @HAIT3_13563 
Marker.Disable($6051)
$5926 += 1 // $ += int 
0084: $6111 = $6048 // $ = $ int 
gosub @HAIT3_16411 
$6049 = 1 // $ = int 
jump @HAIT3_13761 

:HAIT3_13563
if 
  $6050 == 1 // $ == int 
jf @HAIT3_13622 
if 
00ED:   actor $6048 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_13622 
$6050 = 2 // $ = int 

:HAIT3_13622
if 
  $6050 == 2 // $ == int 
jf @HAIT3_13679 
0084: $6052 = $5978 // $ = $ int 
if 
  not Actor.Dead($6052)
jf @HAIT3_13672 
01C9: actor $6048 kill_actor $6052 

:HAIT3_13672
$6050 = 3 // $ = int 

:HAIT3_13679
if 
  $6050 == 3 // $ == int 
jf @HAIT3_13728 
if 
  Actor.Dead($6052)
jf @HAIT3_13728 
0084: $6067 = $6048 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_13728
if 
  $5923 == 0 // $ == int 
jf @HAIT3_13761 
0084: $6069 = $6048 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_13761
if 
  $6108 == 29 // $ == int 
jf @HAIT3_14052 
if 
  $6054 == 0 // $ == int 
jf @HAIT3_14052 
if 
  Actor.Dead($6053)
jf @HAIT3_13854 
Marker.Disable($6056)
$5926 += 1 // $ += int 
0084: $6111 = $6053 // $ = $ int 
gosub @HAIT3_16411 
$6054 = 1 // $ = int 
jump @HAIT3_14052 

:HAIT3_13854
if 
  $6055 == 1 // $ == int 
jf @HAIT3_13913 
if 
00ED:   actor $6053 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_13913 
$6055 = 2 // $ = int 

:HAIT3_13913
if 
  $6055 == 2 // $ == int 
jf @HAIT3_13970 
0084: $6057 = $5975 // $ = $ int 
if 
  not Actor.Dead($6057)
jf @HAIT3_13963 
01C9: actor $6053 kill_actor $6057 

:HAIT3_13963
$6055 = 3 // $ = int 

:HAIT3_13970
if 
  $6055 == 3 // $ == int 
jf @HAIT3_14019 
if 
  Actor.Dead($6057)
jf @HAIT3_14019 
0084: $6067 = $6053 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_14019
if 
  $5923 == 0 // $ == int 
jf @HAIT3_14052 
0084: $6069 = $6053 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_14052
if 
  $6108 == 30 // $ == int 
jf @HAIT3_14343 
if 
  $6059 == 0 // $ == int 
jf @HAIT3_14343 
if 
  Actor.Dead($6058)
jf @HAIT3_14145 
Marker.Disable($6061)
$5926 += 1 // $ += int 
0084: $6111 = $6058 // $ = $ int 
gosub @HAIT3_16411 
$6059 = 1 // $ = int 
jump @HAIT3_14343 

:HAIT3_14145
if 
  $6060 == 1 // $ == int 
jf @HAIT3_14204 
if 
00ED:   actor $6058 0 $6025 $6026 radius 4.0 4.0 
jf @HAIT3_14204 
$6060 = 2 // $ = int 

:HAIT3_14204
if 
  $6060 == 2 // $ == int 
jf @HAIT3_14261 
0084: $6062 = $5972 // $ = $ int 
if 
  not Actor.Dead($6062)
jf @HAIT3_14254 
01C9: actor $6058 kill_actor $6062 

:HAIT3_14254
$6060 = 3 // $ = int 

:HAIT3_14261
if 
  $6060 == 3 // $ == int 
jf @HAIT3_14310 
if 
  Actor.Dead($6062)
jf @HAIT3_14310 
0084: $6067 = $6058 // $ = $ int 
gosub @HAIT3_14413 

:HAIT3_14310
if 
  $5923 == 0 // $ == int 
jf @HAIT3_14343 
0084: $6069 = $6058 // $ = $ int 
gosub @HAIT3_8732 

:HAIT3_14343
return 

:HAIT3_14345
Actor.StorePos($6078, $6079, $6080, $6081)
0509: $6085 = distance_between_point $6070 $6071 and_point $6079 $6080 
if 
0024:   $6076 > $6085 // $ > $ float 
jf @HAIT3_14411 
0086: $6076 = $6085 // $ = $ float 
0084: $6077 = $6078 // $ = $ int 

:HAIT3_14411
return 

:HAIT3_14413
$6076 = 50.0 // $ = float 
$6077 = -1 // $ = int 
Actor.StorePos($6067, $6070, $6071, $6072)
if 
  not Actor.Dead($5969)
jf @HAIT3_14475 
0084: $6078 = $5969 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14475
if 
  not Actor.Dead($5972)
jf @HAIT3_14506 
0084: $6078 = $5972 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14506
if 
  not Actor.Dead($5975)
jf @HAIT3_14537 
0084: $6078 = $5975 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14537
if 
  not Actor.Dead($5978)
jf @HAIT3_14568 
0084: $6078 = $5978 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14568
if 
  not Actor.Dead($5981)
jf @HAIT3_14599 
0084: $6078 = $5981 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14599
if 
  not Actor.Dead($5984)
jf @HAIT3_14630 
0084: $6078 = $5984 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14630
if 
  not Actor.Dead($5987)
jf @HAIT3_14661 
0084: $6078 = $5987 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14661
if 
  not Actor.Dead($5990)
jf @HAIT3_14692 
0084: $6078 = $5990 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14692
if 
  not Actor.Dead($5993)
jf @HAIT3_14723 
0084: $6078 = $5993 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14723
if 
  not Actor.Dead($5996)
jf @HAIT3_14754 
0084: $6078 = $5996 // $ = $ int 
gosub @HAIT3_14345 

:HAIT3_14754
if 
   not $6077 == -1 // $ == int 
jf @HAIT3_14780 
01C9: actor $6067 kill_actor $6077 

:HAIT3_14780
if 
003A:   $6067 == $5929 // $ == $ int 
jf @HAIT3_14807 
0084: $6097 = $6077 // $ = $ int 

:HAIT3_14807
if 
003A:   $6067 == $5933 // $ == $ int 
jf @HAIT3_14834 
0084: $6098 = $6077 // $ = $ int 

:HAIT3_14834
if 
003A:   $6067 == $5937 // $ == $ int 
jf @HAIT3_14861 
0084: $6099 = $6077 // $ = $ int 

:HAIT3_14861
if 
003A:   $6067 == $5941 // $ == $ int 
jf @HAIT3_14888 
0084: $6100 = $6077 // $ = $ int 

:HAIT3_14888
if 
003A:   $6067 == $5945 // $ == $ int 
jf @HAIT3_14915 
0084: $6101 = $6077 // $ = $ int 

:HAIT3_14915
if 
003A:   $6067 == $5949 // $ == $ int 
jf @HAIT3_14942 
0084: $6102 = $6077 // $ = $ int 

:HAIT3_14942
if 
003A:   $6067 == $5953 // $ == $ int 
jf @HAIT3_14969 
0084: $6103 = $6077 // $ = $ int 

:HAIT3_14969
if 
003A:   $6067 == $5957 // $ == $ int 
jf @HAIT3_14996 
0084: $6104 = $6077 // $ = $ int 

:HAIT3_14996
if 
003A:   $6067 == $5961 // $ == $ int 
jf @HAIT3_15023 
0084: $6105 = $6077 // $ = $ int 

:HAIT3_15023
if 
003A:   $6067 == $5965 // $ == $ int 
jf @HAIT3_15050 
0084: $6106 = $6077 // $ = $ int 

:HAIT3_15050
return 

:HAIT3_15052
Actor.StorePos($6078, $6082, $6083, $6084)
0509: $6085 = distance_between_point $6073 $6074 and_point $6082 $6083 
if 
0024:   $6076 > $6085 // $ > $ float 
jf @HAIT3_15118 
0086: $6076 = $6085 // $ = $ float 
0084: $6086 = $6078 // $ = $ int 

:HAIT3_15118
return 

:HAIT3_15120
$6076 = 50.0 // $ = float 
$6086 = -1 // $ = int 
Actor.StorePos($6068, $6073, $6074, $6075)
if 
  not Actor.Dead($5929)
jf @HAIT3_15182 
0084: $6078 = $5929 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15182
if 
  not Actor.Dead($5933)
jf @HAIT3_15213 
0084: $6078 = $5933 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15213
if 
  not Actor.Dead($5937)
jf @HAIT3_15244 
0084: $6078 = $5937 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15244
if 
  not Actor.Dead($5941)
jf @HAIT3_15275 
0084: $6078 = $5941 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15275
if 
  not Actor.Dead($5945)
jf @HAIT3_15306 
0084: $6078 = $5945 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15306
if 
  not Actor.Dead($5949)
jf @HAIT3_15337 
0084: $6078 = $5949 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15337
if 
  not Actor.Dead($5953)
jf @HAIT3_15368 
0084: $6078 = $5953 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15368
if 
  not Actor.Dead($5957)
jf @HAIT3_15399 
0084: $6078 = $5957 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15399
if 
  not Actor.Dead($5961)
jf @HAIT3_15430 
0084: $6078 = $5961 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15430
if 
  not Actor.Dead($5965)
jf @HAIT3_15461 
0084: $6078 = $5965 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15461
if 
  $6008 == 1 // $ == int 
jf @HAIT3_15603 
if 
  not Actor.Dead($6010)
jf @HAIT3_15510 
0084: $6078 = $6010 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15510
if 
  not Actor.Dead($6014)
jf @HAIT3_15541 
0084: $6078 = $6014 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15541
if 
  not Actor.Dead($6018)
jf @HAIT3_15572 
0084: $6078 = $6018 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15572
if 
  not Actor.Dead($6022)
jf @HAIT3_15603 
0084: $6078 = $6022 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15603
if 
  $6009 == 1 // $ == int 
jf @HAIT3_15807 
if 
  not Actor.Dead($6033)
jf @HAIT3_15652 
0084: $6078 = $6033 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15652
if 
  not Actor.Dead($6038)
jf @HAIT3_15683 
0084: $6078 = $6038 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15683
if 
  not Actor.Dead($6043)
jf @HAIT3_15714 
0084: $6078 = $6043 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15714
if 
  not Actor.Dead($6048)
jf @HAIT3_15745 
0084: $6078 = $6048 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15745
if 
  not Actor.Dead($6053)
jf @HAIT3_15776 
0084: $6078 = $6053 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15776
if 
  not Actor.Dead($6058)
jf @HAIT3_15807 
0084: $6078 = $6058 // $ = $ int 
gosub @HAIT3_15052 

:HAIT3_15807
if 
   not $6086 == -1 // $ == int 
jf @HAIT3_15833 
01C9: actor $6068 kill_actor $6086 

:HAIT3_15833
if 
003A:   $6068 == $5969 // $ == $ int 
jf @HAIT3_15860 
0084: $6087 = $6086 // $ = $ int 

:HAIT3_15860
if 
003A:   $6068 == $5972 // $ == $ int 
jf @HAIT3_15887 
0084: $6088 = $6086 // $ = $ int 

:HAIT3_15887
if 
003A:   $6068 == $5975 // $ == $ int 
jf @HAIT3_15914 
0084: $6089 = $6086 // $ = $ int 

:HAIT3_15914
if 
003A:   $6068 == $5978 // $ == $ int 
jf @HAIT3_15941 
0084: $6090 = $6086 // $ = $ int 

:HAIT3_15941
if 
003A:   $6068 == $5981 // $ == $ int 
jf @HAIT3_15968 
0084: $6091 = $6086 // $ = $ int 

:HAIT3_15968
if 
003A:   $6068 == $5984 // $ == $ int 
jf @HAIT3_15995 
0084: $6092 = $6086 // $ = $ int 

:HAIT3_15995
if 
003A:   $6068 == $5987 // $ == $ int 
jf @HAIT3_16022 
0084: $6093 = $6086 // $ = $ int 

:HAIT3_16022
if 
003A:   $6068 == $5990 // $ == $ int 
jf @HAIT3_16049 
0084: $6094 = $6086 // $ = $ int 

:HAIT3_16049
if 
003A:   $6068 == $5993 // $ == $ int 
jf @HAIT3_16076 
0084: $6095 = $6086 // $ = $ int 

:HAIT3_16076
if 
003A:   $6068 == $5996 // $ == $ int 
jf @HAIT3_16103 
0084: $6096 = $6086 // $ = $ int 

:HAIT3_16103
if 
  $6008 == 1 // $ == int 
jf @HAIT3_16229 
if 
003A:   $6068 == $6010 // $ == $ int 
jf @HAIT3_16148 
0084: $6013 = $6086 // $ = $ int 

:HAIT3_16148
if 
003A:   $6068 == $6014 // $ == $ int 
jf @HAIT3_16175 
0084: $6017 = $6086 // $ = $ int 

:HAIT3_16175
if 
003A:   $6068 == $6018 // $ == $ int 
jf @HAIT3_16202 
0084: $6021 = $6086 // $ = $ int 

:HAIT3_16202
if 
003A:   $6068 == $6022 // $ == $ int 
jf @HAIT3_16229 
0084: $6032 = $6086 // $ = $ int 

:HAIT3_16229
if 
  $6009 == 1 // $ == int 
jf @HAIT3_16409 
if 
003A:   $6068 == $6033 // $ == $ int 
jf @HAIT3_16274 
0084: $6037 = $6086 // $ = $ int 

:HAIT3_16274
if 
003A:   $6068 == $6038 // $ == $ int 
jf @HAIT3_16301 
0084: $6042 = $6086 // $ = $ int 

:HAIT3_16301
if 
003A:   $6068 == $6043 // $ == $ int 
jf @HAIT3_16328 
0084: $6047 = $6086 // $ = $ int 

:HAIT3_16328
if 
003A:   $6068 == $6048 // $ == $ int 
jf @HAIT3_16355 
0084: $6052 = $6086 // $ = $ int 

:HAIT3_16355
if 
003A:   $6068 == $6053 // $ == $ int 
jf @HAIT3_16382 
0084: $6057 = $6086 // $ = $ int 

:HAIT3_16382
if 
003A:   $6068 == $6058 // $ == $ int 
jf @HAIT3_16409 
0084: $6062 = $6086 // $ = $ int 

:HAIT3_16409
return 

:HAIT3_16411
if 
02B3:   player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 
jf @HAIT3_16478 
$6109 = 0 // $ = int 
jump @HAIT3_16587 

:HAIT3_16478
if 
  $6109 == 0 // $ == int 
jf @HAIT3_16587 
if 
  Actor.Dead($6111)
jf @HAIT3_16587 
if 
051A:   actor $6111 damaged_by_actor $PLAYER_ACTOR 
jf @HAIT3_16587 
054E: clear_actor $6111 damage 
if or
031D:   actor $6111 hit_by_weapon 46 
031D:   actor $6111 hit_by_weapon 39 
031D:   actor $6111 hit_by_weapon 40 
031D:   actor $6111 hit_by_weapon 47 
jf @HAIT3_16587 
0467: set_actor $6111 clear_last_weapon_damage 
$6109 = 1 // $ = int 

:HAIT3_16587
return 
if 
  not Actor.Dead($5929)
jf @HAIT3_16612 
02A9: set_actor $5929 immune_to_nonplayer 1 

:HAIT3_16612
if 
  not Actor.Dead($5933)
jf @HAIT3_16635 
02A9: set_actor $5933 immune_to_nonplayer 1 

:HAIT3_16635
if 
  not Actor.Dead($5937)
jf @HAIT3_16658 
02A9: set_actor $5937 immune_to_nonplayer 1 

:HAIT3_16658
if 
  not Actor.Dead($5941)
jf @HAIT3_16681 
02A9: set_actor $5941 immune_to_nonplayer 1 

:HAIT3_16681
if 
  not Actor.Dead($5945)
jf @HAIT3_16704 
02A9: set_actor $5945 immune_to_nonplayer 1 

:HAIT3_16704
if 
  not Actor.Dead($5949)
jf @HAIT3_16727 
02A9: set_actor $5949 immune_to_nonplayer 1 

:HAIT3_16727
if 
  not Actor.Dead($5953)
jf @HAIT3_16750 
02A9: set_actor $5953 immune_to_nonplayer 1 

:HAIT3_16750
if 
  not Actor.Dead($5957)
jf @HAIT3_16773 
02A9: set_actor $5957 immune_to_nonplayer 1 

:HAIT3_16773
if 
  not Actor.Dead($5961)
jf @HAIT3_16796 
02A9: set_actor $5961 immune_to_nonplayer 1 

:HAIT3_16796
if 
  not Actor.Dead($5965)
jf @HAIT3_16819 
02A9: set_actor $5965 immune_to_nonplayer 1 

:HAIT3_16819
if 
  not Actor.Dead($5969)
jf @HAIT3_16842 
02A9: set_actor $5969 immune_to_nonplayer 1 

:HAIT3_16842
if 
  not Actor.Dead($5972)
jf @HAIT3_16865 
02A9: set_actor $5972 immune_to_nonplayer 1 

:HAIT3_16865
if 
  not Actor.Dead($5975)
jf @HAIT3_16888 
02A9: set_actor $5975 immune_to_nonplayer 1 

:HAIT3_16888
if 
  not Actor.Dead($5978)
jf @HAIT3_16911 
02A9: set_actor $5978 immune_to_nonplayer 1 

:HAIT3_16911
if 
  not Actor.Dead($5981)
jf @HAIT3_16934 
02A9: set_actor $5981 immune_to_nonplayer 1 

:HAIT3_16934
if 
  not Actor.Dead($5984)
jf @HAIT3_16957 
02A9: set_actor $5984 immune_to_nonplayer 1 

:HAIT3_16957
if 
  not Actor.Dead($5987)
jf @HAIT3_16980 
02A9: set_actor $5987 immune_to_nonplayer 1 

:HAIT3_16980
if 
  not Actor.Dead($5990)
jf @HAIT3_17003 
02A9: set_actor $5990 immune_to_nonplayer 1 

:HAIT3_17003
if 
  not Actor.Dead($5993)
jf @HAIT3_17026 
02A9: set_actor $5993 immune_to_nonplayer 1 

:HAIT3_17026
if 
  not Actor.Dead($5996)
jf @HAIT3_17049 
02A9: set_actor $5996 immune_to_nonplayer 1 

:HAIT3_17049
if 
  $6008 == 1 // $ == int 
jf @HAIT3_17159 
if 
  not Actor.Dead($6010)
jf @HAIT3_17090 
02A9: set_actor $6010 immune_to_nonplayer 1 

:HAIT3_17090
if 
  not Actor.Dead($6014)
jf @HAIT3_17113 
02A9: set_actor $6014 immune_to_nonplayer 1 

:HAIT3_17113
if 
  not Actor.Dead($6018)
jf @HAIT3_17136 
02A9: set_actor $6018 immune_to_nonplayer 1 

:HAIT3_17136
if 
  not Actor.Dead($6022)
jf @HAIT3_17159 
02A9: set_actor $6022 immune_to_nonplayer 1 

:HAIT3_17159
if 
  $6009 == 1 // $ == int 
jf @HAIT3_17315 
if 
  not Actor.Dead($6033)
jf @HAIT3_17200 
02A9: set_actor $6033 immune_to_nonplayer 1 

:HAIT3_17200
if 
  not Actor.Dead($6038)
jf @HAIT3_17223 
02A9: set_actor $6038 immune_to_nonplayer 1 

:HAIT3_17223
if 
  not Actor.Dead($6043)
jf @HAIT3_17246 
02A9: set_actor $6043 immune_to_nonplayer 1 

:HAIT3_17246
if 
  not Actor.Dead($6048)
jf @HAIT3_17269 
02A9: set_actor $6048 immune_to_nonplayer 1 

:HAIT3_17269
if 
  not Actor.Dead($6053)
jf @HAIT3_17292 
02A9: set_actor $6053 immune_to_nonplayer 1 

:HAIT3_17292
if 
  not Actor.Dead($6058)
jf @HAIT3_17315 
02A9: set_actor $6058 immune_to_nonplayer 1 

:HAIT3_17315
return 
if 
  not Actor.Dead($5929)
jf @HAIT3_17340 
02A9: set_actor $5929 immune_to_nonplayer 0 

:HAIT3_17340
if 
  not Actor.Dead($5933)
jf @HAIT3_17363 
02A9: set_actor $5933 immune_to_nonplayer 0 

:HAIT3_17363
if 
  not Actor.Dead($5937)
jf @HAIT3_17386 
02A9: set_actor $5937 immune_to_nonplayer 0 

:HAIT3_17386
if 
  not Actor.Dead($5941)
jf @HAIT3_17409 
02A9: set_actor $5941 immune_to_nonplayer 0 

:HAIT3_17409
if 
  not Actor.Dead($5945)
jf @HAIT3_17432 
02A9: set_actor $5945 immune_to_nonplayer 0 

:HAIT3_17432
if 
  not Actor.Dead($5949)
jf @HAIT3_17455 
02A9: set_actor $5949 immune_to_nonplayer 0 

:HAIT3_17455
if 
  not Actor.Dead($5953)
jf @HAIT3_17478 
02A9: set_actor $5953 immune_to_nonplayer 0 

:HAIT3_17478
if 
  not Actor.Dead($5957)
jf @HAIT3_17501 
02A9: set_actor $5957 immune_to_nonplayer 0 

:HAIT3_17501
if 
  not Actor.Dead($5961)
jf @HAIT3_17524 
02A9: set_actor $5961 immune_to_nonplayer 0 

:HAIT3_17524
if 
  not Actor.Dead($5965)
jf @HAIT3_17547 
02A9: set_actor $5965 immune_to_nonplayer 0 

:HAIT3_17547
if 
  not Actor.Dead($5969)
jf @HAIT3_17570 
02A9: set_actor $5969 immune_to_nonplayer 0 

:HAIT3_17570
if 
  not Actor.Dead($5972)
jf @HAIT3_17593 
02A9: set_actor $5972 immune_to_nonplayer 0 

:HAIT3_17593
if 
  not Actor.Dead($5975)
jf @HAIT3_17616 
02A9: set_actor $5975 immune_to_nonplayer 0 

:HAIT3_17616
if 
  not Actor.Dead($5978)
jf @HAIT3_17639 
02A9: set_actor $5978 immune_to_nonplayer 0 

:HAIT3_17639
if 
  not Actor.Dead($5981)
jf @HAIT3_17662 
02A9: set_actor $5981 immune_to_nonplayer 0 

:HAIT3_17662
if 
  not Actor.Dead($5984)
jf @HAIT3_17685 
02A9: set_actor $5984 immune_to_nonplayer 0 

:HAIT3_17685
if 
  not Actor.Dead($5987)
jf @HAIT3_17708 
02A9: set_actor $5987 immune_to_nonplayer 0 

:HAIT3_17708
if 
  not Actor.Dead($5990)
jf @HAIT3_17731 
02A9: set_actor $5990 immune_to_nonplayer 0 

:HAIT3_17731
if 
  not Actor.Dead($5993)
jf @HAIT3_17754 
02A9: set_actor $5993 immune_to_nonplayer 0 

:HAIT3_17754
if 
  not Actor.Dead($5996)
jf @HAIT3_17777 
02A9: set_actor $5996 immune_to_nonplayer 0 

:HAIT3_17777
if 
  $6008 == 1 // $ == int 
jf @HAIT3_17864 
if 
  not Actor.Dead($6010)
jf @HAIT3_17818 
02A9: set_actor $6010 immune_to_nonplayer 0 

:HAIT3_17818
if 
  not Actor.Dead($6018)
jf @HAIT3_17841 
02A9: set_actor $6018 immune_to_nonplayer 0 

:HAIT3_17841
if 
  not Actor.Dead($6022)
jf @HAIT3_17864 
02A9: set_actor $6022 immune_to_nonplayer 0 

:HAIT3_17864
if 
  $6009 == 1 // $ == int 
jf @HAIT3_17997 
if 
  not Actor.Dead($6033)
jf @HAIT3_17905 
02A9: set_actor $6033 immune_to_nonplayer 0 

:HAIT3_17905
if 
  not Actor.Dead($6043)
jf @HAIT3_17928 
02A9: set_actor $6043 immune_to_nonplayer 0 

:HAIT3_17928
if 
  not Actor.Dead($6048)
jf @HAIT3_17951 
02A9: set_actor $6048 immune_to_nonplayer 0 

:HAIT3_17951
if 
  not Actor.Dead($6053)
jf @HAIT3_17974 
02A9: set_actor $6053 immune_to_nonplayer 0 

:HAIT3_17974
if 
  not Actor.Dead($6058)
jf @HAIT3_17997 
02A9: set_actor $6058 immune_to_nonplayer 0 

:HAIT3_17997
return 

//-------------Mission 63---------------
// Originally: Love Juice

:ROCKB1
script_name 'ROCKB1' 
gosub @ROCKB1_76 
if 
  wasted_or_busted 
jf @ROCKB1_37 
gosub @ROCKB1_8412 

:ROCKB1_37
gosub @ROCKB1_8495 
terminate_this_script 
$6144 = 0.0 // $ = float 
$6145 = 0.0 // $ = float 
$6146 = 0.0 // $ = float 

:ROCKB1_76
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6114 = 0 // $ = int 
$6115 = 0 // $ = int 
$6119 = 0 // $ = int 
$6123 = -513.988 // $ = float 
$6124 = 1133.143 // $ = float 
$6125 = 10.08 // $ = float 
$6127 = 0 // $ = int 
$6129 = 0 // $ = int 
$6121 = 0 // $ = int 
$6131 = 0 // $ = int 
$6134 = 0 // $ = int 
$6135 = 0.0 // $ = float 
$6136 = 0.0 // $ = float 
$6137 = 0.0 // $ = float 
$6139 = 0 // $ = int 
$6140 = 0 // $ = int 
$6142 = 91000 // $ = int 
$6143 = 0 // $ = int 
$6147 = 0 // $ = int 
$6149 = 0 // $ = int 
$6150 = 0 // $ = int 
$6151 = 0 // $ = int 
$6152 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'ROCK1' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-879.75, 1157.77, 17.81)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB1_532
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 
823D:   not special_actor 5 loaded 
jf @ROCKB1_574 
wait 0 
jump @ROCKB1_532 

:ROCKB1_574
02E4: load_cutscene_data 'ROK_1' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB1_784
if 
  1056 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_819 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_784 

:ROCKB1_819
00BC: text_highpriority 'RBM1_A' time 10000 1  // AllllllllRrrighttt!

:ROCKB1_834
if 
  5224 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_869 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_834 

:ROCKB1_869
00BC: text_highpriority 'RBM1_B' time 10000 1  // Yessss! Brilliant, bloody brilliant!

:ROCKB1_884
if 
  7304 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_919 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_884 

:ROCKB1_919
00BC: text_highpriority 'RBM1_C' time 10000 1  // Hey, Tommy! Glad you could make it.

:ROCKB1_934
if 
  9427 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_969 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_934 

:ROCKB1_969
00BC: text_highpriority 'RBM1_D' time 10000 1  // Hey, you ever met Love Fist before?

:ROCKB1_984
if 
  11052 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1019 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_984 

:ROCKB1_1019
00BC: text_highpriority 'RBM1_E' time 10000 1  // No, I haven't but I've always loved your music.

:ROCKB1_1034
if 
  12782 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1069 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1034 

:ROCKB1_1069
00BC: text_highpriority 'RBM1_F' time 10000 1  // Let me introduce you to the band.

:ROCKB1_1084
if 
  14396 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1119 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1084 

:ROCKB1_1119
00BC: text_highpriority 'RBM1_G' time 10000 1  // This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier,

:ROCKB1_1134
if 
  18961 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1169 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1134 

:ROCKB1_1169
00BC: text_highpriority 'RBM1_H' time 10000 1  // and guys, I want you to meet a good friend of mine.

:ROCKB1_1184
if 
  21292 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1219 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1184 

:ROCKB1_1219
00BC: text_highpriority 'RBM1_I' time 10000 1  // This is Tommy. We go way back.

:ROCKB1_1234
if 
  22918 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1269 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1234 

:ROCKB1_1269
00BC: text_highpriority 'RBM1_J' time 10000 1  // All right, pal.

:ROCKB1_1284
if 
  24055 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1319 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1284 

:ROCKB1_1319
00BC: text_highpriority 'RBM1_K' time 10000 1  // And eh, what was your name again?

:ROCKB1_1334
if 
  26610 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1369 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1334 

:ROCKB1_1369
00BC: text_highpriority 'RBM1_L' time 10000 1  // Leave it out, Jezz you, remember -

:ROCKB1_1384
if 
  28351 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1419 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1384 

:ROCKB1_1419
00BC: text_highpriority 'RBM1_M' time 10000 1  // don't be playing them games with me, mate,

:ROCKB1_1434
if 
  29855 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1469 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1434 

:ROCKB1_1469
00BC: text_highpriority 'RBM1_N' time 10000 1  // I'm too crafty for that, sunshine!

:ROCKB1_1484
if 
  34583 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1521 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1484 

:ROCKB1_1521
00BC: text_highpriority 'RBM1_O' time 10000 1  // You see, the thing is, Tom, the boys need some help.

:ROCKB1_1536
if 
  38289 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1573 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1536 

:ROCKB1_1573
00BC: text_highpriority 'RBM1_P' time 10000 1  // They ain't too connected here, they don't have the old 'how's your father?'

:ROCKB1_1588
if 
  41099 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1625 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1588 

:ROCKB1_1625
00BC: text_highpriority 'RBM1_Q' time 10000 1  // We need some drugs, pal!

:ROCKB1_1640
if 
  43119 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1677 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1640 

:ROCKB1_1677
00BC: text_highpriority 'RBM1_R' time 10000 1  // Gonna get on the old Love Fist fury, you know?!

:ROCKB1_1692
if 
  46114 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1729 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1692 

:ROCKB1_1729
00BC: text_highpriority 'RBM1_S' time 10000 1  // Well, this is Vice City, man. What's the problem?

:ROCKB1_1744
if 
  48332 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1781 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1744 

:ROCKB1_1781
00BC: text_highpriority 'RBM1_U' time 10000 1  // Love Juice, man!

:ROCKB1_1796
if 
  49782 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1833 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1796 

:ROCKB1_1833
00BC: text_highpriority 'RBM1_T' time 10000 1  // We need Love Juice, man, you know?

:ROCKB1_1848
if 
  52122 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1885 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1848 

:ROCKB1_1885
00BC: text_highpriority 'RBM1_V' time 10000 1  // Love Juice?

:ROCKB1_1900
if 
  53173 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1937 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1900 

:ROCKB1_1937
00BC: text_highpriority 'RBM1_W' time 10000 1  // Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol.

:ROCKB1_1952
if 
  58523 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_1989 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_1952 

:ROCKB1_1989
00BC: text_highpriority 'RBM1_X' time 10000 1  // Can you help us out, pal?

:ROCKB1_2004
if 
  59953 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_2041 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_2004 

:ROCKB1_2041
00BC: text_highpriority 'RBM1_Y' time 10000 1  // Aw, it would really mean a lot to the boys.

:ROCKB1_2056
if 
  61300 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_2093 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_2056 

:ROCKB1_2093
00BC: text_highpriority 'RBM1_Z' time 10000 1  // You can do that for the boys, right?

:ROCKB1_2108
if 
  62839 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB1_2145 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB1_2108 

:ROCKB1_2145
00BE: text_clear_all 
fade 0 2000 

:ROCKB1_2154
if 
  fading 
jf @ROCKB1_2178 
wait 0 
jump @ROCKB1_2154 

:ROCKB1_2178
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#BMYBB)
Model.Load(#BUDDYSHOT)
Model.Load(#STINGER)
Model.Load(#PCJ600)
Model.Load(#STINGER)
Model.Load(#BFYST)
04ED: load_animation 'LANCE' 
023C: load_special_actor 6 'IGMERC' 
Model.Load(#CELLPHONE)

:ROCKB1_2298
if or
  not Model.Available(#BUDDYSHOT)
  not Model.Available(#STINGER)
  not Model.Available(#PCJ600)
823D:   not special_actor 6 loaded 
  not Model.Available(#CELLPHONE)
  not Model.Available(#BMYBB)
jf @ROCKB1_2348 
wait 0 
jump @ROCKB1_2298 

:ROCKB1_2348
if or
84EE:   not animation 'LANCE' loaded 
  not Model.Available(#STINGER)
  not Model.Available(#BFYST)
jf @ROCKB1_2389 
wait 0 
jump @ROCKB1_2348 

:ROCKB1_2389
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
Marker.Disable($6141)
Pickup.Create($6133, #BRIEFCASE, 3, $6135, $6136, $6137)
03DC: $6138 = create_marker_above_pickup $6133 
Marker.Disable($6138)
Pickup.Destroy($6133)
Actor.Create($6118, 4, #BMYBB, 308.24, -621.28, 8.9)
Marker.CreateAboveActor($6120, $6118)
Marker.Disable($6120)
Actor.DestroyInstantly($6118)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
00BC: text_highpriority 'RBM1_12' time 4000 1  // ~g~Go and collect the 'Love Juice' ingredients from the dealer.
018A: $6126 = create_checkpoint_at $6123 $6124 $6125 

:ROCKB1_2541
if 
   not $6140 == 1 // $ == int 
jf @ROCKB1_4094 
wait 0 
if 
  $6121 == 0 // $ == int 
jf @ROCKB1_3020 
if 
  $6129 == 0 // $ == int 
jf @ROCKB1_3020 
if 
00F5:   player $PLAYER_CHAR 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 
jf @ROCKB1_2798 
if or
04C9:   player $PLAYER_CHAR in_flying_vehicle 
04A8:   player $PLAYER_CHAR in_any_boat 
jf @ROCKB1_2709 
if 
  $6143 == 0 // $ == int 
jf @ROCKB1_2702 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6143 = 1 // $ = int 

:ROCKB1_2702
jump @ROCKB1_2791 

:ROCKB1_2709
if 
00F9:   player $PLAYER_CHAR stopped 0 $6123 $6124 $6125 radius 2.0 2.0 2.0 
jf @ROCKB1_2791 
if 
  $6143 == 0 // $ == int 
jf @ROCKB1_2791 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6143 = 1 // $ = int 

:ROCKB1_2791
jump @ROCKB1_2805 

:ROCKB1_2798
$6143 = 0 // $ = int 

:ROCKB1_2805
if and
00FA:   player $PLAYER_CHAR stopped 1 $6123 $6124 $6125 radius 2.0 2.0 2.0 
84C9:   not player $PLAYER_CHAR in_flying_vehicle 
84A8:   not player $PLAYER_CHAR in_any_boat 
jf @ROCKB1_3013 
if 
  $6127 == 0 // $ == int 
jf @ROCKB1_2897 
00BC: text_highpriority 'HORN' time 5000 1  // ~g~Sound the horn.
$6127 = 1 // $ = int 

:ROCKB1_2897
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #MAVERICK 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #POLMAV 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #VCNMAV 
0443:   player $PLAYER_CHAR sitting_in_any_car 
  Player.PressingHorn($PLAYER_CHAR)
jf @ROCKB1_3006 
00DA: $6128 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($6128)
jf @ROCKB1_2973 
020A: set_car $6128 door_status_to 4 

:ROCKB1_2973
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 500 
gosub @ROCKB1_8682 

:ROCKB1_3006
jump @ROCKB1_3020 

:ROCKB1_3013
$6127 = 0 // $ = int 

:ROCKB1_3020
if 
  $6139 == 1 // $ == int 
jf @ROCKB1_3063 
if 
  $6134 == 0 // $ == int 
jf @ROCKB1_3063 
gosub @ROCKB1_10086 

:ROCKB1_3063
if 
  not Car.Wrecked($6122)
jf @ROCKB1_3348 
Car.StorePos($6122, $750, $751, $752)
if 
00E3:   player $PLAYER_CHAR 0 $750 $751 radius 13.0 13.0 
jf @ROCKB1_3221 
if 
  $10091 == 0 // $ == int 
jf @ROCKB1_3348 
0362: put_actor $6118 at 136.457 -817.37 9.44 and_remove_from_car 
0464: put_actor $6118 into_turret_on_car $6122 at_car_offset -0.4242 -0.0679 0.7 position 3 angle 270.0 with_weapon 21 
04BA: set_car $6122 speed_instantly 30.0 
$10091 = 1 // $ = int 
jump @ROCKB1_3348 

:ROCKB1_3221
if 
00E3:   player $PLAYER_CHAR 0 $750 $751 radius 16.0 16.0 
jf @ROCKB1_3348 
if 
  $10091 == 1 // $ == int 
jf @ROCKB1_3348 
$10092 = Actor.Health($6118)
Actor.DestroyInstantly($6118)
0129: $6118 = create_actor 4 #BMYBB in_car $6122 driverseat 
Marker.CreateAboveActor($6120, $6118)
0446: set_actor $6118 dismemberment_possible 0 
Actor.Health($6118) = $10092
01ED: clear_actor $6118 threat_search 
02A9: set_actor $6118 immune_to_nonplayer 1 
03FE: set_actor $6118 money 1000 
$10091 = 0 // $ = int 

:ROCKB1_3348
if 
  $6121 == 1 // $ == int 
jf @ROCKB1_4087 
if 
  $6119 == 0 // $ == int 
jf @ROCKB1_4087 
if 
  Actor.Dead($6118)
jf @ROCKB1_3619 
Marker.Disable($6120)
if 
  $6129 == 0 // $ == int 
jf @ROCKB1_3452 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_8412 
jump @ROCKB1_3605 

:ROCKB1_3452
if or
031D:   actor $6118 hit_by_weapon 15 
031D:   actor $6118 hit_by_weapon 31 
031D:   actor $6118 hit_by_weapon 41 
jf @ROCKB1_3513 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_8412 
jump @ROCKB1_3605 

:ROCKB1_3513
if 
056D:   actor $6118 defined 
jf @ROCKB1_3583 
Actor.StoreDeadActorPos($6118, $6135, $6136, $6137)
Pickup.Create($6133, #BRIEFCASE, 3, $6135, $6136, $6137)
03DC: $6138 = create_marker_above_pickup $6133 
$6139 = 1 // $ = int 
jump @ROCKB1_3605 

:ROCKB1_3583
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_8412 

:ROCKB1_3605
$6119 = 1 // $ = int 
jump @ROCKB1_4087 

:ROCKB1_3619
if 
  $6139 == 0 // $ == int 
jf @ROCKB1_3675 
if 
04AD:   actor $6118 in_water 
jf @ROCKB1_3675 
00BC: text_highpriority 'RBM1_10' time 5000 1  // ~r~You idiot! You have destroyed the merchandise!
jump @ROCKB1_8412 

:ROCKB1_3675
if 
  not Actor.Dead($6118)
jf @ROCKB1_4087 
if 
  $6129 == 1 // $ == int 
jf @ROCKB1_4087 
if 
82CB:   not actor $6118 bounding_sphere_visible 
jf @ROCKB1_3788 
if 
80FB:   not player $PLAYER_CHAR 0 $6118 radius 180.0 180.0 180.0 
jf @ROCKB1_3788 
Marker.Disable($6120)
00BC: text_highpriority 'RBM1_15' time 5000 1  // ~r~You have lost the dealer, our cash and the drugs!
jump @ROCKB1_8412 

:ROCKB1_3788
if 
  $6152 == 0 // $ == int 
jf @ROCKB1_3853 
if 
  not Actor.Driving($6118)
jf @ROCKB1_3853 
if 
02CB:   actor $6118 bounding_sphere_visible 
jf @ROCKB1_3853 
01CC: actor $6118 kill_player $PLAYER_CHAR 
$6152 = 1 // $ = int 

:ROCKB1_3853
if 
  $6131 == 0 // $ == int 
jf @ROCKB1_3954 
if 
  Actor.Driving($6118)
jf @ROCKB1_3954 
011C: actor $6118 clear_objective 
00D9: $6132 = actor $6118 car // add to mission cleanup 
0190: add_car $6132 to_upsidedown_check 
03CC: add_stuck_car_check $6132 distance 0.1 time 2000 
Car.SetMaxSpeed($6132, 40.0)
00AE: set_vehicle $6132 traffic_behavior_to 2 
Car.SetToPsychoDriver($6132)
$6152 = 0 // $ = int 
$6131 = 1 // $ = int 

:ROCKB1_3954
if 
  $6131 == 1 // $ == int 
jf @ROCKB1_4029 
if 
  not Car.Wrecked($6132)
jf @ROCKB1_4029 
if or
018F:   is_car_stuck_on_roof $6132 
03CE:   car $6132 stuck 
0495:   vehicle $6132 burning 
jf @ROCKB1_4029 
01D3: actor $6118 leave_car $6132 
$6152 = 0 // $ = int 

:ROCKB1_4029
if 
  $6131 == 1 // $ == int 
jf @ROCKB1_4087 
if 
  not Actor.Driving($6118)
jf @ROCKB1_4087 
0191: remove_car $6132 from_upsidedown_check 
03CD: car $6132 remove_from_stuck_car_check 
$6152 = 0 // $ = int 
$6131 = 0 // $ = int 

:ROCKB1_4087
jump @ROCKB1_2541 

:ROCKB1_4094
Actor.RemoveReferences($6118)
TIMERA = 0 // @ = int 
03CF: load_wav 'MOBRING' as 1 
03CF: load_wav 'MOB_07A' as 2 

:ROCKB1_4130
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ROCKB1_4160 
wait 0 
jump @ROCKB1_4130 

:ROCKB1_4160
if 
  3000 > TIMERA // int > @ 
jf @ROCKB1_4190 
wait 0 
jump @ROCKB1_4160 

:ROCKB1_4190
03D1: play_wav 1 

:ROCKB1_4194
if 
83D2:   not wav 1 ended 
jf @ROCKB1_4220 
wait 0 
jump @ROCKB1_4194 

:ROCKB1_4220
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
044B:   actor $PLAYER_ACTOR on_foot 
jf @ROCKB1_4262 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
wait 1250 

:ROCKB1_4262
03CF: load_wav 'MOB_07B' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'MOB_07A' time 10000 1  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_4293
if 
83D2:   not wav 2 ended 
jf @ROCKB1_4319 
wait 0 
jump @ROCKB1_4293 

:ROCKB1_4319
03D5: remove_text 'MOB_07A'  // Hey mate, the guys could do with some company, if you know what I mean...

:ROCKB1_4329
if 
83D0:   not wav 1 loaded 
jf @ROCKB1_4355 
wait 0 
jump @ROCKB1_4329 

:ROCKB1_4355
03D1: play_wav 1 
00BC: text_highpriority 'MOB_07B' time 5000 1  // I know just the girl.

:ROCKB1_4374
if 
83D2:   not wav 1 ended 
jf @ROCKB1_4400 
wait 0 
jump @ROCKB1_4374 

:ROCKB1_4400
03D5: remove_text 'MOB_07B'  // I know just the girl.
if 
044B:   actor $PLAYER_ACTOR on_foot 
jf @ROCKB1_4433 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_4433
Car.SetImmunities($6122, 0, 0, 0, 0, 0)
Car.RemoveReferences($6122)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_1' time 5000 1  // ~g~Go and collect Mercedes from her apartment.
Actor.Create($6112, 5, #SPECIAL06, 203.178, 1217.505, 40.0655)
01ED: clear_actor $6112 threat_search 
Actor.Angle($6112) = 270.0
0245: set_actor $6112 walk_style_to 46 
0446: set_actor $6112 dismemberment_possible 0 
04F5: set_actor $6112 as_player_friend $PLAYER_CHAR flag 1 
0568: set_actor $6112 untargetable 1 
018A: $6116 = create_checkpoint_at 304.747 291.581 15.238 
$123 = 1 // $ = int 

:ROCKB1_4579
if or
80FA:   not player $PLAYER_CHAR stopped $123 304.747 291.581 15.238 radius 3.0 3.0 4.0 
8443:   not player $PLAYER_CHAR sitting_in_any_car 
  $6149 == 0 // $ == int 
jf @ROCKB1_4969 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_4696 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
$123 = 0 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_4696
if or
04A8:   player $PLAYER_CHAR in_any_boat 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @ROCKB1_4734 
$6149 = 0 // $ = int 
jump @ROCKB1_4741 

:ROCKB1_4734
$6149 = 1 // $ = int 

:ROCKB1_4741
if 
00F5:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
jf @ROCKB1_4955 
if or
04A8:   player $PLAYER_CHAR in_any_boat 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
jf @ROCKB1_4860 
if 
  $6147 == 0 // $ == int 
jf @ROCKB1_4853 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6147 = 1 // $ = int 

:ROCKB1_4853
jump @ROCKB1_4948 

:ROCKB1_4860
if 
00F6:   player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 
jf @ROCKB1_4948 
if 
  $6147 == 0 // $ == int 
jf @ROCKB1_4948 
00BC: text_highpriority 'RBM1_14' time 5000 1  // ~g~You need a car or a motorcycle!
$6147 = 1 // $ = int 

:ROCKB1_4948
jump @ROCKB1_4962 

:ROCKB1_4955
$6147 = 0 // $ = int 

:ROCKB1_4962
jump @ROCKB1_4579 

:ROCKB1_4969
Marker.Disable($6116)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $6117 = player $PLAYER_CHAR car 
0395: clear_area 0 at 297.02 299.427 17.47 range 1.0 
Camera.SetPosition(297.02, 299.427, 17.47, 0.0, 0.0, 0.0)
Camera.PointAt(297.473, 298.532, 17.43, 2)
00BC: text_highpriority 'SBOB329' time 5000 1 
Car.Create($10086, #PCJ600, 334.3592, 302.5424, 10.4922)
Car.Angle($10086) = 4.931
0464: put_actor $6112 into_turret_on_car $10086 at_car_offset 0.0 -0.9 0.9 position 3 angle 270.0 with_weapon 0 
02AB: set_actor $6112 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0129: $10087 = create_actor 4 #BFYST in_car $10086 driverseat 
01B2: give_actor $10087 weapon 21 ammo 30000 // Load the weapon model before using this 
0350: set_actor $10087 maintain_position_when_attacked 1 
0319: set_actor $10087 running 1 
Car.LockInCurrentPosition($10086, True)
wait 3500 
0372: set_actor $6112 anim 34 wait_state_time 1000000 ms 
0395: clear_area 0 at 334.3592 302.5424 11.4922 range 6.0 
Camera.SetPosition(321.0815, 286.9344, 22.9933, 0.0, 0.0, 0.0)
Camera.OnVehicle($10086, 15, 2)
wait 500 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\ROK1_1A.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB328' time 4000 1 
wait 1500 
Marker.CreateAboveCar($10088, $10086)
0168: set_marker $10088 size 3 
Car.LockInCurrentPosition($10086, False)
00AF: set_car $10086 driver_behaviour_to 1 
00AE: set_vehicle $10086 traffic_behavior_to 2 
0423: car $10086 improve_handling 2.0 
Car.SetMaxSpeed($10086, 45.0)
wait 2500 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'SBOB327' time 5000 1 
Camera.Restore_WithJumpCut
014E: start_timer_at $6142 count_in_direction 1 
jump @ROCKB1_5512 
if 
  Car.Wrecked($6117)
jf @ROCKB1_5878 
jump @ROCKB1_8412 
jump @ROCKB1_5938 

:ROCKB1_5512
wait 0 
if 
  $6142 == 0 // $ == int 
jf @ROCKB1_5556 
00BC: text_highpriority 'RBM1_7' time 5000 1  // ~r~You did not get the Love Juice in time!
jump @ROCKB1_8412 

:ROCKB1_5556
if 
  not Car.Wrecked($10086)
jf @ROCKB1_5700 
if 
00DC:   player $PLAYER_CHAR in_car $10086 
jf @ROCKB1_5655 
if 
  $10089 == 0 // $ == int 
jf @ROCKB1_5700 
$10089 = 1 // $ = int 
Marker.Disable($10088)
018A: $10090 = create_checkpoint_at -868.9312 1159.147 10.9845 
0168: set_marker $10090 size 3 
jump @ROCKB1_5700 

:ROCKB1_5655
if 
  $10089 == 1 // $ == int 
jf @ROCKB1_5700 
Marker.CreateAboveCar($10088, $10086)
0168: set_marker $10088 size 3 
Marker.Disable($10090)
$10089 = 0 // $ = int 

:ROCKB1_5700
if or
  Actor.Dead($6112)
  Car.Wrecked($10086)
jf @ROCKB1_5748 
0465: remove_actor $6112 from_turret_mode 
00BC: text_highpriority 'SBOB330' time 5000 1 
jump @ROCKB1_8412 

:ROCKB1_5748
if 
  not Actor.Dead($6112)
jf @ROCKB1_5776 
0372: set_actor $6112 anim 34 wait_state_time 1000000 ms 

:ROCKB1_5776
if 
  not Actor.Driving($10087)
jf @ROCKB1_5800 
01CA: actor $10087 kill_player $PLAYER_CHAR 

:ROCKB1_5800
if 
  $10089 == 1 // $ == int 
jf @ROCKB1_5512 
if 
0101:   actor $6112 stopped_near_point -868.9312 1159.147 10.9845 radius 4.0 4.0 4.0 sphere 1 
jf @ROCKB1_5512 
0465: remove_actor $6112 from_turret_mode 
jump @ROCKB1_7511 

:ROCKB1_5878
if 
  not Actor.Dead($6112)
jf @ROCKB1_5909 
01D4: actor $6112 go_to_car $6117 and_enter_it_as_a_passenger 
jump @ROCKB1_5938 

:ROCKB1_5909
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_5938
03CF: load_wav 'ROK1_5' as 1 
03CF: load_wav 'ROK1_6' as 2 

:ROCKB1_5962
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ROCKB1_6112 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6030 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6030
if 
  Car.Wrecked($6117)
jf @ROCKB1_6105 
if 
  Actor.Dead($6112)
jf @ROCKB1_6098 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6105 

:ROCKB1_6098
jump @ROCKB1_8412 

:ROCKB1_6105
jump @ROCKB1_5962 

:ROCKB1_6112
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_5' time 5000 1  // Hey, Mercedes!

:ROCKB1_6131
if 
83D2:   not wav 1 ended 
jf @ROCKB1_6277 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6195 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6195
if 
  Car.Wrecked($6117)
jf @ROCKB1_6270 
if 
  Actor.Dead($6112)
jf @ROCKB1_6263 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6270 

:ROCKB1_6263
jump @ROCKB1_8412 

:ROCKB1_6270
jump @ROCKB1_6131 

:ROCKB1_6277
03D5: remove_text 'ROK1_5'  // Hey, Mercedes!
03CF: load_wav 'ROK1_7' as 1 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_6' time 5000 1  // Hiya, Tommy. And how are you?

:ROCKB1_6318
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
jf @ROCKB1_6468 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6386 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6386
if 
  Car.Wrecked($6117)
jf @ROCKB1_6461 
if 
  Actor.Dead($6112)
jf @ROCKB1_6454 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6461 

:ROCKB1_6454
jump @ROCKB1_8412 

:ROCKB1_6461
jump @ROCKB1_6318 

:ROCKB1_6468
03D5: remove_text 'ROK1_6'  // Hiya, Tommy. And how are you?
03CF: load_wav 'ROK1_8' as 2 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_7' time 5000 1  // Just fine. Listen, you fancy having Love Fist?

:ROCKB1_6509
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
jf @ROCKB1_6659 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6577 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6577
if 
  Car.Wrecked($6117)
jf @ROCKB1_6652 
if 
  Actor.Dead($6112)
jf @ROCKB1_6645 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6652 

:ROCKB1_6645
jump @ROCKB1_8412 

:ROCKB1_6652
jump @ROCKB1_6509 

:ROCKB1_6659
03D5: remove_text 'ROK1_7'  // Just fine. Listen, you fancy having Love Fist?
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_8' time 5000 1  // Ok, but just as a favor I expect returned..

:ROCKB1_6688
if 
83D2:   not wav 2 ended 
jf @ROCKB1_6834 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6752 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6752
if 
  Car.Wrecked($6117)
jf @ROCKB1_6827 
if 
  Actor.Dead($6112)
jf @ROCKB1_6820 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6827 

:ROCKB1_6820
jump @ROCKB1_8412 

:ROCKB1_6827
jump @ROCKB1_6688 

:ROCKB1_6834
03D5: remove_text 'ROK1_8'  // Ok, but just as a favor I expect returned..

:ROCKB1_6844
if 
  not Actor.InCar($6112, $6117)
jf @ROCKB1_6994 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_6912 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_6912
if 
  Car.Wrecked($6117)
jf @ROCKB1_6987 
if 
  Actor.Dead($6112)
jf @ROCKB1_6980 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_6987 

:ROCKB1_6980
jump @ROCKB1_8412 

:ROCKB1_6987
jump @ROCKB1_6844 

:ROCKB1_6994
if 
  not Actor.Dead($6112)
jf @ROCKB1_7032 
01DF: tie_actor $6112 to_player $PLAYER_CHAR 
0319: set_actor $6112 running 1 
jump @ROCKB1_7061 

:ROCKB1_7032
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 

:ROCKB1_7061
$6114 = 1 // $ = int 
02A3: enable_widescreen 0 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'RBM1_13' time 7000 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
014E: start_timer_at $6142 count_in_direction 1 
$123 = 1 // $ = int 

:ROCKB1_7151
if 
8101:   not actor $6112 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0 4.0 sphere $123 
jf @ROCKB1_7511 
wait 0 
if 
  $6115 == 0 // $ == int 
jf @ROCKB1_7464 
if 
  Actor.Dead($6112)
jf @ROCKB1_7274 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
$6115 = 1 // $ = int 
jump @ROCKB1_8412 
jump @ROCKB1_7464 

:ROCKB1_7274
if 
  $6114 == 1 // $ == int 
jf @ROCKB1_7353 
if 
8320:   not actor $6112 in_range_of_player $PLAYER_CHAR 
jf @ROCKB1_7353 
Marker.Disable($6141)
Marker.CreateAboveActor($6113, $6112)
00BC: text_highpriority 'HEY' time 5000 1  // ~g~Don't go solo, keep your posse together!
$123 = 0 // $ = int 
$6114 = 0 // $ = int 

:ROCKB1_7353
if 
  $6114 == 0 // $ == int 
jf @ROCKB1_7464 
if 
00E9:   player $PLAYER_CHAR 0 $6112 radius 8.0 8.0 
jf @ROCKB1_7464 
Marker.Disable($6113)
00BC: text_highpriority 'RBM1_13' time 7000 1  // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
01DF: tie_actor $6112 to_player $PLAYER_CHAR 
018A: $6141 = create_checkpoint_at -867.8 1165.7 10.2 
$123 = 1 // $ = int 
$6114 = 1 // $ = int 

:ROCKB1_7464
if 
  $6142 == 0 // $ == int 
jf @ROCKB1_7504 
00BC: text_highpriority 'RBM1_7' time 5000 1  // ~r~You did not get the Love Juice in time!
jump @ROCKB1_8412 

:ROCKB1_7504
jump @ROCKB1_7151 

:ROCKB1_7511
014F: stop_timer $6142 
Marker.Disable($10090)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
if 
  Actor.Dead($6112)
jf @ROCKB1_7591 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 
jump @ROCKB1_7603 

:ROCKB1_7591
01E0: clear_leader $6112 
0245: set_actor $6112 walk_style_to 46 

:ROCKB1_7603
Camera.SetPosition(-874.13, 1153.04, 14.37, 0.0, 0.0, 0.0)
Camera.PointAt(-873.68, 1153.89, 14.1, 2)
03CF: load_wav 'MERC_39' as 1 

:ROCKB1_7666
if 
83D0:   not wav 1 loaded 
jf @ROCKB1_7730 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_7723 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_7723
jump @ROCKB1_7666 

:ROCKB1_7730
if 
  not Actor.Dead($6112)
jf @ROCKB1_7777 
if 
  not Actor.Driving($6112)
jf @ROCKB1_7770 
020F: actor $6112 look_at_player $PLAYER_CHAR 

:ROCKB1_7770
jump @ROCKB1_7799 

:ROCKB1_7777
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_7799
03D1: play_wav 1 
00BC: text_highpriority 'MERC_39' time 5000 1  // I'll see you later, big boy.

:ROCKB1_7818
if 
83D2:   not wav 1 ended 
jf @ROCKB1_7882 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_7875 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_7875
jump @ROCKB1_7818 

:ROCKB1_7882
03D5: remove_text 'MERC_39'  // I'll see you later, big boy.
if 
  Actor.Driving($6112)
jf @ROCKB1_8043 
00D9: $6148 = actor $6112 car // add to mission cleanup 
01D3: actor $6112 leave_car $6148 

:ROCKB1_7924
if 
  Actor.Driving($6112)
jf @ROCKB1_8043 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_7982 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_7982
if 
  Car.Wrecked($6148)
jf @ROCKB1_8036 
if 
  Actor.Dead($6112)
jf @ROCKB1_8036 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_8036
jump @ROCKB1_7924 

:ROCKB1_8043
0211: actor $6112 walk_to -873.33 1161.28 
TIMERA = 0 // @ = int 

:ROCKB1_8065
if 
  3000 > TIMERA // int > @ 
jf @ROCKB1_8133 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_8126 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_8126
jump @ROCKB1_8065 

:ROCKB1_8133
0395: clear_area 0 at -872.9 1153.53 11.72 range 1.0 
Camera.SetPosition(-872.9, 1153.53, 11.72, 0.0, 0.0, 0.0)
Camera.PointAt(-873.31, 1154.47, 11.48, 2)
if 
  not Actor.Dead($6112)
jf @ROCKB1_8261 
009F: set_actor $6112 idle 
Actor.PutAt($6112, -872.4, 1159.86, 10.09)
011C: actor $6112 clear_objective 
jump @ROCKB1_8283 

:ROCKB1_8261
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_8283
0211: actor $6112 walk_to -883.26 1159.3 
TIMERB = 0 // @ = int 

:ROCKB1_8305
if 
  2500 > TIMERB // int > @ 
jf @ROCKB1_8373 
wait 0 
if 
  Actor.Dead($6112)
jf @ROCKB1_8366 
00BC: text_highpriority 'RBM1_8' time 5000 1  // ~r~Mercedes is dead!
jump @ROCKB1_8412 

:ROCKB1_8366
jump @ROCKB1_8305 

:ROCKB1_8373
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly($6112)
jump @ROCKB1_8429 

:ROCKB1_8412
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ROCKB1_8429
$PASSED_ROCK1_LOVE_JUICE = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_1'  // Love Juice
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 2000
start_new_script @ROC2 
return 

:ROCKB1_8495
$ONMISSION = 0 // $ = int 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  not Car.Wrecked($6132)
jf @ROCKB1_8535 
0191: remove_car $6132 from_upsidedown_check 
03CD: car $6132 remove_from_stuck_car_check 

:ROCKB1_8535
if 
  not Actor.Dead($6112)
jf @ROCKB1_8556 
Actor.DestroyWithFade($6112)

:ROCKB1_8556
if 
  Player.Defined($PLAYER_CHAR)
jf @ROCKB1_8595 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ROCKB1_8595 
052B: actor $PLAYER_ACTOR hold_cellphone 0 

:ROCKB1_8595
Marker.Disable($6113)
Marker.Disable($6126)
Marker.Disable($6116)
Marker.Disable($6141)
Marker.Disable($6138)
Marker.Disable($6120)
Marker.Disable($10088)
Marker.Disable($10090)
014F: stop_timer $6142 
Pickup.Destroy($6133)
Model.Destroy(#BMYBB)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#STINGER)
Model.Destroy(#PCJ600)
Model.Destroy(#CELLPHONE)
0296: unload_special_actor 6 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:ROCKB1_8682
02A3: enable_widescreen 1 
00DA: $6128 = player $PLAYER_CHAR car 
03D5: remove_text 'HORN'  // ~g~Sound the horn.
Actor.EmulateFromPlayer($PLAYER_ACTOR, $PLAYER_CHAR)
0396: pause_timer 1 
Marker.Disable($6126)
03CF: load_wav 'ROK1_9' as 1 
03CF: load_wav 'ROK1_1A' as 2 

:ROCKB1_8745
if or
83D0:   not wav 2 loaded 
83D0:   not wav 1 loaded 
jf @ROCKB1_8775 
wait 0 
jump @ROCKB1_8745 

:ROCKB1_8775
Player.CanMove($PLAYER_CHAR, False)
Camera.SetPosition(-504.261, 1131.601, 14.157, 0.0, 0.0, 0.0)
Camera.PointAt(-505.183, 1131.776, 13.81, 2)
0395: clear_area 0 at -517.476 1121.888 10.05 range 1.0 
Actor.Create($6118, 4, #BMYBB, -517.476, 1121.888, 10.05)
0446: set_actor $6118 dismemberment_possible 0 
Actor.Health($6118) = 1150
01ED: clear_actor $6118 threat_search 
02A9: set_actor $6118 immune_to_nonplayer 1 
03FE: set_actor $6118 money 1000 
$6121 = 1 // $ = int 
TIMERA = 0 // @ = int 
$6130 = 1 // $ = int 

:ROCKB1_8937
if 
   not $6130 == 8 // $ == int 
jf @ROCKB1_9926 
wait 0 
if 
  $6119 == 0 // $ == int 
jf @ROCKB1_9869 
if 
  Actor.Dead($6118)
jf @ROCKB1_9007 
$6119 = 1 // $ = int 
jump @ROCKB1_9869 

:ROCKB1_9007
if 
  $6130 == 1 // $ == int 
jf @ROCKB1_9113 
if 
  not Car.Wrecked($6128)
jf @ROCKB1_9070 
0407: create_coordinate $6144 $6145 $6146 from_car $6128 offset -1.7267 0.1686 -0.0662 

:ROCKB1_9070
0395: clear_area 0 at $6144 $6145 $6146 range 1.0 
0239: actor $6118 run_to $6144 $6145 
TIMERA = 0 // @ = int 
$6130 = 2 // $ = int 

:ROCKB1_9113
if 
  $6130 == 2 // $ == int 
jf @ROCKB1_9262 
if 
  TIMERA >= 5000 // @ >= int 
jf @ROCKB1_9164 
Actor.PutAt($6118, $6144, $6145, $6146)

:ROCKB1_9164
if 
00ED:   actor $6118 0 $6144 $6145 radius 0.5 0.5 
jf @ROCKB1_9262 
020F: actor $6118 look_at_player $PLAYER_CHAR 
011C: actor $6118 clear_objective 
0372: set_actor $6118 anim 19 wait_state_time 3000 ms 
03D1: play_wav 2 
00BC: text_highpriority 'ROK1_1A' time 3000 1  // Looking for something special? I got what you need!
Player.Money($PLAYER_CHAR) += -500
TIMERA = 0 // @ = int 
$6130 = 3 // $ = int 

:ROCKB1_9262
if 
  $6130 == 3 // $ == int 
jf @ROCKB1_9312 
if 
03D2:   wav 2 ended 
jf @ROCKB1_9312 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!
$6130 = 4 // $ = int 

:ROCKB1_9312
if 
  $6130 == 4 // $ == int 
jf @ROCKB1_9385 
if 
  TIMERA >= 3000 // @ >= int 
jf @ROCKB1_9385 
03D1: play_wav 1 
00BC: text_highpriority 'ROK1_9' time 5000 1  // Thanks for the money, sucker!
01B2: give_actor $6118 weapon 21 ammo 30000 // Load the weapon model before using this 
$6130 = 5 // $ = int 

:ROCKB1_9385
if 
  $6130 == 5 // $ == int 
jf @ROCKB1_9572 
if 
  not Actor.Dead($6118)
jf @ROCKB1_9572 
0395: clear_area 0 at -523.372 1117.609 9.91 range 1.0 
Car.Create($6122, #STINGER, -523.372, 1117.609, 9.91)
Car.Angle($6122) = 55.96
020A: set_car $6122 door_status_to 3 
Car.SetImmunities($6122, 1, 1, 1, 1, 1)
02A9: set_actor $6118 immune_to_nonplayer 0 
if 
  not Car.Wrecked($6122)
jf @ROCKB1_9543 
01D5: actor $6118 go_to_and_drive_car $6122 
$6150 = 1 // $ = int 
jump @ROCKB1_9558 

:ROCKB1_9543
01D0: actor $6118 avoid_player $PLAYER_CHAR 
$6151 = 1 // $ = int 

:ROCKB1_9558
TIMERA = 0 // @ = int 
$6130 = 6 // $ = int 

:ROCKB1_9572
if 
  $6130 == 6 // $ == int 
jf @ROCKB1_9825 
if 
  $6151 == 1 // $ == int 
jf @ROCKB1_9615 
$6130 = 8 // $ = int 

:ROCKB1_9615
if 
  $6150 == 1 // $ == int 
jf @ROCKB1_9825 
if 
  TIMERA > 3000 // @ > int 
jf @ROCKB1_9825 
0395: clear_area 0 at -518.031 1126.795 11.975 range 1.0 
Camera.SetPosition(-518.031, 1126.795, 11.975, 0.0, 0.0, 0.0)
Camera.PointAt(-518.735, 1126.094, 11.86, 2)
if 
  Actor.Driving($6118)
jf @ROCKB1_9825 
if 
  not Car.Wrecked($6122)
jf @ROCKB1_9825 
TIMERB = 0 // @ = int 
Marker.CreateAboveActor($6120, $6118)
00BC: text_highpriority 'RBM1_17' time 5000 1  // ~g~Kill the dealer and get the drugs!
00AE: set_vehicle $6122 traffic_behavior_to 2 
Car.SetMaxSpeed($6122, 50.0)
Car.SetToPsychoDriver($6122)
$6131 = 1 // $ = int 
$6130 = 7 // $ = int 

:ROCKB1_9825
if 
  $6130 == 7 // $ == int 
jf @ROCKB1_9869 
if 
  TIMERB > 1500 // @ > int 
jf @ROCKB1_9869 
$6130 = 8 // $ = int 

:ROCKB1_9869
if 
03D2:   wav 1 ended 
jf @ROCKB1_9894 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_9894
if 
03D2:   wav 2 ended 
jf @ROCKB1_9919 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_9919
jump @ROCKB1_8937 

:ROCKB1_9926
if 
  not Car.Wrecked($6122)
jf @ROCKB1_9964 
00AE: set_vehicle $6122 traffic_behavior_to 2 
Car.SetMaxSpeed($6122, 40.0)
Car.SetToPsychoDriver($6122)

:ROCKB1_9964
if 
03D2:   wav 1 ended 
jf @ROCKB1_9989 
03D5: remove_text 'ROK1_9'  // Thanks for the money, sucker!

:ROCKB1_9989
if 
03D2:   wav 2 ended 
jf @ROCKB1_10014 
03D5: remove_text 'ROK1_1A'  // Looking for something special? I got what you need!

:ROCKB1_10014
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
  not Car.Wrecked($6128)
jf @ROCKB1_10051 
020A: set_car $6128 door_status_to 1 

:ROCKB1_10051
01EB: set_traffic_density_multiplier_to 0.5 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
0396: pause_timer 0 
Camera.Restore_WithJumpCut
$6129 = 1 // $ = int 
return 

:ROCKB1_10086
if 
  $6134 == 0 // $ == int 
jf @ROCKB1_10139 
if 
  Pickup.Picked_up($6133)
jf @ROCKB1_10139 
Marker.Disable($6138)
$6140 += 1 // $ += int 
$6134 = 1 // $ = int 

:ROCKB1_10139
return 

//-------------Mission 64---------------
// Originally: Psycho Killer

:ROCKB2
script_name 'ROCKB2' 
gosub @ROCKB2_46 
if 
  wasted_or_busted 
jf @ROCKB2_37 
gosub @ROCKB2_9742 

:ROCKB2_37
gosub @ROCKB2_9839 
terminate_this_script 

:ROCKB2_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$6154 = 0 // $ = int 
$6156 = 0 // $ = int 
$6157 = 0 // $ = int 
$6217 = 0 // $ = int 
$6218 = 0 // $ = int 
$6220 = 0 // $ = int 
$6221 = 0 // $ = int 
$6226 = -874.345 // $ = float 
$6227 = 752.026 // $ = float 
$6228 = 10.09 // $ = float 
$6229 = -873.002 // $ = float 
$6230 = 746.816 // $ = float 
$6231 = 10.08 // $ = float 
$6159 = -861.15 // $ = float 
$6160 = 762.6 // $ = float 
$6161 = 9.91 // $ = float 
$6162 = -816.15 // $ = float 
$6163 = 754.526 // $ = float 
$6164 = 9.92 // $ = float 
$6165 = -771.009 // $ = float 
$6166 = 751.192 // $ = float 
$6167 = 9.92 // $ = float 
$6168 = -728.617 // $ = float 
$6169 = 749.005 // $ = float 
$6170 = 9.92 // $ = float 
$6171 = -691.349 // $ = float 
$6172 = 747.598 // $ = float 
$6173 = 9.92 // $ = float 
$6174 = -682.831 // $ = float 
$6175 = 747.244 // $ = float 
$6176 = 9.92 // $ = float 
$6177 = -670.763 // $ = float 
$6178 = 756.798 // $ = float 
$6179 = 9.91 // $ = float 
$6180 = -669.649 // $ = float 
$6181 = 794.065 // $ = float 
$6182 = 10.26 // $ = float 
$6183 = -668.671 // $ = float 
$6184 = 838.437 // $ = float 
$6185 = 10.26 // $ = float 
$6186 = -669.402 // $ = float 
$6187 = 874.856 // $ = float 
$6188 = 10.26 // $ = float 
$6189 = -670.437 // $ = float 
$6190 = 921.898 // $ = float 
$6191 = 10.26 // $ = float 
$6192 = -674.578 // $ = float 
$6193 = 973.947 // $ = float 
$6194 = 10.26 // $ = float 
$6195 = -680.215 // $ = float 
$6196 = 1021.183 // $ = float 
$6197 = 10.26 // $ = float 
$6198 = -681.531 // $ = float 
$6199 = 1071.533 // $ = float 
$6200 = 10.26 // $ = float 
$6201 = -682.642 // $ = float 
$6202 = 1114.051 // $ = float 
$6203 = 10.26 // $ = float 
$6204 = -684.139 // $ = float 
$6205 = 1159.16 // $ = float 
$6206 = 10.25 // $ = float 
$6207 = -683.05 // $ = float 
$6208 = 1177.357 // $ = float 
$6209 = 9.948 // $ = float 
$6210 = -694.014 // $ = float 
$6211 = 1185.806 // $ = float 
$6212 = 9.906 // $ = float 
$6213 = -610.05 // $ = float 
$6214 = 1170.63 // $ = float 
$6215 = 9.9 // $ = float 
$6233 = 0 // $ = int 
$6234 = -665.192 // $ = float 
$6235 = 1110.11 // $ = float 
$6236 = 10.08 // $ = float 
$6237 = 0 // $ = int 
$6238 = -690.68 // $ = float 
$6239 = 1115.54 // $ = float 
$6240 = 10.07 // $ = float 
$6241 = 0.0 // $ = float 
$6242 = 0.0 // $ = float 
$6243 = 0.0 // $ = float 
$6247 = 0 // $ = int 
$6248 = 0 // $ = int 
$6249 = 0 // $ = int 
$6264 = 0 // $ = int 
$6265 = 0 // $ = int 
$6266 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
01E8: create_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
03BA: clear_cars_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
042B: clear_peds_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
0395: clear_area 1 at -869.44 770.12 9.91 range 30.0 
wait 0 
054C: use_GXT_table 'ROCK2' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-880.527, 1157.64, 18.67)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB2_1265
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 
823D:   not special_actor 5 loaded 
jf @ROCKB2_1307 
wait 0 
jump @ROCKB2_1265 

:ROCKB2_1307
02E4: load_cutscene_data 'ROK_2' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 2.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB2_1517
if 
  1079 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1552 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1517 

:ROCKB2_1552
00BC: text_highpriority 'RBM2_A' time 10000 1  // Tommy, man. Am I glad to see you!

:ROCKB2_1567
if 
  2647 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1602 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1567 

:ROCKB2_1602
00BC: text_highpriority 'RBM2_B' time 10000 1  // What's going on?

:ROCKB2_1617
if 
  3303 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1652 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1617 

:ROCKB2_1652
00BC: text_highpriority 'RBM2_C' time 10000 1  // Bad vibes, Tommy....

:ROCKB2_1667
if 
  4762 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1702 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1667 

:ROCKB2_1702
00BC: text_highpriority 'RBM2_D' time 10000 1  // Aye, I'm not joking, it's heavy stuff man, heavy you know?

:ROCKB2_1717
if 
  7952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1752 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1717 

:ROCKB2_1752
00BC: text_highpriority 'RBM2_E' time 10000 1  // There's this cat, we hardly know him, but he knows us.

:ROCKB2_1767
if 
  11003 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1802 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1767 

:ROCKB2_1802
00BC: text_highpriority 'RBM2_F' time 10000 1  // Like this cat. Knows all about us.

:ROCKB2_1817
if 
  12952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1852 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1817 

:ROCKB2_1852
00BC: text_highpriority 'RBM2_G' time 10000 1  // Knows that Willy likes his ladies' underwear, eh!

:ROCKB2_1867
if 
  15081 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1902 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1867 

:ROCKB2_1902
00BC: text_highpriority 'RBM2_H' time 10000 1  // Or that Percy likes Duran Duran!

:ROCKB2_1917
if 
  16366 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_1952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1917 

:ROCKB2_1952
00BC: text_highpriority 'RBM2_I' time 10000 1  // Shut up ye fool. Just 'cause Jezz bangs sheep.

:ROCKB2_1967
if 
  19135 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2002 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_1967 

:ROCKB2_2002
00BC: text_highpriority 'RBM2_J' time 10000 1  // It's a love rocket thing, you know?

:ROCKB2_2017
if 
  20496 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2052 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2017 

:ROCKB2_2052
00BC: text_highpriority 'RBM2_R' time 10000 1  // Oi shut it!

:ROCKB2_2067
if 
  21594 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2102 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2067 

:ROCKB2_2102
00BC: text_highpriority 'RBM2_K' time 10000 1  // Yeah, the love rocket thing, right. But listen, this cat...

:ROCKB2_2117
if 
  24497 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2152 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2117 

:ROCKB2_2152
00BC: text_highpriority 'RBM2_L' time 10000 1  // yeh, yeh, the guy, he wants Love Fist dead.

:ROCKB2_2167
if 
  26615 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2202 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2167 

:ROCKB2_2202
00BC: text_highpriority 'RBM2_M' time 10000 1  // Dead Tommy.

:ROCKB2_2217
if 
  27614 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2252 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2217 

:ROCKB2_2252
00BC: text_highpriority 'RBM2_N' time 10000 1  // Love Fist gone. You know what they say, the good die young.

:ROCKB2_2267
if 
  30209 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2302 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2267 

:ROCKB2_2302
00BC: text_highpriority 'RBM2_O' time 10000 1  // but Tommy, you gotta save Love Fist!

:ROCKB2_2317
if 
  31227 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2352 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2317 

:ROCKB2_2352
00BC: text_highpriority 'RBM2_P' time 10000 1  // We got a signing in two hours and I think...

:ROCKB2_2367
if 
  34202 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2404 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2367 

:ROCKB2_2404
00BC: text_highpriority 'RBM2_Q' time 10000 1  // And the boys think the stalker's gonna try some monkey business there.

:ROCKB2_2419
if 
  37248 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB2_2456 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB2_2419 

:ROCKB2_2456
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:ROCKB2_2467
if 
  fading 
jf @ROCKB2_2491 
wait 0 
jump @ROCKB2_2467 

:ROCKB2_2491
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
Model.Load(#GDA)
Model.Load(#HOTRINA)
Model.Load(#TRASH)
023C: load_special_actor 6 'PSYCHO' 
Model.Load(#UZI)
Model.Load(#COLT45)
Model.Load(#LOVEFIST)
Model.Load(#WFYG1)
Model.Load(#WFYG2)
Model.Load(#WMYCR)
04ED: load_animation 'RIOT' 
Model.Load(#BKA)
Model.Load(#BKB)
Model.Load(#WMYCW)
Model.Load(#MOLOTOV)
Model.Load(#BMOBE)
Model.Load(#LF_MEDIASTAGE)

:ROCKB2_2645
if or
  not Model.Available(#GDA)
  not Model.Available(#HOTRINA)
  not Model.Available(#UZI)
  not Model.Available(#TRASH)
823D:   not special_actor 6 loaded 
  not Model.Available(#LF_MEDIASTAGE)
jf @ROCKB2_2695 
wait 0 
jump @ROCKB2_2645 

:ROCKB2_2695
03CF: load_wav 'ROK2_01' as 1 
03CF: load_wav 'PSYCH_1' as 2 

:ROCKB2_2719
if or
  not Model.Available(#WFYG1)
  not Model.Available(#WFYG2)
  not Model.Available(#LOVEFIST)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
  not Model.Available(#WMYCR)
jf @ROCKB2_2766 
wait 0 
jump @ROCKB2_2719 

:ROCKB2_2766
if or
84EE:   not animation 'RIOT' loaded 
  not Model.Available(#BKA)
  not Model.Available(#BKB)
  not Model.Available(#COLT45)
  not Model.Available(#MOLOTOV)
jf @ROCKB2_2816 
wait 0 
jump @ROCKB2_2766 

:ROCKB2_2816
if or
  not Model.Available(#BMOBE)
  not Model.Available(#WMYCW)
jf @ROCKB2_2846 
wait 0 
jump @ROCKB2_2816 

:ROCKB2_2846
Car.Create($6245, #LOVEFIST, -862.22, 1149.87, 9.75)
Car.Angle($6245) = 178.437
Marker.CreateAboveCar($6246, $6245)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:ROCKB2_2907
if 
  fading 
jf @ROCKB2_2969 
wait 0 
if 
  Car.Wrecked($6245)
jf @ROCKB2_2962 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9742 

:ROCKB2_2962
jump @ROCKB2_2907 

:ROCKB2_2969
00BC: text_highpriority 'RBM2_1' time 5000 1  // ~g~Drive the limo to the signing event and try to draw the psycho out.

:ROCKB2_2984
if 
80DC:   not player $PLAYER_CHAR in_car $6245 
jf @ROCKB2_3052 
wait 0 
if 
  Car.Wrecked($6245)
jf @ROCKB2_3045 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9742 

:ROCKB2_3045
jump @ROCKB2_2984 

:ROCKB2_3052
$6248 = 1 // $ = int 
Marker.Disable($6246)
03D7: set_wav 1 location -875.225 755.786 11.092 
03D1: play_wav 1 
Actor.Create($6224, 4, #GDA, -876.059, 750.314, 10.087)
01ED: clear_actor $6224 threat_search 
Actor.Angle($6224) = 16.0
0243: set_actor $6224 ped_stats_to 16 
Actor.Create($6225, 4, #GDA, -870.89, 750.314, 10.087)
01ED: clear_actor $6225 threat_search 
Actor.Angle($6225) = 16.0
0243: set_actor $6225 ped_stats_to 16 
Actor.Create($6216, 5, #WMYCW, -877.13, 751.69, 10.08)
01ED: clear_actor $6216 threat_search 
Actor.Angle($6216) = 276.0
0372: set_actor $6216 anim 29 wait_state_time 1000000 ms 
Actor.Create($6219, 5, #BMOBE, -879.13, 751.69, 10.08)
01ED: clear_actor $6219 threat_search 
Actor.Angle($6219) = 276.0
Actor.Create($6153, 4, #WFYG2, -881.13, 751.69, 10.08)
01ED: clear_actor $6153 threat_search 
02AB: set_actor $6153 immunities BP 0 FP 1 EP 1 CP 0 MP 0 
Actor.Angle($6153) = 276.0
0372: set_actor $6153 anim 29 wait_state_time 1000000 ms 
Actor.Create($6222, 5, #WMYCW, -881.948, 754.142, 10.09)
01ED: clear_actor $6222 threat_search 
Actor.Angle($6222) = 171.339
Actor.Create($6223, 5, #BMOBE, -881.87, 756.396, 10.09)
01ED: clear_actor $6223 threat_search 
Actor.Angle($6223) = 189.55
03F9: make_actors $6223 $6222 converse_in 1000000 ms 
Actor.Create($6250, 5, #WMYCW, -873.03, 757.606, 10.09)
01ED: clear_actor $6250 threat_search 
Actor.Angle($6250) = 59.35
Actor.Create($6251, 5, #SPECIAL06, -875.061, 758.918, 10.09)
01ED: clear_actor $6251 threat_search 
Actor.Angle($6251) = 238.128
03F9: make_actors $6251 $6250 converse_in 1000000 ms 
Actor.Create($6252, 5, #WMYCW, -878.734, 755.467, 10.09)
01ED: clear_actor $6252 threat_search 
Actor.Angle($6252) = 0.0
Actor.Create($6253, 5, #BMOBE, -878.106, 756.674, 10.09)
01ED: clear_actor $6253 threat_search 
Actor.Angle($6253) = 0.0
03F9: make_actors $6252 $6253 converse_in 1000000 ms 
Actor.Create($6254, 5, #WMYCW, -880.432, 761.017, 10.09)
01ED: clear_actor $6254 threat_search 
Actor.Angle($6254) = 211.157
0372: set_actor $6254 anim 29 wait_state_time 1000000 ms 
Actor.Create($6255, 5, #BMOBE, -880.529, 758.98, 10.09)
01ED: clear_actor $6255 threat_search 
Actor.Angle($6255) = 191.085
0372: set_actor $6255 anim 29 wait_state_time 1000000 ms 
Actor.Create($6256, 4, #SPECIAL06, -877.909, 758.973, 10.09)
01ED: clear_actor $6256 threat_search 
Actor.Angle($6256) = 207.253
0372: set_actor $6256 anim 29 wait_state_time 1000000 ms 
Actor.Create($6257, 4, #SPECIAL06, -874.309, 756.278, 10.09)
01ED: clear_actor $6257 threat_search 
Actor.Angle($6257) = 205.828
0372: set_actor $6257 anim 29 wait_state_time 1000000 ms 
Actor.Create($6258, 5, #BMOBE, -868.406, 754.232, 10.09)
01ED: clear_actor $6258 threat_search 
Actor.Angle($6258) = 141.694
0372: set_actor $6258 anim 29 wait_state_time 1000000 ms 
Actor.Create($6259, 5, #WMYCW, -869.254, 756.061, 10.09)
01ED: clear_actor $6259 threat_search 
Actor.Angle($6259) = 165.718
0372: set_actor $6259 anim 29 wait_state_time 1000000 ms 
Actor.Create($6260, 4, #SPECIAL06, -871.932, 758.94, 10.09)
01ED: clear_actor $6260 threat_search 
Actor.Angle($6260) = 175.0
0372: set_actor $6260 anim 29 wait_state_time 1000000 ms 
Actor.Create($6261, 4, #SPECIAL06, -870.592, 756.081, 10.09)
01ED: clear_actor $6261 threat_search 
Actor.Angle($6261) = 186.374
0372: set_actor $6261 anim 29 wait_state_time 1000000 ms 
Actor.Create($6262, 4, #SPECIAL06, -870.124, 757.097, 10.09)
01ED: clear_actor $6262 threat_search 
Actor.Angle($6262) = 150.524
0372: set_actor $6262 anim 29 wait_state_time 1000000 ms 
Object.Create($6263, #LF_MEDIASTAGE, -868.367, 753.316, 10.09)
Object.Angle($6263) = 180.0
018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 
$123 = 1 // $ = int 

:ROCKB2_4127
if or
80FA:   not player $PLAYER_CHAR stopped $123 -869.44 770.12 9.91 radius 6.0 4.0 8.0 
  $6248 == 0 // $ == int 
jf @ROCKB2_4981 
wait 0 
if 
  Actor.Dead($6153)
jf @ROCKB2_4225 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4225
if 
  Actor.Dead($6216)
jf @ROCKB2_4263 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4263
if 
  Actor.Dead($6219)
jf @ROCKB2_4301 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4301
if 
  Actor.Dead($6222)
jf @ROCKB2_4339 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4339
if 
  Actor.Dead($6223)
jf @ROCKB2_4377 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4377
if 
  Actor.Dead($6250)
jf @ROCKB2_4415 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4415
if 
  Actor.Dead($6251)
jf @ROCKB2_4453 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4453
if 
  Actor.Dead($6252)
jf @ROCKB2_4491 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4491
if 
  Actor.Dead($6253)
jf @ROCKB2_4529 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4529
if 
  Actor.Dead($6254)
jf @ROCKB2_4567 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4567
if 
  Actor.Dead($6255)
jf @ROCKB2_4605 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4605
if 
  Actor.Dead($6256)
jf @ROCKB2_4643 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4643
if 
  Actor.Dead($6257)
jf @ROCKB2_4681 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4681
if 
  Actor.Dead($6224)
jf @ROCKB2_4719 
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4719
if 
  Actor.Dead($6225)
jf @ROCKB2_4757 
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_4757
if 
  Car.Wrecked($6245)
jf @ROCKB2_4802 
00BC: text_highpriority 'RBM2_2' time 5000 1  // ~r~You've wrecked the band's car!
jump @ROCKB2_9742 
jump @ROCKB2_4974 

:ROCKB2_4802
if 
80DC:   not player $PLAYER_CHAR in_car $6245 
jf @ROCKB2_4895 
if 
  $6247 == 0 // $ == int 
jf @ROCKB2_4888 
Marker.Disable($6244)
Marker.CreateAboveCar($6246, $6245)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$123 = 0 // $ = int 
$6248 = 0 // $ = int 
$6247 = 1 // $ = int 

:ROCKB2_4888
jump @ROCKB2_4974 

:ROCKB2_4895
if 
  $6247 == 1 // $ == int 
jf @ROCKB2_4974 
Marker.Disable($6246)
018A: $6244 = create_checkpoint_at -869.44 770.12 9.91 
00BC: text_highpriority 'RBM2_3' time 5000 1  // ~g~Get to the signing!
$123 = 1 // $ = int 
$6248 = 1 // $ = int 
$6247 = 0 // $ = int 

:ROCKB2_4974
jump @ROCKB2_4127 

:ROCKB2_4981
Marker.Disable($6244)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 0 at -871.706 752.216 10.415 range 1.0 
Camera.SetPosition(-871.706, 752.216, 10.415, 0.0, 0.0, 0.0)
Camera.PointAt(-872.667, 752.154, 10.683, 2)

:ROCKB2_5086
if 
  $6249 == 0 // $ == int 
jf @ROCKB2_8104 
wait 0 
if 
  $6217 == 0 // $ == int 
jf @ROCKB2_5701 
if 
  4 > $6218 // int > $ 
jf @ROCKB2_5701 
if 
  Actor.Dead($6216)
jf @ROCKB2_5196 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 
$6217 = 1 // $ = int 
jump @ROCKB2_5701 

:ROCKB2_5196
if 
  $6218 == 0 // $ == int 
jf @ROCKB2_5419 
0395: clear_area 0 at $6226 $6227 $6228 range 2.0 
0395: clear_area 0 at $6229 $6230 $6231 range 2.0 
0395: clear_area 0 at -877.13 751.69 10.08 range 2.0 
0395: clear_area 0 at -879.13 751.69 10.08 range 2.0 
0395: clear_area 0 at -881.13 751.69 10.08 range 2.0 
if 
  not Actor.Dead($6224)
jf @ROCKB2_5355 
0372: set_actor $6224 anim 19 wait_state_time 2000 ms 
jump @ROCKB2_5377 

:ROCKB2_5355
00BC: text_highpriority 'RBM2_8' time 5000 1  // ~r~The security guards have been attacked, the psycho won't show!
jump @ROCKB2_9742 

:ROCKB2_5377
053D: clear_actor $6216 wait_state 
0579: stop_actor $6216 
0211: actor $6216 walk_to $6226 $6227 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6218 = 1 // $ = int 

:ROCKB2_5419
if 
  $6218 == 1 // $ == int 
jf @ROCKB2_5563 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5504 
if 
80ED:   not actor $6216 0 $6226 $6227 radius 0.5 0.5 
jf @ROCKB2_5504 
Actor.PutAt($6216, $6226, $6227, $6228)

:ROCKB2_5504
if 
00ED:   actor $6216 0 $6226 $6227 radius 0.5 0.5 
jf @ROCKB2_5563 
0211: actor $6216 walk_to $6229 $6230 
TIMERB = 0 // @ = int 
$6218 = 2 // $ = int 

:ROCKB2_5563
if 
  $6218 == 2 // $ == int 
jf @ROCKB2_5701 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_5648 
if 
80ED:   not actor $6216 0 $6229 $6230 radius 0.5 0.5 
jf @ROCKB2_5648 
Actor.PutAt($6216, $6229, $6230, $6231)

:ROCKB2_5648
if 
00ED:   actor $6216 0 $6229 $6230 radius 0.5 0.5 
jf @ROCKB2_5701 
009F: set_actor $6216 idle 
TIMERB = 0 // @ = int 
$6218 = 3 // $ = int 

:ROCKB2_5701
if 
  $6218 == 3 // $ == int 
jf @ROCKB2_5731 
Actor.DestroyInstantly($6216)
$6218 = 4 // $ = int 

:ROCKB2_5731
if 
  $6220 == 0 // $ == int 
jf @ROCKB2_6241 
if 
  4 > $6221 // int > $ 
jf @ROCKB2_6211 
if 
  Actor.Dead($6219)
jf @ROCKB2_5819 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 
$6220 = 1 // $ = int 
jump @ROCKB2_6211 

:ROCKB2_5819
if 
  $6218 >= 1 // $ >= int 
jf @ROCKB2_6211 
if 
  4 > $6221 // int > $ 
jf @ROCKB2_6211 
if 
  $6221 == 0 // $ == int 
jf @ROCKB2_5934 
if 
  TIMERA > 350 // @ > int 
jf @ROCKB2_5934 
053D: clear_actor $6219 wait_state 
0579: stop_actor $6219 
0211: actor $6219 walk_to $6226 $6227 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6221 = 1 // $ = int 

:ROCKB2_5934
if 
  $6221 == 1 // $ == int 
jf @ROCKB2_6078 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_6019 
if 
80ED:   not actor $6219 0 $6226 $6227 radius 0.5 0.5 
jf @ROCKB2_6019 
Actor.PutAt($6219, $6226, $6227, $6228)

:ROCKB2_6019
if 
00ED:   actor $6219 0 $6226 $6227 radius 0.5 0.5 
jf @ROCKB2_6078 
0211: actor $6219 walk_to $6229 $6230 
TIMERB = 0 // @ = int 
$6221 = 2 // $ = int 

:ROCKB2_6078
if 
  $6221 == 2 // $ == int 
jf @ROCKB2_6211 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_6163 
if 
80ED:   not actor $6219 0 $6229 $6230 radius 0.5 0.5 
jf @ROCKB2_6163 
Actor.PutAt($6219, $6229, $6230, $6231)

:ROCKB2_6163
if 
00ED:   actor $6219 0 $6229 $6230 radius 0.5 0.5 
jf @ROCKB2_6211 
TIMERB = 0 // @ = int 
$6221 = 3 // $ = int 

:ROCKB2_6211
if 
  $6221 == 3 // $ == int 
jf @ROCKB2_6241 
Actor.DestroyInstantly($6219)
$6221 = 4 // $ = int 

:ROCKB2_6241
if 
  $6154 == 0 // $ == int 
jf @ROCKB2_7460 
if 
  Actor.Dead($6153)
jf @ROCKB2_6311 
00BC: text_highpriority 'RBM2_7' time 5000 1  // ~r~The fans have been attacked, the psycho won't show!
jump @ROCKB2_9742 
$6154 = 1 // $ = int 
jump @ROCKB2_7460 

:ROCKB2_6311
if 
  $6221 >= 1 // $ >= int 
jf @ROCKB2_7460 
if 
  $6156 == 0 // $ == int 
jf @ROCKB2_6408 
if 
  TIMERA > 450 // @ > int 
jf @ROCKB2_6408 
053D: clear_actor $6153 wait_state 
0579: stop_actor $6153 
0211: actor $6153 walk_to $6226 $6227 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 
$6156 = 1 // $ = int 

:ROCKB2_6408
if 
  $6156 == 1 // $ == int 
jf @ROCKB2_6563 
if 
  TIMERB >= 6000 // @ >= int 
jf @ROCKB2_6493 
if 
80ED:   not actor $6153 0 $6226 $6227 radius 1.0 1.0 
jf @ROCKB2_6493 
Actor.PutAt($6153, $6226, $6227, $6228)

:ROCKB2_6493
if 
00ED:   actor $6153 0 $6226 $6227 radius 1.0 1.0 
jf @ROCKB2_6563 
009F: set_actor $6153 idle 
if 
  not Actor.Dead($6224)
jf @ROCKB2_6556 
020E: actor $6153 look_at_actor $6224 

:ROCKB2_6556
$6156 = 2 // $ = int 

:ROCKB2_6563
if 
  $6156 == 2 // $ == int 
jf @ROCKB2_6779 
0395: clear_area 0 at $6159 $6160 $6161 range 1.0 
Car.Create($6158, #HOTRINA, $6159, $6160, $6161)
Car.Angle($6158) = 260.0
Car.Health($6158) = 2000
Car.SetImmunities($6158, 0, 1, 1, 0, 0)
Car.ImmuneToNonPlayer($6158, True)
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_1' time 5000 1  // I'll see Love Fist burn!
01B2: give_actor $6153 weapon 17 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $6153 weapon_accuracy_to 100 
if 
  not Actor.Dead($6225)
jf @ROCKB2_6723 
Actor.Health($6225) = 20
020E: actor $6225 look_at_actor $6153 

:ROCKB2_6723
if 
  not Actor.Dead($6224)
jf @ROCKB2_6779 
020E: actor $6224 look_at_actor $6153 
Actor.Health($6224) = 20
01C9: actor $6153 kill_actor $6224 
0372: set_actor $6224 anim 17 wait_state_time 2000 ms 
$6156 = 3 // $ = int 

:ROCKB2_6779
if 
  $6156 == 3 // $ == int 
jf @ROCKB2_6870 
if 
03D2:   wav 2 ended 
jf @ROCKB2_6841 
03D5: remove_text 'PSYCH_1'  // I'll see Love Fist burn!
03CF: load_wav 'PSYCH_2' as 2 
$6156 = 4 // $ = int 

:ROCKB2_6841
if 
  not Actor.Dead($6225)
jf @ROCKB2_6870 
0579: stop_actor $6225 
01CF: actor $6225 avoid_actor $6153 

:ROCKB2_6870
if 
  $6156 == 4 // $ == int 
jf @ROCKB2_6910 
if 
03D0:   wav 2 loaded 
jf @ROCKB2_6910 
$6156 = 5 // $ = int 

:ROCKB2_6910
if 
  $6156 == 5 // $ == int 
jf @ROCKB2_7027 
Actor.Angle($6153) = 288.184
03D1: play_wav 2 
00BC: text_highpriority 'PSYCH_2' time 5000 1  // Love Fist ruined my life!
Camera.SetPosition(-873.219, 752.811, 11.062, 0.0, 0.0, 0.0)
Camera.PointAt(-874.159, 752.585, 11.319, 2)
0372: set_actor $6153 anim 19 wait_state_time 1000000 ms 
$6156 = 6 // $ = int 

:ROCKB2_7027
if 
  $6156 == 6 // $ == int 
jf @ROCKB2_7091 
if 
03D2:   wav 2 ended 
jf @ROCKB2_7091 
03D5: remove_text 'PSYCH_2'  // Love Fist ruined my life!
0372: set_actor $6153 anim 0 wait_state_time 1 ms 
0579: stop_actor $6153 
$6156 = 7 // $ = int 

:ROCKB2_7091
if 
  $6156 == 7 // $ == int 
jf @ROCKB2_7168 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_7161 
0319: set_actor $6153 running 1 
01D5: actor $6153 go_to_and_drive_car $6158 
TIMERB = 0 // @ = int 
$6156 = 8 // $ = int 
jump @ROCKB2_7168 

:ROCKB2_7161
jump @ROCKB2_9742 

:ROCKB2_7168
if 
  $6156 == 8 // $ == int 
jf @ROCKB2_7317 
if 
  TIMERB > 1200 // @ > int 
jf @ROCKB2_7317 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_7310 
0395: clear_area 0 at -871.587 751.17 12.45 range 1.0 
Camera.SetPosition(-871.587, 751.17, 12.45, 0.0, 0.0, 0.0)
Camera.PointAt(-870.721, 751.668, 12.4, 2)
$6156 = 9 // $ = int 
jump @ROCKB2_7317 

:ROCKB2_7310
jump @ROCKB2_9742 

:ROCKB2_7317
if 
  $6156 == 9 // $ == int 
jf @ROCKB2_7435 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_7428 
if 
  Actor.InCar($6153, $6158)
jf @ROCKB2_7421 
03CC: add_stuck_car_check $6158 distance 0.5 time 2000 
0190: add_car $6158 to_upsidedown_check 
0162: $6155 = create_marker_above_actor $6153 color 1 display 1 
$6266 = 1 // $ = int 
$6265 = 1 // $ = int 
$6156 = 10 // $ = int 

:ROCKB2_7421
jump @ROCKB2_7435 

:ROCKB2_7428
jump @ROCKB2_9742 

:ROCKB2_7435
if 
  $6156 == 10 // $ == int 
jf @ROCKB2_7460 
$6249 = 1 // $ = int 

:ROCKB2_7460
if 
  $6156 == 3 // $ == int 
jf @ROCKB2_8097 
040D: unload_wav 1 
if 
  not Actor.Dead($6222)
jf @ROCKB2_7523 
053D: clear_actor $6222 wait_state 
0579: stop_actor $6222 
0243: set_actor $6222 ped_stats_to 39 
01CF: actor $6222 avoid_actor $6153 

:ROCKB2_7523
if 
  not Actor.Dead($6223)
jf @ROCKB2_7564 
053D: clear_actor $6223 wait_state 
0579: stop_actor $6223 
0243: set_actor $6223 ped_stats_to 39 
01CF: actor $6223 avoid_actor $6153 

:ROCKB2_7564
if 
  not Actor.Dead($6250)
jf @ROCKB2_7605 
053D: clear_actor $6250 wait_state 
0579: stop_actor $6250 
0243: set_actor $6250 ped_stats_to 39 
01CF: actor $6250 avoid_actor $6153 

:ROCKB2_7605
if 
  not Actor.Dead($6251)
jf @ROCKB2_7646 
053D: clear_actor $6251 wait_state 
0579: stop_actor $6251 
0243: set_actor $6251 ped_stats_to 39 
01CF: actor $6251 avoid_actor $6153 

:ROCKB2_7646
if 
  not Actor.Dead($6252)
jf @ROCKB2_7687 
053D: clear_actor $6252 wait_state 
0579: stop_actor $6252 
0243: set_actor $6252 ped_stats_to 39 
01CF: actor $6252 avoid_actor $6153 

:ROCKB2_7687
if 
  not Actor.Dead($6253)
jf @ROCKB2_7728 
053D: clear_actor $6253 wait_state 
0579: stop_actor $6253 
0243: set_actor $6253 ped_stats_to 39 
01CF: actor $6253 avoid_actor $6153 

:ROCKB2_7728
if 
  not Actor.Dead($6254)
jf @ROCKB2_7769 
053D: clear_actor $6254 wait_state 
0579: stop_actor $6254 
0243: set_actor $6254 ped_stats_to 39 
01CF: actor $6254 avoid_actor $6153 

:ROCKB2_7769
if 
  not Actor.Dead($6255)
jf @ROCKB2_7810 
053D: clear_actor $6255 wait_state 
0579: stop_actor $6255 
0243: set_actor $6255 ped_stats_to 39 
01CF: actor $6255 avoid_actor $6153 

:ROCKB2_7810
if 
  not Actor.Dead($6256)
jf @ROCKB2_7851 
053D: clear_actor $6256 wait_state 
0579: stop_actor $6256 
0243: set_actor $6256 ped_stats_to 39 
01CF: actor $6256 avoid_actor $6153 

:ROCKB2_7851
if 
  not Actor.Dead($6257)
jf @ROCKB2_7892 
053D: clear_actor $6257 wait_state 
0579: stop_actor $6257 
0243: set_actor $6257 ped_stats_to 39 
01CF: actor $6257 avoid_actor $6153 

:ROCKB2_7892
if 
  not Actor.Dead($6258)
jf @ROCKB2_7933 
053D: clear_actor $6258 wait_state 
0579: stop_actor $6258 
0243: set_actor $6258 ped_stats_to 39 
01CF: actor $6258 avoid_actor $6153 

:ROCKB2_7933
if 
  not Actor.Dead($6259)
jf @ROCKB2_7974 
053D: clear_actor $6259 wait_state 
0579: stop_actor $6259 
0243: set_actor $6259 ped_stats_to 39 
01CF: actor $6259 avoid_actor $6153 

:ROCKB2_7974
if 
  not Actor.Dead($6260)
jf @ROCKB2_8015 
053D: clear_actor $6260 wait_state 
0579: stop_actor $6260 
0243: set_actor $6260 ped_stats_to 39 
01CF: actor $6260 avoid_actor $6153 

:ROCKB2_8015
if 
  not Actor.Dead($6261)
jf @ROCKB2_8056 
053D: clear_actor $6261 wait_state 
0579: stop_actor $6261 
0243: set_actor $6261 ped_stats_to 39 
01CF: actor $6261 avoid_actor $6153 

:ROCKB2_8056
if 
  not Actor.Dead($6262)
jf @ROCKB2_8097 
053D: clear_actor $6262 wait_state 
0579: stop_actor $6262 
0243: set_actor $6262 ped_stats_to 39 
01CF: actor $6262 avoid_actor $6153 

:ROCKB2_8097
jump @ROCKB2_5086 

:ROCKB2_8104
if 
  not Actor.Dead($6224)
jf @ROCKB2_8130 
0579: stop_actor $6224 
053D: clear_actor $6224 wait_state 

:ROCKB2_8130
if 
  not Actor.Dead($6225)
jf @ROCKB2_8156 
0579: stop_actor $6225 
053D: clear_actor $6225 wait_state 

:ROCKB2_8156
if 
  not Actor.Dead($6216)
jf @ROCKB2_8182 
0579: stop_actor $6216 
053D: clear_actor $6216 wait_state 

:ROCKB2_8182
if 
  not Actor.Dead($6219)
jf @ROCKB2_8208 
0579: stop_actor $6219 
053D: clear_actor $6219 wait_state 

:ROCKB2_8208
if 
  not Actor.Dead($6222)
jf @ROCKB2_8234 
0579: stop_actor $6222 
053D: clear_actor $6222 wait_state 

:ROCKB2_8234
if 
  not Actor.Dead($6223)
jf @ROCKB2_8260 
0579: stop_actor $6223 
053D: clear_actor $6223 wait_state 

:ROCKB2_8260
if 
  not Actor.Dead($6250)
jf @ROCKB2_8286 
0579: stop_actor $6250 
053D: clear_actor $6250 wait_state 

:ROCKB2_8286
if 
  not Actor.Dead($6251)
jf @ROCKB2_8312 
0579: stop_actor $6251 
053D: clear_actor $6251 wait_state 

:ROCKB2_8312
if 
  not Actor.Dead($6252)
jf @ROCKB2_8338 
0579: stop_actor $6252 
053D: clear_actor $6252 wait_state 

:ROCKB2_8338
if 
  not Actor.Dead($6253)
jf @ROCKB2_8364 
0579: stop_actor $6253 
053D: clear_actor $6253 wait_state 

:ROCKB2_8364
if 
  not Actor.Dead($6254)
jf @ROCKB2_8390 
0579: stop_actor $6254 
053D: clear_actor $6254 wait_state 

:ROCKB2_8390
if 
  not Actor.Dead($6255)
jf @ROCKB2_8416 
0579: stop_actor $6255 
053D: clear_actor $6255 wait_state 

:ROCKB2_8416
if 
  not Actor.Dead($6256)
jf @ROCKB2_8442 
0579: stop_actor $6256 
053D: clear_actor $6256 wait_state 

:ROCKB2_8442
if 
  not Actor.Dead($6257)
jf @ROCKB2_8468 
0579: stop_actor $6257 
053D: clear_actor $6257 wait_state 

:ROCKB2_8468
if 
  not Actor.Dead($6258)
jf @ROCKB2_8494 
0579: stop_actor $6258 
053D: clear_actor $6258 wait_state 

:ROCKB2_8494
if 
  not Actor.Dead($6259)
jf @ROCKB2_8520 
0579: stop_actor $6259 
053D: clear_actor $6259 wait_state 

:ROCKB2_8520
if 
  not Actor.Dead($6260)
jf @ROCKB2_8546 
0579: stop_actor $6260 
053D: clear_actor $6260 wait_state 

:ROCKB2_8546
if 
  not Actor.Dead($6261)
jf @ROCKB2_8572 
0579: stop_actor $6261 
053D: clear_actor $6261 wait_state 

:ROCKB2_8572
if 
  not Actor.Dead($6262)
jf @ROCKB2_8598 
0579: stop_actor $6262 
053D: clear_actor $6262 wait_state 

:ROCKB2_8598
Actor.RemoveReferences($6224)
Actor.RemoveReferences($6225)
Actor.RemoveReferences($6216)
Actor.RemoveReferences($6219)
Actor.RemoveReferences($6222)
Actor.RemoveReferences($6223)
Actor.RemoveReferences($6250)
Actor.RemoveReferences($6251)
Actor.RemoveReferences($6252)
Actor.RemoveReferences($6253)
Actor.RemoveReferences($6254)
Actor.RemoveReferences($6255)
Actor.RemoveReferences($6256)
Actor.RemoveReferences($6257)
Actor.RemoveReferences($6258)
Actor.RemoveReferences($6259)
Actor.RemoveReferences($6260)
Actor.RemoveReferences($6261)
Actor.RemoveReferences($6262)
Model.Destroy(#LF_MEDIASTAGE)
04EF: release_animation 'RIOT' 
00BC: text_highpriority 'SBOB332' time 5000 1 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:ROCKB2_8752
if 
  $6154 == 0 // $ == int 
jf @ROCKB2_9730 
wait 0 
if 
  not Actor.Dead($6153)
jf @ROCKB2_8917 
if 
  $6266 == 1 // $ == int 
jf @ROCKB2_8841 
if 
  not Actor.Driving($6153)
jf @ROCKB2_8841 
01B2: give_actor $6153 weapon 23 ammo 30000 // Load the weapon model before using this 
$6266 = 0 // $ = int 

:ROCKB2_8841
if 
82CB:   not actor $6153 bounding_sphere_visible 
jf @ROCKB2_8910 
if 
80E9:   not player $PLAYER_CHAR 0 $6153 radius 200.0 200.0 
jf @ROCKB2_8910 
00BC: text_highpriority 'SBOB331' time 5000 1 
jump @ROCKB2_9742 

:ROCKB2_8910
jump @ROCKB2_8929 

:ROCKB2_8917
Marker.Disable($6155)
$6154 = 1 // $ = int 

:ROCKB2_8929
if 
  $6266 == 1 // $ == int 
jf @ROCKB2_9052 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_9052 
if 
  not Actor.Dead($6153)
jf @ROCKB2_9052 
if 
  Actor.InCar($6153, $6158)
jf @ROCKB2_9037 
if 
  19 > $6157 // int > $ 
jf @ROCKB2_9030 
gosub @ROCKB2_10559 
gosub @ROCKB2_12000 

:ROCKB2_9030
jump @ROCKB2_9052 

:ROCKB2_9037
Car.SetMaxSpeed($6158, 0.0)
Car.SetToNormalDriver($6158)

:ROCKB2_9052
if 
  not Actor.Dead($6153)
jf @ROCKB2_9379 
if 
  $6264 == 0 // $ == int 
jf @ROCKB2_9133 
if 
  not Actor.Driving($6153)
jf @ROCKB2_9133 
if 
02CB:   actor $6153 bounding_sphere_visible 
jf @ROCKB2_9133 
01CC: actor $6153 kill_player $PLAYER_CHAR 
$6264 = 1 // $ = int 

:ROCKB2_9133
if 
  $6265 == 0 // $ == int 
jf @ROCKB2_9234 
if 
  Actor.Driving($6153)
jf @ROCKB2_9234 
011C: actor $6153 clear_objective 
00D9: $6158 = actor $6153 car // add to mission cleanup 
0190: add_car $6158 to_upsidedown_check 
03CC: add_stuck_car_check $6158 distance 0.1 time 2000 
Car.SetMaxSpeed($6158, 50.0)
00AE: set_vehicle $6158 traffic_behavior_to 2 
Car.SetToPsychoDriver($6158)
$6264 = 0 // $ = int 
$6265 = 1 // $ = int 

:ROCKB2_9234
if 
  $6265 == 1 // $ == int 
jf @ROCKB2_9309 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_9309 
if or
018F:   is_car_stuck_on_roof $6158 
03CE:   car $6158 stuck 
0495:   vehicle $6158 burning 
jf @ROCKB2_9309 
01D3: actor $6153 leave_car $6158 
$6264 = 0 // $ = int 

:ROCKB2_9309
if 
  $6265 == 1 // $ == int 
jf @ROCKB2_9379 
if 
  not Actor.Driving($6153)
jf @ROCKB2_9379 
0191: remove_car $6158 from_upsidedown_check 
03CD: car $6158 remove_from_stuck_car_check 
Car.RemoveReferences($6158)
$6266 = 0 // $ = int 
$6264 = 0 // $ = int 
$6265 = 0 // $ = int 

:ROCKB2_9379
if 
  $6233 == 0 // $ == int 
jf @ROCKB2_9471 
if 
  $6157 >= 13 // $ >= int 
jf @ROCKB2_9471 
Car.Create($6232, #TRASH, $6234, $6235, $6236)
Car.Angle($6232) = 93.0
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
00BC: text_highpriority 'SBOB333' time 5000 1 
$6233 = 1 // $ = int 

:ROCKB2_9471
if 
  $6233 == 1 // $ == int 
jf @ROCKB2_9723 
if 
  not Car.Wrecked($6232)
jf @ROCKB2_9723 
if 
  $6237 == 0 // $ == int 
jf @ROCKB2_9620 
if 
  $6157 >= 13 // $ >= int 
jf @ROCKB2_9620 
if 
0057:   player $PLAYER_CHAR 0 -717.148 1014.399 8.0 -655.46 1172.155 15.0 
jf @ROCKB2_9620 
Car.SetMaxSpeed($6232, 50.0)
Car.DriveTo($6232, $6238, $6239, $6240)
$6237 = 1 // $ = int 

:ROCKB2_9620
if 
  $6237 == 1 // $ == int 
jf @ROCKB2_9723 
if 
  not Car.Wrecked($6232)
jf @ROCKB2_9723 
if 
01AF:   car $6232 0 $6238 $6239 $6240 radius 2.0 2.0 2.0 
jf @ROCKB2_9723 
Car.SetMaxSpeed($6232, 40.0)
Car.SetToPsychoDriver($6232)
Car.RemoveReferences($6232)
$6237 = 2 // $ = int 

:ROCKB2_9723
jump @ROCKB2_8752 

:ROCKB2_9730
Marker.Disable($6155)
jump @ROCKB2_9759 

:ROCKB2_9742
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ROCKB2_9759
$PASSED_ROCK2_PSYCHO_KILLER = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_2'  // Psycho Killer
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 4000
Player.SetMinWantedLevel($PLAYER_CHAR, 0)
Player.WantedLevel($PLAYER_CHAR) = 0
start_new_script @ROC3 
return 

:ROCKB2_9839
if 
  not Car.Wrecked($6245)
jf @ROCKB2_9860 
Car.RemoveReferences($6245)

:ROCKB2_9860
if 
  not Actor.Dead($6224)
jf @ROCKB2_9886 
0579: stop_actor $6224 
053D: clear_actor $6224 wait_state 

:ROCKB2_9886
if 
  not Actor.Dead($6225)
jf @ROCKB2_9912 
0579: stop_actor $6225 
053D: clear_actor $6225 wait_state 

:ROCKB2_9912
if 
  not Actor.Dead($6216)
jf @ROCKB2_9938 
0579: stop_actor $6216 
053D: clear_actor $6216 wait_state 

:ROCKB2_9938
if 
  not Actor.Dead($6219)
jf @ROCKB2_9964 
0579: stop_actor $6219 
053D: clear_actor $6219 wait_state 

:ROCKB2_9964
if 
  not Actor.Dead($6222)
jf @ROCKB2_9990 
0579: stop_actor $6222 
053D: clear_actor $6222 wait_state 

:ROCKB2_9990
if 
  not Actor.Dead($6223)
jf @ROCKB2_10016 
0579: stop_actor $6223 
053D: clear_actor $6223 wait_state 

:ROCKB2_10016
if 
  not Actor.Dead($6250)
jf @ROCKB2_10042 
0579: stop_actor $6250 
053D: clear_actor $6250 wait_state 

:ROCKB2_10042
if 
  not Actor.Dead($6251)
jf @ROCKB2_10068 
0579: stop_actor $6251 
053D: clear_actor $6251 wait_state 

:ROCKB2_10068
if 
  not Actor.Dead($6252)
jf @ROCKB2_10094 
0579: stop_actor $6252 
053D: clear_actor $6252 wait_state 

:ROCKB2_10094
if 
  not Actor.Dead($6253)
jf @ROCKB2_10120 
0579: stop_actor $6253 
053D: clear_actor $6253 wait_state 

:ROCKB2_10120
if 
  not Actor.Dead($6254)
jf @ROCKB2_10146 
0579: stop_actor $6254 
053D: clear_actor $6254 wait_state 

:ROCKB2_10146
if 
  not Actor.Dead($6255)
jf @ROCKB2_10172 
0579: stop_actor $6255 
053D: clear_actor $6255 wait_state 

:ROCKB2_10172
if 
  not Actor.Dead($6256)
jf @ROCKB2_10198 
0579: stop_actor $6256 
053D: clear_actor $6256 wait_state 

:ROCKB2_10198
if 
  not Actor.Dead($6257)
jf @ROCKB2_10224 
0579: stop_actor $6257 
053D: clear_actor $6257 wait_state 

:ROCKB2_10224
if 
  not Actor.Dead($6258)
jf @ROCKB2_10250 
0579: stop_actor $6258 
053D: clear_actor $6258 wait_state 

:ROCKB2_10250
if 
  not Actor.Dead($6259)
jf @ROCKB2_10276 
0579: stop_actor $6259 
053D: clear_actor $6259 wait_state 

:ROCKB2_10276
if 
  not Actor.Dead($6260)
jf @ROCKB2_10302 
0579: stop_actor $6260 
053D: clear_actor $6260 wait_state 

:ROCKB2_10302
if 
  not Actor.Dead($6261)
jf @ROCKB2_10328 
0579: stop_actor $6261 
053D: clear_actor $6261 wait_state 

:ROCKB2_10328
if 
  not Actor.Dead($6262)
jf @ROCKB2_10354 
0579: stop_actor $6262 
053D: clear_actor $6262 wait_state 

:ROCKB2_10354
if 
  not Actor.Dead($6153)
jf @ROCKB2_10380 
0579: stop_actor $6153 
053D: clear_actor $6153 wait_state 

:ROCKB2_10380
04EF: release_animation 'RIOT' 
Actor.DestroyWithFade($6153)
040D: unload_wav 1 
$ONMISSION = 0 // $ = int 
01E7: remove_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 
Marker.Disable($6155)
Marker.Disable($6244)
Marker.Disable($6246)
0296: unload_special_actor 6 
Model.Destroy(#GDA)
Model.Destroy(#HOTRINA)
Model.Destroy(#TRASH)
Model.Destroy(#UZI)
Model.Destroy(#COLT45)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYG2)
Model.Destroy(#LOVEFIST)
Model.Destroy(#WMYCR)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#MOLOTOV)
Model.Destroy(#WMYCW)
Model.Destroy(#BMOBE)
Model.Destroy(#LF_MEDIASTAGE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  not Car.Wrecked($6158)
jf @ROCKB2_10555 
0191: remove_car $6158 from_upsidedown_check 
03CD: car $6158 remove_from_stuck_car_check 

:ROCKB2_10555
mission_cleanup 
return 

:ROCKB2_10559
if 
  Car.Wrecked($6158)
jf @ROCKB2_10628 
if 
  $6154 == 0 // $ == int 
jf @ROCKB2_10621 
if 
  Actor.Dead($6153)
jf @ROCKB2_10621 
Marker.Disable($6155)
$6154 = 1 // $ = int 

:ROCKB2_10621
jump @ROCKB2_11998 

:ROCKB2_10628
if 
  $6157 == 0 // $ == int 
jf @ROCKB2_10684 
Car.SetMaxSpeed($6158, 40.0)
00AE: set_vehicle $6158 traffic_behavior_to 2 
Car.DriveTo($6158, $6162, $6163, $6164)
$6157 = 1 // $ = int 

:ROCKB2_10684
if 
  $6157 == 1 // $ == int 
jf @ROCKB2_10757 
if 
01AD:   car $6158 sphere 0 near_point $6162 $6163 radius 6.0 4.0 
jf @ROCKB2_10757 
Car.DriveTo($6158, $6165, $6166, $6167)
$6157 = 2 // $ = int 

:ROCKB2_10757
if 
  $6157 == 2 // $ == int 
jf @ROCKB2_10830 
if 
01AD:   car $6158 sphere 0 near_point $6165 $6166 radius 6.0 4.0 
jf @ROCKB2_10830 
Car.DriveTo($6158, $6168, $6169, $6170)
$6157 = 3 // $ = int 

:ROCKB2_10830
if 
  $6157 == 3 // $ == int 
jf @ROCKB2_10903 
if 
01AD:   car $6158 sphere 0 near_point $6168 $6169 radius 6.0 4.0 
jf @ROCKB2_10903 
Car.DriveTo($6158, $6171, $6172, $6173)
$6157 = 4 // $ = int 

:ROCKB2_10903
if 
  $6157 == 4 // $ == int 
jf @ROCKB2_10976 
if 
01AD:   car $6158 sphere 0 near_point $6171 $6172 radius 6.0 4.0 
jf @ROCKB2_10976 
Car.DriveTo($6158, $6174, $6175, $6176)
$6157 = 5 // $ = int 

:ROCKB2_10976
if 
  $6157 == 5 // $ == int 
jf @ROCKB2_11058 
if 
01AD:   car $6158 sphere 0 near_point $6174 $6175 radius 6.0 4.0 
jf @ROCKB2_11058 
0477: set_car $6158 action 3 time 5 
Car.DriveTo($6158, $6177, $6178, $6179)
$6157 = 6 // $ = int 

:ROCKB2_11058
if 
  $6157 == 6 // $ == int 
jf @ROCKB2_11131 
if 
01AD:   car $6158 sphere 0 near_point $6177 $6178 radius 6.0 4.0 
jf @ROCKB2_11131 
Car.DriveTo($6158, $6180, $6181, $6182)
$6157 = 7 // $ = int 

:ROCKB2_11131
if 
  $6157 == 7 // $ == int 
jf @ROCKB2_11204 
if 
01AD:   car $6158 sphere 0 near_point $6180 $6181 radius 6.0 4.0 
jf @ROCKB2_11204 
Car.DriveTo($6158, $6183, $6184, $6185)
$6157 = 8 // $ = int 

:ROCKB2_11204
if 
  $6157 == 8 // $ == int 
jf @ROCKB2_11277 
if 
01AD:   car $6158 sphere 0 near_point $6183 $6184 radius 6.0 4.0 
jf @ROCKB2_11277 
Car.DriveTo($6158, $6186, $6187, $6188)
$6157 = 9 // $ = int 

:ROCKB2_11277
if 
  $6157 == 9 // $ == int 
jf @ROCKB2_11350 
if 
01AD:   car $6158 sphere 0 near_point $6186 $6187 radius 6.0 4.0 
jf @ROCKB2_11350 
Car.DriveTo($6158, $6189, $6190, $6191)
$6157 = 10 // $ = int 

:ROCKB2_11350
if 
  $6157 == 10 // $ == int 
jf @ROCKB2_11423 
if 
01AD:   car $6158 sphere 0 near_point $6189 $6190 radius 6.0 4.0 
jf @ROCKB2_11423 
Car.DriveTo($6158, $6192, $6193, $6194)
$6157 = 11 // $ = int 

:ROCKB2_11423
if 
  $6157 == 11 // $ == int 
jf @ROCKB2_11496 
if 
01AD:   car $6158 sphere 0 near_point $6192 $6193 radius 6.0 4.0 
jf @ROCKB2_11496 
Car.DriveTo($6158, $6195, $6196, $6197)
$6157 = 12 // $ = int 

:ROCKB2_11496
if 
  $6157 == 12 // $ == int 
jf @ROCKB2_11569 
if 
01AD:   car $6158 sphere 0 near_point $6195 $6196 radius 6.0 4.0 
jf @ROCKB2_11569 
Car.DriveTo($6158, $6198, $6199, $6200)
$6157 = 13 // $ = int 

:ROCKB2_11569
if 
  $6157 == 13 // $ == int 
jf @ROCKB2_11642 
if 
01AD:   car $6158 sphere 0 near_point $6198 $6199 radius 6.0 4.0 
jf @ROCKB2_11642 
Car.DriveTo($6158, $6201, $6202, $6203)
$6157 = 14 // $ = int 

:ROCKB2_11642
if 
  $6157 == 14 // $ == int 
jf @ROCKB2_11715 
if 
01AD:   car $6158 sphere 0 near_point $6201 $6202 radius 6.0 4.0 
jf @ROCKB2_11715 
Car.DriveTo($6158, $6204, $6205, $6206)
$6157 = 15 // $ = int 

:ROCKB2_11715
if 
  $6157 == 15 // $ == int 
jf @ROCKB2_11788 
if 
01AD:   car $6158 sphere 0 near_point $6204 $6205 radius 6.0 4.0 
jf @ROCKB2_11788 
Car.DriveTo($6158, $6207, $6208, $6209)
$6157 = 16 // $ = int 

:ROCKB2_11788
if 
  $6157 == 16 // $ == int 
jf @ROCKB2_11861 
if 
01AD:   car $6158 sphere 0 near_point $6207 $6208 radius 6.0 4.0 
jf @ROCKB2_11861 
Car.DriveTo($6158, $6210, $6211, $6212)
$6157 = 17 // $ = int 

:ROCKB2_11861
if 
  $6157 == 17 // $ == int 
jf @ROCKB2_11934 
if 
01AD:   car $6158 sphere 0 near_point $6210 $6211 radius 6.0 4.0 
jf @ROCKB2_11934 
Car.DriveTo($6158, $6213, $6214, $6215)
$6157 = 18 // $ = int 

:ROCKB2_11934
if 
  $6157 == 18 // $ == int 
jf @ROCKB2_11998 
if 
01AD:   car $6158 sphere 0 near_point $6213 $6214 radius 6.0 4.0 
jf @ROCKB2_11998 
Car.SetToPsychoDriver($6158)
$6157 = 19 // $ = int 

:ROCKB2_11998
return 

:ROCKB2_12000
if 
  not Car.Wrecked($6158)
jf @ROCKB2_12384 
if 
01F4:   car $6158 flipped 
jf @ROCKB2_12200 
if 
82CA:   not car $6158 bounding_sphere_visible 
jf @ROCKB2_12200 
Car.StorePos($6158, $6159, $6160, $6161)
02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 
if 
838A:   not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 
jf @ROCKB2_12200 
if 
80C2:   not sphere_onscreen $6241 $6242 $6243 4.0 
jf @ROCKB2_12200 
Car.PutAt($6158, $6241, $6242, $6243)
if 
  $6157 >= 19 // $ >= int 
jf @ROCKB2_12200 
Car.SetMaxSpeed($6158, 40.0)
00AE: set_vehicle $6158 traffic_behavior_to 2 
Car.SetToPsychoDriver($6158)

:ROCKB2_12200
if 
03CE:   car $6158 stuck 
jf @ROCKB2_12384 
if 
82CA:   not car $6158 bounding_sphere_visible 
jf @ROCKB2_12384 
Car.StorePos($6158, $6159, $6160, $6161)
02C1: set $6241 $6242 $6243 to_car_path_coords_closest_to $6159 $6160 $6161 
if 
838A:   not car_in_cube $6241 $6242 $6243 4.0 4.0 3.0 
jf @ROCKB2_12384 
if 
80C2:   not sphere_onscreen $6241 $6242 $6243 4.0 
jf @ROCKB2_12384 
Car.PutAt($6158, $6241, $6242, $6243)
if 
  $6157 >= 19 // $ >= int 
jf @ROCKB2_12384 
Car.SetMaxSpeed($6158, 40.0)
00AE: set_vehicle $6158 traffic_behavior_to 2 
Car.SetToPsychoDriver($6158)

:ROCKB2_12384
return 

//-------------Mission 65---------------
// Originally: Publicity Tour

:ROCKB3
script_name 'ROCKB3' 
gosub @ROCKB3_60 
if 
  wasted_or_busted 
jf @ROCKB3_37 
gosub @ROCKB3_9408 

:ROCKB3_37
gosub @ROCKB3_9503 
terminate_this_script 
$6292 = 0 // $ = int 
$6293 = 0 // $ = int 

:ROCKB3_60
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
$6270 = 0 // $ = int 
$6271 = 100.0 // $ = float 
$6268 = 0.0 // $ = float 
$6273 = 1 // $ = int 
$6274 = 0 // $ = int 
$6275 = 0 // $ = int 
$6276 = 0 // $ = int 
$6278 = 0 // $ = int 
$6280 = 0 // $ = int 
$6282 = 0 // $ = int 
$6283 = 0 // $ = int 
$6284 = 0 // $ = int 
$6285 = 0 // $ = int 
$6286 = 0 // $ = int 
$6287 = 0 // $ = int 
$6288 = 0 // $ = int 
$6289 = 0 // $ = int 
$6290 = 0 // $ = int 
$6291 = 0 // $ = int 
$10086 = 60000 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'ROCK3' 
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 
023C: load_special_actor 1 'CSDICK' 
023C: load_special_actor 2 'CSJEZZ' 
023C: load_special_actor 3 'CSKENT' 
023C: load_special_actor 4 'CSPERCY' 
023C: load_special_actor 5 'CSPLAY' 
select_interior 9 
Camera.SetAtPos(-879.75, 1157.77, 17.81)
04F9: set_extra_colors 17 fade 0 
038B: load_requested_models 

:ROCKB3_476
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 
823D:   not special_actor 5 loaded 
jf @ROCKB3_518 
wait 0 
jump @ROCKB3_476 

:ROCKB3_518
02E4: load_cutscene_data 'ROK_3A' 
0244: set_cutscene_pos -879.823 1158.479 16.776 
041D: set_camera_near_clip 0.1 
02E5: $171 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $171 'CSDICK' 
02E5: $172 = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $172 'CSJEZZ' 
02E5: $142 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $142 'CSKENT' 
02E5: $173 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $173 'CSPERCY' 
02E5: $125 = create_cutscene_object #SPECIAL05 
02E6: set_cutscene_anim $125 'CSPLAY' 
0395: clear_area 1 at -871.9 1159.46 10.07 range 1.0 
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 2000 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_728
if 
  374 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_763 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_728 

:ROCKB3_763
00BC: text_highpriority 'RBM3_A' time 10000 1  // Tommy! Tommy! Tommy, man, that psycho's back!

:ROCKB3_778
if 
  4104 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_813 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_778 

:ROCKB3_813
00BC: text_highpriority 'RBM3_B' time 10000 1  // What's going on?

:ROCKB3_828
if 
  4760 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_863 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_828 

:ROCKB3_863
00BC: text_highpriority 'RBM3_C' time 10000 1  // That psycho won't leave Love Fist alone!

:ROCKB3_878
if 
  6489 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_913 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_878 

:ROCKB3_913
00BC: text_highpriority 'RBM3_D' time 10000 1  // You didnae kill him man. And now he's back.

:ROCKB3_928
if 
  8719 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_963 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_928 

:ROCKB3_963
00BC: text_highpriority 'RBM3_E' time 10000 1  // Yeah, yeah, yeah, and the thing is...

:ROCKB3_978
if 
  9730 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1013 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_978 

:ROCKB3_1013
00BC: text_highpriority 'RBM3_F' time 10000 1  // The thing is, we need someone to drive the limo we can trust,

:ROCKB3_1028
if 
  12434 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1063 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1028 

:ROCKB3_1063
00BC: text_highpriority 'RBM3_G' time 10000 1  // cause that nutter keeps making threats!

:ROCKB3_1078
if 
  13952 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1113 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1078 

:ROCKB3_1113
00BC: text_highpriority 'RBM3_H' time 10000 1  // I'm shitin' masel' man. I need ma ma!

:ROCKB3_1128
if 
  15620 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1163 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1128 

:ROCKB3_1163
00BC: text_highpriority 'RBM3_I' time 10000 1  // We're all bricking ourselves, man.

:ROCKB3_1178
if 
  16985 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1213 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1178 

:ROCKB3_1213
00BC: text_highpriority 'RBM3_J' time 10000 1  // Okay guys, calm down, I'll handle this.

:ROCKB3_1228
if 
  21240 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1263 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1228 

:ROCKB3_1263
00BC: text_highpriority 'RBM3_K' time 10000 1  // Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals,

:ROCKB3_1278
if 
  26029 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1313 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1278 

:ROCKB3_1313
00BC: text_highpriority 'RBM3_L' time 10000 1  // but, in your case I'll make an exception.

:ROCKB3_1328
if 
  28823 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_1363 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
jump @ROCKB3_1328 

:ROCKB3_1363
00BE: text_clear_all 
fade 0 2000 
00BE: text_clear_all 

:ROCKB3_1374
if 
  fading 
jf @ROCKB3_1398 
wait 0 
jump @ROCKB3_1374 

:ROCKB3_1398
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
03AD: set_rubbish 1 
02EA: end_cutscene 
Camera.SetBehindPlayer
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetAtPos(-871.9, 1159.46, 10.07)
04E3: set_player $PLAYER_CHAR mood 3 duration 60000 
set_weather 2 
041E: set_radio_station 7 -1 
Model.Load(#LOVEFIST)
023C: load_special_actor 6 'IGJEZZ' 
023C: load_special_actor 7 'IGDICK' 
023C: load_special_actor 8 'IGPERCY' 

:ROCKB3_1514
if or
  not Model.Available(#LOVEFIST)
823D:   not special_actor 6 loaded 
823D:   not special_actor 7 loaded 
823D:   not special_actor 8 loaded 
jf @ROCKB3_1553 
wait 0 
jump @ROCKB3_1514 

:ROCKB3_1553
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -870.157 1145.945 11.05 range 1.0 
Camera.SetPosition(-870.157, 1145.945, 11.05, 0.0, 0.0, 0.0)
Camera.PointAt(-870.468, 1146.895, 11.078, 2)
0395: clear_area 0 at -872.155 1151.921 11.054 range 4.0 
Car.Create($6267, #LOVEFIST, -872.155, 1151.921, 11.054)
Car.Angle($6267) = 177.458
0423: car $6267 improve_handling 2.0 
Car.Health($6267) = 1500
01C8: $6277 = create_actor_pedtype 4 model #SPECIAL06 in_car $6267 passenger_seat 0 
01ED: clear_actor $6277 threat_search 
039E: set_actor $6277 locked_while_in_vehicle 1 
0526: set_actor $6277 stay_in_car_when_jacked 1 
01C8: $6279 = create_actor_pedtype 4 model #SPECIAL07 in_car $6267 passenger_seat 1 
01ED: clear_actor $6279 threat_search 
039E: set_actor $6279 locked_while_in_vehicle 1 
0526: set_actor $6279 stay_in_car_when_jacked 1 
01C8: $6281 = create_actor_pedtype 4 model #SPECIAL08 in_car $6267 passenger_seat 2 
01ED: clear_actor $6281 threat_search 
039E: set_actor $6281 locked_while_in_vehicle 1 
0526: set_actor $6281 stay_in_car_when_jacked 1 
036A: put_actor $PLAYER_ACTOR in_car $6267 
Car.SetToNormalDriver($6267)
020A: set_car $6267 door_status_to 4 
0169: set_fade_color 0 0 0 
wait 2500 
fade 1 2000 

:ROCKB3_1867
if 
  fading 
jf @ROCKB3_2156 
wait 0 
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_1954 
if or
  Actor.Dead($6277)
  $6287 == 1 // $ == int 
jf @ROCKB3_1954 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_1954
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_2024 
if or
  Actor.Dead($6279)
  $6288 == 1 // $ == int 
jf @ROCKB3_2024 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_2024
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_2094 
if or
  Actor.Dead($6281)
  $6289 == 1 // $ == int 
jf @ROCKB3_2094 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_2094
if or
  Car.Wrecked($6267)
  $6290 == 1 // $ == int 
jf @ROCKB3_2149 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_2149
jump @ROCKB3_1867 

:ROCKB3_2156
TIMERB = 0 // @ = int 

:ROCKB3_2163
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_3253 
wait 0 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_2276 
if 
  $107 == 1 // $ == int 
jf @ROCKB3_2269 
if 
  6 > $6291 // int > $ 
jf @ROCKB3_2269 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_2269 
$6291 = 6 // $ = int 

:ROCKB3_2269
gosub @ROCKB3_9743 

:ROCKB3_2276
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_2552 
if 
  $6285 == 0 // $ == int 
jf @ROCKB3_2326 
TIMERB = 0 // @ = int 
$6285 = 1 // $ = int 

:ROCKB3_2326
if 
  $6285 == 1 // $ == int 
jf @ROCKB3_2380 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2380 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6285 = 2 // $ = int 

:ROCKB3_2380
if 
  $6285 == 2 // $ == int 
jf @ROCKB3_2412 
TIMERB = 0 // @ = int 
$6285 = 3 // $ = int 

:ROCKB3_2412
if 
  $6285 == 3 // $ == int 
jf @ROCKB3_2466 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2466 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6285 = 4 // $ = int 

:ROCKB3_2466
if 
  $6285 == 4 // $ == int 
jf @ROCKB3_2498 
TIMERB = 0 // @ = int 
$6285 = 5 // $ = int 

:ROCKB3_2498
if 
  $6285 == 5 // $ == int 
jf @ROCKB3_2552 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_2552 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6285 = 6 // $ = int 

:ROCKB3_2552
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_2622 
if or
  Actor.Dead($6277)
  $6287 == 1 // $ == int 
jf @ROCKB3_2622 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_2622
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_2692 
if or
  Actor.Dead($6279)
  $6288 == 1 // $ == int 
jf @ROCKB3_2692 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_2692
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_2762 
if or
  Actor.Dead($6281)
  $6289 == 1 // $ == int 
jf @ROCKB3_2762 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_2762
if or
  Car.Wrecked($6267)
  $6290 == 1 // $ == int 
  $6275 == 1 // $ == int 
  $6278 == 1 // $ == int 
  $6280 == 1 // $ == int 
  $6282 == 1 // $ == int 
jf @ROCKB3_2852 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
jump @ROCKB3_2986 

:ROCKB3_2852
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_2916 
if 
80DC:   not player $PLAYER_CHAR in_car $6267 
jf @ROCKB3_2916 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_2916
02E3: $6268 = car $6267 speed 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_2986 
if 
  TIMERB > 5000 // @ > int 
jf @ROCKB3_2986 
if 
  $6291 == 0 // $ == int 
jf @ROCKB3_2986 
$6291 = 1 // $ = int 

:ROCKB3_2986
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_3246 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_3246 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_3246 
$6268 -= 26.0 // $ -= float 
$6268 /= 15.0 // $ /= float 
0059: $6271 += $6268 // $ += $ float 
if 
  $6271 > 100.0 // $ > float 
jf @ROCKB3_3100 
$6271 = 100.0 // $ = float 

:ROCKB3_3100
if 
  1.0 > $6271 // float > $ 
jf @ROCKB3_3193 
if 
  not Car.Wrecked($6267)
jf @ROCKB3_3171 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
jump @ROCKB3_3193 

:ROCKB3_3171
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_3193
0086: $763 = $6271 // $ = $ float 
$763 *= -1.0 // $ *= float 
$763 += 100.0 // $ += float 
$763 /= 2.0 // $ /= float 
008C: $6270 = float_to_integer $763 
$6270 *= 2 // $ *= int 

:ROCKB3_3246
jump @ROCKB3_2163 

:ROCKB3_3253
01B7: release_weather 
0151: remove_status_text $6270 
00BA: text_styled 'SBOB334' 4000 ms 4 
03C3: set_timer_with_text_to $10086 type 1 text 'SBOB195' 

:ROCKB3_3290
if 
  29 > $6291 // int > $ 
jf @ROCKB3_3770 
wait 0 
if 
  29 > $6291 // int > $ 
jf @ROCKB3_3337 
gosub @ROCKB3_12788 

:ROCKB3_3337
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_3400 
if 
  Actor.Dead($6277)
jf @ROCKB3_3400 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_3400
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_3463 
if 
  Actor.Dead($6279)
jf @ROCKB3_3463 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_3463
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_3526 
if 
  Actor.Dead($6281)
jf @ROCKB3_3526 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_3526
if 
  Car.Wrecked($6267)
jf @ROCKB3_3571 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
jump @ROCKB3_3763 

:ROCKB3_3571
if and
  $6278 == 0 // $ == int 
  $6280 == 0 // $ == int 
  $6282 == 0 // $ == int 
jf @ROCKB3_3659 
if and
  Actor.InCar($6277, $6267)
  Actor.InCar($6279, $6267)
  Actor.InCar($6281, $6267)
jf @ROCKB3_3652 
$6284 = 1 // $ = int 
jump @ROCKB3_3659 

:ROCKB3_3652
$6284 = 0 // $ = int 

:ROCKB3_3659
if 
80DC:   not player $PLAYER_CHAR in_car $6267 
jf @ROCKB3_3733 
if 
  $6292 == 0 // $ == int 
jf @ROCKB3_3726 
Marker.CreateAboveCar($6269, $6267)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$6292 = 1 // $ = int 

:ROCKB3_3726
jump @ROCKB3_3763 

:ROCKB3_3733
if 
  $6292 == 1 // $ == int 
jf @ROCKB3_3763 
Marker.Disable($6269)
$6292 = 0 // $ = int 

:ROCKB3_3763
jump @ROCKB3_3290 

:ROCKB3_3770
if 
  not Car.Wrecked($6267)
jf @ROCKB3_3800 
020A: set_car $6267 door_status_to 1 
jump @ROCKB3_3822 

:ROCKB3_3800
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_3822
041E: set_radio_station 4 -1 
00BC: text_highpriority 'RBM3_1' time 5000 1  // ~g~Drive Love Fist to the venue.
018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 
$6276 = 1 // $ = int 

:ROCKB3_3870
if or
81AF:   not car $6267 1 -870.933 1053.342 9.9 radius 3.0 3.0 3.0 
  $6284 == 0 // $ == int 
jf @ROCKB3_4440 
wait 0 
if 
   not $10086 == 0 // $ == int 
jf @ROCKB3_4017 
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_4022 
if 
  Actor.Dead($6277)
jf @ROCKB3_4022 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 
jump @ROCKB3_4022 

:ROCKB3_4017
020B: explode_car $6267 

:ROCKB3_4022
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_4085 
if 
  Actor.Dead($6279)
jf @ROCKB3_4085 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_4085
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_4148 
if 
  Actor.Dead($6281)
jf @ROCKB3_4148 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_4148
if 
  Car.Wrecked($6267)
jf @ROCKB3_4193 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
jump @ROCKB3_4433 

:ROCKB3_4193
if and
  $6278 == 0 // $ == int 
  $6280 == 0 // $ == int 
  $6282 == 0 // $ == int 
jf @ROCKB3_4289 
if and
  Actor.InCar($6277, $6267)
  Actor.InCar($6279, $6267)
  Actor.InCar($6281, $6267)
00DC:   player $PLAYER_CHAR in_car $6267 
jf @ROCKB3_4282 
$6284 = 1 // $ = int 
jump @ROCKB3_4289 

:ROCKB3_4282
$6284 = 0 // $ = int 

:ROCKB3_4289
if 
80DC:   not player $PLAYER_CHAR in_car $6267 
jf @ROCKB3_4368 
if 
  $6276 == 1 // $ == int 
jf @ROCKB3_4361 
Marker.Disable($6272)
Marker.CreateAboveCar($6269, $6267)
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$6276 = 0 // $ = int 

:ROCKB3_4361
jump @ROCKB3_4433 

:ROCKB3_4368
if 
  $6276 == 0 // $ == int 
jf @ROCKB3_4433 
Marker.Disable($6269)
00BC: text_highpriority 'RBM3_1' time 5000 1  // ~g~Drive Love Fist to the venue.
018A: $6272 = create_checkpoint_at -870.933 1053.342 9.9 
$6276 = 1 // $ = int 

:ROCKB3_4433
jump @ROCKB3_3870 

:ROCKB3_4440
if 
  not Car.Wrecked($6267)
jf @ROCKB3_4470 
020A: set_car $6267 door_status_to 1 
jump @ROCKB3_4492 

:ROCKB3_4470
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_4492
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 0 at -880.363 1043.654 12.096 range 1.0 
Camera.SetPosition(-880.363, 1043.654, 12.096, 0.0, 0.0, 0.0)
Camera.PointAt(-879.557, 1044.242, 12.035, 2)
if 
  not Car.Wrecked($6267)
jf @ROCKB3_4782 
01D3: actor $PLAYER_ACTOR leave_car $6267 
if 
  not Actor.Dead($6277)
jf @ROCKB3_4647 
01D3: actor $6277 leave_car $6267 
jump @ROCKB3_4669 

:ROCKB3_4647
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_4669
if 
  not Actor.Dead($6279)
jf @ROCKB3_4700 
01D3: actor $6279 leave_car $6267 
jump @ROCKB3_4722 

:ROCKB3_4700
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_4722
if 
  not Actor.Dead($6281)
jf @ROCKB3_4753 
01D3: actor $6281 leave_car $6267 
jump @ROCKB3_4775 

:ROCKB3_4753
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_4775
jump @ROCKB3_4804 

:ROCKB3_4782
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_4804
if and
  Actor.Driving($PLAYER_ACTOR)
  Actor.Driving($6277)
  Actor.Driving($6279)
  Actor.Driving($6281)
jf @ROCKB3_5073 
wait 0 
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_4902 
if 
  Actor.Dead($6277)
jf @ROCKB3_4902 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_4902
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_4965 
if 
  Actor.Dead($6279)
jf @ROCKB3_4965 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_4965
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_5028 
if 
  Actor.Dead($6281)
jf @ROCKB3_5028 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_5028
if 
  Car.Wrecked($6267)
jf @ROCKB3_5066 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_5066
jump @ROCKB3_4804 

:ROCKB3_5073
fade 0 1500 

:ROCKB3_5080
if 
  fading 
jf @ROCKB3_5331 
wait 0 
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_5160 
if 
  Actor.Dead($6277)
jf @ROCKB3_5160 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_5160
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_5223 
if 
  Actor.Dead($6279)
jf @ROCKB3_5223 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_5223
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_5286 
if 
  Actor.Dead($6281)
jf @ROCKB3_5286 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_5286
if 
  Car.Wrecked($6267)
jf @ROCKB3_5324 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 

:ROCKB3_5324
jump @ROCKB3_5080 

:ROCKB3_5331
Camera.Restore_WithJumpCut
select_interior 8 
$6293 = 1 // $ = int 
Camera.SetAtPos(-928.915, 1056.264, 12.28)
04F9: set_extra_colors 12 fade 0 
0055: put_player $PLAYER_CHAR at -924.115 1054.524 12.28 
0171: set_player $PLAYER_CHAR z_angle_to 188.883 
Actor.DestroyInstantly($6277)
if 
  not Actor.Dead($6279)
jf @ROCKB3_5455 
Actor.PutAt($6279, -925.288, 1053.268, 12.2)
Actor.Angle($6279) = 249.491
jump @ROCKB3_5484 

:ROCKB3_5455
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_5484
if 
  not Actor.Dead($6281)
jf @ROCKB3_5537 
Actor.PutAt($6281, -923.094, 1053.125, 12.2)
Actor.Angle($6281) = 44.398
jump @ROCKB3_5566 

:ROCKB3_5537
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6278 = 1 // $ = int 

:ROCKB3_5566
02E4: load_cutscene_data 'FIST' 
0395: clear_area 0 at -924.114 1038.89 12.675 range 1.0 
Camera.SetPosition(-924.114, 1038.89, 12.675, 0.0, 0.0, 0.0)
Camera.PointAt(-924.114, 1039.858, 12.925, 2)
Car.Destroy($6267)
fade 1 1000 

:ROCKB3_5663
if 
  fading 
jf @ROCKB3_5813 
wait 0 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_5743 
if 
  Actor.Dead($6279)
jf @ROCKB3_5743 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_5743
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_5806 
if 
  Actor.Dead($6281)
jf @ROCKB3_5806 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_5806
jump @ROCKB3_5663 

:ROCKB3_5813
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:ROCKB3_5820
if 
  16980 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_5981 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_5911 
if 
  Actor.Dead($6279)
jf @ROCKB3_5911 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_5911
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_5974 
if 
  Actor.Dead($6281)
jf @ROCKB3_5974 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_5974
jump @ROCKB3_5820 

:ROCKB3_5981
Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0)
Camera.PointAt(-926.32, 1049.811, 13.075, 2)
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6114 
if 
  Actor.Dead($6281)
jf @ROCKB3_6102 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_6114 

:ROCKB3_6102
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_6114
00BC: text_highpriority 'ROK3_73' time 10000 1  // Jezz is running the tape,

:ROCKB3_6129
if 
  18851 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6290 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_6220 
if 
  Actor.Dead($6279)
jf @ROCKB3_6220 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_6220
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6283 
if 
  Actor.Dead($6281)
jf @ROCKB3_6283 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_6283
jump @ROCKB3_6129 

:ROCKB3_6290
00BC: text_highpriority 'ROK3_62' time 10000 1  // so we thought we'd show you our Temple of Rock -

:ROCKB3_6305
if 
  22311 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6466 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_6396 
if 
  Actor.Dead($6279)
jf @ROCKB3_6396 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_6396
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6459 
if 
  Actor.Dead($6281)
jf @ROCKB3_6459 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_6459
jump @ROCKB3_6305 

:ROCKB3_6466
00BC: text_highpriority 'ROK3_63' time 10000 1  // Get a feel for that Love Fist fury!

:ROCKB3_6481
if 
  24834 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6642 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_6572 
if 
  Actor.Dead($6279)
jf @ROCKB3_6572 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_6572
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6635 
if 
  Actor.Dead($6281)
jf @ROCKB3_6635 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_6635
jump @ROCKB3_6481 

:ROCKB3_6642
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6721 
if 
  Actor.Dead($6281)
jf @ROCKB3_6712 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_6721 

:ROCKB3_6712
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_6721
00BC: text_highpriority 'ROK3_64' time 10000 1  // Listen to yourself, man. It's papier-mache and gaffa tape.
Camera.SetPosition(-919.641, 1050.383, 14.67, 0.0, 0.0, 0.0)
Camera.PointAt(-919.783, 1051.364, 14.799, 2)

:ROCKB3_6787
if 
  28433 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_6948 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_6878 
if 
  Actor.Dead($6279)
jf @ROCKB3_6878 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_6878
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_6941 
if 
  Actor.Dead($6281)
jf @ROCKB3_6941 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_6941
jump @ROCKB3_6787 

:ROCKB3_6948
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7030 
if 
  Actor.Dead($6279)
jf @ROCKB3_7018 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 
jump @ROCKB3_7030 

:ROCKB3_7018
0372: set_actor $6279 anim 19 wait_state_time 1000000 ms 

:ROCKB3_7030
00BC: text_highpriority 'ROK3_65' time 10000 1  // Hey, to the kids, it's a temple and we are the priests!

:ROCKB3_7045
if 
  32395 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7206 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7136 
if 
  Actor.Dead($6279)
jf @ROCKB3_7136 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_7136
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_7199 
if 
  Actor.Dead($6281)
jf @ROCKB3_7199 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_7199
jump @ROCKB3_7045 

:ROCKB3_7206
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7285 
if 
  Actor.Dead($6279)
jf @ROCKB3_7276 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 
jump @ROCKB3_7285 

:ROCKB3_7276
0372: set_actor $6279 anim 0 wait_state_time 1 ms 

:ROCKB3_7285
00BC: text_highpriority 'ROK3_66' time 10000 1  // Aye, well, if the kids like their priests half cut and tone deaf,

:ROCKB3_7300
if 
  36052 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7463 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7393 
if 
  Actor.Dead($6279)
jf @ROCKB3_7393 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_7393
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_7456 
if 
  Actor.Dead($6281)
jf @ROCKB3_7456 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_7456
jump @ROCKB3_7300 

:ROCKB3_7463
00BC: text_highpriority 'ROK3_67' time 10000 1  // who am I to argue?

:ROCKB3_7478
if 
  37237 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7641 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7571 
if 
  Actor.Dead($6279)
jf @ROCKB3_7571 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_7571
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_7634 
if 
  Actor.Dead($6281)
jf @ROCKB3_7634 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_7634
jump @ROCKB3_7478 

:ROCKB3_7641
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_7723 
if 
  Actor.Dead($6281)
jf @ROCKB3_7711 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_7723 

:ROCKB3_7711
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_7723
00BC: text_highpriority 'ROK3_68' time 10000 1  // Oh geez, the tape's getting chewed again.
Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0)
Camera.PointAt(-926.32, 1049.811, 13.075, 2)

:ROCKB3_7789
if 
  40045 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_7952 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_7882 
if 
  Actor.Dead($6279)
jf @ROCKB3_7882 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_7882
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_7945 
if 
  Actor.Dead($6281)
jf @ROCKB3_7945 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_7945
jump @ROCKB3_7789 

:ROCKB3_7952
00BC: text_highpriority 'ROK3_69' time 10000 1  // At this rate, we'll never get to play live.

:ROCKB3_7967
if 
  42415 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8130 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8060 
if 
  Actor.Dead($6279)
jf @ROCKB3_8060 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_8060
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8123 
if 
  Actor.Dead($6281)
jf @ROCKB3_8123 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_8123
jump @ROCKB3_7967 

:ROCKB3_8130
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8209 
if 
  Actor.Dead($6281)
jf @ROCKB3_8200 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_8209 

:ROCKB3_8200
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8209
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8291 
if 
  Actor.Dead($6279)
jf @ROCKB3_8279 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 
jump @ROCKB3_8291 

:ROCKB3_8279
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8291
00BC: text_highpriority 'ROK3_70' time 10000 1  // Oohh shite! My bowels...

:ROCKB3_8306
if 
  44776 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8469 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8399 
if 
  Actor.Dead($6279)
jf @ROCKB3_8399 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_8399
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8462 
if 
  Actor.Dead($6281)
jf @ROCKB3_8462 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_8462
jump @ROCKB3_8306 

:ROCKB3_8469
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8548 
if 
  Actor.Dead($6279)
jf @ROCKB3_8539 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 
jump @ROCKB3_8548 

:ROCKB3_8539
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8548
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8630 
if 
  Actor.Dead($6281)
jf @ROCKB3_8618 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_8630 

:ROCKB3_8618
0372: set_actor $6281 anim 19 wait_state_time 1000000 ms 

:ROCKB3_8630
00BC: text_highpriority 'ROK3_71' time 10000 1  // We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye!

:ROCKB3_8645
if 
  49873 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_8808 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8738 
if 
  Actor.Dead($6279)
jf @ROCKB3_8738 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_8738
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8801 
if 
  Actor.Dead($6281)
jf @ROCKB3_8801 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_8801
jump @ROCKB3_8645 

:ROCKB3_8808
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_8887 
if 
  Actor.Dead($6281)
jf @ROCKB3_8878 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 
jump @ROCKB3_8887 

:ROCKB3_8878
0372: set_actor $6281 anim 0 wait_state_time 1 ms 

:ROCKB3_8887
00BE: text_clear_all 
fade 0 1500 

:ROCKB3_8896
if 
  51280 > $CUT_SCENE_TIME // int > $ 
jf @ROCKB3_9059 
wait 0 
02E8: $CUT_SCENE_TIME = cutscenetime 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_8989 
if 
  Actor.Dead($6279)
jf @ROCKB3_8989 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_8989
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_9052 
if 
  Actor.Dead($6281)
jf @ROCKB3_9052 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_9052
jump @ROCKB3_8896 

:ROCKB3_9059
02EA: end_cutscene 
TIMERA = 0 // @ = int 

:ROCKB3_9068
if 
  fading 
jf @ROCKB3_9218 
wait 0 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_9148 
if 
  Actor.Dead($6279)
jf @ROCKB3_9148 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6280 = 1 // $ = int 

:ROCKB3_9148
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_9211 
if 
  Actor.Dead($6281)
jf @ROCKB3_9211 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_9408 
$6282 = 1 // $ = int 

:ROCKB3_9211
jump @ROCKB3_9068 

:ROCKB3_9218
Actor.DestroyInstantly($6279)
Actor.DestroyInstantly($6281)
04FA: clear_extra_colors_with_fade 0 
select_interior 0 
$6293 = 0 // $ = int 
Camera.SetAtPos(-885.396, 1054.467, 12.583)
Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0)
Camera.PointAt(-887.016, 1054.583, 14.538, 2)
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
fade 1 1500 

:ROCKB3_9352
if 
  fading 
jf @ROCKB3_9376 
wait 0 
jump @ROCKB3_9352 

:ROCKB3_9376
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
jump @ROCKB3_9433 

:ROCKB3_9408
040D: unload_wav 1 
040D: unload_wav 2 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ROCKB3_9433
$PASSED_ROCK3_PUBLICITY_TOUR = 1 // $ = int 
0318: set_latest_mission_passed 'ROCK_3'  // Publicity Tour
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 8000
014C: set_parked_car_generator $1990 cars_to_generate_to 101 
Marker.Disable($287)
return 

:ROCKB3_9503
$ONMISSION = 0 // $ = int 
041E: set_radio_station 4 -1 
if 
  not Car.Wrecked($6267)
jf @ROCKB3_9544 
020A: set_car $6267 door_status_to 1 
Car.RemoveReferences($6267)

:ROCKB3_9544
Actor.DestroyWithFade($6277)
Actor.DestroyWithFade($6279)
Actor.DestroyWithFade($6281)
01B7: release_weather 
040D: unload_wav 1 
040D: unload_wav 2 
04FA: clear_extra_colors_with_fade 0 
if 
  $6293 == 1 // $ == int 
jf @ROCKB3_9697 
select_interior 0 
Camera.SetAtPos(-885.396, 1054.467, 12.583)
Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0)
Camera.PointAt(-887.016, 1054.583, 14.538, 2)
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 
0171: set_player $PLAYER_CHAR z_angle_to 280.871 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 

:ROCKB3_9697
Marker.Disable($6269)
Marker.Disable($6272)
0151: remove_status_text $6270 
Model.Destroy(#LOVEFIST)
0296: unload_special_actor 6 
0296: unload_special_actor 7 
0296: unload_special_actor 8 
014F: stop_timer $10086 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:ROCKB3_9743
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_10019 
if 
  $6285 == 0 // $ == int 
jf @ROCKB3_9793 
TIMERB = 0 // @ = int 
$6285 = 1 // $ = int 

:ROCKB3_9793
if 
  $6285 == 1 // $ == int 
jf @ROCKB3_9847 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_9847 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6285 = 2 // $ = int 

:ROCKB3_9847
if 
  $6285 == 2 // $ == int 
jf @ROCKB3_9879 
TIMERB = 0 // @ = int 
$6285 = 3 // $ = int 

:ROCKB3_9879
if 
  $6285 == 3 // $ == int 
jf @ROCKB3_9933 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_9933 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6285 = 4 // $ = int 

:ROCKB3_9933
if 
  $6285 == 4 // $ == int 
jf @ROCKB3_9965 
TIMERB = 0 // @ = int 
$6285 = 5 // $ = int 

:ROCKB3_9965
if 
  $6285 == 5 // $ == int 
jf @ROCKB3_10019 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_10019 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6285 = 6 // $ = int 

:ROCKB3_10019
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_10060 
if 
  Actor.Dead($6277)
jf @ROCKB3_10060 
$6287 = 1 // $ = int 

:ROCKB3_10060
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_10101 
if 
  Actor.Dead($6279)
jf @ROCKB3_10101 
$6288 = 1 // $ = int 

:ROCKB3_10101
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_10142 
if 
  Actor.Dead($6281)
jf @ROCKB3_10142 
$6289 = 1 // $ = int 

:ROCKB3_10142
if 
  Car.Wrecked($6267)
jf @ROCKB3_10172 
$6290 = 1 // $ = int 
jump @ROCKB3_10450 

:ROCKB3_10172
02E3: $6268 = car $6267 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6267 
jf @ROCKB3_10219 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!

:ROCKB3_10219
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_10450 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_10450 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_10450 
$6268 -= 26.0 // $ -= float 
$6268 /= 15.0 // $ /= float 
0059: $6271 += $6268 // $ += $ float 
if 
  1.0 > $6271 // float > $ 
jf @ROCKB3_10366 
if 
  not Car.Wrecked($6267)
jf @ROCKB3_10366 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_10366 

:ROCKB3_10366
if 
  $6271 > 100.0 // $ > float 
jf @ROCKB3_10397 
$6271 = 100.0 // $ = float 

:ROCKB3_10397
0086: $763 = $6271 // $ = $ float 
$763 *= -1.0 // $ *= float 
$763 += 100.0 // $ += float 
$763 /= 2.0 // $ /= float 
008C: $6270 = float_to_integer $763 
$6270 *= 2 // $ *= int 

:ROCKB3_10450
if 
  $6291 == 1 // $ == int 
jf @ROCKB3_10611 
03CF: load_wav 'ROK3_1' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_1' time 10000 1  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_1'  // At last man, time for a well earned drink. The venue's just a hundred yards down the road.
$6291 = 2 // $ = int 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_10611 
if 
  $107 == 1 // $ == int 
jf @ROCKB3_10611 
if 
  6 > $6291 // int > $ 
jf @ROCKB3_10611 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10611 
$6291 = 6 // $ = int 

:ROCKB3_10611
if 
  $6291 == 2 // $ == int 
jf @ROCKB3_10772 
03CF: load_wav 'ROK3_2' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_2' time 10000 1  // Better make it a large one then. Hey Tommy, change the tunes, man.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_2'  // Better make it a large one then. Hey Tommy, change the tunes, man.
$6291 = 3 // $ = int 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_10772 
if 
  $107 == 1 // $ == int 
jf @ROCKB3_10772 
if 
  6 > $6291 // int > $ 
jf @ROCKB3_10772 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10772 
$6291 = 6 // $ = int 

:ROCKB3_10772
if 
  $6291 == 3 // $ == int 
jf @ROCKB3_10933 
03CF: load_wav 'ROK3_3' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_3' time 10000 1  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_3'  // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
$6291 = 4 // $ = int 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_10933 
if 
  $107 == 1 // $ == int 
jf @ROCKB3_10933 
if 
  6 > $6291 // int > $ 
jf @ROCKB3_10933 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_10933 
$6291 = 6 // $ = int 

:ROCKB3_10933
if 
  $6291 == 4 // $ == int 
jf @ROCKB3_11100 
03CF: load_wav 'ROK3_4' as $6273 
gosub @ROCKB3_13021 
041E: set_radio_station 9 -1 
00BC: text_highpriority 'ROK3_4' time 10000 1  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_4'  // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
$6291 = 5 // $ = int 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_11100 
if 
  $107 == 1 // $ == int 
jf @ROCKB3_11100 
if 
  6 > $6291 // int > $ 
jf @ROCKB3_11100 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @ROCKB3_11100 
$6291 = 6 // $ = int 

:ROCKB3_11100
if 
  $6291 == 5 // $ == int 
jf @ROCKB3_11177 
03CF: load_wav 'ROK3_5' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_5' time 10000 1  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_5'  // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
$6291 = 6 // $ = int 

:ROCKB3_11177
if 
  $6291 == 6 // $ == int 
jf @ROCKB3_11295 
if 
  $6283 == 0 // $ == int 
jf @ROCKB3_11281 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03E5: text_box 'RBM3_2'  // While the bomb is armed if you try to leave the car it will explode...
03C4: set_status_text_to $6270 1 'RBM3_6'  // DETONATION:
TIMERA = 0 // @ = int 
$6283 = 1 // $ = int 

:ROCKB3_11281
$107 = 1 // $ = int 
$6291 = 7 // $ = int 

:ROCKB3_11295
if 
  $6291 == 7 // $ == int 
jf @ROCKB3_11372 
03CF: load_wav 'ROK3_6' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_6' time 10000 1  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_6'  // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
$6291 = 8 // $ = int 

:ROCKB3_11372
if 
  $6291 == 8 // $ == int 
jf @ROCKB3_11449 
03CF: load_wav 'ROK3_7' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_7' time 10000 1  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_7'  // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
$6291 = 9 // $ = int 

:ROCKB3_11449
if 
  $6291 == 9 // $ == int 
jf @ROCKB3_11526 
03CF: load_wav 'ROK3_8' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_8' time 10000 1  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_8'  // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
$6291 = 10 // $ = int 

:ROCKB3_11526
if 
  $6291 == 10 // $ == int 
jf @ROCKB3_11610 
03CF: load_wav 'ROK3_9' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_9' time 10000 1  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
04FE: set_vehicle $6267 deflate_tire 0 
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_9'  // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
$6291 = 11 // $ = int 

:ROCKB3_11610
if 
  $6291 == 11 // $ == int 
jf @ROCKB3_11687 
03CF: load_wav 'ROK3_10' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_10' time 10000 1  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_10'  // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
$6291 = 12 // $ = int 

:ROCKB3_11687
if 
  $6291 == 12 // $ == int 
jf @ROCKB3_11764 
03CF: load_wav 'ROK3_11' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_11' time 10000 1  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_11'  // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
$6291 = 13 // $ = int 

:ROCKB3_11764
if 
  $6291 == 13 // $ == int 
jf @ROCKB3_11841 
03CF: load_wav 'ROK3_12' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_12' time 10000 1  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_12'  // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
$6291 = 14 // $ = int 

:ROCKB3_11841
if 
  $6291 == 14 // $ == int 
jf @ROCKB3_11918 
03CF: load_wav 'ROK3_13' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_13' time 10000 1  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_13'  // I don't have a clue. Willy, say something. I'm gonna play bass in hell.
$6291 = 15 // $ = int 

:ROCKB3_11918
if 
  $6291 == 15 // $ == int 
jf @ROCKB3_12002 
03CF: load_wav 'ROK3_14' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_14' time 10000 1  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
04FE: set_vehicle $6267 deflate_tire 2 
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_14'  // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
$6291 = 16 // $ = int 

:ROCKB3_12002
if 
  $6291 == 16 // $ == int 
jf @ROCKB3_12079 
03CF: load_wav 'ROK3_15' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_15' time 10000 1  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_15'  // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
$6291 = 17 // $ = int 

:ROCKB3_12079
if 
  $6291 == 17 // $ == int 
jf @ROCKB3_12156 
03CF: load_wav 'ROK3_16' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_16' time 10000 1  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_16'  // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
$6291 = 18 // $ = int 

:ROCKB3_12156
if 
  $6291 == 18 // $ == int 
jf @ROCKB3_12233 
03CF: load_wav 'ROK3_17' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_17' time 10000 1  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_17'  // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
$6291 = 19 // $ = int 

:ROCKB3_12233
if 
  $6291 == 19 // $ == int 
jf @ROCKB3_12310 
03CF: load_wav 'ROK3_18' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_18' time 10000 1  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_18'  // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
$6291 = 20 // $ = int 

:ROCKB3_12310
if 
  $6291 == 20 // $ == int 
jf @ROCKB3_12387 
03CF: load_wav 'ROK3_19' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_19' time 10000 1  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_19'  // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
$6291 = 21 // $ = int 

:ROCKB3_12387
if 
  $6291 == 21 // $ == int 
jf @ROCKB3_12464 
03CF: load_wav 'ROK3_20' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_20' time 10000 1  // Or is this one green? Any of these wires look green to you?
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_20'  // Or is this one green? Any of these wires look green to you?
$6291 = 22 // $ = int 

:ROCKB3_12464
if 
  $6291 == 22 // $ == int 
jf @ROCKB3_12541 
03CF: load_wav 'ROK3_21' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_21' time 10000 1  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_21'  // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
$6291 = 23 // $ = int 

:ROCKB3_12541
if 
  $6291 == 23 // $ == int 
jf @ROCKB3_12625 
03CF: load_wav 'ROK3_22' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_22' time 10000 1  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
04FE: set_vehicle $6267 deflate_tire 3 
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_22'  // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
$6291 = 24 // $ = int 

:ROCKB3_12625
if 
  $6291 == 24 // $ == int 
jf @ROCKB3_12702 
03CF: load_wav 'ROK3_23' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_23' time 10000 1  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_23'  // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
$6291 = 25 // $ = int 

:ROCKB3_12702
if 
  $6291 == 25 // $ == int 
jf @ROCKB3_12786 
03CF: load_wav 'ROK3_24' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_24' time 10000 1  // NO! Man, we're okay. We ain't been blown up, pal.
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_24'  // NO! Man, we're okay. We ain't been blown up, pal.
$6291 = 26 // $ = int 
$6274 = 1 // $ = int 

:ROCKB3_12786
return 

:ROCKB3_12788
if 
  $6291 == 26 // $ == int 
jf @ROCKB3_12865 
03CF: load_wav 'ROK3_25' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_25' time 10000 1  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_25'  // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
$6291 = 27 // $ = int 

:ROCKB3_12865
if 
  $6291 == 27 // $ == int 
jf @ROCKB3_12942 
03CF: load_wav 'ROK3_26' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_26' time 10000 1  // A racket to make? Groupies to abuse? LOVE FIST!
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_26'  // A racket to make? Groupies to abuse? LOVE FIST!
$6291 = 28 // $ = int 

:ROCKB3_12942
if 
  $6291 == 28 // $ == int 
jf @ROCKB3_13019 
03CF: load_wav 'ROK3_27' as $6273 
gosub @ROCKB3_13021 
00BC: text_highpriority 'ROK3_27' time 10000 1  // Have you finished with that bottle?
gosub @ROCKB3_13898 
03D5: remove_text 'ROK3_27'  // Have you finished with that bottle?
$6291 = 29 // $ = int 

:ROCKB3_13019
return 

:ROCKB3_13021
if 
83D0:   not wav $6273 loaded 
jf @ROCKB3_13891 
wait 0 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_13335 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_13335 
if 
  $6285 == 0 // $ == int 
jf @ROCKB3_13109 
TIMERB = 0 // @ = int 
$6285 = 1 // $ = int 

:ROCKB3_13109
if 
  $6285 == 1 // $ == int 
jf @ROCKB3_13163 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13163 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6285 = 2 // $ = int 

:ROCKB3_13163
if 
  $6285 == 2 // $ == int 
jf @ROCKB3_13195 
TIMERB = 0 // @ = int 
$6285 = 3 // $ = int 

:ROCKB3_13195
if 
  $6285 == 3 // $ == int 
jf @ROCKB3_13249 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13249 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6285 = 4 // $ = int 

:ROCKB3_13249
if 
  $6285 == 4 // $ == int 
jf @ROCKB3_13281 
TIMERB = 0 // @ = int 
$6285 = 5 // $ = int 

:ROCKB3_13281
if 
  $6285 == 5 // $ == int 
jf @ROCKB3_13335 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_13335 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6285 = 6 // $ = int 

:ROCKB3_13335
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_13376 
if 
  Actor.Dead($6277)
jf @ROCKB3_13376 
$6287 = 1 // $ = int 

:ROCKB3_13376
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_13417 
if 
  Actor.Dead($6279)
jf @ROCKB3_13417 
$6288 = 1 // $ = int 

:ROCKB3_13417
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_13458 
if 
  Actor.Dead($6281)
jf @ROCKB3_13458 
$6289 = 1 // $ = int 

:ROCKB3_13458
if 
  Car.Wrecked($6267)
jf @ROCKB3_13488 
$6290 = 1 // $ = int 
jump @ROCKB3_13766 

:ROCKB3_13488
02E3: $6268 = car $6267 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6267 
jf @ROCKB3_13535 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!

:ROCKB3_13535
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_13766 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_13766 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_13766 
$6268 -= 26.0 // $ -= float 
$6268 /= 15.0 // $ /= float 
0059: $6271 += $6268 // $ += $ float 
if 
  1.0 > $6271 // float > $ 
jf @ROCKB3_13682 
if 
  not Car.Wrecked($6267)
jf @ROCKB3_13682 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_13682 

:ROCKB3_13682
if 
  $6271 > 100.0 // $ > float 
jf @ROCKB3_13713 
$6271 = 100.0 // $ = float 

:ROCKB3_13713
0086: $763 = $6271 // $ = $ float 
$763 *= -1.0 // $ *= float 
$763 += 100.0 // $ += float 
$763 /= 2.0 // $ /= float 
008C: $6270 = float_to_integer $763 
$6270 *= 2 // $ *= int 

:ROCKB3_13766
if 
  $6274 == 1 // $ == int 
jf @ROCKB3_13884 
if 
  $6286 == 0 // $ == int 
jf @ROCKB3_13884 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_13843 
if 
  Actor.Dead($6279)
jf @ROCKB3_13843 
$6288 = 1 // $ = int 

:ROCKB3_13843
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_13884 
if 
  Actor.Dead($6281)
jf @ROCKB3_13884 
$6289 = 1 // $ = int 

:ROCKB3_13884
jump @ROCKB3_13021 

:ROCKB3_13891
03D1: play_wav $6273 
return 

:ROCKB3_13898
if 
83D2:   not wav $6273 ended 
jf @ROCKB3_14775 
wait 0 
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_14212 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_14212 
if 
  $6285 == 0 // $ == int 
jf @ROCKB3_13986 
TIMERB = 0 // @ = int 
$6285 = 1 // $ = int 

:ROCKB3_13986
if 
  $6285 == 1 // $ == int 
jf @ROCKB3_14040 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_14040 
03E5: text_box 'RBM3_9'  // If you are stopped or drive slowly the detonation bar will increase.
$6285 = 2 // $ = int 

:ROCKB3_14040
if 
  $6285 == 2 // $ == int 
jf @ROCKB3_14072 
TIMERB = 0 // @ = int 
$6285 = 3 // $ = int 

:ROCKB3_14072
if 
  $6285 == 3 // $ == int 
jf @ROCKB3_14126 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_14126 
03E5: text_box 'RBM3_8'  // The faster you drive the lower the detonation bar will go.
$6285 = 4 // $ = int 

:ROCKB3_14126
if 
  $6285 == 4 // $ == int 
jf @ROCKB3_14158 
TIMERB = 0 // @ = int 
$6285 = 5 // $ = int 

:ROCKB3_14158
if 
  $6285 == 5 // $ == int 
jf @ROCKB3_14212 
if 
  TIMERB >= 5000 // @ >= int 
jf @ROCKB3_14212 
03E5: text_box 'RBM3_3'  // If the detonation bar completely fills the bomb will explode.
$6285 = 6 // $ = int 

:ROCKB3_14212
if 
  $6278 == 0 // $ == int 
jf @ROCKB3_14253 
if 
  Actor.Dead($6277)
jf @ROCKB3_14253 
$6287 = 1 // $ = int 

:ROCKB3_14253
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_14294 
if 
  Actor.Dead($6279)
jf @ROCKB3_14294 
$6288 = 1 // $ = int 

:ROCKB3_14294
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_14335 
if 
  Actor.Dead($6281)
jf @ROCKB3_14335 
$6289 = 1 // $ = int 

:ROCKB3_14335
if 
  Car.Wrecked($6267)
jf @ROCKB3_14365 
$6290 = 1 // $ = int 
jump @ROCKB3_14650 

:ROCKB3_14365
02E3: $6268 = car $6267 speed 
if 
8442:   not player $PLAYER_CHAR sitting_in_car $6267 
jf @ROCKB3_14419 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
$6275 = 1 // $ = int 

:ROCKB3_14419
if 
  $6274 == 0 // $ == int 
jf @ROCKB3_14650 
if 
  $6283 == 1 // $ == int 
jf @ROCKB3_14650 
if 
  TIMERA > 5000 // @ > int 
jf @ROCKB3_14650 
$6268 -= 26.0 // $ -= float 
$6268 /= 15.0 // $ /= float 
0059: $6271 += $6268 // $ += $ float 
if 
  1.0 > $6271 // float > $ 
jf @ROCKB3_14566 
if 
  not Car.Wrecked($6267)
jf @ROCKB3_14566 
020B: explode_car $6267 
00BC: text_highpriority 'RBM3_4' time 5000 1  // ~r~You've killed Love Fist!
jump @ROCKB3_14566 

:ROCKB3_14566
if 
  $6271 > 100.0 // $ > float 
jf @ROCKB3_14597 
$6271 = 100.0 // $ = float 

:ROCKB3_14597
0086: $763 = $6271 // $ = $ float 
$763 *= -1.0 // $ *= float 
$763 += 100.0 // $ += float 
$763 /= 2.0 // $ /= float 
008C: $6270 = float_to_integer $763 
$6270 *= 2 // $ *= int 

:ROCKB3_14650
if 
  $6274 == 1 // $ == int 
jf @ROCKB3_14768 
if 
  $6286 == 0 // $ == int 
jf @ROCKB3_14768 
if 
  $6280 == 0 // $ == int 
jf @ROCKB3_14727 
if 
  Actor.Dead($6279)
jf @ROCKB3_14727 
$6288 = 1 // $ = int 

:ROCKB3_14727
if 
  $6282 == 0 // $ == int 
jf @ROCKB3_14768 
if 
  Actor.Dead($6281)
jf @ROCKB3_14768 
$6289 = 1 // $ = int 

:ROCKB3_14768
jump @ROCKB3_13898 

:ROCKB3_14775
return 

//-------------Mission 66---------------
// Originally: Weapon Range

:RANGE
script_name 'RANGE' 
gosub @RANGE_46 
if 
  wasted_or_busted 
jf @RANGE_37 
gosub @RANGE_6236 

:RANGE_37
gosub @RANGE_6338 
terminate_this_script 

:RANGE_46
$ONMISSION = 1 // $ = int 
if 
  $108 == 0 // $ == int 
jf @RANGE_73 
increment_mission_attempts 

:RANGE_73
$3917 = 0 // $ = int 
$3912 = 0 // $ = int 
$3969 = 0 // $ = int 
$3910 = 0 // $ = int 
$3988 = 30 // $ = int 
$3968 = 0 // $ = int 
$3911 = 0 // $ = int 
$3681 = 0 // $ = int 
$3677 = 121000 // $ = int 
$3674 = 0 // $ = int 
$3676 = 0 // $ = int 
$3680 = 0 // $ = int 
$3687 = 0 // $ = int 
$3688 = 0 // $ = int 
$3689 = 0 // $ = int 
$3690 = 0 // $ = int 
$3691 = 0 // $ = int 
$3692 = 0 // $ = int 
$3699 = 0.0 // $ = float 
$3700 = 0.0 // $ = float 
$3701 = 0.0 // $ = float 
$3686 = 0 // $ = int 
$3699 = -673.29 // $ = float 
$3700 = 1238.52 // $ = float 
$3701 = 11.5 // $ = float 
$3707 = 0 // $ = int 
$3708 = 0 // $ = int 
$3709 = 0 // $ = int 
$3710 = 0 // $ = int 
$3711 = 0 // $ = int 
$3712 = 0 // $ = int 
$3719 = 0.0 // $ = float 
$3720 = 0.0 // $ = float 
$3721 = 0.0 // $ = float 
$3706 = 0 // $ = int 
$3722 = 0.0 // $ = float 
$3723 = 0.0 // $ = float 
$3724 = 0.0 // $ = float 
$3725 = 0 // $ = int 
$3719 = -676.11 // $ = float 
$3720 = 1227.0 // $ = float 
$3721 = 11.5 // $ = float 
$3727 = 0 // $ = int 
$3728 = 0 // $ = int 
$3729 = 0 // $ = int 
$3730 = 0 // $ = int 
$3731 = 0 // $ = int 
$3732 = 0 // $ = int 
$3739 = 0.0 // $ = float 
$3740 = 0.0 // $ = float 
$3741 = 0.0 // $ = float 
$3726 = 0 // $ = int 
$3742 = 0.0 // $ = float 
$3743 = 0.0 // $ = float 
$3744 = 0.0 // $ = float 
$3745 = 0 // $ = int 
$3739 = -679.04 // $ = float 
$3740 = 1238.52 // $ = float 
$3741 = 11.5 // $ = float 
$3938 = 0 // $ = int 
$3939 = 0 // $ = int 
$3940 = 0 // $ = int 
$3970 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'BANKJ2' 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Model.Load(#COLT45)
Model.Load(#TAR_FRAME)
Model.Load(#TAR_DOWNLEFT)
Model.Load(#TAR_DOWNRIGHT)
Model.Load(#TAR_TOP)
Model.Load(#TAR_UPLEFT)
Model.Load(#TAR_UPRIGHT)
Model.Load(#FAKETARGET)
03CF: load_wav 'BNK2_1' as 1 
03CF: load_wav 'BNK2_2' as 2 

:RANGE_673
if or
  not Model.Available(#COLT45)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
  not Model.Available(#FAKETARGET)
jf @RANGE_712 
wait 0 
jump @RANGE_673 

:RANGE_712
if or
  not Model.Available(#TAR_FRAME)
  not Model.Available(#TAR_DOWNLEFT)
  not Model.Available(#TAR_DOWNRIGHT)
  not Model.Available(#TAR_TOP)
  not Model.Available(#TAR_UPLEFT)
  not Model.Available(#TAR_UPRIGHT)
jf @RANGE_764 
wait 0 
jump @RANGE_712 

:RANGE_764
Object.Init($3944, #FAKETARGET, -668.42, 1231.65, 10.08)
Object.RemoveFromMissionCleanupList($3944)
Object.Angle($3944) = 90.0
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 
$3911 = 100 // $ = int 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:RANGE_899
if 
  fading 
jf @RANGE_993 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_986 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_986
jump @RANGE_899 

:RANGE_993
Player.CanMove($PLAYER_CHAR, True)
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1030 
jump @RANGE_1638 

:RANGE_1030
00BC: text_highpriority 'BJM2_19' time 8000 1  // ~g~Hit as many targets as you can in the time limit!
TIMERA = 0 // @ = int 

:RANGE_1052
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1182 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1105 
jump @RANGE_1638 

:RANGE_1105
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1175 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1175
jump @RANGE_1052 

:RANGE_1182
00BC: text_highpriority 'BJM2_20' time 8000 1  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
TIMERA = 0 // @ = int 

:RANGE_1204
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1334 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1257 
jump @RANGE_1638 

:RANGE_1257
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1327 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1327
jump @RANGE_1204 

:RANGE_1334
00BC: text_highpriority 'BJM2_2' time 8000 1  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
TIMERA = 0 // @ = int 

:RANGE_1356
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1486 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1409 
jump @RANGE_1638 

:RANGE_1409
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1479 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1479
jump @RANGE_1356 

:RANGE_1486
00BC: text_highpriority 'BJM2_23' time 8000 1  // ~g~If you leave the shooting range during the competition, you will fail the mission.
TIMERA = 0 // @ = int 

:RANGE_1508
if 
  5000 > TIMERA // int > @ 
jf @RANGE_1638 
wait 0 
if or
00E1:   player 0 pressed_button 16 
00E1:   player 0 pressed_button 12 
jf @RANGE_1561 
jump @RANGE_1638 

:RANGE_1561
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1631 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1631
jump @RANGE_1508 

:RANGE_1638
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'BNK2_1' time 5000 1  // LIVE AMMUNITION
03D1: play_wav 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
$123 = 1 // $ = int 

:RANGE_1685
if 
83D2:   not wav 1 ended 
jf @RANGE_1781 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1774 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1774
jump @RANGE_1685 

:RANGE_1781
03D5: remove_text 'BNK2_1'  // LIVE AMMUNITION
03D1: play_wav 2 
00BC: text_highpriority 'BNK2_2' time 5000 1  // AIM 3-2-1 FIRE!

:RANGE_1810
if 
83D2:   not wav 2 ended 
jf @RANGE_1906 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_1899 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_1899
jump @RANGE_1810 

:RANGE_1906
03D5: remove_text 'BNK2_2'  // AIM 3-2-1 FIRE!
014E: start_timer_at $3677 count_in_direction 1 
04F7: status_text $3988 0 line 2 'BJM2_18'  // SCORE TO BEAT:
04F7: status_text $3968 0 line 1 'BJM2_15'  // SCORE:
TIMERA = 0 // @ = int 
018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 

:RANGE_1986
if 
  $3676 == 0 // $ == int 
jf @RANGE_5819 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_2078 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_2078
if 
00E1:   player 0 pressed_button 14 
jf @RANGE_2102 
$3676 = 1 // $ = int 

:RANGE_2102
if 
  $3943 == 0 // $ == int 
jf @RANGE_2139 
03CF: load_wav 'BNK2_3' as 1 
$3943 = 1 // $ = int 

:RANGE_2139
if 
  $3943 == 1 // $ == int 
jf @RANGE_2179 
if 
03D0:   wav 1 loaded 
jf @RANGE_2179 
$3943 = 2 // $ = int 

:RANGE_2179
Player.ClearWantedLevel($PLAYER_CHAR)
0419: $3680 = player $PLAYER_CHAR weapon 17 ammo 
if or
  $3677 == 0 // $ == int 
  $3680 == 0 // $ == int 
jf @RANGE_2310 
if 
  $3970 == 0 // $ == int 
jf @RANGE_2258 
TIMERA = 0 // @ = int 
$3970 = 1 // $ = int 
jump @RANGE_2310 

:RANGE_2258
if 
  TIMERA > 200 // @ > int 
jf @RANGE_2310 
03D1: play_wav 1 
00BC: text_highpriority 'BNK2_3' time 5000 1  // AREA CLEAR!
$3947 = 1 // $ = int 
$3676 = 1 // $ = int 

:RANGE_2310
01BD: $3978 = current_time_in_ms 
if 
  $3979 == 0 // $ == int 
jf @RANGE_2353 
01BD: $3978 = current_time_in_ms 
0084: $3980 = $3978 // $ = $ int 
$3979 = 1 // $ = int 

:RANGE_2353
if 
  $3979 == 1 // $ == int 
jf @RANGE_2387 
0084: $3981 = $3978 // $ = $ int 
0060: $3981 -= $3980 // $ -= $ int 

:RANGE_2387
if 
  $3981 >= 2000 // $ >= int 
jf @RANGE_2642 
if 
  $3686 == 0 // $ == int 
jf @RANGE_2642 
Object.Create($3693, #TAR_FRAME, $3699, $3700, $3701)
Object.Angle($3693) = 90.0
Object.Create($3694, #TAR_DOWNLEFT, $3699, $3700, $3701)
Object.Angle($3694) = 90.0
Object.Create($3695, #TAR_DOWNRIGHT, $3699, $3700, $3701)
Object.Angle($3695) = 90.0
Object.Create($3696, #TAR_TOP, $3699, $3700, $3701)
Object.Angle($3696) = 90.0
Object.Create($3697, #TAR_UPLEFT, $3699, $3700, $3701)
Object.Angle($3697) = 90.0
Object.Create($3698, #TAR_UPRIGHT, $3699, $3700, $3701)
Object.Angle($3698) = 90.0
$3687 = 0 // $ = int 
$3688 = 0 // $ = int 
$3689 = 0 // $ = int 
$3690 = 0 // $ = int 
$3691 = 0 // $ = int 
$3692 = 0 // $ = int 
$3705 = 0 // $ = int 
$3686 = 1 // $ = int 

:RANGE_2642
if 
  $3686 == 1 // $ == int 
jf @RANGE_2933 
if 
  $3687 == 0 // $ == int 
jf @RANGE_2830 
if 
8366:   not object $3693 damaged 
jf @RANGE_2708 
Object.StorePos($3693, $3702, $3703, $3704)

:RANGE_2708
if 
  $3705 == 0 // $ == int 
jf @RANGE_2778 
if 
  1228.7 >= $3703 // float >= $ 
jf @RANGE_2761 
$3705 = 1 // $ = int 
jump @RANGE_2771 

:RANGE_2761
007E: $3703 -= frame_delta_time * 0.06 // float 

:RANGE_2771
jump @RANGE_2823 

:RANGE_2778
if 
  $3703 >= 1236.5 // $ >= float 
jf @RANGE_2813 
$3705 = 0 // $ = int 
jump @RANGE_2823 

:RANGE_2813
0078: $3703 += frame_delta_time * 0.06 // float 

:RANGE_2823
jump @RANGE_2933 

:RANGE_2830
if 
8366:   not object $3693 damaged 
jf @RANGE_2933 
Object.StorePos($3693, $3702, $3703, $3704)
if 
  $3703 >= 1239.0 // $ >= float 
jf @RANGE_2923 
if 
8366:   not object $3693 damaged 
jf @RANGE_2902 
Object.Destroy($3693)

:RANGE_2902
$3686 = 0 // $ = int 
$3979 = 0 // $ = int 
jump @RANGE_2933 

:RANGE_2923
0078: $3703 += frame_delta_time * 0.06 // float 

:RANGE_2933
if 
  $3686 == 1 // $ == int 
jf @RANGE_3490 
01BC: put_object $3693 at $3702 $3703 $3704 
if 
  $3687 == 0 // $ == int 
jf @RANGE_3490 
if and
  $3688 == 1 // $ == int 
  $3689 == 1 // $ == int 
  $3690 == 1 // $ == int 
  $3691 == 1 // $ == int 
  $3692 == 1 // $ == int 
jf @RANGE_3120 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3979 = 0 // $ = int 
$3687 = 1 // $ = int 

:RANGE_3120
if 
  $3688 == 0 // $ == int 
jf @RANGE_3194 
if 
0366:   object $3694 damaged 
jf @RANGE_3180 
Object.Destroy($3694)
$3681 += 1 // $ += int 
$3688 = 1 // $ = int 
jump @RANGE_3194 

:RANGE_3180
01BC: put_object $3694 at $3702 $3703 $3704 

:RANGE_3194
if 
  $3689 == 0 // $ == int 
jf @RANGE_3268 
if 
0366:   object $3695 damaged 
jf @RANGE_3254 
Object.Destroy($3695)
$3681 += 1 // $ += int 
$3689 = 1 // $ = int 
jump @RANGE_3268 

:RANGE_3254
01BC: put_object $3695 at $3702 $3703 $3704 

:RANGE_3268
if 
  $3690 == 0 // $ == int 
jf @RANGE_3342 
if 
0366:   object $3696 damaged 
jf @RANGE_3328 
Object.Destroy($3696)
$3681 += 1 // $ += int 
$3690 = 1 // $ = int 
jump @RANGE_3342 

:RANGE_3328
01BC: put_object $3696 at $3702 $3703 $3704 

:RANGE_3342
if 
  $3691 == 0 // $ == int 
jf @RANGE_3416 
if 
0366:   object $3697 damaged 
jf @RANGE_3402 
Object.Destroy($3697)
$3681 += 1 // $ += int 
$3691 = 1 // $ = int 
jump @RANGE_3416 

:RANGE_3402
01BC: put_object $3697 at $3702 $3703 $3704 

:RANGE_3416
if 
  $3692 == 0 // $ == int 
jf @RANGE_3490 
if 
0366:   object $3698 damaged 
jf @RANGE_3476 
Object.Destroy($3698)
$3681 += 1 // $ += int 
$3692 = 1 // $ = int 
jump @RANGE_3490 

:RANGE_3476
01BC: put_object $3698 at $3702 $3703 $3704 

:RANGE_3490
if 
  $3982 == 0 // $ == int 
jf @RANGE_3528 
01BD: $3978 = current_time_in_ms 
0084: $3983 = $3978 // $ = $ int 
$3982 = 1 // $ = int 

:RANGE_3528
if 
  $3982 == 1 // $ == int 
jf @RANGE_3562 
0084: $3984 = $3978 // $ = $ int 
0060: $3984 -= $3983 // $ -= $ int 

:RANGE_3562
if 
  $3984 >= 2000 // $ >= int 
jf @RANGE_3817 
if 
  $3706 == 0 // $ == int 
jf @RANGE_3817 
Object.Create($3713, #TAR_FRAME, $3719, $3720, $3721)
Object.Angle($3713) = 90.0
Object.Create($3714, #TAR_DOWNLEFT, $3719, $3720, $3721)
Object.Angle($3714) = 90.0
Object.Create($3715, #TAR_DOWNRIGHT, $3719, $3720, $3721)
Object.Angle($3715) = 90.0
Object.Create($3716, #TAR_TOP, $3719, $3720, $3721)
Object.Angle($3716) = 90.0
Object.Create($3717, #TAR_UPLEFT, $3719, $3720, $3721)
Object.Angle($3717) = 90.0
Object.Create($3718, #TAR_UPRIGHT, $3719, $3720, $3721)
Object.Angle($3718) = 90.0
$3707 = 0 // $ = int 
$3708 = 0 // $ = int 
$3709 = 0 // $ = int 
$3710 = 0 // $ = int 
$3711 = 0 // $ = int 
$3712 = 0 // $ = int 
$3725 = 1 // $ = int 
$3706 = 1 // $ = int 

:RANGE_3817
if 
  $3706 == 1 // $ == int 
jf @RANGE_4108 
if 
  $3707 == 0 // $ == int 
jf @RANGE_4005 
if 
8366:   not object $3713 damaged 
jf @RANGE_3883 
Object.StorePos($3713, $3722, $3723, $3724)

:RANGE_3883
if 
  $3725 == 0 // $ == int 
jf @RANGE_3953 
if 
  1228.7 >= $3723 // float >= $ 
jf @RANGE_3936 
$3725 = 1 // $ = int 
jump @RANGE_3946 

:RANGE_3936
007E: $3723 -= frame_delta_time * 0.04 // float 

:RANGE_3946
jump @RANGE_3998 

:RANGE_3953
if 
  $3723 >= 1236.5 // $ >= float 
jf @RANGE_3988 
$3725 = 0 // $ = int 
jump @RANGE_3998 

:RANGE_3988
0078: $3723 += frame_delta_time * 0.04 // float 

:RANGE_3998
jump @RANGE_4108 

:RANGE_4005
if 
8366:   not object $3713 damaged 
jf @RANGE_4108 
Object.StorePos($3713, $3722, $3723, $3724)
if 
  1227.0 >= $3723 // float >= $ 
jf @RANGE_4098 
if 
8366:   not object $3713 damaged 
jf @RANGE_4077 
Object.Destroy($3713)

:RANGE_4077
$3706 = 0 // $ = int 
$3982 = 0 // $ = int 
jump @RANGE_4108 

:RANGE_4098
007E: $3723 -= frame_delta_time * 0.06 // float 

:RANGE_4108
if 
  $3706 == 1 // $ == int 
jf @RANGE_4665 
01BC: put_object $3713 at $3722 $3723 $3724 
if 
  $3707 == 0 // $ == int 
jf @RANGE_4665 
if and
  $3708 == 1 // $ == int 
  $3709 == 1 // $ == int 
  $3710 == 1 // $ == int 
  $3711 == 1 // $ == int 
  $3712 == 1 // $ == int 
jf @RANGE_4295 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3982 = 0 // $ = int 
$3707 = 1 // $ = int 

:RANGE_4295
if 
  $3708 == 0 // $ == int 
jf @RANGE_4369 
if 
0366:   object $3714 damaged 
jf @RANGE_4355 
Object.Destroy($3714)
$3681 += 1 // $ += int 
$3708 = 1 // $ = int 
jump @RANGE_4369 

:RANGE_4355
01BC: put_object $3714 at $3722 $3723 $3724 

:RANGE_4369
if 
  $3709 == 0 // $ == int 
jf @RANGE_4443 
if 
0366:   object $3715 damaged 
jf @RANGE_4429 
Object.Destroy($3715)
$3681 += 1 // $ += int 
$3709 = 1 // $ = int 
jump @RANGE_4443 

:RANGE_4429
01BC: put_object $3715 at $3722 $3723 $3724 

:RANGE_4443
if 
  $3710 == 0 // $ == int 
jf @RANGE_4517 
if 
0366:   object $3716 damaged 
jf @RANGE_4503 
Object.Destroy($3716)
$3681 += 1 // $ += int 
$3710 = 1 // $ = int 
jump @RANGE_4517 

:RANGE_4503
01BC: put_object $3716 at $3722 $3723 $3724 

:RANGE_4517
if 
  $3711 == 0 // $ == int 
jf @RANGE_4591 
if 
0366:   object $3717 damaged 
jf @RANGE_4577 
Object.Destroy($3717)
$3681 += 1 // $ += int 
$3711 = 1 // $ = int 
jump @RANGE_4591 

:RANGE_4577
01BC: put_object $3717 at $3722 $3723 $3724 

:RANGE_4591
if 
  $3712 == 0 // $ == int 
jf @RANGE_4665 
if 
0366:   object $3718 damaged 
jf @RANGE_4651 
Object.Destroy($3718)
$3681 += 1 // $ += int 
$3712 = 1 // $ = int 
jump @RANGE_4665 

:RANGE_4651
01BC: put_object $3718 at $3722 $3723 $3724 

:RANGE_4665
if 
  $3985 == 0 // $ == int 
jf @RANGE_4703 
01BD: $3978 = current_time_in_ms 
0084: $3986 = $3978 // $ = $ int 
$3985 = 1 // $ = int 

:RANGE_4703
if 
  $3985 == 1 // $ == int 
jf @RANGE_4737 
0084: $3987 = $3978 // $ = $ int 
0060: $3987 -= $3986 // $ -= $ int 

:RANGE_4737
if 
  $3987 >= 2000 // $ >= int 
jf @RANGE_4992 
if 
  $3726 == 0 // $ == int 
jf @RANGE_4992 
Object.Create($3733, #TAR_FRAME, $3739, $3740, $3741)
Object.Angle($3733) = 90.0
Object.Create($3734, #TAR_DOWNLEFT, $3739, $3740, $3741)
Object.Angle($3734) = 90.0
Object.Create($3735, #TAR_DOWNRIGHT, $3739, $3740, $3741)
Object.Angle($3735) = 90.0
Object.Create($3736, #TAR_TOP, $3739, $3740, $3741)
Object.Angle($3736) = 90.0
Object.Create($3737, #TAR_UPLEFT, $3739, $3740, $3741)
Object.Angle($3737) = 90.0
Object.Create($3738, #TAR_UPRIGHT, $3739, $3740, $3741)
Object.Angle($3738) = 90.0
$3727 = 0 // $ = int 
$3728 = 0 // $ = int 
$3729 = 0 // $ = int 
$3730 = 0 // $ = int 
$3731 = 0 // $ = int 
$3732 = 0 // $ = int 
$3745 = 0 // $ = int 
$3726 = 1 // $ = int 

:RANGE_4992
if 
  $3726 == 1 // $ == int 
jf @RANGE_5283 
if 
  $3727 == 0 // $ == int 
jf @RANGE_5180 
if 
8366:   not object $3733 damaged 
jf @RANGE_5058 
Object.StorePos($3733, $3742, $3743, $3744)

:RANGE_5058
if 
  $3745 == 0 // $ == int 
jf @RANGE_5128 
if 
  1228.7 >= $3743 // float >= $ 
jf @RANGE_5111 
$3745 = 1 // $ = int 
jump @RANGE_5121 

:RANGE_5111
007E: $3743 -= frame_delta_time * 0.02 // float 

:RANGE_5121
jump @RANGE_5173 

:RANGE_5128
if 
  $3743 >= 1236.5 // $ >= float 
jf @RANGE_5163 
$3745 = 0 // $ = int 
jump @RANGE_5173 

:RANGE_5163
0078: $3743 += frame_delta_time * 0.02 // float 

:RANGE_5173
jump @RANGE_5283 

:RANGE_5180
if 
8366:   not object $3733 damaged 
jf @RANGE_5283 
Object.StorePos($3733, $3742, $3743, $3744)
if 
  $3743 >= 1239.0 // $ >= float 
jf @RANGE_5273 
if 
8366:   not object $3733 damaged 
jf @RANGE_5252 
Object.Destroy($3733)

:RANGE_5252
$3726 = 0 // $ = int 
$3987 = 0 // $ = int 
jump @RANGE_5283 

:RANGE_5273
0078: $3743 += frame_delta_time * 0.06 // float 

:RANGE_5283
if 
  $3726 == 1 // $ == int 
jf @RANGE_5812 
01BC: put_object $3733 at $3742 $3743 $3744 
if 
  $3727 == 0 // $ == int 
jf @RANGE_5812 
if and
  $3728 == 1 // $ == int 
  $3729 == 1 // $ == int 
  $3730 == 1 // $ == int 
  $3731 == 1 // $ == int 
  $3732 == 1 // $ == int 
jf @RANGE_5442 
$3989 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3674 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3968 += 1 // $ += int 
$3987 = 0 // $ = int 
$3727 = 1 // $ = int 

:RANGE_5442
if 
  $3728 == 0 // $ == int 
jf @RANGE_5516 
if 
0366:   object $3734 damaged 
jf @RANGE_5502 
Object.Destroy($3734)
$3681 += 1 // $ += int 
$3728 = 1 // $ = int 
jump @RANGE_5516 

:RANGE_5502
01BC: put_object $3734 at $3742 $3743 $3744 

:RANGE_5516
if 
  $3729 == 0 // $ == int 
jf @RANGE_5590 
if 
0366:   object $3735 damaged 
jf @RANGE_5576 
Object.Destroy($3735)
$3681 += 1 // $ += int 
$3729 = 1 // $ = int 
jump @RANGE_5590 

:RANGE_5576
01BC: put_object $3735 at $3742 $3743 $3744 

:RANGE_5590
if 
  $3730 == 0 // $ == int 
jf @RANGE_5664 
if 
0366:   object $3736 damaged 
jf @RANGE_5650 
Object.Destroy($3736)
$3681 += 1 // $ += int 
$3730 = 1 // $ = int 
jump @RANGE_5664 

:RANGE_5650
01BC: put_object $3736 at $3742 $3743 $3744 

:RANGE_5664
if 
  $3731 == 0 // $ == int 
jf @RANGE_5738 
if 
0366:   object $3737 damaged 
jf @RANGE_5724 
Object.Destroy($3737)
$3681 += 1 // $ += int 
$3731 = 1 // $ = int 
jump @RANGE_5738 

:RANGE_5724
01BC: put_object $3737 at $3742 $3743 $3744 

:RANGE_5738
if 
  $3732 == 0 // $ == int 
jf @RANGE_5812 
if 
0366:   object $3738 damaged 
jf @RANGE_5798 
Object.Destroy($3738)
$3681 += 1 // $ += int 
$3732 = 1 // $ = int 
jump @RANGE_5812 

:RANGE_5798
01BC: put_object $3738 at $3742 $3743 $3744 

:RANGE_5812
jump @RANGE_1986 

:RANGE_5819
018E: stop_sound $3967 
if 
  $3947 == 1 // $ == int 
jf @RANGE_5938 

:RANGE_5842
if 
83D2:   not wav 1 ended 
jf @RANGE_5938 
wait 0 
if 
00F5:   player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 
jf @RANGE_5931 
00BC: text_highpriority 'BJM2_22' time 5000 1  // ~r~You have left the shooting range!
jump @RANGE_6236 

:RANGE_5931
jump @RANGE_5842 

:RANGE_5938
03D5: remove_text 'BJM2_19'  // ~g~Hit as many targets as you can in the time limit!
03D5: remove_text 'BJM2_20'  // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text 'BJM2_2'  // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text 'BNK2_3'  // AREA CLEAR!
0084: $3912 = $3911 // $ = $ int 
0060: $3912 -= $3680 // $ -= $ int 
01B8: set_player $PLAYER_CHAR armed_weapon_to 0 
014F: stop_timer $3677 
01E3: text_1number_styled 'RANGE_1' number $3674 time 4000 style 1  // SCORE FOR SHOOT: ~1~
wait 4000 
0084: $3910 = $3681 // $ = $ int 
$3910 *= 100 // $ *= int 
if 
  $3912 > 0 // $ > int 
jf @RANGE_6077 
0070: $3910 /= $3912 // $ /= $ int 
jump @RANGE_6084 

:RANGE_6077
$3910 = 0 // $ = int 

:RANGE_6084
01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1  // HIT RATE: ~1~%
wait 4000 
03D6: remove_styled_text 'BJM2_3'  // HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($3944)
Player.CanMove($PLAYER_CHAR, True)
if 
  $3968 >= 45 // $ >= int 
jf @RANGE_6196 
if 
  $108 == 0 // $ == int 
jf @RANGE_6196 
030C: progress_made += 1 
00BC: text_highpriority 'SBOB180' time 5000 1 
$108 = 1 // $ = int 

:RANGE_6196
if 
001C:   $3968 > $3988 // $ > $ int 
jf @RANGE_6229 
jump @RANGE_6253 
jump @RANGE_6236 

:RANGE_6229
jump @RANGE_6236 

:RANGE_6236
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:RANGE_6253
01EB: set_traffic_density_multiplier_to 1.0 
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 500
if 
  $1604 == 0 // $ == int 
jf @RANGE_6313 
0595: mission_complete 
$1604 = 1 // $ = int 

:RANGE_6313
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
042F: register_highest_int_stat 0 to $3968 
042F: register_highest_int_stat 1 to $3910 
return 

:RANGE_6338
018E: stop_sound $3967 
Object.Destroy($3693)
Object.Destroy($3694)
Object.Destroy($3695)
Object.Destroy($3696)
Object.Destroy($3697)
Object.Destroy($3698)
Object.Destroy($3713)
Object.Destroy($3714)
Object.Destroy($3715)
Object.Destroy($3716)
Object.Destroy($3717)
Object.Destroy($3718)
Object.Destroy($3733)
Object.Destroy($3734)
Object.Destroy($3735)
Object.Destroy($3736)
Object.Destroy($3737)
Object.Destroy($3738)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
  $3939 > 0 // $ > int 
jf @RANGE_6461 
Model.Load($3940)

:RANGE_6461
038B: load_requested_models 
01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this 
Model.Destroy($3940)
$ONMISSION = 0 // $ = int 
$995 = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
Object.Destroy($3944)
0151: remove_status_text $3968 
0151: remove_status_text $3988 
014F: stop_timer $3677 
Model.Destroy(#COLT45)
Model.Destroy(#TAR_FRAME)
Model.Destroy(#TAR_DOWNLEFT)
Model.Destroy(#TAR_DOWNRIGHT)
Model.Destroy(#TAR_TOP)
Model.Destroy(#TAR_UPLEFT)
Model.Destroy(#TAR_UPRIGHT)
Model.Destroy(#FAKETARGET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 67---------------
// Originally: Road Kill

:ASSIN1
script_name 'ASSIN1' 
gosub @ASSIN1_46 
if 
  wasted_or_busted 
jf @ASSIN1_37 
gosub @ASSIN1_3106 

:ASSIN1_37
gosub @ASSIN1_3190 
terminate_this_script 

:ASSIN1_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN1' 
Model.Load(#PIZZABOY)
Model.Load(#HMYRI)
Model.Load(#PIZZABOX)
Model.Load(#CELLPHONE)
Model.Load(#COLT45)

:ASSIN1_93
if or
  not Model.Available(#PIZZABOY)
  not Model.Available(#HMYRI)
  not Model.Available(#PIZZABOX)
  not Model.Available(#CELLPHONE)
  not Model.Available(#COLT45)
jf @ASSIN1_139 
wait 0 
jump @ASSIN1_93 

:ASSIN1_139
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 37.6088 -1023.987 9.4108 range 1.0 
0395: clear_area 0 at 36.86817 -1027.187 10.41709 range 1.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 36.8778 -1023.988 9.4108 
0171: set_player $PLAYER_CHAR z_angle_to -0.01 
Camera.SetPosition(36.86817, -1027.187, 10.41709, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB1_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN1_348
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN1_378 
wait 0 
jump @ASSIN1_348 

:ASSIN1_378
if 
  fading 
jf @ASSIN1_402 
wait 0 
jump @ASSIN1_378 

:ASSIN1_402
00BC: text_highpriority 'ASM1_D' time 10000 1  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
03D1: play_wav 1 

:ASSIN1_421
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_476 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_469 
jump @ASSIN1_704 

:ASSIN1_469
jump @ASSIN1_421 

:ASSIN1_476
03D5: remove_text 'ASM1_D'  // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' time 10000 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN1_509
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_564 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_557 
jump @ASSIN1_704 

:ASSIN1_557
jump @ASSIN1_509 

:ASSIN1_564
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN1_590
if 
83D0:   not wav 1 loaded 
jf @ASSIN1_616 
wait 0 
jump @ASSIN1_590 

:ASSIN1_616
00BC: text_highpriority 'ASM1_B' time 10000 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN1_635
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN1_690 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN1_683 
jump @ASSIN1_704 

:ASSIN1_683
jump @ASSIN1_635 

:ASSIN1_690
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN1_704
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN1_759
if 
  fading 
jf @ASSIN1_783 
wait 0 
jump @ASSIN1_759 

:ASSIN1_783
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 

:ASSIN1_798
if 
  fading 
jf @ASSIN1_822 
wait 0 
jump @ASSIN1_798 

:ASSIN1_822
Player.CanMove($PLAYER_CHAR, True)
$6299 = 121.0519 // $ = float 
$6300 = -1443.547 // $ = float 
$6301 = 9.845 // $ = float 
$6302 = 150.0 // $ = float 
$6303 = 0 // $ = int 
$6306 = 0 // $ = int 
$6305 = 0 // $ = int 
$6304 = 40 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
0481: set_enter_car_range_multiplier 3.0 

:ASSIN1_1044
wait 0 
if 
  $6306 == 0 // $ == int 
jf @ASSIN1_1526 
00BC: text_highpriority 'SBOB335' time 10000 2 
$6306 = 2 // $ = int 
04E3: set_player $PLAYER_CHAR mood 2 duration 350000 
03C4: set_status_text_to $6304 0 'ASM1_6'  // Deliveries left:
0395: clear_area 0 at $6299 $6300 $6301 range 5.0 
Car.Create($6295, #PIZZABOY, $6299, $6300, $6301)
Car.Angle($6295) = $6302
0129: $6294 = create_actor 4 #HMYRI in_car $6295 driverseat 
02A9: set_actor $6294 immune_to_nonplayer 1 
035F: set_actor $6294 armour_to 50 
Actor.Health($6294) = 450
0446: set_actor $6294 dismemberment_possible 0 
Actor.Create($10086, 4, #HMYRI, 379.3426, 203.4908, 11.39251)
Actor.Health($10086) = 450
0464: put_actor $10086 into_turret_on_car $6295 at_car_offset 0.0 -1.0 1.0 position 3 angle 320.0 with_weapon 0 
0446: set_actor $10086 dismemberment_possible 0 
04EB: actor $10086 crouch 1 9999999 ms 
Actor.Create($10087, 4, #HMYRI, 379.3426, 203.4908, 11.39251)
Actor.Health($10087) = 450
0464: put_actor $10087 into_turret_on_car $6295 at_car_offset 0.6 0.0 1.0 position 3 angle 270.0 with_weapon 0 
0446: set_actor $10087 dismemberment_possible 0 
04EB: actor $10087 crouch 1 9999999 ms 
Actor.Create($10088, 4, #HMYRI, 379.3426, 203.4908, 11.39251)
Actor.Health($10088) = 450
0464: put_actor $10088 into_turret_on_car $6295 at_car_offset -0.6 0.0 1.0 position 3 angle 60.0 with_weapon 0 
04EB: actor $10088 crouch 1 9999999 ms 
0446: set_actor $10088 dismemberment_possible 0 
Car.SetToPsychoDriver($6295)
Car.SetMaxSpeed($6295, 50.0)
0423: car $6295 improve_handling 2.0 
00AE: set_vehicle $6295 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($6295, True)
Marker.CreateAboveActor($6296, $6294)
Marker.CreateAboveActor($10089, $10086)
Marker.CreateAboveActor($10090, $10087)
Marker.CreateAboveActor($10091, $10088)
$6306 = 1 // $ = int 

:ASSIN1_1526
if 
  $6306 == 1 // $ == int 
jf @ASSIN1_3099 
if and
  Actor.Dead($6294)
  Actor.Dead($10086)
  Actor.Dead($10087)
  Actor.Dead($10088)
jf @ASSIN1_1582 
jump @ASSIN1_3123 

:ASSIN1_1582
if 
  Actor.Dead($6294)
jf @ASSIN1_1912 
if 
  not Actor.Dead($10086)
jf @ASSIN1_1656 
0465: remove_actor $10086 from_turret_mode 
01CA: actor $10086 kill_player $PLAYER_CHAR 
01B2: give_actor $10086 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 100 
04EB: actor $10086 crouch 0 9999999 ms 

:ASSIN1_1656
if 
  not Actor.Dead($10087)
jf @ASSIN1_1714 
0465: remove_actor $10087 from_turret_mode 
01CA: actor $10087 kill_player $PLAYER_CHAR 
01B2: give_actor $10087 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10087 weapon_accuracy_to 100 
04EB: actor $10087 crouch 0 9999999 ms 

:ASSIN1_1714
if 
  not Actor.Dead($10088)
jf @ASSIN1_1772 
0465: remove_actor $10088 from_turret_mode 
01CA: actor $10088 kill_player $PLAYER_CHAR 
01B2: give_actor $10088 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10088 weapon_accuracy_to 100 
04EB: actor $10088 crouch 0 9999999 ms 

:ASSIN1_1772
if and
  Actor.Dead($10086)
  $10100 == 0 // $ == int 
jf @ASSIN1_1807 
Marker.Disable($10089)
$10100 = 1 // $ = int 

:ASSIN1_1807
if and
  Actor.Dead($10087)
  $10101 == 0 // $ == int 
jf @ASSIN1_1842 
Marker.Disable($10090)
$10101 = 1 // $ = int 

:ASSIN1_1842
if and
  Actor.Dead($10088)
  $10102 == 0 // $ == int 
jf @ASSIN1_1877 
Marker.Disable($10091)
$10102 = 1 // $ = int 

:ASSIN1_1877
if and
  Actor.Dead($6294)
  $10103 == 0 // $ == int 
jf @ASSIN1_1912 
Marker.Disable($6296)
$10103 = 1 // $ = int 

:ASSIN1_1912
if 
  not Actor.Dead($6294)
jf @ASSIN1_1973 
if 
  $6304 == 0 // $ == int 
jf @ASSIN1_1973 
0151: remove_status_text $6304 
00BC: text_highpriority 'SBOB336' time 5000 1 
jump @ASSIN1_3106 

:ASSIN1_1973
if 
  not Actor.Dead($6294)
jf @ASSIN1_2302 
if 
  2 > $6303 // int > $ 
jf @ASSIN1_2093 
if 
  not Car.Wrecked($6295)
jf @ASSIN1_2086 
if 
80DC:   not player $PLAYER_CHAR in_car $6295 
jf @ASSIN1_2072 
if 
02BF:   car $6295 sunk 
jf @ASSIN1_2065 
$6303 = 2 // $ = int 

:ASSIN1_2065
jump @ASSIN1_2079 

:ASSIN1_2072
$6303 = 2 // $ = int 

:ASSIN1_2079
jump @ASSIN1_2093 

:ASSIN1_2086
$6303 = 2 // $ = int 

:ASSIN1_2093
if 
  $6303 == 0 // $ == int 
jf @ASSIN1_2149 
if 
  not Actor.Driving($6294)
jf @ASSIN1_2149 
01D5: actor $6294 go_to_and_drive_car $6295 
0319: set_actor $6294 running 1 
$6303 = 1 // $ = int 

:ASSIN1_2149
if 
  $6303 == 1 // $ == int 
jf @ASSIN1_2215 
if 
0448:   actor $6294 sitting_in_car $6295 
jf @ASSIN1_2215 
Car.SetMaxSpeed($6295, 32.0)
00AE: set_vehicle $6295 traffic_behavior_to 2 
Car.SetToPsychoDriver($6295)
$6303 = 0 // $ = int 

:ASSIN1_2215
if 
  $6303 == 2 // $ == int 
jf @ASSIN1_2302 
if or
044B:   actor $6294 on_foot 
  Car.Wrecked($6295)
jf @ASSIN1_2281 
011C: actor $6294 clear_objective 
01D0: actor $6294 avoid_player $PLAYER_CHAR 
$6303 = 3 // $ = int 
jump @ASSIN1_2302 

:ASSIN1_2281
if 
0449:   actor $6294 sitting_in_any_car 
jf @ASSIN1_2302 
03E2: actor $6294 leave_any_car 

:ASSIN1_2302
if 
  $6305 == 0 // $ == int 
jf @ASSIN1_3050 
if 
  not Car.Wrecked($6295)
jf @ASSIN1_3050 
if 
  not Actor.Dead($6294)
jf @ASSIN1_3050 
if 
0448:   actor $6294 sitting_in_car $6295 
jf @ASSIN1_3050 
02E3: $6309 = car $6295 speed 
if 
  $6309 > 10.0 // $ > float 
jf @ASSIN1_3050 
Object.Init($6311, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $6311 relative_to_car $6295 offset 0.6 -0.2 0.7 
Object.CollisionDetection($6311, True)
Object.ToggleInMovingList($6311, True)
$6310 = Actor.Angle($6294)
$6307 -= 90.0 // $ -= float 
$6308 -= 90.0 // $ -= float 
02F7: $6307 = cosine $6310 // float 
02F6: $6308 = sine $6310 // float 
$6307 *= 11.0 // $ *= float 
$6308 *= 11.0 // $ *= float 
038C: object $6311 scatter $6307 $6308 6.0 
$6305 = 1 // $ = int 
TIMERA = 0 // @ = int 
$6304 -= 1 // $ -= int 
if 
  not Actor.Dead($10086)
jf @ASSIN1_2724 
$6304 -= 1 // $ -= int 
Object.Init($10095, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $10095 relative_to_car $6295 offset 0.6 -0.2 1.7 
Object.CollisionDetection($6311, True)
Object.ToggleInMovingList($6311, True)
$6310 = Actor.Angle($10086)
$6307 -= 90.0 // $ -= float 
$6308 -= 90.0 // $ -= float 
02F7: $6307 = cosine $6310 // float 
02F6: $6308 = sine $6310 // float 
$6307 *= 18.0 // $ *= float 
$6308 *= 18.0 // $ *= float 
038C: object $10095 scatter $6307 $6308 8.0 

:ASSIN1_2724
if 
  not Actor.Dead($10087)
jf @ASSIN1_2887 
$6304 -= 1 // $ -= int 
Object.Init($10095, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $10095 relative_to_car $6295 offset 0.6 -0.2 1.7 
Object.CollisionDetection($6311, True)
Object.ToggleInMovingList($6311, True)
$6310 = Actor.Angle($10086)
$6307 -= 90.0 // $ -= float 
$6308 -= 90.0 // $ -= float 
02F7: $6307 = cosine $6310 // float 
02F6: $6308 = sine $6310 // float 
$6307 *= 18.0 // $ *= float 
$6308 *= 18.0 // $ *= float 
038C: object $10095 scatter $6307 $6308 8.0 

:ASSIN1_2887
if 
  not Actor.Dead($10088)
jf @ASSIN1_3050 
$6304 -= 1 // $ -= int 
Object.Init($10095, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $10095 relative_to_car $6295 offset 0.6 -0.2 1.7 
Object.CollisionDetection($6311, True)
Object.ToggleInMovingList($6311, True)
$6310 = Actor.Angle($10086)
$6307 -= 90.0 // $ -= float 
$6308 -= 90.0 // $ -= float 
02F7: $6307 = cosine $6310 // float 
02F6: $6308 = sine $6310 // float 
$6307 *= 18.0 // $ *= float 
$6308 *= 18.0 // $ *= float 
038C: object $10095 scatter $6307 $6308 8.0 

:ASSIN1_3050
if 
  $6305 == 1 // $ == int 
jf @ASSIN1_3099 
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN1_3099 
Object.Destroy($6311)
$6305 = 0 // $ = int 

:ASSIN1_3099
jump @ASSIN1_1044 

:ASSIN1_3106
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASSIN1_3123
$298 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_1'  // Road Kill
01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Player.Money($PLAYER_CHAR) += 500
Marker.Disable($297)
return 

:ASSIN1_3190
$ONMISSION = 0 // $ = int 
Model.Destroy(#PIZZABOX)
Model.Destroy(#HMYRI)
Model.Destroy(#PIZZABOY)
Model.Destroy(#CELLPHONE)
Model.Destroy(#COLT45)
Marker.Disable($10089)
Marker.Disable($10090)
Marker.Disable($10091)
0151: remove_status_text $6304 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($6296)
mission_cleanup 
return 

//-------------Mission 68---------------
// Originally: Waste the Wife

:ASSIN2
script_name 'ASSIN2' 
gosub @ASSIN2_46 
if 
  wasted_or_busted 
jf @ASSIN2_37 
gosub @ASSIN2_4646 

:ASSIN2_37
gosub @ASSIN2_4730 
terminate_this_script 

:ASSIN2_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN2' 
$6316 = 0 // $ = int 
$6317 = 394.9916 // $ = float 
$6318 = 202.5176 // $ = float 
$6319 = 9.763453 // $ = float 
$6320 = 403.978 // $ = float 
$6321 = 222.629 // $ = float 
$6322 = 10.761 // $ = float 
$6323 = 0 // $ = int 
$6324 = 0 // $ = int 
$6326 = 0 // $ = int 
$6327 = 0 // $ = int 
$6328 = 0 // $ = int 
$6329 = 0 // $ = int 
$6335 = 0 // $ = int 
$6333 = 99999 // $ = int 
$6334 = 0 // $ = int 
$6316 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
Model.Load(#COMET)
Model.Load(#WFYRI)
Model.Load(#CELLPHONE)

:ASSIN2_363
if or
  not Model.Available(#COMET)
  not Model.Available(#WFYRI)
  not Model.Available(#CELLPHONE)
jf @ASSIN2_399 
wait 0 
jump @ASSIN2_363 

:ASSIN2_399
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 482.4669 244.3981 10.0611 range 1.0 
042B: clear_peds_from_cube 467.323 237.113 5.992 491.743 252.845 15.029 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 482.4622 244.5908 10.10115 
0171: set_player $PLAYER_CHAR z_angle_to 359.0237 
Camera.SetPosition(482.462, 242.7434, 12.795, 0.0, 0.0, 0.0)
0395: clear_area 0 at 482.462 242.7434 12.795 range 1.0 
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB2_1B' as 1 
03CF: load_wav 'JOB1_1C' as 2 

:ASSIN2_608
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN2_638 
wait 0 
jump @ASSIN2_608 

:ASSIN2_638
if 
  fading 
jf @ASSIN2_662 
wait 0 
jump @ASSIN2_638 

:ASSIN2_662
00BC: text_highpriority 'ASM2_A' time 10000 1  // My compliments on a job well done Mr. Teal. My client was very pleased.
03D1: play_wav 1 

:ASSIN2_681
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_736 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_729 
jump @ASSIN2_964 

:ASSIN2_729
jump @ASSIN2_681 

:ASSIN2_736
03D5: remove_text 'ASM2_A'  // My compliments on a job well done Mr. Teal. My client was very pleased.
040D: unload_wav 1 
00BC: text_highpriority 'ASM1_C' time 10000 1  // I have more work for you with a more 'hands-on' approach.
03D1: play_wav 2 

:ASSIN2_769
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_824 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_817 
jump @ASSIN2_964 

:ASSIN2_817
jump @ASSIN2_769 

:ASSIN2_824
03D5: remove_text 'ASM1_C'  // I have more work for you with a more 'hands-on' approach.
040D: unload_wav 2 
03CF: load_wav 'JOB1_1D' as 1 

:ASSIN2_850
if 
83D0:   not wav 1 loaded 
jf @ASSIN2_876 
wait 0 
jump @ASSIN2_850 

:ASSIN2_876
00BC: text_highpriority 'ASM1_B' time 10000 1  // Your next job is taped under the phone.
03D1: play_wav 1 

:ASSIN2_895
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN2_950 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN2_943 
jump @ASSIN2_964 

:ASSIN2_943
jump @ASSIN2_895 

:ASSIN2_950
03D5: remove_text 'ASM1_B'  // Your next job is taped under the phone.
040D: unload_wav 1 

:ASSIN2_964
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:ASSIN2_1012
if 
  fading 
jf @ASSIN2_1036 
wait 0 
jump @ASSIN2_1012 

:ASSIN2_1036
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 

:ASSIN2_1051
if 
  fading 
jf @ASSIN2_1075 
wait 0 
jump @ASSIN2_1051 

:ASSIN2_1075
Player.CanMove($PLAYER_CHAR, True)

:ASSIN2_1082
wait 0 
if 
  $6323 == 0 // $ == int 
jf @ASSIN2_1211 
00BC: text_highpriority 'ASM2_1' time 10000 2  // ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A: $6325 = create_checkpoint_at $6320 $6321 $6322 
01E8: create_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 
022B: create_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 
TIMERA = 0 // @ = int 
$6323 = 1 // $ = int 

:ASSIN2_1211
if 
  $6323 == 1 // $ == int 
jf @ASSIN2_2315 
if 
  $6324 == 0 // $ == int 
jf @ASSIN2_2315 
if 
00F8:   player $PLAYER_CHAR stopped 1 $6320 $6321 $6322 radius 2.0 2.0 3.0 
jf @ASSIN2_2315 
if 
0443:   player $PLAYER_CHAR sitting_in_any_car 
jf @ASSIN2_2300 
Marker.Disable($6325)
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0395: clear_area 1 at $6317 $6318 $6319 range 30.0 
Actor.Create($6312, 5, #WFYRI, 379.3426, 203.4908, 11.39251)
0489: set_actor $6312 muted 1 
Actor.Angle($6312) = 268.9735
Camera.SetPosition(390.952, 212.377, 16.131, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0395: clear_area 1 at $6317 $6318 $6319 range 15.0 
Car.Create($6313, #COMET, $6317, $6318, $6319)
03ED: set_car $6313 not_damaged_when_upside_down 1 
0229: set_car $6313 color_to 6 6 
Car.Angle($6313) = 178.2268
Car.SetMaxSpeed($6313, 0.0)
00AE: set_vehicle $6313 traffic_behavior_to 0 
Car.Health($6313) = 1100
020A: set_car $6313 door_status_to 3 

:ASSIN2_1514
if 
   not $6326 == 5 // $ == int 
jf @ASSIN2_2247 
wait 0 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_1608 
if 
  not Actor.Dead($6312)
jf @ASSIN2_1608 
if 
  $6326 == 0 // $ == int 
jf @ASSIN2_1608 
01D5: actor $6312 go_to_and_drive_car $6313 
TIMERA = 0 // @ = int 
$6326 = 1 // $ = int 

:ASSIN2_1608
if 
  not Actor.Dead($6312)
jf @ASSIN2_1772 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_1772 
if 
  $6326 == 1 // $ == int 
jf @ASSIN2_1772 
if 
  TIMERA > 1000 // @ > int 
jf @ASSIN2_1772 
Camera.SetPosition(378.6064, 203.7468, 11.02881, 0.0, 0.0, 0.0)
Camera.PointAt(379.5837, 203.6236, 11.19348, 2)
00BC: text_highpriority 'ASM2_8' time 6000 2  // ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons.
00BB: text_lowpriority 'ASM2_10' time 6000 2  // ~g~When her car bursts into flames make your self scarce!
TIMERA = 0 // @ = int 
$6326 = 2 // $ = int 

:ASSIN2_1772
if 
  $6326 == 2 // $ == int 
jf @ASSIN2_2037 
if 
  not Actor.Dead($6312)
jf @ASSIN2_2037 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_2037 
if 
00FF:   actor $6312 0 384.3994 203.4012 10.39251 radius 1.5 1.5 1.5 
jf @ASSIN2_1981 
0395: clear_area 1 at $6317 $6318 $6319 range 50.0 
Camera.SetPosition(390.022, 205.2038, 10.93295, 0.0, 0.0, 0.0)
Actor.PutAt($6312, 390.8115, 202.5918, 10.07062)
Actor.Angle($6312) = 270.7903
01D5: actor $6312 go_to_and_drive_car $6313 
Camera.OnVehicle($6313, 15, 2)
$6326 = 3 // $ = int 
jump @ASSIN2_2037 

:ASSIN2_1981
if 
  TIMERA > 14000 // @ > int 
jf @ASSIN2_2037 
Actor.PutAt($6312, 384.3994, 203.4012, 10.39251)
Actor.Angle($6312) = 270.0
TIMERA = 0 // @ = int 

:ASSIN2_2037
if 
  $6326 == 3 // $ == int 
jf @ASSIN2_2171 
if 
  not Actor.Dead($6312)
jf @ASSIN2_2171 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_2171 
if 
0448:   actor $6312 sitting_in_car $6313 
jf @ASSIN2_2171 
Marker.CreateAboveActor($6314, $6312)
020A: set_car $6313 door_status_to 2 
Car.SetMaxSpeed($6313, 15.0)
Car.SetToPsychoDriver($6313)
00AE: set_vehicle $6313 traffic_behavior_to 1 
Car.ImmuneToNonPlayer($6313, True)
054A: set_actor $6312 can_be_shot_in_a_car 0 
TIMERA = 0 // @ = int 
$6326 = 4 // $ = int 

:ASSIN2_2171
if 
  $6326 == 4 // $ == int 
jf @ASSIN2_2240 
if 
  TIMERA > 4000 // @ > int 
jf @ASSIN2_2240 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03D5: remove_text 'ASM2_10'  // ~g~When her car bursts into flames make your self scarce!
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
$6326 = 5 // $ = int 

:ASSIN2_2240
jump @ASSIN2_1514 

:ASSIN2_2247
$6324 = 1 // $ = int 
$6323 = 2 // $ = int 
03CC: add_stuck_car_check $6313 distance 0.5 time 1000 
0190: add_car $6313 to_upsidedown_check 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
TIMERA = 0 // @ = int 
jump @ASSIN2_2315 

:ASSIN2_2300
00BC: text_highpriority 'ASM2_9' time 3000 2  // ~g~You need some wheels for this job!

:ASSIN2_2315
if 
  $6324 == 1 // $ == int 
jf @ASSIN2_2538 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_2538 
if 
82BF:   not car $6313 sunk 
jf @ASSIN2_2538 
if 
8495:   not vehicle $6313 burning 
jf @ASSIN2_2538 
if or
03CE:   car $6313 stuck 
018F:   is_car_stuck_on_roof $6313 
jf @ASSIN2_2538 
if 
82CA:   not car $6313 bounding_sphere_visible 
jf @ASSIN2_2538 
Car.StorePos($6313, $6330, $6331, $6332)
02C1: set $6330 $6331 $6332 to_car_path_coords_closest_to $6330 $6331 $6332 
if 
838A:   not car_in_cube $6330 $6331 $6332 4.0 4.0 3.0 
jf @ASSIN2_2538 
if 
80C2:   not sphere_onscreen $6330 $6331 $6332 3.0 
jf @ASSIN2_2538 
Car.SetMaxSpeed($6313, 30.0)
00AE: set_vehicle $6313 traffic_behavior_to 2 
Car.SetToPsychoDriver($6313)

:ASSIN2_2538
if 
  not Car.Wrecked($6313)
jf @ASSIN2_2599 
$6315 = Car.Health($6313)
$6315 /= 11 // $ /= int 
if 
  0 >= $6315 // int >= $ 
jf @ASSIN2_2592 
0151: remove_status_text $6315 

:ASSIN2_2592
jump @ASSIN2_2606 

:ASSIN2_2599
$6315 = 0 // $ = int 

:ASSIN2_2606
if 
  $6323 == 2 // $ == int 
jf @ASSIN2_2664 
if 
  $6329 == 0 // $ == int 
jf @ASSIN2_2664 
03C4: set_status_text_to $6315 1 'ASM2_2'  // health:
$6329 = 1 // $ = int 

:ASSIN2_2664
if 
  $6324 == 1 // $ == int 
jf @ASSIN2_2813 
if 
  $6323 == 2 // $ == int 
jf @ASSIN2_2813 
if 
  not Actor.Dead($6312)
jf @ASSIN2_2813 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_2813 
if 
  $6327 == 0 // $ == int 
jf @ASSIN2_2813 
if 
8185:   not car $6313 health > 1099 
jf @ASSIN2_2813 
Car.DriveTo($6313, 429.9831, -485.9051, 10.0177)
Car.SetMaxSpeed($6313, 30.0)
00AE: set_vehicle $6313 traffic_behavior_to 2 
$6327 = 1 // $ = int 

:ASSIN2_2813
if 
  not Car.Wrecked($6313)
jf @ASSIN2_3169 
if 
8185:   not car $6313 health > 1099 
jf @ASSIN2_3169 
if 
00EC:   actor $6312 0 429.9831 -485.9051 radius 4.0 4.0 
jf @ASSIN2_3169 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: enable_widescreen 1 
04BA: set_car $6313 speed_instantly 0.0 
Camera.SetPosition(408.9484, -466.5775, 16.0177, 0.0, 0.0, 0.0)
Camera.PointAt(423.6136, -480.1753, 13.0177, 2)
03E2: actor $6312 leave_any_car 
wait 1900 
Camera.SetPosition(389.0299, -456.8306, 14.6691, 0.0, 0.0, 0.0)
Camera.PointAt(402.2515, -469.0065, 12.1316, 2)
0319: set_actor $6312 running 1 
0239: actor $6312 run_to 400.1881 -469.0696 
wait 3100 
Actor.DestroyInstantly($6312)
Player.WantedLevel($PLAYER_CHAR) = 2
00BC: text_highpriority 'SBOB337' time 5000 2 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @ASSIN2_4646 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_3169 
if 
  not Actor.InCar($6312, $6313)
jf @ASSIN2_3169 
Player.WantedLevel($PLAYER_CHAR) = 2
00BC: text_highpriority 'SBOB338' time 5000 2 
jump @ASSIN2_4646 

:ASSIN2_3169
if 
  not Actor.Dead($6312)
jf @ASSIN2_4095 
if 
  $6335 == 0 // $ == int 
jf @ASSIN2_3700 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_3693 
if 
0495:   vehicle $6313 burning 
jf @ASSIN2_3286 
if 
  $6333 > 1 // $ > int 
jf @ASSIN2_3279 
$6334 = 1 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_9' as 1 

:ASSIN2_3279
jump @ASSIN2_3693 

:ASSIN2_3286
if 
  14 > $6315 // int > $ 
jf @ASSIN2_3355 
if 
  $6333 > 2 // $ > int 
jf @ASSIN2_3348 
$6334 = 2 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_8' as 1 

:ASSIN2_3348
jump @ASSIN2_3693 

:ASSIN2_3355
if 
  28 > $6315 // int > $ 
jf @ASSIN2_3424 
if 
  $6333 > 3 // $ > int 
jf @ASSIN2_3417 
$6334 = 3 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_7' as 1 

:ASSIN2_3417
jump @ASSIN2_3693 

:ASSIN2_3424
if 
  45 > $6315 // int > $ 
jf @ASSIN2_3493 
if 
  $6333 > 4 // $ > int 
jf @ASSIN2_3486 
$6334 = 4 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_6' as 1 

:ASSIN2_3486
jump @ASSIN2_3693 

:ASSIN2_3493
if 
  59 > $6315 // int > $ 
jf @ASSIN2_3562 
if 
  $6333 > 5 // $ > int 
jf @ASSIN2_3555 
$6334 = 5 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_5' as 1 

:ASSIN2_3555
jump @ASSIN2_3693 

:ASSIN2_3562
if 
  72 > $6315 // int > $ 
jf @ASSIN2_3631 
if 
  $6333 > 6 // $ > int 
jf @ASSIN2_3624 
$6334 = 6 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_4' as 1 

:ASSIN2_3624
jump @ASSIN2_3693 

:ASSIN2_3631
if 
  88 > $6315 // int > $ 
jf @ASSIN2_3693 
if 
  $6333 > 7 // $ > int 
jf @ASSIN2_3693 
$6334 = 7 // $ = int 
$6335 = 1 // $ = int 
03CF: load_wav 'JOB2_3' as 1 

:ASSIN2_3693
jump @ASSIN2_4088 

:ASSIN2_3700
if 
  $6335 == 1 // $ == int 
jf @ASSIN2_3931 
if 
03D0:   wav 1 loaded 
jf @ASSIN2_3924 
03D1: play_wav 1 
if or
  $6334 == 2 // $ == int 
  $6334 == 4 // $ == int 
  $6334 == 5 // $ == int 
  $6334 == 7 // $ == int 
jf @ASSIN2_3811 
00BC: text_highpriority 'ASM2_13' time 3000 1  // Oh my god!
Car.DriveTo($6313, 429.9831, -485.9051, 10.0177)

:ASSIN2_3811
if 
  $6334 == 3 // $ == int 
jf @ASSIN2_3864 
00BC: text_highpriority 'ASM2_12' time 3000 1  // Somebody help me!
Car.DriveTo($6313, 429.9831, -485.9051, 10.0177)

:ASSIN2_3864
if 
  $6334 == 6 // $ == int 
jf @ASSIN2_3917 
00BC: text_highpriority 'ASM2_11' time 3000 1  // Help me!
Car.DriveTo($6313, 429.9831, -485.9051, 10.0177)

:ASSIN2_3917
$6335 = 2 // $ = int 

:ASSIN2_3924
jump @ASSIN2_4088 

:ASSIN2_3931
if 
  $6335 == 2 // $ == int 
jf @ASSIN2_4088 
if 
03D2:   wav 1 ended 
jf @ASSIN2_4088 
$6335 = 0 // $ = int 
040D: unload_wav 1 
if or
  $6334 == 2 // $ == int 
  $6334 == 4 // $ == int 
  $6334 == 5 // $ == int 
  $6334 == 7 // $ == int 
jf @ASSIN2_4024 
03D5: remove_text 'ASM2_13'  // Oh my god!

:ASSIN2_4024
if 
  $6334 == 3 // $ == int 
jf @ASSIN2_4052 
03D5: remove_text 'ASM2_12'  // Somebody help me!

:ASSIN2_4052
if 
  $6334 == 6 // $ == int 
jf @ASSIN2_4080 
03D5: remove_text 'ASM2_11'  // Help me!

:ASSIN2_4080
0084: $6333 = $6334 // $ = $ int 

:ASSIN2_4088
jump @ASSIN2_4106 

:ASSIN2_4095
$6335 = 0 // $ = int 
040D: unload_wav 1 

:ASSIN2_4106
if 
  not Car.Wrecked($6313)
jf @ASSIN2_4293 
if 
  not Actor.Dead($6312)
jf @ASSIN2_4293 
if 
0495:   vehicle $6313 burning 
jf @ASSIN2_4293 
if 
01FC:   player $PLAYER_CHAR near_car $6313 radius 20.0 20.0 0 
jf @ASSIN2_4246 
$6316 = 1 // $ = int 
if 
  $6328 == 0 // $ == int 
jf @ASSIN2_4239 
00AF: set_car $6313 driver_behaviour_to 2 
00BC: text_highpriority 'ASM2_3' time 3000 2  // ~g~She's gonna blow! Get out of there!
$6328 = 1 // $ = int 

:ASSIN2_4239
jump @ASSIN2_4293 

:ASSIN2_4246
$6316 = 0 // $ = int 
if 
  $6328 == 0 // $ == int 
jf @ASSIN2_4293 
00BC: text_highpriority 'ASM2_3' time 3000 2  // ~g~She's gonna blow! Get out of there!
$6328 = 1 // $ = int 

:ASSIN2_4293
if 
  $6324 > 0 // $ > int 
jf @ASSIN2_4411 
if and
  Car.Wrecked($6313)
  Actor.Dead($6312)
jf @ASSIN2_4411 
if 
831E:   not vehicle $6313 hit_by_weapon 47 
jf @ASSIN2_4411 
if and
831D:   not actor $6312 hit_by_weapon 47 
  $6316 == 0 // $ == int 
jf @ASSIN2_4389 
jump @ASSIN2_4663 
jump @ASSIN2_4411 

:ASSIN2_4389
00BC: text_highpriority 'ASM2_6' time 5000 1  // ~r~You were too near the scene of the 'accident'!
jump @ASSIN2_4646 

:ASSIN2_4411
if 
  $6324 > 0 // $ > int 
jf @ASSIN2_4530 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_4530 
if 
  not Actor.Dead($6312)
jf @ASSIN2_4530 
if 
80E9:   not player $PLAYER_CHAR 0 $6312 radius 250.0 250.0 
jf @ASSIN2_4530 
if 
82CB:   not actor $6312 bounding_sphere_visible 
jf @ASSIN2_4530 
00BC: text_highpriority 'ASM2_5' time 5000 1  // ~r~She got away!
jump @ASSIN2_4646 

:ASSIN2_4530
if 
  $6324 > 0 // $ > int 
jf @ASSIN2_4639 
if 
  not Car.Wrecked($6313)
jf @ASSIN2_4639 
if 
  not Actor.Dead($6312)
jf @ASSIN2_4639 
if 
  Actor.InCar($6312, $6313)
jf @ASSIN2_4639 
if 
031E:   vehicle $6313 hit_by_weapon 47 
jf @ASSIN2_4639 
00BC: text_highpriority 'ASM2_7' time 5000 1  // ~r~It's supposed to look like an accident! Try ramming her off the road instead!
jump @ASSIN2_4646 

:ASSIN2_4639
jump @ASSIN2_1082 

:ASSIN2_4646
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASSIN2_4663
$299 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_2'  // Waste the Wife
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
Marker.Disable($297)
return 

:ASSIN2_4730
$ONMISSION = 0 // $ = int 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
01E7: remove_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 
022A: remove_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 
Model.Destroy(#WFYRI)
Model.Destroy(#COMET)
Model.Destroy(#CELLPHONE)
Marker.Disable($6314)
Marker.Disable($6325)
0151: remove_status_text $6315 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 69---------------
// Originally: Autocide

:ASSIN3
script_name 'ASSIN3' 
gosub @ASSIN3_46 
if 
  wasted_or_busted 
jf @ASSIN3_37 
gosub @ASSIN3_13398 

:ASSIN3_37
gosub @ASSIN3_13484 
terminate_this_script 

:ASSIN3_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN3' 
Model.Load(#WMYCW)
Model.Load(#GDA)
Model.Load(#HMYAP)
Model.Load(#JMOTO)
Model.Load(#BOBCAT)
Model.Load(#TROPIC)
Model.Load(#PCJ600)
Model.Load(#SECURICA)
Model.Load(#BUDDYSHOT)
Model.Load(#CELLPHONE)
Model.Load(#HMORI)
Model.Load(#HMYBE)
Model.Load(#WMYST)
Model.Load(#WFOGO)
Model.Load(#WMYBE)
Model.Load(#WMYPI)
Model.Load(#COLT45)
Model.Load(#WMYGO)
Model.Load(#BMYPI)
Model.Load(#CBB)
Model.Load(#BKB)
Model.Load(#RCBARON)
Model.Load(#ANGEL)
Model.Load(#HMOTR)
Model.Load(#CHROMEGUN)
Model.Load(#TEC9)
Model.Load(#SENTXS)
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#CBA)
Model.Load(#M4)
Model.Load(#HFORI)
Model.Load(#BMYCR)
Model.Load(#HFYCG)
Model.Load(#STINGER)
Model.Load(#BMYST)
Model.Load(#BFORI)
Model.Load(#TAXI)
Model.Load(#MOLOTOV)
Model.Load(#HMOCA)
Model.Load(#MAVERICK)
Model.Load(#SABRETUR)
Model.Load(#SPEEDER)
Model.Load(#HMYRI)
Model.Load(#WFYRI)
Model.Load(#WMORI)
Model.Load(#ESPERANT)
Model.Load(#WFORI)
Model.Load(#M60)
Model.Load(#VICE8)
Model.Load(#MP5LNG)
Model.Load(#FLATBED)
Model.Load(#HUNTER)
Model.Load(#CLEAVER)

:ASSIN3_310
if or
  not Model.Available(#WMYCW)
  not Model.Available(#BOBCAT)
  not Model.Available(#TROPIC)
  not Model.Available(#PCJ600)
  not Model.Available(#BUDDYSHOT)
jf @ASSIN3_356 
wait 0 
jump @ASSIN3_310 

:ASSIN3_356
if or
  not Model.Available(#GDA)
  not Model.Available(#SECURICA)
  not Model.Available(#HMYAP)
  not Model.Available(#JMOTO)
  not Model.Available(#CELLPHONE)
jf @ASSIN3_400 
wait 0 
jump @ASSIN3_356 

:ASSIN3_400
if or
  not Model.Available(#HMORI)
  not Model.Available(#HMYBE)
  not Model.Available(#WMYST)
  not Model.Available(#WFOGO)
  not Model.Available(#WMYBE)
  not Model.Available(#BMYPI)
jf @ASSIN3_446 
wait 0 
jump @ASSIN3_400 

:ASSIN3_446
if or
  not Model.Available(#CBB)
  not Model.Available(#BKB)
  not Model.Available(#WMYPI)
  not Model.Available(#COLT45)
  not Model.Available(#WMYGO)
jf @ASSIN3_489 
wait 0 
jump @ASSIN3_446 

:ASSIN3_489
if or
  not Model.Available(#ANGEL)
  not Model.Available(#RCBARON)
  not Model.Available(#HMOTR)
  not Model.Available(#CHROMEGUN)
  not Model.Available(#TEC9)
jf @ASSIN3_535 
wait 0 
jump @ASSIN3_489 

:ASSIN3_535
if or
  not Model.Available(#SENTXS)
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#CBA)
  not Model.Available(#M4)
jf @ASSIN3_579 
wait 0 
jump @ASSIN3_535 

:ASSIN3_579
if or
  not Model.Available(#HFORI)
  not Model.Available(#MOLOTOV)
  not Model.Available(#BMYCR)
  not Model.Available(#HFYCG)
  not Model.Available(#STINGER)
jf @ASSIN3_623 
wait 0 
jump @ASSIN3_579 

:ASSIN3_623
if or
  not Model.Available(#BMYST)
  not Model.Available(#BFORI)
  not Model.Available(#TAXI)
  not Model.Available(#HMOCA)
  not Model.Available(#MAVERICK)
jf @ASSIN3_667 
wait 0 
jump @ASSIN3_623 

:ASSIN3_667
if or
  not Model.Available(#HMYRI)
  not Model.Available(#WFYRI)
  not Model.Available(#ESPERANT)
  not Model.Available(#WMORI)
  not Model.Available(#WFORI)
jf @ASSIN3_710 
wait 0 
jump @ASSIN3_667 

:ASSIN3_710
if or
  not Model.Available(#SPEEDER)
  not Model.Available(#M60)
  not Model.Available(#CLEAVER)
  not Model.Available(#MP5LNG)
  not Model.Available(#HUNTER)
jf @ASSIN3_788 
wait 0 
jump @ASSIN3_710 
if or
  not Model.Available(#VICE8)
  not Model.Available(#FLATBED)
jf @ASSIN3_788 
wait 0 
jump @ASSIN3_710 

:ASSIN3_788
023C: load_special_actor 1 'MBB' 
023C: load_special_actor 2 'JZGIRLA' 

:ASSIN3_812
if and
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASSIN3_842 
wait 0 
jump @ASSIN3_812 

:ASSIN3_842
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 38.39647 -1026.227 9.660453 range 4.0 
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 
02A3: enable_widescreen 1 
0055: put_player $PLAYER_CHAR at 38.39647 -1023.988 9.450843 
0171: set_player $PLAYER_CHAR z_angle_to 9.008627 
Camera.SetPosition(38.39647, -1026.227, 9.660453, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB3_1' as 1 
03CF: load_wav 'JOB3_2' as 2 

:ASSIN3_1020
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN3_1050 
wait 0 
jump @ASSIN3_1020 

:ASSIN3_1050
fade 1 1000 

:ASSIN3_1057
if 
  fading 
jf @ASSIN3_1081 
wait 0 
jump @ASSIN3_1057 

:ASSIN3_1081
00BC: text_highpriority 'SBOB377' time 10000 1 
03D1: play_wav 1 

:ASSIN3_1100
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_1155 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_1148 
jump @ASSIN3_1383 

:ASSIN3_1148
jump @ASSIN3_1100 

:ASSIN3_1155
03D5: remove_text 'SBOB377' 
040D: unload_wav 1 
00BC: text_highpriority 'ASM3_D' time 10000 1  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
03D1: play_wav 2 

:ASSIN3_1188
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_1243 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_1236 
jump @ASSIN3_1383 

:ASSIN3_1236
jump @ASSIN3_1188 

:ASSIN3_1243
03D5: remove_text 'ASM3_D'  // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav 2 
03CF: load_wav 'JOB3_3' as 1 

:ASSIN3_1269
if 
83D0:   not wav 1 loaded 
jf @ASSIN3_1295 
wait 0 
jump @ASSIN3_1269 

:ASSIN3_1295
00BC: text_highpriority 'ASM3_E' time 10000 1  // Each target and their likely whereabouts are taped under the phone.
03D1: play_wav 1 

:ASSIN3_1314
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN3_1369 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN3_1362 
jump @ASSIN3_1383 

:ASSIN3_1362
jump @ASSIN3_1314 

:ASSIN3_1369
03D5: remove_text 'ASM3_E'  // Each target and their likely whereabouts are taped under the phone.
040D: unload_wav 1 

:ASSIN3_1383
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
fade 0 1000 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN3_1433
if 
  fading 
jf @ASSIN3_1457 
wait 0 
jump @ASSIN3_1433 

:ASSIN3_1457
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1000 

:ASSIN3_1472
if 
  fading 
jf @ASSIN3_1496 
wait 0 
jump @ASSIN3_1472 

:ASSIN3_1496
Player.CanMove($PLAYER_CHAR, True)
$6387 = -42.95979 // $ = float 
$6388 = -1049.275 // $ = float 
$6389 = 10.46391 // $ = float 
$6337 = -52.03355 // $ = float 
$6338 = -885.0644 // $ = float 
$6339 = 26.44922 // $ = float 
$6340 = 278.4962 // $ = float 
$6344 = 353.931 // $ = float 
$6345 = -729.856 // $ = float 
$6346 = 10.426 // $ = float 
$6347 = 336.07 // $ = float 
$6354 = 406.6844 // $ = float 
$6355 = 210.52 // $ = float 
$6356 = 10.79 // $ = float 
$6357 = 52.8 // $ = float 
$6366 = 36.2 // $ = float 
$6367 = -668.4 // $ = float 
$6368 = 4.95 // $ = float 
$6369 = 131.2 // $ = float 
$6376 = 31.4084 // $ = float 
$6377 = -1388.646 // $ = float 
$6378 = 9.2868 // $ = float 
$6379 = 152.6697 // $ = float 
$6400 = 3600000 // $ = int 
$6393 = 0 // $ = int 
$6394 = 0 // $ = int 
$6395 = 0 // $ = int 
$6396 = 0 // $ = int 
$6397 = 0 // $ = int 
$6398 = 0 // $ = int 
$6352 = 0 // $ = int 
$6362 = 0 // $ = int 
$6374 = 0 // $ = int 
$6384 = 0 // $ = int 
$6350 = 0 // $ = int 
$6360 = 0 // $ = int 
$6372 = 0 // $ = int 
$6381 = 0 // $ = int 
$6382 = 0 // $ = int 
$6399 = 0 // $ = int 
$6342 = 0 // $ = int 
$6373 = 0 // $ = int 
$6407 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
0481: set_enter_car_range_multiplier 3.5 
wait 0 
if 
  $6393 == 0 // $ == int 
jf @ASSIN3_2067 
03C3: set_timer_with_text_to $6400 type 1 text 'ASM3_11'  // TIME:
$6393 = 1 // $ = int 

:ASSIN3_2067
if 
  $6393 == 1 // $ == int 
jf @ASSIN3_2180 
0395: clear_area 0 at -41.6449 -1039.381 9.4545 range 1.5 
Car.Create($6392, #PCJ600, 29.2353, -1024.262, 9.4633)
0229: set_car $6392 color_to 1 1 
Car.Angle($6392) = 89.8494
03C7: set_sensitivity_to_crime_to 0.1 
00BC: text_highpriority 'SBOB339' time 8000 2 
TIMERA = 0 // @ = int 

:ASSIN3_2180
wait 0 
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN3_2180 
Actor.Create($10086, 4, #HMORI, 124.2847, -807.7559, 10.4633)
Actor.Angle($10086) = 65.0958
Marker.CreateAboveActor($10087, $10086)
00BC: text_highpriority 'SBOB340' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_2279
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_2323 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_2323
if 
  not Actor.Dead($10086)
jf @ASSIN3_2428 
if and
  $10088 == 0 // $ == int 
00E3:   player $PLAYER_CHAR 0 124.2847 -807.755 radius 30.0 30.0 
jf @ASSIN3_2279 
0319: set_actor $10086 running 1 
01CF: actor $10086 avoid_actor $PLAYER_ACTOR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_2279 

:ASSIN3_2428
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #HMYBE, 300.5266, -1075.145, 11.0712)
Actor.Angle($10086) = 65.0958
009C: set_actor $10086 wander_direction -1 
Marker.CreateAboveActor($10087, $10086)
00BC: text_highpriority 'SBOB342' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_2535 

:ASSIN3_2535
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_2579 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_2579
if 
  not Actor.Dead($10086)
jf @ASSIN3_2684 
if and
  $10088 == 0 // $ == int 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 35.0 35.0 0 
jf @ASSIN3_2535 
0319: set_actor $10086 running 1 
0502: set_actor $10086 sprint_to -16.445 -1310.681 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_2535 

:ASSIN3_2684
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #WMYST, 36.8408, -1482.95, 10.4501)
Actor.Angle($10086) = 171.1993
Marker.CreateAboveActor($10087, $10086)
00BC: text_highpriority 'SBOB343' time 7000 2 
052B: actor $10086 hold_cellphone 1 
Actor.Health($10086) = 200
02AB: set_actor $10086 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_2814 

:ASSIN3_2814
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_2858 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_2858
if 
  not Actor.Dead($10086)
jf @ASSIN3_3012 
if and
  $10088 == 0 // $ == int 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
jf @ASSIN3_2980 
052B: actor $10086 hold_cellphone 0 
0319: set_actor $10086 running 1 
01B2: give_actor $10086 weapon 17 ammo 9999 // Load the weapon model before using this 
01CA: actor $10086 kill_player $PLAYER_CHAR 
02E2: set_actor $10086 weapon_accuracy_to 80 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_2980 

:ASSIN3_2980
if 
  $10088 == 1 // $ == int 
jf @ASSIN3_2814 
01B9: set_actor $10086 armed_weapon_to 17 
jump @ASSIN3_2814 

:ASSIN3_3012
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #WMYGO, 103.4233, -1340.199, 4.43961)
Actor.Angle($10086) = 177.2118
Marker.CreateAboveActor($10087, $10086)
Actor.Health($10086) = 150
Actor.Create($10089, 4, #WFOGO, 118.7102, -1307.001, 4.4396)
Actor.Angle($10089) = 352.0535
Marker.CreateAboveActor($10090, $10089)
Actor.Health($10089) = 150
00BC: text_highpriority 'SBOB344' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_3170 

:ASSIN3_3170
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_3214 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_3214
if and
  $10091 == 0 // $ == int 
  Actor.Dead($10086)
jf @ASSIN3_3275 
$10091 = 1 // $ = int 
Marker.Disable($10087)
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_3275 

:ASSIN3_3275
if and
  $10092 == 0 // $ == int 
  Actor.Dead($10089)
jf @ASSIN3_3336 
$10092 = 1 // $ = int 
Marker.Disable($10090)
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_3336 

:ASSIN3_3336
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_3481 
if or
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 26.0 26.0 0 
00F2:   actor $10089 near_actor $PLAYER_ACTOR radius 26.0 26.0 0 
jf @ASSIN3_3481 
0319: set_actor $10086 running 1 
01B2: give_actor $10086 weapon 17 ammo 9999 // Load the weapon model before using this 
01CA: actor $10086 kill_player $PLAYER_CHAR 
02E2: set_actor $10086 weapon_accuracy_to 90 
0319: set_actor $10089 running 1 
01CF: actor $10089 avoid_actor $PLAYER_ACTOR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB345' time 5000 1 
jump @ASSIN3_3481 

:ASSIN3_3481
if and
  Actor.Dead($10086)
  Actor.Dead($10089)
jf @ASSIN3_3170 
jump @ASSIN3_3509 

:ASSIN3_3509
Actor.RemoveReferences($10086)
Marker.Disable($10087)
Actor.RemoveReferences($10089)
Marker.Disable($10099)
$10088 = 0 // $ = int 
$10092 = 0 // $ = int 
Actor.Create($10086, 4, #WMYBE, 704.7985, 445.6247, 12.1775)
Actor.Angle($10086) = 220.6377
Marker.CreateAboveActor($10087, $10086)
Car.Create($10089, #RCBARON, 691.2598, 444.4563, 11.8417)
Car.SetImmunities($10089, 1, 1, 1, 1, 1)
04D2: set_plane $10089 fly_autopilot_around_point 691.2598 444.4563 11.8417 30 
00BC: text_highpriority 'SBOB346' time 7000 2 
Actor.Health($10086) = 300
02AB: set_actor $10086 immunities BP 1 FP 1 EP 1 CP 1 MP 0 
0446: set_actor $10086 dismemberment_possible 0 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_3716 

:ASSIN3_3716
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_3760 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_3760
if 
  not Actor.Dead($10086)
jf @ASSIN3_3980 
if and
  $10088 == 0 // $ == int 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
jf @ASSIN3_3858 
$10088 = 1 // $ = int 
01CA: actor $10086 kill_player $PLAYER_CHAR 
0350: set_actor $10086 maintain_position_when_attacked 1 
00BC: text_highpriority 'SBOB347' time 9000 1 
jump @ASSIN3_3858 

:ASSIN3_3858
if 
  $10088 == 1 // $ == int 
jf @ASSIN3_3929 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
if 
  not Car.Wrecked($10089)
jf @ASSIN3_3929 
04D2: set_plane $10089 fly_autopilot_around_point $899 $900 $901 50 
jump @ASSIN3_3929 

:ASSIN3_3929
if or
031D:   actor $10086 hit_by_weapon 18 
031D:   actor $10086 hit_by_weapon 19 
031D:   actor $10086 hit_by_weapon 20 
031D:   actor $10086 hit_by_weapon 21 
jf @ASSIN3_3716 
0467: set_actor $10086 clear_last_weapon_damage 
jump @ASSIN3_3716 

:ASSIN3_3980
Actor.RemoveReferences($10086)
Marker.Disable($10087)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #BMYPI, 393.8521, 263.8875, 11.9717)
Actor.Angle($10086) = 353.469
02A9: set_actor $10086 immune_to_nonplayer 1 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 350
Actor.Create($10089, 4, #HMOTR, 393.1232, 267.2579, 11.9389)
Actor.Angle($10089) = 173.6373
02A9: set_actor $10089 immune_to_nonplayer 1 
Actor.Health($10089) = 250
0446: set_actor $10089 dismemberment_possible 0 
03F9: make_actors $10086 $10089 converse_in 999999999 ms 
00BC: text_highpriority 'SBOB348' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
jump @ASSIN3_4176 

:ASSIN3_4176
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_4220 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_4220
if 
  not Actor.Dead($10086)
jf @ASSIN3_4440 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_4176 
if or
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
00E3:   player $PLAYER_CHAR 0 396.2136 297.9374 radius 15.0 15.0 
00E3:   player $PLAYER_CHAR 0 363.8812 301.6097 radius 15.0 15.0 
  Actor.Dead($10089)
jf @ASSIN3_4176 
03F9: make_actors $10086 $10089 converse_in 0 ms 
0319: set_actor $10086 running 1 
01B2: give_actor $10086 weapon 19 ammo 9999 // Load the weapon model before using this 
0319: set_actor $10089 running 1 
01B2: give_actor $10089 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10089 weapon_accuracy_to 100 
01CA: actor $10086 kill_player $PLAYER_CHAR 
01CA: actor $10089 kill_player $PLAYER_CHAR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_4176 

:ASSIN3_4440
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #GDA, -253.7218, -371.9941, 11.4109)
Actor.Angle($10086) = 141.1372
02A9: set_actor $10086 immune_to_nonplayer 1 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 500
00BC: text_highpriority 'SBOB349' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_4560
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_4604 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_4604
if 
  not Actor.Dead($10086)
jf @ASSIN3_4723 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_4560 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 50.0 50.0 0 
jf @ASSIN3_4560 
01B2: give_actor $10086 weapon 17 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 100 
01CA: actor $10086 kill_player $PLAYER_CHAR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_4560 

:ASSIN3_4723
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #CBB, 370.8482, 1141.267, 25.2508)
Actor.Angle($10086) = 141.1372
009C: set_actor $10086 wander_direction -1 
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
00BC: text_highpriority 'SBOB350' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_4837
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_4881 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_4881
if 
  not Actor.Dead($10086)
jf @ASSIN3_5028 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_4988 
if 
8184:   not actor $10086 health > 690 
jf @ASSIN3_4988 
01B2: give_actor $10086 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 80 
01CA: actor $10086 kill_player $PLAYER_CHAR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_4988 

:ASSIN3_4988
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_4837 
00BC: text_highpriority 'SBOB350' time 7000 2 
jump @ASSIN3_4837 

:ASSIN3_5028
Actor.RemoveReferences($10086)
$10088 = 0 // $ = int 
Car.Create($10089, #ANGEL, -669.8636, 792.7594, 11.2629)
Car.Angle($10089) = 358.8192
0129: $10086 = create_actor 4 #BKB in_car $10089 driverseat 
0319: set_actor $10086 running 1 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
00AF: set_car $10089 driver_behaviour_to 1 
00AE: set_vehicle $10089 traffic_behavior_to 0 
Car.SetMaxSpeed($10089, 20.0)
Actor.Health($10086) = 600
00BC: text_highpriority 'SBOB351' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_5173
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_5217 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_5217
if 
  not Actor.Dead($10086)
jf @ASSIN3_5395 
if 
  Actor.InCar($10086, $10089)
jf @ASSIN3_5364 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_5173 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
jf @ASSIN3_5173 
01B2: give_actor $10086 weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 90 
00AE: set_vehicle $10089 traffic_behavior_to 2 
Car.SetMaxSpeed($10089, 40.0)
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_5173 

:ASSIN3_5364
if 
  not Actor.Dead($10086)
jf @ASSIN3_5173 
01CA: actor $10086 kill_player $PLAYER_CHAR 
jump @ASSIN3_5173 

:ASSIN3_5395
Marker.Disable($10087)
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
Car.Create($10089, #SENTXS, -975.9185, 171.7113, 9.9517)
Car.Angle($10089) = 84.0232
0129: $10086 = create_actor 4 #WMYPI in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
00AF: set_car $10089 driver_behaviour_to 1 
00AE: set_vehicle $10089 traffic_behavior_to 0 
Car.SetMaxSpeed($10089, 20.0)
Actor.Health($10086) = 600
00BC: text_highpriority 'SBOB352' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_5543
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_5587 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_5587
if 
  not Actor.Dead($10086)
jf @ASSIN3_5734 
if 
  Actor.InCar($10086, $10089)
jf @ASSIN3_5543 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_5543 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
jf @ASSIN3_5543 
01B2: give_actor $10086 weapon 19 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 100 
00AE: set_vehicle $10089 traffic_behavior_to 2 
Car.SetMaxSpeed($10089, 50.0)
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_5543 

:ASSIN3_5734
if 
  not Actor.Dead($10086)
jf @ASSIN3_5765 
01CA: actor $10086 kill_player $PLAYER_CHAR 
jump @ASSIN3_5543 

:ASSIN3_5765
Marker.Disable($10087)
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #HNA, -1075.62, -530.5902, 11.2628)
Actor.Angle($10086) = 141.1372
0446: set_actor $10086 dismemberment_possible 0 
02A9: set_actor $10086 immune_to_nonplayer 1 
Actor.Health($10086) = 700
02E2: set_actor $10086 weapon_accuracy_to 90 
01B2: give_actor $10086 weapon 26 ammo 9999 // Load the weapon model before using this 
Marker.CreateAboveActor($10087, $10086)
Actor.Create($10089, 4, #HNB, -1082.067, -527.2405, 11.3098)
Actor.Angle($10089) = 141.1372
0446: set_actor $10089 dismemberment_possible 0 
02A9: set_actor $10089 immune_to_nonplayer 1 
Actor.Health($10089) = 700
01B2: give_actor $10089 weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.Create($10090, 4, #HNB, -1086.195, -523.8806, 11.1402)
Actor.Angle($10090) = 141.1372
0446: set_actor $10090 dismemberment_possible 0 
02A9: set_actor $10090 immune_to_nonplayer 1 
Actor.Health($10090) = 700
01B2: give_actor $10090 weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.Create($10091, 4, #CBB, -1082.342, -549.632, 11.1399)
Actor.Angle($10091) = 141.1372
0446: set_actor $10091 dismemberment_possible 0 
02A9: set_actor $10091 immune_to_nonplayer 1 
Actor.Health($10091) = 700
01B2: give_actor $10091 weapon 26 ammo 9999 // Load the weapon model before using this 
Actor.Create($10092, 4, #CBA, -1082.342, -549.632, 11.1399)
Actor.Angle($10092) = 141.1372
0446: set_actor $10092 dismemberment_possible 0 
02A9: set_actor $10092 immune_to_nonplayer 1 
Actor.Health($10092) = 700
01B2: give_actor $10092 weapon 22 ammo 9999 // Load the weapon model before using this 
01C9: actor $10086 kill_actor $10091 
01C9: actor $10089 kill_actor $10091 
01C9: actor $10090 kill_actor $10092 
01C9: actor $10091 kill_actor $10089 
01C9: actor $10092 kill_actor $10090 
00BC: text_highpriority 'SBOB353' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_6206
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_6250 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_6250
if 
  not Actor.Dead($10086)
jf @ASSIN3_6359 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_6206 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 45.0 45.0 0 
jf @ASSIN3_6206 
01CA: actor $10086 kill_player $PLAYER_CHAR 
0350: set_actor $10086 maintain_position_when_attacked 1 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB341' time 5000 1 
jump @ASSIN3_6206 

:ASSIN3_6359
Marker.Disable($10087)
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
Actor.Create($10086, 4, #HFORI, -673.1553, -1249.11, 35.2673)
Actor.Angle($10086) = 303.0453
0446: set_actor $10086 dismemberment_possible 0 
02AB: set_actor $10086 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
Actor.Health($10086) = 700
0350: set_actor $10086 maintain_position_when_attacked 1 
Marker.CreateAboveActor($10087, $10086)
00BC: text_highpriority 'SBOB354' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_6494
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_6538 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_6538
if 
  not Actor.Dead($10086)
jf @ASSIN3_6664 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_6494 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 13.0 13.0 0 
jf @ASSIN3_6494 
01B2: give_actor $10086 weapon 15 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 100 
01CA: actor $10086 kill_player $PLAYER_CHAR 
0350: set_actor $10086 maintain_position_when_attacked 0 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB358' time 5000 1 
jump @ASSIN3_6494 

:ASSIN3_6664
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10089)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10091)
Actor.RemoveReferences($10092)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
Actor.Create($10086, 4, #HMYAP, -97.654, -888.1533, 10.3134)
Actor.Angle($10086) = 177.2118
011A: set_actor $10086 search_threat 1 
02E2: set_actor $10086 weapon_accuracy_to 100 
0446: set_actor $10086 dismemberment_possible 0 
0350: set_actor $10086 maintain_position_when_attacked 1 
01B2: give_actor $10086 weapon 26 ammo 9999 // Load the weapon model before using this 
Marker.CreateAboveActor($10087, $10086)
Actor.Health($10086) = 750
Actor.Create($10089, 4, #HMYAP, -103.7893, -909.7715, 10.3135)
Actor.Angle($10089) = 352.0535
011A: set_actor $10089 search_threat 1 
02E2: set_actor $10089 weapon_accuracy_to 100 
0446: set_actor $10089 dismemberment_possible 0 
01B2: give_actor $10089 weapon 26 ammo 9999 // Load the weapon model before using this 
0350: set_actor $10089 maintain_position_when_attacked 1 
Marker.CreateAboveActor($10090, $10089)
Actor.Health($10089) = 750
00BC: text_highpriority 'SBOB355' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_6925
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_6969 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_6969
if and
  $10091 == 0 // $ == int 
  Actor.Dead($10086)
jf @ASSIN3_7023 
$10091 = 1 // $ = int 
Marker.Disable($10087)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7023
if and
  $10092 == 0 // $ == int 
  Actor.Dead($10089)
jf @ASSIN3_7077 
$10092 = 1 // $ = int 
Marker.Disable($10090)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7077
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_7198 
if or
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 65.0 65.0 0 
00F2:   actor $10089 near_actor $PLAYER_ACTOR radius 65.0 65.0 0 
jf @ASSIN3_7198 
0319: set_actor $10086 running 1 
01CA: actor $10086 kill_player $PLAYER_CHAR 
0319: set_actor $10089 running 1 
01CA: actor $10089 kill_player $PLAYER_CHAR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB345' time 5000 1 

:ASSIN3_7198
if and
  Actor.Dead($10086)
  Actor.Dead($10089)
jf @ASSIN3_6925 
jump @ASSIN3_7226 

:ASSIN3_7226
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10089)
$10088 = 0 // $ = int 
Car.Create($10089, #STINGER, 338.4984, -711.7463, 10.0984)
Car.Angle($10089) = 335.165
0129: $10086 = create_actor 4 #BMYCR in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
01C8: $10090 = create_actor_pedtype 4 model #HFYCG in_car $10089 passenger_seat 0 
0446: set_actor $10086 dismemberment_possible 0 
00AF: set_car $10089 driver_behaviour_to 1 
00AE: set_vehicle $10089 traffic_behavior_to 2 
Car.SetMaxSpeed($10089, 50.0)
Actor.Health($10086) = 700
Actor.Health($10090) = 700
020A: set_car $10089 door_status_to 2 
Car.Health($10089) = 3800
00BC: text_highpriority 'SBOB356' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7406
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_7450 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_7450
if and
  $10094 == 0 // $ == int 
  Actor.Dead($10086)
jf @ASSIN3_7504 
$10094 = 1 // $ = int 
Marker.Disable($10087)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7504
if and
  $10095 == 0 // $ == int 
  Actor.Dead($10090)
jf @ASSIN3_7558 
$10095 = 1 // $ = int 
Marker.Disable($10105)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7558
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_7733 
if or
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
00F2:   actor $10090 near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
jf @ASSIN3_7733 
Actor.DestroyInstantly($10090)
Actor.Create($10090, 4, #HFYCG, -103.7893, -909.7715, 10.3135)
0464: put_actor $10090 into_turret_on_car $10089 at_car_offset 0.4242 -0.0679 0.9322 position 3 angle 270.0 with_weapon 26 
Marker.CreateAboveActor($10105, $10090)
02E2: set_actor $10090 weapon_accuracy_to 85 
01CA: actor $10090 kill_player $PLAYER_CHAR 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB345' time 5000 1 

:ASSIN3_7733
if and
  Actor.Dead($10086)
  Actor.Dead($10089)
jf @ASSIN3_7406 
jump @ASSIN3_7761 

:ASSIN3_7761
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10090)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
Car.Create($10089, #TAXI, 504.0956, 243.1954, 11.0114)
Car.Angle($10089) = 1.8795
0129: $10100 = create_actor 4 #HMOCA in_car $10089 driverseat 
01C8: $10086 = create_actor_pedtype 4 model #BMYST in_car $10089 passenger_seat 1 
Marker.CreateAboveActor($10087, $10086)
01C8: $10090 = create_actor_pedtype 4 model #BFORI in_car $10089 passenger_seat 2 
0446: set_actor $10086 dismemberment_possible 0 
0446: set_actor $10090 dismemberment_possible 0 
00AF: set_car $10089 driver_behaviour_to 1 
00AE: set_vehicle $10089 traffic_behavior_to 0 
Car.SetMaxSpeed($10089, 20.0)
Actor.Health($10086) = 700
Actor.Health($10090) = 700
020A: set_car $10089 door_status_to 2 
Car.Health($10089) = 4000
00BC: text_highpriority 'SBOB357' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_7981
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_8025 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_8025
if and
  $10094 == 0 // $ == int 
  Actor.Dead($10086)
jf @ASSIN3_8079 
$10094 = 1 // $ = int 
Marker.Disable($10087)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_8079
if and
  $10095 == 0 // $ == int 
  Actor.Dead($10090)
jf @ASSIN3_8133 
$10095 = 1 // $ = int 
Marker.Disable($10105)
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_8133
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_8454 
if or
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
00F2:   actor $10090 near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
jf @ASSIN3_8454 
Actor.DestroyInstantly($10090)
Actor.DestroyInstantly($10086)
Car.SetImmunities($10089, 0, 1, 0, 0, 0)
Actor.Create($10086, 4, #BMYST, -103.7893, -909.7715, 10.3135)
02AB: set_actor $10086 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0464: put_actor $10086 into_turret_on_car $10089 at_car_offset 0.8242 -0.0679 0.9322 position 3 angle 270.0 with_weapon 26 
Marker.CreateAboveActor($10087, $10086)
02E2: set_actor $10086 weapon_accuracy_to 90 
01CA: actor $10086 kill_player $PLAYER_CHAR 
Actor.Create($10090, 4, #BFORI, -103.7893, -909.7715, 10.3135)
0464: put_actor $10090 into_turret_on_car $10089 at_car_offset -0.6242 -0.0679 0.9322 position 3 angle 270.0 with_weapon 15 
02AB: set_actor $10090 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
Marker.CreateAboveActor($10105, $10090)
02E2: set_actor $10090 weapon_accuracy_to 90 
01CA: actor $10090 kill_player $PLAYER_CHAR 
Car.SetMaxSpeed($10089, 50.0)
00AE: set_vehicle $10089 traffic_behavior_to 2 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB345' time 5000 1 

:ASSIN3_8454
if and
  Actor.Dead($10086)
  Actor.Dead($10090)
jf @ASSIN3_7981 
jump @ASSIN3_8482 

:ASSIN3_8482
Actor.RemoveReferences($10086)
Actor.RemoveReferences($10090)
Actor.RemoveReferences($10100)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
Car.Create($10089, #MAVERICK, 212.3885, 696.4388, 37.8522)
Car.Angle($10089) = 179.5908
0129: $10086 = create_actor 4 #HFYCG in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
054A: set_actor $10086 can_be_shot_in_a_car 0 
020A: set_car $10089 door_status_to 2 
Car.Health($10089) = 2000
00BC: text_highpriority 'SBOB359' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
04A2: heli $10089 fly_to 232.9195 331.8615 37.8522 speed 50 

:ASSIN3_8669
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_8713 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_8713
if or
  not Car.Wrecked($10089)
  not Actor.Dead($10086)
jf @ASSIN3_8794 
if 
00EC:   actor $10086 0 232.9195 331.8615 radius 5.0 5.0 
jf @ASSIN3_8794 
04A2: heli $10089 fly_to 91.0147 -93.4011 37.8522 speed 50 

:ASSIN3_8794
if or
  not Car.Wrecked($10089)
  not Actor.Dead($10086)
jf @ASSIN3_8875 
if 
00EC:   actor $10086 0 91.0147 -93.4011 radius 5.0 5.0 
jf @ASSIN3_8875 
04A2: heli $10089 fly_to -328.1816 65.0026 37.8522 speed 50 

:ASSIN3_8875
if or
  not Car.Wrecked($10089)
  not Actor.Dead($10086)
jf @ASSIN3_8956 
if 
00EC:   actor $10086 0 -328.1816 65.0026 radius 5.0 5.0 
jf @ASSIN3_8956 
04A2: heli $10089 fly_to 212.3885 696.4388 37.8522 speed 50 

:ASSIN3_8956
if or
  not Car.Wrecked($10089)
  not Actor.Dead($10086)
jf @ASSIN3_9044 
if 
00EC:   actor $10086 0 212.3885 696.4388 radius 5.0 5.0 
jf @ASSIN3_8669 
04A2: heli $10089 fly_to 232.9195 331.8615 37.8522 speed 50 
jump @ASSIN3_8669 

:ASSIN3_9044
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Car.Create($10089, #SABRETUR, -319.9947, 1091.637, 22.036)
Car.Angle($10089) = 179.5908
04FE: set_vehicle $10089 deflate_tire 0 
0129: $10086 = create_actor 4 #NULL in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
054A: set_actor $10086 can_be_shot_in_a_car 0 
020A: set_car $10089 door_status_to 2 
Car.Health($10089) = 30000
00BC: text_highpriority 'SBOB360' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
Car.SetMaxSpeed($10089, 50.0)
00AE: set_vehicle $10089 traffic_behavior_to 2 
00AF: set_car $10089 driver_behaviour_to 1 
0423: car $10089 improve_handling 2.0 

:ASSIN3_9247
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_9291 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_9291
if 
  not Car.Wrecked($10089)
jf @ASSIN3_9388 
if 
  Actor.InCar($10086, $10089)
jf @ASSIN3_9388 
if 
8185:   not car $10089 health > 29400 
jf @ASSIN3_9388 
if 
  $10095 == 0 // $ == int 
jf @ASSIN3_9606 
Car.Health($10089) = 30000
03E5: text_box 'SBOB364' 
$10095 += 1 // $ += int 

:ASSIN3_9388
if 
  not Actor.Dead($10086)
jf @ASSIN3_9499 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_9499 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 45.0 45.0 0 
jf @ASSIN3_9499 
03E5: text_box 'SBOB365' 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB378' time 9000 1 
TIMERA = 0 // @ = int 

:ASSIN3_9499
if and
  $10088 == 1 // $ == int 
  $10094 == 0 // $ == int 
jf @ASSIN3_9574 
if 
  TIMERA > 11000 // @ > int 
jf @ASSIN3_9574 
015D: set_gamespeed 1.4 
03E5: text_box 'SBOB368' 
$10094 = 1 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN3_9574
if 
  $10094 == 1 // $ == int 
jf @ASSIN3_9696 
$6400 -= 1 // $ -= int 
jump @ASSIN3_9696 

:ASSIN3_9606
if 
  $10095 == 1 // $ == int 
jf @ASSIN3_9696 
03E5: text_box 'SBOB367' 
01D3: actor $10086 leave_car $10089 
Actor.Health($10086) = 6000
01B2: give_actor $10086 weapon 32 ammo 9999 // Load the weapon model before using this 
02E2: set_actor $10086 weapon_accuracy_to 90 
01CA: actor $10086 kill_player $PLAYER_CHAR 
$10094 = 3 // $ = int 
$10095 = 2 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN3_9696
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN3_9802 
if 
  $10094 == 1 // $ == int 
jf @ASSIN3_9802 
if 
  TIMERA > 58000 // @ > int 
jf @ASSIN3_9802 
03E5: text_box 'SBOB369' 
018C: play_sound 16 at 0.0 0.0 0.0 
00DA: $10101 = player $PLAYER_CHAR car 
$10094 = 2 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN3_9802
if 
  $10094 == 2 // $ == int 
jf @ASSIN3_9865 
if 
  TIMERA > 5500 // @ > int 
jf @ASSIN3_9865 
020B: explode_car $10101 
$10094 = 1 // $ = int 
TIMERA = 0 // @ = int 
jump @ASSIN3_9865 

:ASSIN3_9865
if 
  $10094 == 3 // $ == int 
jf @ASSIN3_9247 
if 
  TIMERA > 17000 // @ > int 
jf @ASSIN3_9990 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
$901 += 9.1 // $ += float 
Car.RemoveReferences($10089)
03E5: text_box 'SBOB366' 
TIMERA = 0 // @ = int 
Car.Create($10089, #SABRETUR, $899, $900, $901)
Car.Angle($10089) = 179.5908
020A: set_car $10089 door_status_to 2 
Car.Health($10089) = 1500

:ASSIN3_9990
if 
  $10095 >= 2 // $ >= int 
jf @ASSIN3_10102 
if 
8184:   not actor $10086 health > 5900 
jf @ASSIN3_10102 
if 
   not $10095 == 6 // $ == int 
jf @ASSIN3_10077 
$10095 += 1 // $ += int 
03E5: text_box 'SBOB364' 
Actor.Health($10086) = 6000
jump @ASSIN3_10102 

:ASSIN3_10077
03E5: text_box 'SBOB364' 
Actor.Health($10086) = 300
$10095 = -4 // $ = int 

:ASSIN3_10102
if 
8184:   not actor $10086 health > 1 
jf @ASSIN3_9247 
048F: actor $10086 remove_weapons 
jump @ASSIN3_10132 

:ASSIN3_10132
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
Marker.Disable($10087)
015D: set_gamespeed 1.0 
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Actor.Create($10086, 4, #WMYCW, -96.9899, -458.5567, 8.4144)
Actor.Angle($10086) = 186.7741
018C: play_sound 1 at 0.0 0.0 0.0 
0446: set_actor $10086 dismemberment_possible 0 
0350: set_actor $10086 maintain_position_when_attacked 1 
Marker.CreateAboveActor($10087, $10086)
04EB: actor $10086 crouch 1 9999999 ms 
00BC: text_highpriority 'SBOB361' time 7000 2 

:ASSIN3_10284
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_10328 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_10328
if 
  not Actor.Dead($10086)
jf @ASSIN3_10363 
04EB: actor $10086 crouch 1 9999999 ms 
jump @ASSIN3_10284 

:ASSIN3_10363
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Car.Create($10089, #ESPERANT, -1072.829, 91.8556, 11.2432)
Car.Angle($10089) = 182.1246
0129: $10086 = create_actor 4 #WMORI in_car $10089 driverseat 
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
054A: set_actor $10086 can_be_shot_in_a_car 0 
Car.Health($10089) = 3000
00BC: text_highpriority 'SBOB362' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
Car.SetMaxSpeed($10089, 20.0)
00AE: set_vehicle $10089 traffic_behavior_to 0 
00AF: set_car $10089 driver_behaviour_to 1 

:ASSIN3_10534
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_10578 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_10578
if 
  not Actor.Dead($10086)
jf @ASSIN3_10761 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_10721 
if or
8185:   not car $10089 health > 2960 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
jf @ASSIN3_10721 
if 
  not Car.Wrecked($10089)
jf @ASSIN3_10721 
$10088 = 1 // $ = int 
Car.SetMaxSpeed($10089, 50.0)
00AE: set_vehicle $10089 traffic_behavior_to 2 
00BC: text_highpriority 'SBOB341' time 5000 1 
Marker.CreateAboveActor($10087, $10086)
TIMERA = 0 // @ = int 

:ASSIN3_10721
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_10534 
00BC: text_highpriority 'SBOB362' time 7000 2 
jump @ASSIN3_10534 

:ASSIN3_10761
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Car.Create($10089, #SPEEDER, -233.4862, -1518.654, 6.113)
Car.Angle($10089) = 123.527
Actor.Create($10086, 4, #WFORI, -96.9899, -458.5567, 8.4144)
Actor.Angle($10086) = 186.7741
0446: set_actor $10086 dismemberment_possible 0 
Marker.CreateAboveActor($10087, $10086)
Actor.Health($10086) = 700
Car.Health($10089) = 3000
00BC: text_highpriority 'SBOB363' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
0464: put_actor $10086 into_turret_on_car $10089 at_car_offset 0.4242 -0.0679 1.3 position 3 angle 270.0 with_weapon 0 

:ASSIN3_10968
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_11012 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_11012
if 
  not Actor.Dead($10086)
jf @ASSIN3_11035 
jump @ASSIN3_10968 

:ASSIN3_11035
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Car.Create($10089, #PCJ600, -694.1207, -1358.638, 10.9116)
Car.Angle($10089) = 18.3688
Marker.CreateAboveCar($10087, $10089)
Car.Health($10089) = 6000
00BC: text_highpriority 'SBOB370' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
Car.SetMaxSpeed($10089, 30.0)
00AE: set_vehicle $10089 traffic_behavior_to 2 
00AF: set_car $10089 driver_behaviour_to 1 
Car.DriveTo($10089, -307.3102, 1090.284, 22.2306)

:ASSIN3_11205
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_11249 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_11249
wait 0 
if 
01AF:   car $10089 0 -307.3102 1090.284 22.2306 radius 3.5 3.5 3.0 
jf @ASSIN3_11321 
Car.DriveTo($10089, 152.133, -1368.6, 10.282)

:ASSIN3_11321
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
if and
82BF:   not car $10089 sunk 
  not Car.Wrecked($10089)
jf @ASSIN3_11803 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_11465 
if 
01AF:   car $10089 0 $899 $900 $901 radius 45.5 45.5 45.0 
jf @ASSIN3_11465 
$10088 = 1 // $ = int 
0423: car $10089 improve_handling 2.0 
Car.SetMaxSpeed($10089, 60.0)
00BC: text_highpriority 'SBOB341' time 5000 1 
TIMERA = 0 // @ = int 

:ASSIN3_11465
if and
82BF:   not car $10089 sunk 
  not Car.Wrecked($10089)
jf @ASSIN3_11803 
if 
01AF:   car $10089 0 152.133 -1368.6 10.282 radius 3.5 3.5 3.0 
jf @ASSIN3_11561 
Car.DriveTo($10089, -1827.125, -633.551, 7.769)
jump @ASSIN3_11561 

:ASSIN3_11561
if and
82BF:   not car $10089 sunk 
  not Car.Wrecked($10089)
jf @ASSIN3_11803 
if 
01AF:   car $10089 0 -1827.125 -633.551 7.769 radius 3.5 3.5 3.0 
jf @ASSIN3_11657 
Car.DriveTo($10089, -1520.543, -319.8028, 14.6984)
jump @ASSIN3_11657 

:ASSIN3_11657
if and
82BF:   not car $10089 sunk 
  not Car.Wrecked($10089)
jf @ASSIN3_11803 
if 
01AF:   car $10089 0 -1520.543 -319.8028 14.6984 radius 3.5 3.5 3.0 
jf @ASSIN3_11753 
Car.DriveTo($10089, 152.133, -1368.6, 10.282)
jump @ASSIN3_11753 

:ASSIN3_11753
if 
00DC:   player $PLAYER_CHAR in_car $10089 
jf @ASSIN3_11205 
020B: explode_car $10089 
018C: play_sound 16 at 0.0 0.0 0.0 
jump @ASSIN3_11205 

:ASSIN3_11803
Car.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Actor.Create($10086, 4, #VICE8, 546.2195, -1314.627, 12.3239)
Actor.Angle($10086) = 140.4471
018C: play_sound 1 at 0.0 0.0 0.0 
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 400
01B2: give_actor $10086 weapon 25 ammo 9999 // Load the weapon model before using this 
Marker.CreateAboveActor($10087, $10086)
009C: set_actor $10086 wander_direction -1 
00BC: text_highpriority 'SBOB371' time 7000 2 

:ASSIN3_11949
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_11993 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_11993
if 
  not Actor.Dead($10086)
jf @ASSIN3_12109 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_11949 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 50.0 50.0 0 
jf @ASSIN3_11949 
$10088 = 1 // $ = int 
02E2: set_actor $10086 weapon_accuracy_to 100 
01CA: actor $10086 kill_player $PLAYER_CHAR 
00BC: text_highpriority 'SBOB341' time 5000 1 
TIMERA = 0 // @ = int 
jump @ASSIN3_11949 

:ASSIN3_12109
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Player.SetMinWantedLevel($PLAYER_CHAR, 5)
Car.Create($10089, #FLATBED, 52.9119, 1018.276, 10.8522)
Car.Angle($10089) = 253.8282
Car.SetImmunities($10089, 1, 0, 0, 0, 0)
0129: $10086 = create_actor 4 #WMYCW in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
054A: set_actor $10086 can_be_shot_in_a_car 0 
Car.Health($10089) = 3000
020A: set_car $10089 door_status_to 2 
00BC: text_highpriority 'SBOB372' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 
Car.SetMaxSpeed($10089, 20.0)
00AE: set_vehicle $10089 traffic_behavior_to 0 
00AF: set_car $10089 driver_behaviour_to 1 
053F: set_car $10089 tires_vulnerable 0 

:ASSIN3_12324
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_12368 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_12368
if 
  not Actor.Dead($10086)
jf @ASSIN3_12519 
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_12479 
if 
00F2:   actor $10086 near_actor $PLAYER_ACTOR radius 50.0 50.0 0 
jf @ASSIN3_12479 
$10088 = 1 // $ = int 
Car.SetMaxSpeed($10089, 50.0)
00AE: set_vehicle $10089 traffic_behavior_to 2 
00BC: text_highpriority 'SBOB375' time 5000 1 
TIMERA = 0 // @ = int 

:ASSIN3_12479
if 
  $10088 == 1 // $ == int 
jf @ASSIN3_12324 
00BC: text_highpriority 'SBOB375' time 5000 1 
jump @ASSIN3_12324 

:ASSIN3_12519
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Car.Create($10089, #HUNTER, -150.9428, 749.2789, 31.0238)
Car.Angle($10089) = 253.8282
0129: $10086 = create_actor 4 #HMYRI in_car $10089 driverseat 
Marker.CreateAboveActor($10087, $10086)
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 700
054A: set_actor $10086 can_be_shot_in_a_car 0 
Car.Health($10089) = 4000
020A: set_car $10089 door_status_to 2 
00BC: text_highpriority 'SBOB373' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_12686
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_12730 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_12730
if 
  not Car.Wrecked($10089)
jf @ASSIN3_12798 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
$901 += 15.0 // $ += float 
04A2: heli $10089 fly_to $899 $900 $901 speed 28 
0541: fire_guns_on_vehicle $10089 
jump @ASSIN3_12686 

:ASSIN3_12798
Actor.RemoveReferences($10086)
Car.RemoveReferences($10089)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Actor.Create($10100, 4, #WMORI, 30.1632, -1332.296, 13.0008)
Actor.Angle($10100) = 357.7384
0321: kill_actor $10100 
018A: $10087 = create_checkpoint_at 26.6334 -1329.643 13.0032 
00BC: text_highpriority 'SBOB374' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_12934
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_12978 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_12978
if 
  $10088 == 0 // $ == int 
jf @ASSIN3_13169 
if 
00F5:   player $PLAYER_CHAR 0 30.1966 -1331.362 13.0008 radius 2.5 2.5 2.5 
jf @ASSIN3_13169 
$10088 = 1 // $ = int 
Camera.Shake(200)
Actor.Create($10086, 4, #SPECIAL02, 26.9144, -1325.934, 13.0008)
Actor.Angle($10086) = 231.2104
0243: set_actor $10086 ped_stats_to 16 
01ED: clear_actor $10086 threat_search 
011A: set_actor $10086 search_threat 1 
0446: set_actor $10086 dismemberment_possible 0 
Actor.Health($10086) = 800
01B2: give_actor $10086 weapon 8 ammo 0 // Load the weapon model before using this 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\SCARY.WAV" loop 0 volume 0.5 

:ASSIN3_13169
if 
  $10088 == 1 // $ == int 
jf @ASSIN3_12934 
if 
  not Actor.Dead($10086)
jf @ASSIN3_13210 
jump @ASSIN3_12934 

:ASSIN3_13210
Actor.RemoveReferences($10086)
Marker.Disable($10087)
$10088 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
TIMERA = 0 // @ = int 
Actor.Create($10086, 4, #WMYCW, -51.5521, -885.1544, 26.45)
Actor.Angle($10086) = 273.8866
0350: set_actor $10086 maintain_position_when_attacked 1 
Marker.CreateAboveActor($10087, $10086)
00BC: text_highpriority 'SBOB376' time 7000 2 
018C: play_sound 1 at 0.0 0.0 0.0 

:ASSIN3_13331
wait 0 
if 
  1 > $6400 // int > $ 
jf @ASSIN3_13375 
00BC: text_highpriority 'ASM3_21' time 5000 1  // ~r~You did not kill all the gang members in time!
jump @ASSIN3_13398 

:ASSIN3_13375
if 
  not Actor.Dead($10086)
jf @ASSIN3_13415 
jump @ASSIN3_13331 

:ASSIN3_13398
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASSIN3_13415
$300 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_3'  // Autocide
01E3: text_1number_styled 'SBOB379' number 4000 time 5000 style 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100000
030C: progress_made += 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($297)
return 

:ASSIN3_13484
03C7: set_sensitivity_to_crime_to 1.0 
$ONMISSION = 0 // $ = int 
Marker.Disable($6341)
Marker.Disable($6348)
Marker.Disable($6358)
Marker.Disable($6364)
Marker.Disable($6370)
Marker.Disable($6380)
Marker.Disable($10087)
Marker.Disable($10105)
Actor.DestroyWithFade($6375)
Model.Destroy(#TROPIC)
Model.Destroy(#PCJ600)
Model.Destroy(#WMYCW)
Model.Destroy(#GDA)
Model.Destroy(#HMYAP)
Model.Destroy(#JMOTO)
Model.Destroy(#BOBCAT)
Model.Destroy(#SECURICA)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BUDDYSHOT)
Model.Destroy(#HMYBE)
Model.Destroy(#WMYST)
Model.Destroy(#WFOGO)
Model.Destroy(#WMYBE)
Model.Destroy(#BMYPI)
Model.Destroy(#CBB)
Model.Destroy(#BKB)
Model.Destroy(#WMYPI)
Model.Destroy(#COLT45)
Model.Destroy(#WMYGO)
Model.Destroy(#RCBARON)
Model.Destroy(#ANGEL)
Model.Destroy(#HMOTR)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#TEC9)
Model.Destroy(#SENTXS)
Model.Destroy(#TAXI)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Model.Destroy(#CBA)
Model.Destroy(#M4)
Model.Destroy(#HFORI)
Model.Destroy(#MOLOTOV)
Model.Destroy(#BMYCR)
Model.Destroy(#HFYCG)
Model.Destroy(#STINGER)
Model.Destroy(#BMYST)
Model.Destroy(#BFORI)
Model.Destroy(#HMOCA)
Model.Destroy(#MAVERICK)
Model.Destroy(#SABRETUR)
Model.Destroy(#HMYRI)
Model.Destroy(#WFYRI)
Model.Destroy(#ESPERANT)
Model.Destroy(#WMORI)
Model.Destroy(#WFORI)
Model.Destroy(#SPEEDER)
Model.Destroy(#M60)
Model.Destroy(#VICE8)
Model.Destroy(#MP5LNG)
Model.Destroy(#HUNTER)
Model.Destroy(#CLEAVER)
Model.Destroy(#FLATBED)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01F0: set_max_wanted_level_to 6 
Player.SetMinWantedLevel($PLAYER_CHAR, 0)
014F: stop_timer $6400 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 70---------------
// Originally: Check Out at the Check In

:ASSIN4
script_name 'ASSIN4' 
gosub @ASSIN4_46 
if 
  wasted_or_busted 
jf @ASSIN4_37 
gosub @ASSIN4_8377 

:ASSIN4_37
gosub @ASSIN4_8461 
terminate_this_script 

:ASSIN4_46
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'ASSIN4' 
Model.Load(#WMORI)
Model.Load(#HFYBU)
Model.Load(#M4)
Model.Load(#CELLPHONE)
Model.Load(#ARMY)

:ASSIN4_91
if or
  not Model.Available(#WMORI)
  not Model.Available(#HFYBU)
  not Model.Available(#CELLPHONE)
  not Model.Available(#M4)
  not Model.Available(#ARMY)
jf @ASSIN4_135 
wait 0 
jump @ASSIN4_91 

:ASSIN4_135
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN4_159
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASSIN4_189 
wait 0 
jump @ASSIN4_159 

:ASSIN4_189
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 38.39647 -1023.988 9.450843 range 4.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -1482.114 -825.2285 13.8377 
0171: set_player $PLAYER_CHAR z_angle_to 100.263 
Camera.SetPosition(-1479.544, -825.3295, 15.01768, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer
052B: actor $PLAYER_ACTOR hold_cellphone 1 
03CF: load_wav 'JOB4_1' as 1 
03CF: load_wav 'JOB4_2' as 2 

:ASSIN4_367
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN4_397 
wait 0 
jump @ASSIN4_367 

:ASSIN4_397
fade 1 1000 

:ASSIN4_404
if 
  fading 
jf @ASSIN4_428 
wait 0 
jump @ASSIN4_404 

:ASSIN4_428
00BC: text_highpriority 'SBOB384' time 10000 1 
03D1: play_wav 1 

:ASSIN4_447
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_502 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_495 
jump @ASSIN4_846 

:ASSIN4_495
jump @ASSIN4_447 

:ASSIN4_502
03D5: remove_text 'SBOB384' 
040D: unload_wav 1 
0395: clear_area 0 at -1474.531 -826.0056 15.00762 range 3.0 
Camera.SetPosition(-1703.46, -344.5211, 23.368, 0.0, 0.0, 0.0)
Camera.PointAt(-1706.885, -334.0682, 23.368, 2)
00BC: text_highpriority 'SBOB385' time 10000 1 
03D1: play_wav 2 

:ASSIN4_610
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_665 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_658 
jump @ASSIN4_846 

:ASSIN4_658
jump @ASSIN4_610 

:ASSIN4_665
03D5: remove_text 'SBOB385' 
040D: unload_wav 2 
03CF: load_wav 'JOB4_3' as 1 

:ASSIN4_691
if 
83D0:   not wav 1 loaded 
jf @ASSIN4_717 
wait 0 
jump @ASSIN4_691 

:ASSIN4_717
Camera.SetPosition(-1484.055, -825.312, 16.72996, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
00BC: text_highpriority 'ASM4_C' time 10000 1  // You must kill that person, retrieve his case and take it to the location taped under the phone.
03D1: play_wav 1 

:ASSIN4_777
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN4_832 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_825 
jump @ASSIN4_846 

:ASSIN4_825
jump @ASSIN4_777 

:ASSIN4_832
03D5: remove_text 'ASM4_C'  // You must kill that person, retrieve his case and take it to the location taped under the phone.
040D: unload_wav 1 

:ASSIN4_846
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1000 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 

:ASSIN4_901
if 
  fading 
jf @ASSIN4_925 
wait 0 
jump @ASSIN4_901 

:ASSIN4_925
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1000 

:ASSIN4_940
if 
  fading 
jf @ASSIN4_964 
wait 0 
jump @ASSIN4_940 

:ASSIN4_964
Player.CanMove($PLAYER_CHAR, True)
$6429 = -1493.219 // $ = float 
$6430 = -798.9757 // $ = float 
$6431 = 14.868 // $ = float 
$6432 = -1421.181 // $ = float 
$6433 = -874.6884 // $ = float 
$6434 = 19.8471 // $ = float 
$6435 = 289.025 // $ = float 
$6436 = -1388.918 // $ = float 
$6437 = -865.0283 // $ = float 
$6438 = 13.87768 // $ = float 
$6439 = 50.33542 // $ = float 
$6426 = -1360.671 // $ = float 
$6427 = -930.4258 // $ = float 
$6428 = 19.8531 // $ = float 
$6449 = -1387.584 // $ = float 
$6450 = -865.2448 // $ = float 
$6451 = 13.87768 // $ = float 
$6452 = 65.23693 // $ = float 
$6440 = -1484.78 // $ = float 
$6441 = -807.7946 // $ = float 
$6442 = 14.878 // $ = float 
$6446 = 370.551 // $ = float 
$6447 = 1056.811 // $ = float 
$6448 = 19.1625 // $ = float 
$6421 = 0 // $ = int 
$6422 = 0 // $ = int 
$6423 = 0 // $ = int 
$6424 = 0 // $ = int 
$6418 = 0 // $ = int 
$6425 = 0 // $ = int 
$6416 = 0 // $ = int 
$6417 = 0 // $ = int 
$6419 = 0 // $ = int 
$6453 = 0 // $ = int 
$6458 = 0 // $ = int 
$6456 = 0 // $ = int 
$6457 = 0 // $ = int 
$6454 = 0 // $ = int 
$6497 = 0 // $ = int 
TIMERA = 0 // @ = int 
$6473 = -1152.279 // $ = float 
$6474 = -939.467 // $ = float 
$6475 = 14.688 // $ = float 
$6476 = 88.806 // $ = float 
$6477 = 0 // $ = int 
$6480 = -1163.086 // $ = float 
$6481 = -948.9131 // $ = float 
$6482 = 14.68145 // $ = float 
$6483 = 89.2464 // $ = float 
$6484 = 0 // $ = int 
$6487 = -1139.197 // $ = float 
$6488 = -1086.208 // $ = float 
$6489 = 14.71668 // $ = float 
$6490 = 295.402 // $ = float 
$6491 = 0 // $ = int 
$6494 = 0 // $ = int 
$6495 = 0 // $ = int 
$6496 = 0 // $ = int 
032B: $6411 = create_weapon_pickup #SNIPER 3 ammo 10 at -1714.966 -341.3327 14.8681 
03DC: $6412 = create_marker_above_pickup $6411 
00BC: text_highpriority 'SBOB380' time 5000 2 
015C: set_zone_gang_info 'TERMINL' 1 50 0 0 0 0 25 0 0 0 0 10 
015C: set_zone_gang_info 'TERMINL' 0 50 0 0 0 0 25 0 0 0 0 10 
022B: create_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 
022B: create_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 
022B: create_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 
022B: create_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 

:ASSIN4_1731
wait 0 
if 
  $6418 == 0 // $ == int 
jf @ASSIN4_2716 
if 
  Pickup.Picked_up($6411)
jf @ASSIN4_2716 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
Actor.Create($6408, 4, #HFYBU, -1717.806, -181.8126, 14.8683)
02A9: set_actor $6408 immune_to_nonplayer 1 
Actor.Angle($6408) = $6435
Marker.CreateAboveActor($6409, $6408)
01ED: clear_actor $6408 threat_search 
04F5: set_actor $6408 as_player_friend $PLAYER_CHAR flag 1 
0372: set_actor $6408 anim 13 wait_state_time 15000 ms 
Actor.Create($6410, 4, #ARMY, -1692.55, -186.4108, 28.7525)
02A9: set_actor $6410 immune_to_nonplayer 1 
Actor.Angle($6410) = 179.5908
0372: set_actor $6410 anim 13 wait_state_time 50000 ms 
01ED: clear_actor $6410 threat_search 
0350: set_actor $6410 maintain_position_when_attacked 1 
Actor.Create($6415, 21, #SPECIAL01, -1515.284, -884.025, 46.4641)
Actor.Angle($6415) = $6452
01DE: tie_actor $6415 to_actor $6410 
0243: set_actor $6415 ped_stats_to 16 
01ED: clear_actor $6415 threat_search 
0350: set_actor $6415 maintain_position_when_attacked 1 
02A9: set_actor $6415 immune_to_nonplayer 1 
Camera.SetPosition(-1692.969, -210.4781, 30.7525, 0.0, 0.0, 0.0)
Camera.PointAt(-1693.541, -190.4864, 30.7525, 2)
0395: clear_area 0 at -1717.806 -181.8126 14.8683 range 75.0 
0395: clear_area 0 at $6436 $6437 $6438 range 75.0 
TIMERA = 0 // @ = int 

:ASSIN4_2083
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2152 
wait 0 
00BC: text_highpriority 'SBOB381' time 5000 2 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2145 
jump @ASSIN4_2652 

:ASSIN4_2145
jump @ASSIN4_2083 

:ASSIN4_2152
Camera.SetPosition(-1720.037, -199.0532, 21.2525, 0.0, 0.0, 0.0)
0211: actor $6408 walk_to -1692.415 -180.506 
if 
  not Actor.Dead($6408)
jf @ASSIN4_2224 
Camera.OnPed($6408, 15, 2)

:ASSIN4_2224
TIMERA = 0 // @ = int 

:ASSIN4_2231
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2300 
wait 0 
00BC: text_highpriority 'ASM4_17' time 5000 2  // ~g~Once the conversation has finished kill the person she spoke to, but do not kill her.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2293 
jump @ASSIN4_2652 

:ASSIN4_2293
jump @ASSIN4_2231 

:ASSIN4_2300
Camera.SetPosition(-1713.789, -164.0998, 25.5105, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($6408)
jf @ASSIN4_2357 
Camera.OnPed($6408, 15, 2)

:ASSIN4_2357
TIMERA = 0 // @ = int 

:ASSIN4_2364
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2433 
wait 0 
00BC: text_highpriority 'SBOB382' time 5000 2 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2426 
jump @ASSIN4_2652 

:ASSIN4_2426
jump @ASSIN4_2364 

:ASSIN4_2433
Camera.SetPosition(-1688.001, -179.4585, 30.0105, 0.0, 0.0, 0.0)
if 
  not Actor.Dead($6408)
jf @ASSIN4_2500 
Camera.PointAt(-1701.916, -238.2878, 30.0105, 2)

:ASSIN4_2500
TIMERA = 0 // @ = int 

:ASSIN4_2507
if 
  6000 > TIMERA // int > @ 
jf @ASSIN4_2576 
wait 0 
00BC: text_highpriority 'ASM4_19' time 6000 2  // ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2569 
jump @ASSIN4_2652 

:ASSIN4_2569
jump @ASSIN4_2507 

:ASSIN4_2576
TIMERA = 0 // @ = int 

:ASSIN4_2583
if 
  5000 > TIMERA // int > @ 
jf @ASSIN4_2652 
wait 0 
00BC: text_highpriority 'ASM4_20' time 5000 2  // ~g~If it gets full he will see you.
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN4_2645 
jump @ASSIN4_2652 

:ASSIN4_2645
jump @ASSIN4_2583 

:ASSIN4_2652
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Actor.PutAt($6408, -1697.862, -180.2664, 22.8614)
0211: actor $6408 walk_to -1692.884 -180.3031 
Camera.Restore_WithJumpCut
$6418 = 1 // $ = int 
TIMERA = 0 // @ = int 

:ASSIN4_2716
if 
  $6418 == 1 // $ == int 
jf @ASSIN4_2807 
if 
  TIMERA > 15000 // @ > int 
jf @ASSIN4_2807 
if 
  not Actor.Dead($6408)
jf @ASSIN4_2807 
if 
  not Actor.Dead($6410)
jf @ASSIN4_2807 
04C2: actor $6408 walk_to_actor $6410 
TIMERA = 0 // @ = int 
$6418 = 2 // $ = int 

:ASSIN4_2807
if 
  $6418 == 2 // $ == int 
jf @ASSIN4_2960 
if 
  not Actor.Dead($6408)
jf @ASSIN4_2960 
if 
  not Actor.Dead($6410)
jf @ASSIN4_2960 
if 
  not Actor.Dead($6415)
jf @ASSIN4_2960 
if or
0126:   actor $6408 objective_passed 
  TIMERA > 120000 // @ > int 
jf @ASSIN4_2960 
011C: actor $6408 clear_objective 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
022C: set_actor $6415 to_look_at_actor $6408 
03F9: make_actors $6408 $6410 converse_in 5000 ms 
TIMERA = 0 // @ = int 
$6418 = 3 // $ = int 
$6425 = 1 // $ = int 
$6416 = 1 // $ = int 

:ASSIN4_2960
if 
  not Actor.Dead($6408)
jf @ASSIN4_3029 
if 
00EC:   actor $6408 0 -1692.884 -180.3031 radius 1.0 1.0 
jf @ASSIN4_3029 
0211: actor $6408 walk_to -1692.875 -183.512 

:ASSIN4_3029
if 
  not Actor.Dead($6408)
jf @ASSIN4_3098 
if 
00EC:   actor $6408 0 -1692.875 -183.512 radius 1.0 1.0 
jf @ASSIN4_3098 
0211: actor $6408 walk_to -1699.896 -183.6909 

:ASSIN4_3098
if 
  not Actor.Dead($6408)
jf @ASSIN4_3167 
if 
00EC:   actor $6408 0 -1699.896 -183.6909 radius 1.0 1.0 
jf @ASSIN4_3167 
0211: actor $6408 walk_to -1699.855 -186.4848 

:ASSIN4_3167
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN4_3239 
if 
  $6416 == 1 // $ == int 
jf @ASSIN4_3239 
if 
  not Actor.Dead($6415)
jf @ASSIN4_3239 
022F: set_actor $6415 stop_looking 
0350: set_actor $6415 maintain_position_when_attacked 0 
$6416 = 2 // $ = int 

:ASSIN4_3239
if 
  TIMERA > 5000 // @ > int 
jf @ASSIN4_3311 
if 
  $6425 == 1 // $ == int 
jf @ASSIN4_3311 
if 
  not Actor.Dead($6408)
jf @ASSIN4_3311 
009C: set_actor $6408 wander_direction -1 
Marker.Disable($6409)
$6425 = 2 // $ = int 

:ASSIN4_3311
if 
  $6418 == 3 // $ == int 
jf @ASSIN4_3393 
if 
  not Actor.Dead($6410)
jf @ASSIN4_3393 
if 
  TIMERA > 4999 // @ > int 
jf @ASSIN4_3393 
0211: actor $6410 walk_to -1389.755 -859.1885 
TIMERB = 0 // @ = int 
$6418 = 4 // $ = int 

:ASSIN4_3393
if 
  not Actor.Dead($6410)
jf @ASSIN4_3992 
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_3992 
if 
  $6497 == 0 // $ == int 
jf @ASSIN4_3467 
0211: actor $6410 walk_to -1392.829 -862.1075 
$6497 = 1 // $ = int 

:ASSIN4_3467
if 
  $6497 == 1 // $ == int 
jf @ASSIN4_3547 
if 
00F0:   actor $6410 stopped 0 -1392.829 -862.1075 radius 1.0 1.0 
jf @ASSIN4_3547 
0372: set_actor $6410 anim 3 wait_state_time 1000 ms 
TIMERA = 0 // @ = int 
$6497 = 2 // $ = int 

:ASSIN4_3547
if 
  $6497 == 2 // $ == int 
jf @ASSIN4_3615 
if 
  TIMERA > 1000 // @ > int 
jf @ASSIN4_3615 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
0211: actor $6410 walk_to -1389.674 -859.1384 
$6497 = 3 // $ = int 

:ASSIN4_3615
if 
  $6497 == 3 // $ == int 
jf @ASSIN4_3695 
if 
00F0:   actor $6410 stopped 0 -1389.674 -859.1384 radius 1.0 1.0 
jf @ASSIN4_3695 
0372: set_actor $6410 anim 3 wait_state_time 2000 ms 
TIMERA = 0 // @ = int 
$6497 = 4 // $ = int 

:ASSIN4_3695
if 
  $6497 == 4 // $ == int 
jf @ASSIN4_3763 
if 
  TIMERA > 2000 // @ > int 
jf @ASSIN4_3763 
0372: set_actor $6410 anim 0 wait_state_time 100 ms 
0211: actor $6410 walk_to -1380.315 -850.1871 
$6497 = 5 // $ = int 

:ASSIN4_3763
if 
  $6497 == 5 // $ == int 
jf @ASSIN4_3826 
if 
00F0:   actor $6410 stopped 0 -1380.315 -850.1871 radius 1.0 1.0 
jf @ASSIN4_3826 
$6497 = 6 // $ = int 

:ASSIN4_3826
if 
  $6458 == 0 // $ == int 
jf @ASSIN4_3909 
if 
  $6497 == 6 // $ == int 
jf @ASSIN4_3909 
if 
  TIMERB > 1000 // @ > int 
jf @ASSIN4_3909 
009E: set_actor $6410 follow_path $6426 $6427 $6428 radius 2.0 move_stat 0 
TIMERB = 0 // @ = int 

:ASSIN4_3909
if 
  $6458 == 1 // $ == int 
jf @ASSIN4_3992 
if 
  $6497 == 6 // $ == int 
jf @ASSIN4_3992 
if 
  TIMERB > 1000 // @ > int 
jf @ASSIN4_3992 
009E: set_actor $6410 follow_path $6426 $6427 $6428 radius 2.0 move_stat 1 
TIMERB = 0 // @ = int 

:ASSIN4_3992
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_4040 
if 
  not Actor.Dead($6410)
jf @ASSIN4_4040 
Actor.StorePos($6410, $6443, $6444, $6445)

:ASSIN4_4040
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_4275 
if 
  Actor.Dead($6410)
jf @ASSIN4_4275 
if 
  $6417 == 0 // $ == int 
jf @ASSIN4_4275 
Pickup.Create($6413, #BRIEFCASE, 3, $6443, $6444, $6445)
03DC: $6414 = create_marker_above_pickup $6413 
00BC: text_highpriority 'ASM4_21' time 5000 2  // ~g~Get the briefcase!
0151: remove_status_text $6459 
Player.WantedLevel($PLAYER_CHAR) = 5
04E3: set_player $PLAYER_CHAR mood 2 duration 300000 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 5 0 0 0 0 5 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 5 0 0 0 0 5 
if 
  not Actor.Dead($6415)
jf @ASSIN4_4254 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4254
$6418 = -1 // $ = int 
$6419 = 1 // $ = int 
$6417 = 1 // $ = int 

:ASSIN4_4275
if 
  $6418 == 1 // $ == int 
jf @ASSIN4_4358 
if 
  $6457 == 1 // $ == int 
jf @ASSIN4_4358 
if 
  $6456 == 0 // $ == int 
jf @ASSIN4_4358 
03C4: set_status_text_to $6459 1 'ASM4_12'  // Distance:
$6457 = 2 // $ = int 
$6456 = 1 // $ = int 

:ASSIN4_4358
if 
  $6418 > 0 // $ > int 
jf @ASSIN4_4550 
if 
  not Actor.Dead($6410)
jf @ASSIN4_4550 
0054: store_player $PLAYER_CHAR position_to $6462 $6463 $6464 
Actor.StorePos($6410, $6465, $6466, $6467)
0509: $6468 = distance_between_point $6462 $6463 and_point $6465 $6466 
if 
  $6468 > 149.0 // $ > float 
jf @ASSIN4_4468 
$6468 = 150.0 // $ = float 

:ASSIN4_4468
if 
  36.0 > $6468 // float > $ 
jf @ASSIN4_4499 
$6468 = 35.0 // $ = float 

:ASSIN4_4499
$6461 = 150.0 // $ = float 
0061: $6461 -= $6468 // $ -= $ float 
0086: $6460 = $6461 // $ = $ float 
$6460 /= 0.35 // $ /= float 
008C: $6459 = float_to_integer $6460 
$6457 = 1 // $ = int 

:ASSIN4_4550
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_4676 
if 
  not Actor.Dead($6410)
jf @ASSIN4_4676 
if 
  $6459 > 97 // $ > int 
jf @ASSIN4_4676 
if 
  $6458 == 0 // $ == int 
jf @ASSIN4_4676 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6459 
if 
  not Actor.Dead($6415)
jf @ASSIN4_4669 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4669
$6458 = 1 // $ = int 

:ASSIN4_4676
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_4836 
if 
  not Actor.Dead($6410)
jf @ASSIN4_4836 
if 
00FB:   player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 
jf @ASSIN4_4836 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN4_4836 
if 
  $6458 == 0 // $ == int 
jf @ASSIN4_4836 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text $6459 
if 
  not Actor.Dead($6415)
jf @ASSIN4_4829 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4829
$6458 = 1 // $ = int 

:ASSIN4_4836
if 
  $6418 > 3 // $ > int 
jf @ASSIN4_5078 
if 
  $6454 == 0 // $ == int 
jf @ASSIN4_5078 
if 
051A:   actor $6415 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_4975 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
if 
  not Actor.Dead($6415)
jf @ASSIN4_4935 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_4935
if 
  not Actor.Dead($6415)
jf @ASSIN4_4956 
054E: clear_actor $6415 damage 

:ASSIN4_4956
0151: remove_status_text $6459 
$6458 = 1 // $ = int 
$6454 = 1 // $ = int 

:ASSIN4_4975
if 
051A:   actor $6410 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_5078 
00BC: text_highpriority 'ASM4_23' time 5000 2  // ~g~He has spotted you! Nail him and get the briefcase!
if 
  not Actor.Dead($6415)
jf @ASSIN4_5038 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_5038
if 
  not Actor.Dead($6410)
jf @ASSIN4_5059 
054E: clear_actor $6410 damage 

:ASSIN4_5059
0151: remove_status_text $6459 
$6458 = 1 // $ = int 
$6454 = 1 // $ = int 

:ASSIN4_5078
if 
  $6419 == 1 // $ == int 
jf @ASSIN4_5480 
if 
  Pickup.Picked_up($6413)
jf @ASSIN4_5480 
Model.Destroy(#WMORI)
Model.Destroy(#HFYBU)
Actor.RemoveReferences($6410)
Model.Load(#MAVERICK)
Model.Load(#ADMIRAL)

:ASSIN4_5135
if or
  not Model.Available(#MAVERICK)
  not Model.Available(#ADMIRAL)
jf @ASSIN4_5167 
wait 0 
jump @ASSIN4_5135 

:ASSIN4_5167
Marker.Disable($6414)
00BC: text_highpriority 'SBOB383' time 5000 2 
018A: $6420 = create_checkpoint_at $6446 $6447 $6448 
Car.Create($6469, #ADMIRAL, $6473, $6474, $6475)
0229: set_car $6469 color_to 0 0 
Car.Angle($6469) = $6476
0129: $6478 = create_actor 4 #SPECIAL01 in_car $6469 driverseat 
054A: set_actor $6478 can_be_shot_in_a_car 0 
01C8: $6479 = create_actor_pedtype 4 model #SPECIAL02 in_car $6469 passenger_seat 0 
Car.SetToNormalDriver($6469)
020A: set_car $6469 door_status_to 2 
Car.ImmuneToNonPlayer($6469, True)
$6477 = 1 // $ = int 
Car.Create($6470, #ADMIRAL, $6480, $6481, $6482)
0229: set_car $6470 color_to 0 0 
Car.Angle($6470) = $6483
0129: $6485 = create_actor 4 #SPECIAL02 in_car $6470 driverseat 
054A: set_actor $6485 can_be_shot_in_a_car 0 
01C8: $6486 = create_actor_pedtype 4 model #SPECIAL01 in_car $6470 passenger_seat 0 
Car.SetToNormalDriver($6470)
020A: set_car $6470 door_status_to 2 
$6484 = 1 // $ = int 
Car.Create($6471, #ADMIRAL, $6487, $6488, $6489)
0229: set_car $6471 color_to 0 0 
Car.Angle($6471) = $6490
0129: $6492 = create_actor 4 #SPECIAL02 in_car $6471 driverseat 
054A: set_actor $6492 can_be_shot_in_a_car 0 
01C8: $6493 = create_actor_pedtype 4 model #SPECIAL01 in_car $6471 passenger_seat 0 
Car.SetToNormalDriver($6471)
020A: set_car $6471 door_status_to 2 
Car.ImmuneToNonPlayer($6471, True)
$6491 = 1 // $ = int 
$6419 = 2 // $ = int 

:ASSIN4_5480
if 
  $6419 == 2 // $ == int 
jf @ASSIN4_7537 
if 
  $6477 == 1 // $ == int 
jf @ASSIN4_5640 
if 
  not Car.Wrecked($6469)
jf @ASSIN4_5640 
if 
  not Actor.Dead($6478)
jf @ASSIN4_5640 
if 
  not Actor.Dead($6479)
jf @ASSIN4_5640 
if 
  Actor.Driving($6478)
jf @ASSIN4_5640 
if 
  Actor.Driving($6479)
jf @ASSIN4_5640 
Car.SetMaxSpeed($6469, 70.0)
02C2: car $6469 drive_to_point -1202.135 -937.3721 14.65 
01EC: make_car $6469 very_heavy 1 
$6477 = 2 // $ = int 

:ASSIN4_5640
if 
  $6477 == 2 // $ == int 
jf @ASSIN4_5790 
if 
  not Actor.Dead($6478)
jf @ASSIN4_5790 
if 
  not Actor.Dead($6479)
jf @ASSIN4_5790 
if 
  not Car.Wrecked($6469)
jf @ASSIN4_5790 
if 
  Actor.Driving($6478)
jf @ASSIN4_5790 
if 
  Actor.Driving($6479)
jf @ASSIN4_5790 
if 
01AD:   car $6469 sphere 0 near_point -1202.135 -937.3721 radius 7.0 7.0 
jf @ASSIN4_5790 
00AF: set_car $6469 driver_behaviour_to 4 
$6477 = 3 // $ = int 

:ASSIN4_5790
if 
  $6477 == 3 // $ == int 
jf @ASSIN4_6035 
if 
  not Actor.Dead($6478)
jf @ASSIN4_6035 
if 
  not Actor.Dead($6479)
jf @ASSIN4_6035 
if 
  not Car.Wrecked($6469)
jf @ASSIN4_6035 
if 
  Actor.Driving($6478)
jf @ASSIN4_6035 
if 
01FC:   player $PLAYER_CHAR near_car $6469 radius 30.0 30.0 0 
jf @ASSIN4_6035 
Car.StorePos($6469, $6473, $6474, $6475)
Actor.DestroyInstantly($6479)
$6475 -= 20.0 // $ -= float 
Actor.Create($6479, 4, #SPECIAL01, $6473, $6474, $6475)
0464: put_actor $6479 into_turret_on_car $6469 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
Actor.SetCarWeapon($6479, 23, 3000)
0243: set_actor $6479 ped_stats_to 16 
0350: set_actor $6479 maintain_position_when_attacked 1 
01CA: actor $6479 kill_player $PLAYER_CHAR 
00AE: set_vehicle $6469 traffic_behavior_to 2 
00AF: set_car $6469 driver_behaviour_to 4 
$6477 = 4 // $ = int 

:ASSIN4_6035
if 
  $6477 == 4 // $ == int 
jf @ASSIN4_6175 
if 
  not Actor.Dead($6479)
jf @ASSIN4_6175 
if 
  $6494 == 0 // $ == int 
jf @ASSIN4_6126 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6126 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6479 destroy_car $6472 
$6494 = 1 // $ = int 

:ASSIN4_6126
if 
  $6494 == 1 // $ == int 
jf @ASSIN4_6175 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6175 
01CA: actor $6479 kill_player $PLAYER_CHAR 
$6494 = 0 // $ = int 

:ASSIN4_6175
if 
  $6484 == 1 // $ == int 
jf @ASSIN4_6310 
if 
  not Car.Wrecked($6470)
jf @ASSIN4_6310 
if 
  not Actor.Dead($6485)
jf @ASSIN4_6310 
if 
  not Actor.Dead($6486)
jf @ASSIN4_6310 
if 
  Actor.Driving($6485)
jf @ASSIN4_6310 
if 
  Actor.Driving($6486)
jf @ASSIN4_6310 
Car.SetMaxSpeed($6470, 70.0)
Car.DriveTo($6470, -1202.935, -947.956, 14.534)
$6484 = 2 // $ = int 

:ASSIN4_6310
if 
  $6484 == 2 // $ == int 
jf @ASSIN4_6460 
if 
  not Actor.Dead($6485)
jf @ASSIN4_6460 
if 
  not Actor.Dead($6486)
jf @ASSIN4_6460 
if 
  not Car.Wrecked($6470)
jf @ASSIN4_6460 
if 
  Actor.Driving($6485)
jf @ASSIN4_6460 
if 
  Actor.Driving($6486)
jf @ASSIN4_6460 
if 
01AD:   car $6470 sphere 0 near_point -1202.935 -947.956 radius 10.0 10.0 
jf @ASSIN4_6460 
00AF: set_car $6470 driver_behaviour_to 2 
$6484 = 3 // $ = int 

:ASSIN4_6460
if 
  $6484 == 3 // $ == int 
jf @ASSIN4_6698 
if 
  not Actor.Dead($6485)
jf @ASSIN4_6698 
if 
  not Actor.Dead($6486)
jf @ASSIN4_6698 
if 
  not Car.Wrecked($6470)
jf @ASSIN4_6698 
if 
  Actor.Driving($6485)
jf @ASSIN4_6698 
if 
01FC:   player $PLAYER_CHAR near_car $6470 radius 30.0 30.0 0 
jf @ASSIN4_6698 
Car.StorePos($6470, $6480, $6481, $6482)
Actor.DestroyInstantly($6486)
$6482 -= 20.0 // $ -= float 
Actor.Create($6486, 4, #SPECIAL01, $6480, $6481, $6482)
0464: put_actor $6486 into_turret_on_car $6470 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
Actor.SetCarWeapon($6486, 23, 3000)
0243: set_actor $6486 ped_stats_to 16 
0350: set_actor $6486 maintain_position_when_attacked 1 
01CA: actor $6486 kill_player $PLAYER_CHAR 
00AF: set_car $6470 driver_behaviour_to 2 
$6484 = 4 // $ = int 

:ASSIN4_6698
if 
  $6484 == 4 // $ == int 
jf @ASSIN4_6838 
if 
  not Actor.Dead($6486)
jf @ASSIN4_6838 
if 
  $6495 == 0 // $ == int 
jf @ASSIN4_6789 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6789 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6486 destroy_car $6472 
$6495 = 1 // $ = int 

:ASSIN4_6789
if 
  $6495 == 1 // $ == int 
jf @ASSIN4_6838 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ASSIN4_6838 
01CA: actor $6486 kill_player $PLAYER_CHAR 
$6495 = 0 // $ = int 

:ASSIN4_6838
if 
  $6491 == 1 // $ == int 
jf @ASSIN4_6942 
if 
  not Actor.Dead($6492)
jf @ASSIN4_6942 
if 
  not Car.Wrecked($6471)
jf @ASSIN4_6942 
if 
  Actor.Driving($6492)
jf @ASSIN4_6942 
Car.SetMaxSpeed($6471, 70.0)
00AE: set_vehicle $6471 traffic_behavior_to 2 
00AF: set_car $6471 driver_behaviour_to 2 
01EC: make_car $6471 very_heavy 1 
$6491 = 2 // $ = int 

:ASSIN4_6942
if 
  $6491 == 2 // $ == int 
jf @ASSIN4_7187 
if 
  not Actor.Dead($6492)
jf @ASSIN4_7187 
if 
  not Actor.Dead($6493)
jf @ASSIN4_7187 
if 
  not Car.Wrecked($6471)
jf @ASSIN4_7187 
if 
  Actor.Driving($6492)
jf @ASSIN4_7187 
if 
01FC:   player $PLAYER_CHAR near_car $6471 radius 25.0 25.0 0 
jf @ASSIN4_7187 
Car.StorePos($6471, $6487, $6488, $6489)
Actor.DestroyInstantly($6493)
$6489 -= 20.0 // $ -= float 
Actor.Create($6493, 4, #SPECIAL01, $6487, $6488, $6489)
0464: put_actor $6493 into_turret_on_car $6471 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 
Actor.SetCarWeapon($6493, 23, 3000)
0243: set_actor $6493 ped_stats_to 16 
0350: set_actor $6493 maintain_position_when_attacked 1 
02E2: set_actor $6493 weapon_accuracy_to 90 
01CA: actor $6493 kill_player $PLAYER_CHAR 
00AF: set_car $6471 driver_behaviour_to 4 
$6491 = 3 // $ = int 

:ASSIN4_7187
if 
  $6491 == 4 // $ == int 
jf @ASSIN4_7327 
if 
  not Actor.Dead($6493)
jf @ASSIN4_7327 
if 
  $6496 == 0 // $ == int 
jf @ASSIN4_7278 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASSIN4_7278 
03C1: $6472 = player $PLAYER_CHAR car_no_save 
01D9: actor $6493 destroy_car $6472 
$6496 = 1 // $ = int 

:ASSIN4_7278
if 
  $6496 == 1 // $ == int 
jf @ASSIN4_7327 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @ASSIN4_7327 
01CA: actor $6493 kill_player $PLAYER_CHAR 
$6496 = 0 // $ = int 

:ASSIN4_7327
if 
  Actor.Dead($6415)
jf @ASSIN4_7348 
Actor.RemoveReferences($6415)

:ASSIN4_7348
if 
  Actor.Dead($6478)
jf @ASSIN4_7369 
Actor.RemoveReferences($6478)

:ASSIN4_7369
if 
  Actor.Dead($6479)
jf @ASSIN4_7390 
Actor.RemoveReferences($6479)

:ASSIN4_7390
if 
  Actor.Dead($6485)
jf @ASSIN4_7411 
Actor.RemoveReferences($6485)

:ASSIN4_7411
if 
  Actor.Dead($6486)
jf @ASSIN4_7432 
Actor.RemoveReferences($6486)

:ASSIN4_7432
if 
  Actor.Dead($6492)
jf @ASSIN4_7453 
Actor.RemoveReferences($6492)

:ASSIN4_7453
if 
  Actor.Dead($6493)
jf @ASSIN4_7474 
Actor.RemoveReferences($6493)

:ASSIN4_7474
if 
  Car.Wrecked($6469)
jf @ASSIN4_7495 
Car.RemoveReferences($6469)

:ASSIN4_7495
if 
  Car.Wrecked($6470)
jf @ASSIN4_7516 
Car.RemoveReferences($6470)

:ASSIN4_7516
if 
  Car.Wrecked($6471)
jf @ASSIN4_7537 
Car.RemoveReferences($6471)

:ASSIN4_7537
if or
  $6418 > 0 // $ > int 
  $6418 == -1 // $ == int 
jf @ASSIN4_7600 
if 
  Actor.Dead($6408)
jf @ASSIN4_7600 
00BC: text_highpriority 'ASM4_25' time 5000 1  // ~r~You killed the woman you fool!
jump @ASSIN4_8377 

:ASSIN4_7600
if 
  $6418 > 0 // $ > int 
jf @ASSIN4_7703 
if 
  4 > $6418 // int > $ 
jf @ASSIN4_7703 
if 
  Actor.Dead($6410)
jf @ASSIN4_7703 
00BC: text_highpriority 'ASM4_29' time 5000 1  // ~r~Itchy trigger finger? You killed him too soon!
if 
  not Actor.Dead($6415)
jf @ASSIN4_7696 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7696
jump @ASSIN4_8377 

:ASSIN4_7703
if and
  4 > $6418 // int > $ 
  $6418 > 0 // $ > int 
jf @ASSIN4_7942 
if 
  $6454 == 0 // $ == int 
jf @ASSIN4_7942 
if 
051A:   actor $6415 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_7844 
if 
  not Actor.Dead($6415)
jf @ASSIN4_7794 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7794
if 
  not Actor.Dead($6415)
jf @ASSIN4_7815 
054E: clear_actor $6415 damage 

:ASSIN4_7815
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
$6454 = 1 // $ = int 
jump @ASSIN4_8377 

:ASSIN4_7844
if 
051A:   actor $6410 damaged_by_actor $PLAYER_ACTOR 
jf @ASSIN4_7942 
if 
  not Actor.Dead($6415)
jf @ASSIN4_7892 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_7892
if 
  not Actor.Dead($6410)
jf @ASSIN4_7913 
054E: clear_actor $6410 damage 

:ASSIN4_7913
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
$6454 = 1 // $ = int 
jump @ASSIN4_8377 

:ASSIN4_7942
if 
  $6418 > 0 // $ > int 
jf @ASSIN4_8097 
if 
  4 > $6418 // int > $ 
jf @ASSIN4_8097 
if 
  not Actor.Dead($6410)
jf @ASSIN4_8097 
if 
00FB:   player $PLAYER_CHAR 0 $6410 radius 40.0 40.0 20.0 
jf @ASSIN4_8097 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN4_8097 
00BC: text_highpriority 'ASM4_28' time 5000 1  // ~r~The target heard you firing your weapon!
if 
  not Actor.Dead($6415)
jf @ASSIN4_8090 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_8090
jump @ASSIN4_8377 

:ASSIN4_8097
if 
  $6418 > 0 // $ > int 
jf @ASSIN4_8202 
if 
  4 > $6418 // int > $ 
jf @ASSIN4_8202 
if 
  $6459 > 97 // $ > int 
jf @ASSIN4_8202 
00BC: text_highpriority 'ASM4_27' time 5000 1  // ~r~The target has seen you! You should have kept your distance!
if 
  not Actor.Dead($6415)
jf @ASSIN4_8195 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_8195
jump @ASSIN4_8377 

:ASSIN4_8202
if 
  not Actor.Dead($6410)
jf @ASSIN4_8303 
if 
00EC:   actor $6410 0 $6426 $6427 radius 5.0 5.0 
jf @ASSIN4_8303 
00BC: text_highpriority 'ASM4_26' time 5000 1  // ~r~The target has boarded his flight!
if 
  not Actor.Dead($6415)
jf @ASSIN4_8296 
01E0: clear_leader $6415 
01CA: actor $6415 kill_player $PLAYER_CHAR 

:ASSIN4_8296
jump @ASSIN4_8377 

:ASSIN4_8303
if 
  $6419 > 1 // $ > int 
jf @ASSIN4_8370 
if 
00F6:   player $PLAYER_CHAR 1 $6446 $6447 $6448 radius 3.0 3.0 3.0 
jf @ASSIN4_8370 
jump @ASSIN4_8394 

:ASSIN4_8370
jump @ASSIN4_1731 

:ASSIN4_8377
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASSIN4_8394
$301 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_4'  // Check Out at the Check In
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 8000
030C: progress_made += 1 
0394: play_music 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($297)
return 

:ASSIN4_8461
$ONMISSION = 0 // $ = int 
Marker.Disable($6420)
Marker.Disable($6414)
Marker.Disable($6412)
Marker.Disable($6409)
Pickup.Destroy($6413)
Pickup.Destroy($6411)
Model.Destroy(#WMORI)
Model.Destroy(#HFYBU)
Model.Destroy(#ADMIRAL)
Model.Destroy(#MAVERICK)
Model.Destroy(#UZI)
Actor.DestroyWithFade($6415)
Actor.DestroyWithFade($6410)
Actor.DestroyWithFade($6478)
Actor.DestroyWithFade($6479)
Actor.DestroyWithFade($6485)
Actor.DestroyWithFade($6486)
Actor.DestroyWithFade($6492)
Actor.DestroyWithFade($6493)
0151: remove_status_text $6459 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 20 
015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 50 0 0 0 0 10 
022A: remove_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 
022A: remove_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 
022A: remove_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 
022A: remove_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 71---------------
// Originally: Loose Ends

:ASSIN5
script_name 'ASSIN5' 
gosub @ASSIN5_46 
if 
  wasted_or_busted 
jf @ASSIN5_37 
gosub @ASSIN5_12845 

:ASSIN5_37
gosub @ASSIN5_12993 
terminate_this_script 

:ASSIN5_46
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
wait 0 
054C: use_GXT_table 'ASSIN5' 
Model.Load(#SGA)
Model.Load(#SGB)
Model.Load(#RUGER)
Model.Load(#CELLPHONE)
Model.Load(#ADMIRAL)
Model.Load(#PONY)
Model.Load(#MAVERICK)
Model.Load(#BARREL4)

:ASSIN5_106
if or
  not Model.Available(#SGA)
  not Model.Available(#SGB)
  not Model.Available(#RUGER)
  not Model.Available(#CELLPHONE)
jf @ASSIN5_146 
wait 0 
jump @ASSIN5_106 

:ASSIN5_146
if or
  not Model.Available(#ADMIRAL)
  not Model.Available(#PONY)
  not Model.Available(#MAVERICK)
  not Model.Available(#BARREL4)
jf @ASSIN5_187 
wait 0 
jump @ASSIN5_146 

:ASSIN5_187
023C: load_special_actor 1 'BGA' 
023C: load_special_actor 2 'BGB' 

:ASSIN5_211
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASSIN5_241 
wait 0 
jump @ASSIN5_211 

:ASSIN5_241
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -977.4625 -530.668 9.9113 range 4.0 
0395: clear_area 0 at -989.819 -524.6922 11.39922 range 3.0 
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 
0055: put_player $PLAYER_CHAR at -977.4625 -530.668 9.9113 
0171: set_player $PLAYER_CHAR z_angle_to 284.6051 
052B: actor $PLAYER_ACTOR hold_cellphone 1 
Camera.SetPosition(-981.4931, -531.1837, 11.49621, 0.0, 0.0, 0.0)
0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 
Camera.SetBehindPlayer

:ASSIN5_419
if 
834E:   not move_object $1818 to -973.664 -516.25 10.092 speed 0.0 0.1 0.0 collision_check 0 
jf @ASSIN5_478 
wait 0 
jump @ASSIN5_419 

:ASSIN5_478
03CF: load_wav 'JOB5_1' as 1 
03CF: load_wav 'JOB5_2' as 2 

:ASSIN5_502
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @ASSIN5_532 
wait 0 
jump @ASSIN5_502 

:ASSIN5_532
fade 1 500 

:ASSIN5_539
if 
  fading 
jf @ASSIN5_563 
wait 0 
jump @ASSIN5_539 

:ASSIN5_563
00BC: text_highpriority 'ASM5_A' time 10000 1  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav 1 

:ASSIN5_582
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_637 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_630 
jump @ASSIN5_916 

:ASSIN5_630
jump @ASSIN5_582 

:ASSIN5_637
03D5: remove_text 'ASM5_A'  // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
040D: unload_wav 1 
00BC: text_highpriority 'ASM5_B' time 10000 1  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
03D1: play_wav 2 

:ASSIN5_670
if and
83D2:   not wav 2 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_725 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_718 
jump @ASSIN5_916 

:ASSIN5_718
jump @ASSIN5_670 

:ASSIN5_725
03D5: remove_text 'ASM5_B'  // Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
040D: unload_wav 2 
03CF: load_wav 'JOB5_3' as 1 

:ASSIN5_751
if 
83D0:   not wav 1 loaded 
jf @ASSIN5_777 
wait 0 
jump @ASSIN5_751 

:ASSIN5_777
Camera.SetPosition(-988.1754, -532.6743, 11.89331, 0.0, 0.0, 0.0)
Camera.PointAt(-987.3879, -532.0587, 11.84551, 2)
00BC: text_highpriority 'SBOB386' time 10000 1 
03D1: play_wav 1 

:ASSIN5_847
if and
83D2:   not wav 1 ended 
  not Actor.Dead($PLAYER_ACTOR)
jf @ASSIN5_902 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @ASSIN5_895 
jump @ASSIN5_916 

:ASSIN5_895
jump @ASSIN5_847 

:ASSIN5_902
03D5: remove_text 'SBOB386' 
040D: unload_wav 1 

:ASSIN5_916
040D: unload_wav 1 
040D: unload_wav 2 
03EB: clear_small_messages_only 
wait 500 
052B: actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
fade 0 1000 

:ASSIN5_950
if 
  fading 
jf @ASSIN5_974 
wait 0 
jump @ASSIN5_950 

:ASSIN5_974
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
TIMERA = 0 // @ = int 
0482: set_threat_reaction_range_multiplier 2.0 
03C7: set_sensitivity_to_crime_to 0.1 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
03C3: set_timer_with_text_to $10086 type 1 text 'SBOB388' 
$6612 = 0 // $ = int 
$6613 = 0 // $ = int 
$6614 = 0 // $ = int 
$6615 = 0 // $ = int 
$6616 = 0 // $ = int 
$6617 = 0 // $ = int 
$6618 = 0 // $ = int 
$6619 = 0 // $ = int 
$6620 = 0 // $ = int 
$6621 = 0 // $ = int 
$6622 = 0 // $ = int 
$6623 = 0 // $ = int 
$6624 = 0 // $ = int 
$6625 = 0 // $ = int 
$6626 = 0 // $ = int 
$6627 = 0 // $ = int 
$6628 = 0 // $ = int 
$6629 = 0 // $ = int 
$6630 = 0 // $ = int 
$6631 = 0 // $ = int 
$6632 = 0 // $ = int 
$6633 = 0 // $ = int 
$6634 = 0 // $ = int 
$6635 = 0 // $ = int 
$6636 = 0 // $ = int 
$6637 = 0 // $ = int 
$6638 = 0 // $ = int 
$6647 = 0 // $ = int 
$6639 = 0 // $ = int 
$6640 = 0 // $ = int 
$6641 = 0 // $ = int 
$6642 = 0 // $ = int 
$6643 = 0 // $ = int 
$6644 = 0 // $ = int 
$6645 = 0 // $ = int 
$6646 = 0 // $ = int 
$6648 = 0 // $ = int 
$6649 = 0 // $ = int 
$6650 = 0 // $ = int 
$6651 = 0 // $ = int 
$6652 = 0 // $ = int 
$6653 = 0 // $ = int 
$6654 = 0 // $ = int 
$6655 = 0 // $ = int 
$6656 = 0 // $ = int 
$6657 = 0 // $ = int 
$6658 = 0 // $ = int 
$6659 = 0 // $ = int 
$6660 = 0 // $ = int 
$6661 = 0 // $ = int 
$6662 = 0 // $ = int 
$6663 = 0 // $ = int 
$6664 = 0 // $ = int 
$6665 = 0 // $ = int 
$10086 = 80000 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
Actor.Create($6532, 21, #SPECIAL01, -888.0087, -516.6854, 28.1699)
01B2: give_actor $6532 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6532) = 112.8337
01ED: clear_actor $6532 threat_search 
0243: set_actor $6532 ped_stats_to 16 
0350: set_actor $6532 maintain_position_when_attacked 1 
011A: set_actor $6532 search_threat 1 
02A9: set_actor $6532 immune_to_nonplayer 1 
Actor.Create($6533, 21, #SPECIAL02, -886.0616, -514.7507, 28.1699)
01B2: give_actor $6533 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6533) = 105.293
01ED: clear_actor $6533 threat_search 
0243: set_actor $6533 ped_stats_to 16 
011A: set_actor $6533 search_threat 1 
02A9: set_actor $6533 immune_to_nonplayer 1 
Actor.Create($6534, 21, #SPECIAL01, -886.1217, -518.1573, 28.16999)
01B2: give_actor $6534 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6534) = 104.0362
01ED: clear_actor $6534 threat_search 
0243: set_actor $6534 ped_stats_to 16 
011A: set_actor $6534 search_threat 1 
02A9: set_actor $6534 immune_to_nonplayer 1 
Actor.Create($6535, 4, #SGA, -893.7256, -517.13, 28.1754)
01B2: give_actor $6535 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6535) = 279.891
01ED: clear_actor $6535 threat_search 
0243: set_actor $6535 ped_stats_to 16 
011A: set_actor $6535 search_threat 1 
02A9: set_actor $6535 immune_to_nonplayer 1 
Actor.Create($6536, 4, #SGB, -894.7341, -515.9601, 28.1754)
01B2: give_actor $6536 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6536) = 285.984
01ED: clear_actor $6536 threat_search 
0243: set_actor $6536 ped_stats_to 16 
011A: set_actor $6536 search_threat 1 
02A9: set_actor $6536 immune_to_nonplayer 1 
03F9: make_actors $6535 $6532 converse_in 800000 ms 
Object.Create($6547, #BARREL4, -927.3963, -528.213, 10.134)
035D: make_object $6547 targetable 
Object.Create($6548, #BARREL4, -904.3218, -566.7883, 9.7807)
Car.Create($6498, #MAVERICK, -870.6392, -516.396, 28.1699)
0229: set_car $6498 color_to 7 1 
Car.Angle($6498) = 183.0478
Car.SetToNormalDriver($6498)
Car.Create($6537, #ADMIRAL, -941.5502, -513.9277, 9.9197)
0229: set_car $6537 color_to 0 0 
Car.SetImmunities($6537, 1, 1, 1, 1, 1)
020A: set_car $6537 door_status_to 1 
Car.SetToNormalDriver($6537)
Car.Angle($6537) = 5.3408
Actor.Create($6501, 21, #SPECIAL01, -939.6057, -512.2731, 9.9113)
01B2: give_actor $6501 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6501) = 90.5315
01ED: clear_actor $6501 threat_search 
011A: set_actor $6501 search_threat 1 
0243: set_actor $6501 ped_stats_to 16 
02A9: set_actor $6501 immune_to_nonplayer 1 
0350: set_actor $6501 maintain_position_when_attacked 1 
Actor.Create($6502, 21, #SPECIAL02, -939.5907, -516.5395, 9.9532)
01B2: give_actor $6502 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6502) = 90.1574
01ED: clear_actor $6502 threat_search 
011A: set_actor $6502 search_threat 1 
0243: set_actor $6502 ped_stats_to 16 
02A9: set_actor $6502 immune_to_nonplayer 1 
0350: set_actor $6502 maintain_position_when_attacked 1 
Actor.Create($6503, 21, #SPECIAL02, -905.3917, -512.3774, 16.9633)
01B2: give_actor $6503 weapon 27 ammo 3000 // Load the weapon model before using this 
Actor.Angle($6503) = 119.0373
01ED: clear_actor $6503 threat_search 
011A: set_actor $6503 search_threat 1 
0243: set_actor $6503 ped_stats_to 16 
02A9: set_actor $6503 immune_to_nonplayer 1 
Actor.Create($6504, 21, #SPECIAL01, -900.4265, -545.6013, 21.4256)
01B2: give_actor $6504 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6504) = 81.1633
01ED: clear_actor $6504 threat_search 
011A: set_actor $6504 search_threat 1 
0243: set_actor $6504 ped_stats_to 16 
02A9: set_actor $6504 immune_to_nonplayer 1 
Actor.Create($6505, 21, #SPECIAL02, -919.222, -544.302, 10.49)
01B2: give_actor $6505 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6505) = 8.948461
02A9: set_actor $6505 immune_to_nonplayer 1 
0350: set_actor $6505 maintain_position_when_attacked 1 
Car.Create($6539, #PONY, -925.0329, -530.9766, 10.1511)
0229: set_car $6539 color_to 0 0 
Car.SetImmunities($6539, 1, 1, 1, 1, 1)
020A: set_car $6539 door_status_to 1 
Car.Angle($6539) = 100.691
Car.ImmuneToNonPlayer($6539, True)
0129: $6506 = create_actor 21 #SPECIAL01 in_car $6539 driverseat 
01B2: give_actor $6506 weapon 27 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6506 threat_search 
011A: set_actor $6506 search_threat 1 
0243: set_actor $6506 ped_stats_to 16 
02A9: set_actor $6506 immune_to_nonplayer 1 
02E2: set_actor $6506 weapon_accuracy_to 10 
01C8: $6507 = create_actor_pedtype 21 model #SPECIAL02 in_car $6539 passenger_seat 0 
01B2: give_actor $6507 weapon 27 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6507 threat_search 
011A: set_actor $6507 search_threat 1 
0243: set_actor $6507 ped_stats_to 16 
02A9: set_actor $6507 immune_to_nonplayer 1 
02E2: set_actor $6507 weapon_accuracy_to 10 
01C8: $6508 = create_actor_pedtype 21 model #SPECIAL01 in_car $6539 passenger_seat 1 
01B2: give_actor $6508 weapon 27 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6508 threat_search 
011A: set_actor $6508 search_threat 1 
0243: set_actor $6508 ped_stats_to 16 
02A9: set_actor $6508 immune_to_nonplayer 1 
02E2: set_actor $6508 weapon_accuracy_to 10 
01C8: $6509 = create_actor_pedtype 21 model #SPECIAL01 in_car $6539 passenger_seat 2 
01B2: give_actor $6509 weapon 27 ammo 300000 // Load the weapon model before using this 
01ED: clear_actor $6509 threat_search 
011A: set_actor $6509 search_threat 1 
0243: set_actor $6509 ped_stats_to 16 
02A9: set_actor $6509 immune_to_nonplayer 1 
02E2: set_actor $6509 weapon_accuracy_to 10 
Car.SetToNormalDriver($6539)
Car.Create($6538, #ADMIRAL, -923.2911, -534.3985, 10.1921)
Car.Angle($6538) = 95.827
Car.SetImmunities($6538, 1, 1, 1, 1, 1)
020A: set_car $6538 door_status_to 1 
0229: set_car $6538 color_to 0 0 
Car.ImmuneToNonPlayer($6538, True)
Actor.Create($6510, 21, #SPECIAL02, -910.9335, -549.9265, 10.5692)
01B2: give_actor $6510 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6510) = 357.5166
01ED: clear_actor $6510 threat_search 
011A: set_actor $6510 search_threat 1 
0243: set_actor $6510 ped_stats_to 16 
02A9: set_actor $6510 immune_to_nonplayer 1 
0350: set_actor $6510 maintain_position_when_attacked 1 
Actor.Create($6511, 21, #SPECIAL01, -919.4705, -564.1069, 10.1924)
01B2: give_actor $6511 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6511) = 11.053
01ED: clear_actor $6511 threat_search 
011A: set_actor $6511 search_threat 1 
0243: set_actor $6511 ped_stats_to 16 
02A9: set_actor $6511 immune_to_nonplayer 1 
0350: set_actor $6511 maintain_position_when_attacked 1 
Actor.Create($6512, 21, #SPECIAL02, -907.8641, -562.6886, 10.3168)
01B2: give_actor $6512 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6512) = 354.8635
01ED: clear_actor $6512 threat_search 
011A: set_actor $6512 search_threat 1 
0243: set_actor $6512 ped_stats_to 16 
02A9: set_actor $6512 immune_to_nonplayer 1 
0350: set_actor $6512 maintain_position_when_attacked 1 
Actor.Create($6513, 21, #SPECIAL02, -898.9297, -605.6819, 11.8547)
01B2: give_actor $6513 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6513) = 182.2136
01ED: clear_actor $6513 threat_search 
011A: set_actor $6513 search_threat 1 
0243: set_actor $6513 ped_stats_to 16 
02A9: set_actor $6513 immune_to_nonplayer 1 
0350: set_actor $6513 maintain_position_when_attacked 1 
Actor.Create($6514, 21, #SPECIAL01, -909.2119, -602.8759, 9.5246)
01B2: give_actor $6514 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6514) = 12.6305
01ED: clear_actor $6514 threat_search 
011A: set_actor $6514 search_threat 1 
0243: set_actor $6514 ped_stats_to 16 
02A9: set_actor $6514 immune_to_nonplayer 1 
0350: set_actor $6514 maintain_position_when_attacked 1 
Actor.Create($6515, 21, #SPECIAL01, -916.5301, -562.2043, 12.0173)
01B2: give_actor $6515 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6515) = 137.803
01ED: clear_actor $6515 threat_search 
011A: set_actor $6515 search_threat 1 
0243: set_actor $6515 ped_stats_to 16 
02A9: set_actor $6515 immune_to_nonplayer 1 
0350: set_actor $6515 maintain_position_when_attacked 1 
Actor.Create($6516, 21, #SPECIAL02, -881.8743, -584.6597, 18.6255)
01B2: give_actor $6516 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6516) = 192.3254
01ED: clear_actor $6516 threat_search 
011A: set_actor $6516 search_threat 1 
0243: set_actor $6516 ped_stats_to 16 
02A9: set_actor $6516 immune_to_nonplayer 1 
Actor.Create($6517, 21, #SPECIAL01, -931.1354, -585.5306, 9.1849)
01B2: give_actor $6517 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6517) = 18.2377
01ED: clear_actor $6517 threat_search 
011A: set_actor $6517 search_threat 1 
0243: set_actor $6517 ped_stats_to 16 
02A9: set_actor $6517 immune_to_nonplayer 1 
Actor.Create($6518, 21, #SPECIAL02, -925.1932, -615.1325, 12.7716)
01B2: give_actor $6518 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6518) = 18.3567
01ED: clear_actor $6518 threat_search 
011A: set_actor $6518 search_threat 1 
0243: set_actor $6518 ped_stats_to 16 
02A9: set_actor $6518 immune_to_nonplayer 1 
0350: set_actor $6518 maintain_position_when_attacked 1 
Actor.Create($6519, 21, #SPECIAL02, -929.0777, -614.6532, 14.9469)
01B2: give_actor $6519 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6519) = 17.6835
01ED: clear_actor $6519 threat_search 
011A: set_actor $6519 search_threat 1 
0243: set_actor $6519 ped_stats_to 16 
02A9: set_actor $6519 immune_to_nonplayer 1 
0350: set_actor $6518 maintain_position_when_attacked 1 
Actor.Create($6520, 21, #SPECIAL01, -927.3255, -620.7064, 14.9642)
01B2: give_actor $6520 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6520) = 1.3416
01ED: clear_actor $6520 threat_search 
011A: set_actor $6520 search_threat 1 
0243: set_actor $6520 ped_stats_to 16 
02A9: set_actor $6520 immune_to_nonplayer 1 
0350: set_actor $6520 maintain_position_when_attacked 1 
Actor.Create($6521, 21, #SPECIAL02, -897.9171, -632.6987, 15.5191)
01B2: give_actor $6521 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6521) = 102.1576
01ED: clear_actor $6521 threat_search 
011A: set_actor $6521 search_threat 1 
0243: set_actor $6521 ped_stats_to 16 
02A9: set_actor $6521 immune_to_nonplayer 1 
0350: set_actor $6521 maintain_position_when_attacked 1 
Actor.Create($6522, 21, #SPECIAL01, -878.5259, -624.2981, 14.7945)
01B2: give_actor $6522 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6522) = 346.1281
01ED: clear_actor $6522 threat_search 
011A: set_actor $6522 search_threat 1 
0243: set_actor $6522 ped_stats_to 16 
02A9: set_actor $6522 immune_to_nonplayer 1 
0350: set_actor $6522 maintain_position_when_attacked 1 
Actor.Create($6523, 21, #SPECIAL02, -867.262, -608.2192, 23.1638)
01B2: give_actor $6523 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6523) = 138.8068
01ED: clear_actor $6523 threat_search 
011A: set_actor $6523 search_threat 1 
0243: set_actor $6523 ped_stats_to 16 
02A9: set_actor $6523 immune_to_nonplayer 1 
0350: set_actor $6523 maintain_position_when_attacked 1 
Actor.Create($6524, 21, #SPECIAL01, -874.3932, -605.0528, 14.7369)
01B2: give_actor $6524 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6524) = 101.475
01ED: clear_actor $6524 threat_search 
011A: set_actor $6524 search_threat 1 
0243: set_actor $6524 ped_stats_to 16 
02A9: set_actor $6524 immune_to_nonplayer 1 
0350: set_actor $6524 maintain_position_when_attacked 1 
Actor.Create($6525, 21, #SPECIAL01, -924.4441, -575.0138, 9.2581)
01B2: give_actor $6525 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6525) = 1.4189
01ED: clear_actor $6525 threat_search 
011A: set_actor $6525 search_threat 1 
0243: set_actor $6525 ped_stats_to 16 
02A9: set_actor $6525 immune_to_nonplayer 1 
0350: set_actor $6525 maintain_position_when_attacked 1 
Actor.Create($6526, 21, #SPECIAL01, -867.9724, -601.2151, 23.1638)
01B2: give_actor $6526 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6526) = 127.6761
01ED: clear_actor $6526 threat_search 
011A: set_actor $6526 search_threat 1 
0243: set_actor $6526 ped_stats_to 16 
02A9: set_actor $6526 immune_to_nonplayer 1 
0350: set_actor $6526 maintain_position_when_attacked 1 
Actor.Create($6527, 21, #SPECIAL02, -896.634, -565.709, 12.025)
01B2: give_actor $6527 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6527) = 37.43
01ED: clear_actor $6527 threat_search 
011A: set_actor $6527 search_threat 1 
0243: set_actor $6527 ped_stats_to 16 
02A9: set_actor $6527 immune_to_nonplayer 1 
0350: set_actor $6527 maintain_position_when_attacked 1 
02E2: set_actor $6527 weapon_accuracy_to 90 
Actor.Create($6528, 21, #SPECIAL02, -878.1485, -571.4688, 18.6207)
01B2: give_actor $6528 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6528) = 138.079
01ED: clear_actor $6528 threat_search 
011A: set_actor $6528 search_threat 1 
0243: set_actor $6528 ped_stats_to 16 
02A9: set_actor $6528 immune_to_nonplayer 1 
0350: set_actor $6528 maintain_position_when_attacked 1 
Actor.Create($6529, 21, #SPECIAL01, -892.1982, -552.9963, 23.8094)
01B2: give_actor $6529 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6529) = 190.8916
01ED: clear_actor $6529 threat_search 
011A: set_actor $6529 search_threat 1 
0243: set_actor $6529 ped_stats_to 16 
02A9: set_actor $6529 immune_to_nonplayer 1 
0350: set_actor $6529 maintain_position_when_attacked 1 
Actor.Create($6530, 21, #SPECIAL01, -929.842, -637.3516, 14.9582)
01B2: give_actor $6530 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6530) = 10.5009
01ED: clear_actor $6530 threat_search 
011A: set_actor $6530 search_threat 1 
0243: set_actor $6530 ped_stats_to 16 
02A9: set_actor $6530 immune_to_nonplayer 1 
0350: set_actor $6530 maintain_position_when_attacked 1 
Actor.Create($6531, 21, #SPECIAL01, -914.1021, -530.2435, 10.1809)
01B2: give_actor $6531 weapon 27 ammo 300000 // Load the weapon model before using this 
Actor.Angle($6531) = 45.0281
01ED: clear_actor $6531 threat_search 
011A: set_actor $6531 search_threat 1 
0243: set_actor $6531 ped_stats_to 16 
02A9: set_actor $6531 immune_to_nonplayer 1 
0350: set_actor $6531 maintain_position_when_attacked 1 
fade 1 500 

:ASSIN5_4584
if 
  fading 
jf @ASSIN5_4608 
wait 0 
jump @ASSIN5_4584 

:ASSIN5_4608
wait 0 
if 
  $6612 == 0 // $ == int 
jf @ASSIN5_4669 
Pickup.Create($6499, #BRIEFCASE, 3, -891.4261, -516.9407, 29.1699)
03DC: $6500 = create_marker_above_pickup $6499 
$6612 = 1 // $ = int 

:ASSIN5_4669
if 
  $6612 == 1 // $ == int 
jf @ASSIN5_4724 
00BC: text_highpriority 'ASM5_1' time 7000 2  // ~g~Enter the compound behind the Cherry Popper Ice Cream Company The deal is taking place on the roof.
00BB: text_lowpriority 'SBOB387' time 6000 1 
$6612 = 2 // $ = int 

:ASSIN5_4724
if 
  $6612 == 2 // $ == int 
jf @ASSIN5_12838 
if 
  $6613 == 0 // $ == int 
jf @ASSIN5_5011 
if 
  not Car.Wrecked($6538)
jf @ASSIN5_5011 
$6540 = Car.Health($6538)
if 
  not Car.Wrecked($6539)
jf @ASSIN5_5011 
$6541 = Car.Health($6539)
if or
00E3:   player $PLAYER_CHAR 0 -914.0022 -533.3141 radius 12.0 12.0 
  990 > $6540 // int > $ 
  990 > $6541 // int > $ 
jf @ASSIN5_5011 
if 
  not Actor.Dead($6506)
jf @ASSIN5_4886 
01CA: actor $6506 kill_player $PLAYER_CHAR 

:ASSIN5_4886
if 
  not Actor.Dead($6507)
jf @ASSIN5_4910 
01CA: actor $6507 kill_player $PLAYER_CHAR 

:ASSIN5_4910
if 
  not Actor.Dead($6508)
jf @ASSIN5_4934 
01CA: actor $6508 kill_player $PLAYER_CHAR 

:ASSIN5_4934
if 
  not Actor.Dead($6509)
jf @ASSIN5_4958 
01CA: actor $6509 kill_player $PLAYER_CHAR 

:ASSIN5_4958
if 
  not Car.Wrecked($6538)
jf @ASSIN5_4981 
Car.ImmuneToNonPlayer($6538, False)

:ASSIN5_4981
if 
  not Car.Wrecked($6539)
jf @ASSIN5_5004 
Car.ImmuneToNonPlayer($6539, False)

:ASSIN5_5004
$6613 = 1 // $ = int 

:ASSIN5_5011
if 
  not Actor.Dead($6501)
jf @ASSIN5_5317 
if 
  $6614 == 0 // $ == int 
jf @ASSIN5_5060 
01CA: actor $6501 kill_player $PLAYER_CHAR 
$6614 = 1 // $ = int 

:ASSIN5_5060
if 
  $6614 == 1 // $ == int 
jf @ASSIN5_5317 
if 
  $6637 == 0 // $ == int 
jf @ASSIN5_5216 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5167 
if 
80E9:   not player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 
jf @ASSIN5_5160 
01BD: $6551 = current_time_in_ms 
04EB: actor $6501 crouch 1 300000 ms 

:ASSIN5_5160
jump @ASSIN5_5216 

:ASSIN5_5167
01BD: $6549 = current_time_in_ms 
0084: $6550 = $6549 // $ = $ int 
0060: $6550 -= $6551 // $ -= $ int 
if 
  $6550 > 2500 // $ > int 
jf @ASSIN5_5216 
04EB: actor $6501 crouch 0 100 ms 

:ASSIN5_5216
if 
  $6637 == 0 // $ == int 
jf @ASSIN5_5317 
if or
00E9:   player $PLAYER_CHAR 0 $6501 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_5317 
04EB: actor $6501 crouch 0 100 ms 
0350: set_actor $6501 maintain_position_when_attacked 0 
01CA: actor $6501 kill_player $PLAYER_CHAR 
$6637 = 1 // $ = int 

:ASSIN5_5317
if 
  not Actor.Dead($6502)
jf @ASSIN5_5602 
if 
  $6615 == 0 // $ == int 
jf @ASSIN5_5366 
01CA: actor $6502 kill_player $PLAYER_CHAR 
$6615 = 1 // $ = int 

:ASSIN5_5366
if 
  $6615 == 1 // $ == int 
jf @ASSIN5_5602 
if 
  $6638 == 0 // $ == int 
jf @ASSIN5_5522 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5473 
if 
80E9:   not player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 
jf @ASSIN5_5466 
01BD: $6554 = current_time_in_ms 
04EB: actor $6502 crouch 1 300000 ms 

:ASSIN5_5466
jump @ASSIN5_5522 

:ASSIN5_5473
01BD: $6552 = current_time_in_ms 
0084: $6553 = $6552 // $ = $ int 
0060: $6553 -= $6554 // $ -= $ int 
if 
  $6553 > 2000 // $ > int 
jf @ASSIN5_5522 
04EB: actor $6502 crouch 0 100 ms 

:ASSIN5_5522
if 
  $6638 == 0 // $ == int 
jf @ASSIN5_5602 
if 
00E9:   player $PLAYER_CHAR 0 $6502 radius 5.0 5.0 
jf @ASSIN5_5602 
04EB: actor $6502 crouch 0 100 ms 
0350: set_actor $6502 maintain_position_when_attacked 0 
01CA: actor $6502 kill_player $PLAYER_CHAR 
$6638 = 1 // $ = int 

:ASSIN5_5602
if 
  not Actor.Dead($6505)
jf @ASSIN5_5887 
if 
  $6616 == 0 // $ == int 
jf @ASSIN5_5651 
01CA: actor $6505 kill_player $PLAYER_CHAR 
$6616 = 1 // $ = int 

:ASSIN5_5651
if 
  $6616 == 1 // $ == int 
jf @ASSIN5_5887 
if 
  $6639 == 0 // $ == int 
jf @ASSIN5_5807 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_5758 
if 
80E9:   not player $PLAYER_CHAR 0 $6505 radius 5.0 5.0 
jf @ASSIN5_5751 
01BD: $6557 = current_time_in_ms 
04EB: actor $6505 crouch 1 300000 ms 

:ASSIN5_5751
jump @ASSIN5_5807 

:ASSIN5_5758
01BD: $6555 = current_time_in_ms 
0084: $6556 = $6555 // $ = $ int 
0060: $6556 -= $6557 // $ -= $ int 
if 
  $6556 > 2500 // $ > int 
jf @ASSIN5_5807 
04EB: actor $6505 crouch 0 100 ms 

:ASSIN5_5807
if 
  $6639 == 0 // $ == int 
jf @ASSIN5_5887 
if 
00E9:   player $PLAYER_CHAR 0 $6505 radius 7.0 7.0 
jf @ASSIN5_5887 
04EB: actor $6505 crouch 0 100 ms 
0350: set_actor $6505 maintain_position_when_attacked 0 
01CA: actor $6505 kill_player $PLAYER_CHAR 
$6639 = 1 // $ = int 

:ASSIN5_5887
if 
  not Actor.Dead($6510)
jf @ASSIN5_6209 
if 
  $6617 == 0 // $ == int 
jf @ASSIN5_5936 
01CA: actor $6510 kill_player $PLAYER_CHAR 
$6617 = 1 // $ = int 

:ASSIN5_5936
if 
  $6617 == 1 // $ == int 
jf @ASSIN5_6209 
if 
  $6640 == 0 // $ == int 
jf @ASSIN5_6092 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6043 
if 
80E9:   not player $PLAYER_CHAR 0 $6510 radius 5.0 5.0 
jf @ASSIN5_6036 
01BD: $6560 = current_time_in_ms 
04EB: actor $6510 crouch 1 300000 ms 

:ASSIN5_6036
jump @ASSIN5_6092 

:ASSIN5_6043
01BD: $6558 = current_time_in_ms 
0084: $6559 = $6558 // $ = $ int 
0060: $6559 -= $6560 // $ -= $ int 
if 
  $6559 > 3500 // $ > int 
jf @ASSIN5_6092 
04EB: actor $6510 crouch 0 100 ms 

:ASSIN5_6092
if 
  $6640 == 0 // $ == int 
jf @ASSIN5_6209 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6209 
if or
00E9:   player $PLAYER_CHAR 0 $6510 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_6209 
04EB: actor $6510 crouch 0 100 ms 
0350: set_actor $6510 maintain_position_when_attacked 0 
01CA: actor $6510 kill_player $PLAYER_CHAR 
$6640 = 1 // $ = int 

:ASSIN5_6209
if 
   not $6664 == 1 // $ == int 
jf @ASSIN5_6447 
if 
  $10087 == 0 // $ == int 
jf @ASSIN5_6285 
if or
  Car.Wrecked($6498)
  Actor.Dead($6532)
jf @ASSIN5_6285 
014F: stop_timer $10086 
$10087 = 1 // $ = int 
jump @ASSIN5_6588 

:ASSIN5_6285
if and
  not Actor.Dead($6532)
  not Car.Wrecked($6498)
jf @ASSIN5_6384 
if 
  $10086 == 0 // $ == int 
jf @ASSIN5_6384 
if 
  $10088 == 0 // $ == int 
jf @ASSIN5_6384 
Pickup.Destroy($6499)
0319: set_actor $6532 running 1 
01D5: actor $6532 go_to_and_drive_car $6498 
$10088 = 1 // $ = int 
00BC: text_highpriority 'SBOB390' time 6000 2 

:ASSIN5_6384
if 
  Actor.InCar($6532, $6498)
jf @ASSIN5_6447 
054A: set_actor $6532 can_be_shot_in_a_car 0 
Car.SetImmunities($6498, 1, 1, 1, 1, 1)
04A2: heli $6498 fly_to -649.7657 -796.2294 43.4326 speed 60 

:ASSIN5_6447
if 
00EC:   actor $6532 0 -649.7657 -796.2294 radius 6.0 6.0 
jf @ASSIN5_6507 
00BC: text_highpriority 'SBOB389' time 5000 2 
jump @ASSIN5_12845 

:ASSIN5_6507
if 
  $10088 == 1 // $ == int 
jf @ASSIN5_6588 
if 
  Actor.Dead($6532)
jf @ASSIN5_6588 
Actor.StorePos($6532, $896, $897, $898)
Pickup.Create($6499, #BRIEFCASE, 3, $896, $897, $898)
03DC: $6500 = create_marker_above_pickup $6499 
$10088 = 0 // $ = int 

:ASSIN5_6588
if 
  not Actor.Dead($6511)
jf @ASSIN5_6877 
if 
  $6618 == 0 // $ == int 
jf @ASSIN5_6637 
01CA: actor $6511 kill_player $PLAYER_CHAR 
$6618 = 1 // $ = int 

:ASSIN5_6637
if 
  $6618 == 1 // $ == int 
jf @ASSIN5_6877 
if 
  $6641 == 0 // $ == int 
jf @ASSIN5_6793 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_6744 
if 
80E9:   not player $PLAYER_CHAR 0 $6511 radius 5.0 5.0 
jf @ASSIN5_6737 
01BD: $6563 = current_time_in_ms 
04EB: actor $6511 crouch 1 300000 ms 

:ASSIN5_6737
jump @ASSIN5_6793 

:ASSIN5_6744
01BD: $6561 = current_time_in_ms 
0084: $6562 = $6561 // $ = $ int 
0060: $6562 -= $6563 // $ -= $ int 
if 
  $6562 > 2500 // $ > int 
jf @ASSIN5_6793 
04EB: actor $6511 crouch 0 100 ms 

:ASSIN5_6793
if 
  $6641 == 0 // $ == int 
jf @ASSIN5_6877 
if or
00E9:   player $PLAYER_CHAR 0 $6511 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_6877 
02E2: set_actor $6511 weapon_accuracy_to 90 
$6641 = 1 // $ = int 

:ASSIN5_6877
if 
  not Actor.Dead($6512)
jf @ASSIN5_7162 
if 
  $6619 == 0 // $ == int 
jf @ASSIN5_6926 
01CA: actor $6512 kill_player $PLAYER_CHAR 
$6619 = 1 // $ = int 

:ASSIN5_6926
if 
  $6619 == 1 // $ == int 
jf @ASSIN5_7162 
if 
  $6642 == 0 // $ == int 
jf @ASSIN5_7082 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7033 
if 
80E9:   not player $PLAYER_CHAR 0 $6512 radius 5.0 5.0 
jf @ASSIN5_7026 
01BD: $6566 = current_time_in_ms 
04EB: actor $6512 crouch 1 300000 ms 

:ASSIN5_7026
jump @ASSIN5_7082 

:ASSIN5_7033
01BD: $6564 = current_time_in_ms 
0084: $6565 = $6564 // $ = $ int 
0060: $6565 -= $6566 // $ -= $ int 
if 
  $6565 > 3500 // $ > int 
jf @ASSIN5_7082 
04EB: actor $6512 crouch 0 100 ms 

:ASSIN5_7082
if 
  $6642 == 0 // $ == int 
jf @ASSIN5_7162 
if 
00E9:   player $PLAYER_CHAR 0 $6512 radius 10.0 10.0 
jf @ASSIN5_7162 
04EB: actor $6512 crouch 0 100 ms 
0350: set_actor $6512 maintain_position_when_attacked 0 
01CA: actor $6512 kill_player $PLAYER_CHAR 
$6642 = 1 // $ = int 

:ASSIN5_7162
if 
  not Actor.Dead($6514)
jf @ASSIN5_7463 
if 
  $6621 == 0 // $ == int 
jf @ASSIN5_7211 
01CA: actor $6514 kill_player $PLAYER_CHAR 
$6621 = 1 // $ = int 

:ASSIN5_7211
if 
  $6621 == 1 // $ == int 
jf @ASSIN5_7463 
if 
  $6644 == 0 // $ == int 
jf @ASSIN5_7367 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7318 
if 
80E9:   not player $PLAYER_CHAR 0 $6514 radius 5.0 5.0 
jf @ASSIN5_7311 
01BD: $6569 = current_time_in_ms 
04EB: actor $6514 crouch 1 300000 ms 

:ASSIN5_7311
jump @ASSIN5_7367 

:ASSIN5_7318
01BD: $6567 = current_time_in_ms 
0084: $6568 = $6567 // $ = $ int 
0060: $6568 -= $6569 // $ -= $ int 
if 
  $6568 > 3000 // $ > int 
jf @ASSIN5_7367 
04EB: actor $6514 crouch 0 100 ms 

:ASSIN5_7367
if 
  $6644 == 0 // $ == int 
jf @ASSIN5_7463 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7463 
if 
00E9:   player $PLAYER_CHAR 0 $6514 radius 10.0 10.0 
jf @ASSIN5_7463 
04EB: actor $6514 crouch 0 100 ms 
0350: set_actor $6514 maintain_position_when_attacked 0 
01CA: actor $6514 kill_player $PLAYER_CHAR 
$6644 = 1 // $ = int 

:ASSIN5_7463
if 
  not Actor.Dead($6513)
jf @ASSIN5_7604 
if 
  $6620 == 0 // $ == int 
jf @ASSIN5_7524 
01CA: actor $6513 kill_player $PLAYER_CHAR 
04EB: actor $6513 crouch 1 800000 ms 
$6620 = 1 // $ = int 

:ASSIN5_7524
if 
  $6643 == 0 // $ == int 
jf @ASSIN5_7604 
if 
00E9:   player $PLAYER_CHAR 0 $6513 radius 5.0 5.0 
jf @ASSIN5_7604 
04EB: actor $6513 crouch 0 100 ms 
0350: set_actor $6513 maintain_position_when_attacked 0 
01CA: actor $6513 kill_player $PLAYER_CHAR 
$6643 = 1 // $ = int 

:ASSIN5_7604
if 
  not Actor.Dead($6515)
jf @ASSIN5_7745 
if 
  $6622 == 0 // $ == int 
jf @ASSIN5_7665 
01CA: actor $6515 kill_player $PLAYER_CHAR 
04EB: actor $6515 crouch 1 800000 ms 
$6622 = 1 // $ = int 

:ASSIN5_7665
if 
  $6645 == 0 // $ == int 
jf @ASSIN5_7745 
if 
00E9:   player $PLAYER_CHAR 0 $6515 radius 5.0 5.0 
jf @ASSIN5_7745 
04EB: actor $6515 crouch 0 100 ms 
0350: set_actor $6515 maintain_position_when_attacked 0 
01CA: actor $6515 kill_player $PLAYER_CHAR 
$6645 = 1 // $ = int 

:ASSIN5_7745
if 
  $6647 == 0 // $ == int 
jf @ASSIN5_7893 
if 
  not Actor.Dead($6503)
jf @ASSIN5_7893 
if 
02CB:   actor $6503 bounding_sphere_visible 
jf @ASSIN5_7893 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7893 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_7893 
if or
00E9:   player $PLAYER_CHAR 0 $6503 radius 30.0 30.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_7893 
02E2: set_actor $6503 weapon_accuracy_to 95 
$6647 = 1 // $ = int 

:ASSIN5_7893
if 
  not Actor.Dead($6518)
jf @ASSIN5_8194 
if 
  $6623 == 0 // $ == int 
jf @ASSIN5_7942 
01CA: actor $6518 kill_player $PLAYER_CHAR 
$6623 = 1 // $ = int 

:ASSIN5_7942
if 
  $6623 == 1 // $ == int 
jf @ASSIN5_8194 
if 
  $6650 == 0 // $ == int 
jf @ASSIN5_8098 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8049 
if 
80E9:   not player $PLAYER_CHAR 0 $6518 radius 5.0 5.0 
jf @ASSIN5_8042 
01BD: $6572 = current_time_in_ms 
04EB: actor $6518 crouch 1 300000 ms 

:ASSIN5_8042
jump @ASSIN5_8098 

:ASSIN5_8049
01BD: $6570 = current_time_in_ms 
0084: $6571 = $6570 // $ = $ int 
0060: $6571 -= $6572 // $ -= $ int 
if 
  $6571 > 2000 // $ > int 
jf @ASSIN5_8098 
04EB: actor $6518 crouch 0 100 ms 

:ASSIN5_8098
if 
  $6650 == 0 // $ == int 
jf @ASSIN5_8194 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8194 
if 
00E9:   player $PLAYER_CHAR 0 $6518 radius 10.0 10.0 
jf @ASSIN5_8194 
04EB: actor $6518 crouch 0 100 ms 
0350: set_actor $6518 maintain_position_when_attacked 0 
01CA: actor $6518 kill_player $PLAYER_CHAR 
$6650 = 1 // $ = int 

:ASSIN5_8194
if 
  not Actor.Dead($6519)
jf @ASSIN5_8499 
if 
  $6624 == 0 // $ == int 
jf @ASSIN5_8243 
01CA: actor $6519 kill_player $PLAYER_CHAR 
$6624 = 1 // $ = int 

:ASSIN5_8243
if 
  $6624 == 1 // $ == int 
jf @ASSIN5_8499 
if 
  $6651 == 0 // $ == int 
jf @ASSIN5_8399 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8350 
if 
80E9:   not player $PLAYER_CHAR 0 $6519 radius 5.0 5.0 
jf @ASSIN5_8343 
01BD: $6575 = current_time_in_ms 
04EB: actor $6519 crouch 1 300000 ms 

:ASSIN5_8343
jump @ASSIN5_8399 

:ASSIN5_8350
01BD: $6573 = current_time_in_ms 
0084: $6574 = $6573 // $ = $ int 
0060: $6574 -= $6575 // $ -= $ int 
if 
  $6574 > 4000 // $ > int 
jf @ASSIN5_8399 
04EB: actor $6519 crouch 0 100 ms 

:ASSIN5_8399
if 
  $6651 == 0 // $ == int 
jf @ASSIN5_8499 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8499 
if or
00E9:   player $PLAYER_CHAR 0 $6519 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_8499 
02E2: set_actor $6519 weapon_accuracy_to 90 
$6651 = 1 // $ = int 

:ASSIN5_8499
if 
  not Actor.Dead($6520)
jf @ASSIN5_8804 
if 
  $6625 == 0 // $ == int 
jf @ASSIN5_8548 
01CA: actor $6520 kill_player $PLAYER_CHAR 
$6625 = 1 // $ = int 

:ASSIN5_8548
if 
  $6625 == 1 // $ == int 
jf @ASSIN5_8804 
if 
  $6652 == 0 // $ == int 
jf @ASSIN5_8704 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8655 
if 
80E9:   not player $PLAYER_CHAR 0 $6520 radius 5.0 5.0 
jf @ASSIN5_8648 
01BD: $6578 = current_time_in_ms 
04EB: actor $6520 crouch 1 300000 ms 

:ASSIN5_8648
jump @ASSIN5_8704 

:ASSIN5_8655
01BD: $6576 = current_time_in_ms 
0084: $6577 = $6576 // $ = $ int 
0060: $6577 -= $6578 // $ -= $ int 
if 
  $6577 > 3500 // $ > int 
jf @ASSIN5_8704 
04EB: actor $6520 crouch 0 100 ms 

:ASSIN5_8704
if 
  $6652 == 0 // $ == int 
jf @ASSIN5_8804 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8804 
if or
00E9:   player $PLAYER_CHAR 0 $6520 radius 7.0 7.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_8804 
02E2: set_actor $6520 weapon_accuracy_to 90 
$6652 = 1 // $ = int 

:ASSIN5_8804
if 
  not Actor.Dead($6521)
jf @ASSIN5_9109 
if 
  $6626 == 0 // $ == int 
jf @ASSIN5_8853 
01CA: actor $6521 kill_player $PLAYER_CHAR 
$6626 = 1 // $ = int 

:ASSIN5_8853
if 
  $6626 == 1 // $ == int 
jf @ASSIN5_9109 
if 
  $6653 == 0 // $ == int 
jf @ASSIN5_9009 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_8960 
if 
80E9:   not player $PLAYER_CHAR 0 $6521 radius 5.0 5.0 
jf @ASSIN5_8953 
01BD: $6581 = current_time_in_ms 
04EB: actor $6521 crouch 1 300000 ms 

:ASSIN5_8953
jump @ASSIN5_9009 

:ASSIN5_8960
01BD: $6579 = current_time_in_ms 
0084: $6580 = $6579 // $ = $ int 
0060: $6580 -= $6581 // $ -= $ int 
if 
  $6580 > 4000 // $ > int 
jf @ASSIN5_9009 
04EB: actor $6521 crouch 0 100 ms 

:ASSIN5_9009
if 
  $6653 == 0 // $ == int 
jf @ASSIN5_9109 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9109 
if or
00E9:   player $PLAYER_CHAR 0 $6521 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_9109 
02E2: set_actor $6521 weapon_accuracy_to 90 
$6653 = 1 // $ = int 

:ASSIN5_9109
if 
  not Actor.Dead($6522)
jf @ASSIN5_9394 
if 
  $6627 == 0 // $ == int 
jf @ASSIN5_9158 
01CA: actor $6522 kill_player $PLAYER_CHAR 
$6627 = 1 // $ = int 

:ASSIN5_9158
if 
  $6627 == 1 // $ == int 
jf @ASSIN5_9394 
if 
  $6654 == 0 // $ == int 
jf @ASSIN5_9314 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9265 
if 
80E9:   not player $PLAYER_CHAR 0 $6522 radius 5.0 5.0 
jf @ASSIN5_9258 
01BD: $6584 = current_time_in_ms 
04EB: actor $6522 crouch 1 300000 ms 

:ASSIN5_9258
jump @ASSIN5_9314 

:ASSIN5_9265
01BD: $6582 = current_time_in_ms 
0084: $6583 = $6582 // $ = $ int 
0060: $6583 -= $6584 // $ -= $ int 
if 
  $6583 > 4000 // $ > int 
jf @ASSIN5_9314 
04EB: actor $6522 crouch 0 100 ms 

:ASSIN5_9314
if 
  $6654 == 0 // $ == int 
jf @ASSIN5_9394 
if 
00E9:   player $PLAYER_CHAR 0 $6522 radius 10.0 10.0 
jf @ASSIN5_9394 
04EB: actor $6522 crouch 0 100 ms 
0350: set_actor $6522 maintain_position_when_attacked 0 
01CA: actor $6522 kill_player $PLAYER_CHAR 
$6654 = 1 // $ = int 

:ASSIN5_9394
if 
  not Actor.Dead($6523)
jf @ASSIN5_9679 
if 
  $6628 == 0 // $ == int 
jf @ASSIN5_9443 
01CA: actor $6523 kill_player $PLAYER_CHAR 
$6628 = 1 // $ = int 

:ASSIN5_9443
if 
  $6628 == 1 // $ == int 
jf @ASSIN5_9679 
if 
  $6655 == 0 // $ == int 
jf @ASSIN5_9599 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9550 
if 
80E9:   not player $PLAYER_CHAR 0 $6523 radius 5.0 5.0 
jf @ASSIN5_9543 
01BD: $6587 = current_time_in_ms 
04EB: actor $6523 crouch 1 300000 ms 

:ASSIN5_9543
jump @ASSIN5_9599 

:ASSIN5_9550
01BD: $6585 = current_time_in_ms 
0084: $6586 = $6585 // $ = $ int 
0060: $6586 -= $6587 // $ -= $ int 
if 
  $6586 > 3000 // $ > int 
jf @ASSIN5_9599 
04EB: actor $6523 crouch 0 100 ms 

:ASSIN5_9599
if 
  $6655 == 0 // $ == int 
jf @ASSIN5_9679 
if 
00E9:   player $PLAYER_CHAR 0 $6523 radius 10.0 10.0 
jf @ASSIN5_9679 
04EB: actor $6523 crouch 0 100 ms 
0350: set_actor $6523 maintain_position_when_attacked 0 
01CA: actor $6523 kill_player $PLAYER_CHAR 
$6655 = 1 // $ = int 

:ASSIN5_9679
if 
  not Actor.Dead($6524)
jf @ASSIN5_10001 
if 
  $6629 == 0 // $ == int 
jf @ASSIN5_9728 
01CA: actor $6524 kill_player $PLAYER_CHAR 
$6629 = 1 // $ = int 

:ASSIN5_9728
if 
  $6629 == 1 // $ == int 
jf @ASSIN5_10001 
if 
  $6656 == 0 // $ == int 
jf @ASSIN5_9884 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_9835 
if 
80E9:   not player $PLAYER_CHAR 0 $6524 radius 5.0 5.0 
jf @ASSIN5_9828 
01BD: $6590 = current_time_in_ms 
04EB: actor $6524 crouch 1 300000 ms 

:ASSIN5_9828
jump @ASSIN5_9884 

:ASSIN5_9835
01BD: $6588 = current_time_in_ms 
0084: $6589 = $6588 // $ = $ int 
0060: $6589 -= $6590 // $ -= $ int 
if 
  $6589 > 2000 // $ > int 
jf @ASSIN5_9884 
04EB: actor $6524 crouch 0 100 ms 

:ASSIN5_9884
if 
  $6656 == 0 // $ == int 
jf @ASSIN5_10001 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10001 
if or
00E9:   player $PLAYER_CHAR 0 $6524 radius 2.0 2.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_10001 
04EB: actor $6524 crouch 0 100 ms 
0350: set_actor $6524 maintain_position_when_attacked 0 
01CA: actor $6524 kill_player $PLAYER_CHAR 
$6656 = 1 // $ = int 

:ASSIN5_10001
if 
  not Actor.Dead($6525)
jf @ASSIN5_10286 
if 
  $6630 == 0 // $ == int 
jf @ASSIN5_10050 
01CA: actor $6525 kill_player $PLAYER_CHAR 
$6630 = 1 // $ = int 

:ASSIN5_10050
if 
  $6630 == 1 // $ == int 
jf @ASSIN5_10286 
if 
  $6657 == 0 // $ == int 
jf @ASSIN5_10206 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10157 
if 
80E9:   not player $PLAYER_CHAR 0 $6525 radius 5.0 5.0 
jf @ASSIN5_10150 
01BD: $6593 = current_time_in_ms 
04EB: actor $6525 crouch 1 300000 ms 

:ASSIN5_10150
jump @ASSIN5_10206 

:ASSIN5_10157
01BD: $6591 = current_time_in_ms 
0084: $6592 = $6591 // $ = $ int 
0060: $6592 -= $6593 // $ -= $ int 
if 
  $6592 > 3000 // $ > int 
jf @ASSIN5_10206 
04EB: actor $6525 crouch 0 100 ms 

:ASSIN5_10206
if 
  $6657 == 0 // $ == int 
jf @ASSIN5_10286 
if 
00E9:   player $PLAYER_CHAR 0 $6525 radius 3.0 3.0 
jf @ASSIN5_10286 
04EB: actor $6525 crouch 0 100 ms 
0350: set_actor $6525 maintain_position_when_attacked 0 
01CA: actor $6525 kill_player $PLAYER_CHAR 
$6657 = 1 // $ = int 

:ASSIN5_10286
if 
  $6649 == 0 // $ == int 
jf @ASSIN5_10418 
if 
  not Actor.Dead($6517)
jf @ASSIN5_10418 
if 
02CB:   actor $6517 bounding_sphere_visible 
jf @ASSIN5_10418 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10418 
if or
00E9:   player $PLAYER_CHAR 0 $6517 radius 20.0 20.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_10418 
02E2: set_actor $6517 weapon_accuracy_to 90 
$6649 = 1 // $ = int 

:ASSIN5_10418
if 
  not Actor.Dead($6526)
jf @ASSIN5_10740 
if 
  $6631 == 0 // $ == int 
jf @ASSIN5_10467 
01CA: actor $6526 kill_player $PLAYER_CHAR 
$6631 = 1 // $ = int 

:ASSIN5_10467
if 
  $6631 == 1 // $ == int 
jf @ASSIN5_10740 
if 
  $6658 == 0 // $ == int 
jf @ASSIN5_10623 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10574 
if 
80E9:   not player $PLAYER_CHAR 0 $6526 radius 5.0 5.0 
jf @ASSIN5_10567 
01BD: $6596 = current_time_in_ms 
04EB: actor $6526 crouch 1 300000 ms 

:ASSIN5_10567
jump @ASSIN5_10623 

:ASSIN5_10574
01BD: $6594 = current_time_in_ms 
0084: $6595 = $6594 // $ = $ int 
0060: $6595 -= $6596 // $ -= $ int 
if 
  $6595 > 2000 // $ > int 
jf @ASSIN5_10623 
04EB: actor $6526 crouch 0 100 ms 

:ASSIN5_10623
if 
  $6658 == 0 // $ == int 
jf @ASSIN5_10740 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10740 
if or
00E9:   player $PLAYER_CHAR 0 $6526 radius 10.0 10.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_10740 
04EB: actor $6526 crouch 0 100 ms 
0350: set_actor $6526 maintain_position_when_attacked 0 
01CA: actor $6526 kill_player $PLAYER_CHAR 
$6658 = 1 // $ = int 

:ASSIN5_10740
if 
  not Actor.Dead($6527)
jf @ASSIN5_11053 
if 
  $6632 == 0 // $ == int 
jf @ASSIN5_10789 
01CA: actor $6527 kill_player $PLAYER_CHAR 
$6632 = 1 // $ = int 

:ASSIN5_10789
if 
  $6632 == 1 // $ == int 
jf @ASSIN5_11053 
if 
  $6659 == 0 // $ == int 
jf @ASSIN5_10945 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_10896 
if 
80E9:   not player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 
jf @ASSIN5_10889 
01BD: $6599 = current_time_in_ms 
04EB: actor $6527 crouch 1 300000 ms 

:ASSIN5_10889
jump @ASSIN5_10945 

:ASSIN5_10896
01BD: $6597 = current_time_in_ms 
0084: $6598 = $6597 // $ = $ int 
0060: $6598 -= $6599 // $ -= $ int 
if 
  $6598 > 2500 // $ > int 
jf @ASSIN5_10945 
04EB: actor $6527 crouch 0 100 ms 

:ASSIN5_10945
if 
  $6659 == 0 // $ == int 
jf @ASSIN5_11053 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11053 
if or
00E9:   player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_11053 
01CA: actor $6527 kill_player $PLAYER_CHAR 
02E2: set_actor $6527 weapon_accuracy_to 90 
$6659 = 1 // $ = int 

:ASSIN5_11053
if 
  not Actor.Dead($6528)
jf @ASSIN5_11338 
if 
  $6633 == 0 // $ == int 
jf @ASSIN5_11102 
01CA: actor $6528 kill_player $PLAYER_CHAR 
$6633 = 1 // $ = int 

:ASSIN5_11102
if 
  $6633 == 1 // $ == int 
jf @ASSIN5_11338 
if 
  $6660 == 0 // $ == int 
jf @ASSIN5_11258 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11209 
if 
80E9:   not player $PLAYER_CHAR 0 $6528 radius 5.0 5.0 
jf @ASSIN5_11202 
01BD: $6602 = current_time_in_ms 
04EB: actor $6528 crouch 1 300000 ms 

:ASSIN5_11202
jump @ASSIN5_11258 

:ASSIN5_11209
01BD: $6600 = current_time_in_ms 
0084: $6601 = $6600 // $ = $ int 
0060: $6601 -= $6602 // $ -= $ int 
if 
  $6601 > 4000 // $ > int 
jf @ASSIN5_11258 
04EB: actor $6528 crouch 0 100 ms 

:ASSIN5_11258
if 
  $6660 == 0 // $ == int 
jf @ASSIN5_11338 
if 
00E9:   player $PLAYER_CHAR 0 $6528 radius 7.0 7.0 
jf @ASSIN5_11338 
04EB: actor $6528 crouch 0 100 ms 
0350: set_actor $6528 maintain_position_when_attacked 0 
01CA: actor $6528 kill_player $PLAYER_CHAR 
$6660 = 1 // $ = int 

:ASSIN5_11338
if 
  not Actor.Dead($6529)
jf @ASSIN5_11623 
if 
  $6634 == 0 // $ == int 
jf @ASSIN5_11387 
01CA: actor $6529 kill_player $PLAYER_CHAR 
$6634 = 1 // $ = int 

:ASSIN5_11387
if 
  $6634 == 1 // $ == int 
jf @ASSIN5_11623 
if 
  $6661 == 0 // $ == int 
jf @ASSIN5_11543 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11494 
if 
80E9:   not player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 
jf @ASSIN5_11487 
01BD: $6605 = current_time_in_ms 
04EB: actor $6529 crouch 1 300000 ms 

:ASSIN5_11487
jump @ASSIN5_11543 

:ASSIN5_11494
01BD: $6603 = current_time_in_ms 
0084: $6604 = $6603 // $ = $ int 
0060: $6604 -= $6605 // $ -= $ int 
if 
  $6604 > 3000 // $ > int 
jf @ASSIN5_11543 
04EB: actor $6529 crouch 0 100 ms 

:ASSIN5_11543
if 
  $6661 == 0 // $ == int 
jf @ASSIN5_11623 
if 
00E9:   player $PLAYER_CHAR 0 $6529 radius 3.0 3.0 
jf @ASSIN5_11623 
04EB: actor $6529 crouch 0 100 ms 
0350: set_actor $6529 maintain_position_when_attacked 0 
01CA: actor $6529 kill_player $PLAYER_CHAR 
$6661 = 1 // $ = int 

:ASSIN5_11623
if 
  not Actor.Dead($6530)
jf @ASSIN5_11928 
if 
  $6635 == 0 // $ == int 
jf @ASSIN5_11672 
01CA: actor $6530 kill_player $PLAYER_CHAR 
$6635 = 1 // $ = int 

:ASSIN5_11672
if 
  $6635 == 1 // $ == int 
jf @ASSIN5_11928 
if 
  $6662 == 0 // $ == int 
jf @ASSIN5_11828 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11779 
if 
80E9:   not player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 
jf @ASSIN5_11772 
01BD: $6608 = current_time_in_ms 
04EB: actor $6530 crouch 1 300000 ms 

:ASSIN5_11772
jump @ASSIN5_11828 

:ASSIN5_11779
01BD: $6606 = current_time_in_ms 
0084: $6607 = $6606 // $ = $ int 
0060: $6607 -= $6608 // $ -= $ int 
if 
  $6607 > 3000 // $ > int 
jf @ASSIN5_11828 
04EB: actor $6530 crouch 0 100 ms 

:ASSIN5_11828
if 
  $6662 == 0 // $ == int 
jf @ASSIN5_11928 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_11928 
if or
00E9:   player $PLAYER_CHAR 0 $6530 radius 3.0 3.0 
02D7:   player $PLAYER_CHAR current_weapon == 30 
02D7:   player $PLAYER_CHAR current_weapon == 28 
02D7:   player $PLAYER_CHAR current_weapon == 29 
jf @ASSIN5_11928 
02E2: set_actor $6530 weapon_accuracy_to 95 
$6662 = 1 // $ = int 

:ASSIN5_11928
if 
  not Actor.Dead($6531)
jf @ASSIN5_12213 
if 
  $6636 == 0 // $ == int 
jf @ASSIN5_11977 
01CA: actor $6531 kill_player $PLAYER_CHAR 
$6636 = 1 // $ = int 

:ASSIN5_11977
if 
  $6636 == 1 // $ == int 
jf @ASSIN5_12213 
if 
  $6663 == 0 // $ == int 
jf @ASSIN5_12133 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @ASSIN5_12084 
if 
80E9:   not player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 
jf @ASSIN5_12077 
01BD: $6611 = current_time_in_ms 
04EB: actor $6531 crouch 1 300000 ms 

:ASSIN5_12077
jump @ASSIN5_12133 

:ASSIN5_12084
01BD: $6609 = current_time_in_ms 
0084: $6610 = $6609 // $ = $ int 
0060: $6610 -= $6611 // $ -= $ int 
if 
  $6610 > 3000 // $ > int 
jf @ASSIN5_12133 
04EB: actor $6531 crouch 0 100 ms 

:ASSIN5_12133
if 
  $6663 == 0 // $ == int 
jf @ASSIN5_12213 
if 
00E9:   player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 
jf @ASSIN5_12213 
04EB: actor $6531 crouch 0 100 ms 
0350: set_actor $6531 maintain_position_when_attacked 0 
01CA: actor $6531 kill_player $PLAYER_CHAR 
$6663 = 1 // $ = int 

:ASSIN5_12213
if 
0056:   player $PLAYER_CHAR 0 -896.5784 -551.9854 -879.3575 -504.746 
jf @ASSIN5_12291 
if 
  $6665 == 0 // $ == int 
jf @ASSIN5_12291 
00BC: text_highpriority 'ASM5_2' time 7000 2  // ~g~Get the merchandise and take it to the helipad at the airport!
$6665 = 1 // $ = int 

:ASSIN5_12291
if 
  $6664 == 0 // $ == int 
jf @ASSIN5_12377 
if 
  Pickup.Picked_up($6499)
jf @ASSIN5_12377 
014F: stop_timer $10086 
Marker.Disable($6500)
00BC: text_highpriority 'ASM5_3' time 7000 2  // ~g~Take the merchandise to the helipad at the airport!
018A: $6546 = create_checkpoint_at -1368.395 -1255.998 17.2 
$6664 = 1 // $ = int 

:ASSIN5_12377
if 
  $6664 == 1 // $ == int 
jf @ASSIN5_12455 
if 
00F5:   player $PLAYER_CHAR 1 -1368.395 -1255.998 17.2 radius 5.0 5.0 4.0 
jf @ASSIN5_12455 
Marker.Disable($6546)
jump @ASSIN5_12921 

:ASSIN5_12455
if 
  Actor.Dead($6501)
jf @ASSIN5_12476 
Actor.RemoveReferences($6501)

:ASSIN5_12476
if 
  Actor.Dead($6502)
jf @ASSIN5_12497 
Actor.RemoveReferences($6502)

:ASSIN5_12497
if 
  Actor.Dead($6505)
jf @ASSIN5_12518 
Actor.RemoveReferences($6505)

:ASSIN5_12518
if 
  Actor.Dead($6506)
jf @ASSIN5_12539 
Actor.RemoveReferences($6506)

:ASSIN5_12539
if 
  Actor.Dead($6507)
jf @ASSIN5_12560 
Actor.RemoveReferences($6507)

:ASSIN5_12560
if 
  Actor.Dead($6508)
jf @ASSIN5_12581 
Actor.RemoveReferences($6508)

:ASSIN5_12581
if 
  Actor.Dead($6509)
jf @ASSIN5_12602 
Actor.RemoveReferences($6509)

:ASSIN5_12602
if 
  Actor.Dead($6510)
jf @ASSIN5_12623 
Actor.RemoveReferences($6510)

:ASSIN5_12623
if 
  Actor.Dead($6511)
jf @ASSIN5_12644 
Actor.RemoveReferences($6511)

:ASSIN5_12644
if 
  Actor.Dead($6514)
jf @ASSIN5_12665 
Actor.RemoveReferences($6514)

:ASSIN5_12665
if 
  Actor.Dead($6515)
jf @ASSIN5_12686 
Actor.RemoveReferences($6515)

:ASSIN5_12686
if 
  Actor.Dead($6518)
jf @ASSIN5_12707 
Actor.RemoveReferences($6518)

:ASSIN5_12707
if 
  Actor.Dead($6519)
jf @ASSIN5_12728 
Actor.RemoveReferences($6519)

:ASSIN5_12728
if 
  Actor.Dead($6520)
jf @ASSIN5_12749 
Actor.RemoveReferences($6520)

:ASSIN5_12749
if 
  Actor.Dead($6521)
jf @ASSIN5_12770 
Actor.RemoveReferences($6521)

:ASSIN5_12770
if 
  Car.Wrecked($6539)
jf @ASSIN5_12796 
Car.RemoveReferences($6539)
Model.Destroy(#PONY)

:ASSIN5_12796
if 
  Car.Wrecked($6537)
jf @ASSIN5_12817 
Car.RemoveReferences($6537)

:ASSIN5_12817
if 
  Car.Wrecked($6538)
jf @ASSIN5_12838 
Car.RemoveReferences($6538)

:ASSIN5_12838
jump @ASSIN5_4608 

:ASSIN5_12845
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!

:ASSIN5_12860
if 
834E:   not move_object $1818 to -973.664 -519.65 10.092 speed 0.0 1.0 0.0 collision_check 0 
jf @ASSIN5_12919 
wait 0 
jump @ASSIN5_12860 

:ASSIN5_12919
return 

:ASSIN5_12921
$302 = 1 // $ = int 
0318: set_latest_mission_passed 'JOB_5'  // Loose Ends
Object.RemoveReferences($1818)
01E3: text_1number_styled 'M_PASS' number 16000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 16000
0394: play_music 1 
030C: progress_made += 1 
0533: increment_assassination_contracts_by 1 
Marker.Disable($297)
return 

:ASSIN5_12993
$ONMISSION = 0 // $ = int 
014F: stop_timer $10086 
Pickup.Destroy($6499)
Marker.Disable($6500)
Marker.Disable($6546)
Model.Destroy(#SGA)
Model.Destroy(#SGB)
Model.Destroy(#RUGER)
Model.Destroy(#ADMIRAL)
Model.Destroy(#PONY)
Model.Destroy(#MAVERICK)
Model.Destroy(#BARREL4)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Actor.DestroyWithFade($6501)
Actor.DestroyWithFade($6502)
Actor.DestroyWithFade($6503)
Actor.DestroyWithFade($6504)
Actor.DestroyWithFade($6505)
Actor.DestroyWithFade($6506)
Actor.DestroyWithFade($6507)
Actor.DestroyWithFade($6508)
Actor.DestroyWithFade($6509)
Actor.DestroyWithFade($6510)
Actor.DestroyWithFade($6511)
Actor.DestroyWithFade($6512)
Actor.DestroyWithFade($6513)
Actor.DestroyWithFade($6514)
Actor.DestroyWithFade($6515)
Actor.DestroyWithFade($6516)
Actor.DestroyWithFade($6517)
Actor.DestroyWithFade($6518)
Actor.DestroyWithFade($6519)
Actor.DestroyWithFade($6520)
Actor.DestroyWithFade($6521)
Actor.DestroyWithFade($6522)
Actor.DestroyWithFade($6523)
Actor.DestroyWithFade($6524)
Actor.DestroyWithFade($6525)
Actor.DestroyWithFade($6526)
Actor.DestroyWithFade($6527)
Actor.DestroyWithFade($6528)
Actor.DestroyWithFade($6529)
Actor.DestroyWithFade($6530)
Actor.DestroyWithFade($6531)
Object.Destroy($6547)
Object.Destroy($6548)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 72---------------
// Originally: V.I.P.

:TAXWAR1
gosub @TAXWAR1_36 
if 
  wasted_or_busted 
jf @TAXWAR1_27 
gosub @TAXWAR1_6812 

:TAXWAR1_27
gosub @TAXWAR1_6895 
terminate_this_script 

:TAXWAR1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR1' 
wait 0 
054C: use_GXT_table 'TAXIWA1' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$6678 = 0 // $ = int 
2@ = 0 // @ = int 
1@ = 0 // @ = int 
3@ = 0 // @ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
03CF: load_wav 'TAX1_1' as 1 
03CF: load_wav 'TAX1_2' as 2 

:TAXWAR1_283
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR1_313 
wait 0 
jump @TAXWAR1_283 

:TAXWAR1_313
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_1' time 4500 1  // Ok, we got a high class fare needs picking up from Starfish island - any takers?
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR1_344
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR1_398 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR1_391 
jump @TAXWAR1_478 

:TAXWAR1_391
jump @TAXWAR1_344 

:TAXWAR1_398
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_2' time 3000 1  // Tommy here, I'll take it!
TIMERA = 0 // @ = int 

:TAXWAR1_424
if 
   not TIMERA > 3000 // @ > int 
jf @TAXWAR1_478 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR1_471 
jump @TAXWAR1_478 

:TAXWAR1_471
jump @TAXWAR1_424 

:TAXWAR1_478
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#WMOBU)
Model.Load(#KAUFMAN)

:TAXWAR1_517
if or
  not Model.Available(#TAXI)
  not Model.Available(#WMOCA)
  not Model.Available(#WMOBU)
  not Model.Available(#KAUFMAN)
jf @TAXWAR1_557 
wait 0 
jump @TAXWAR1_517 

:TAXWAR1_557
018A: $6672 = create_checkpoint_at -576.7 -480.1 10.8 
00BC: text_highpriority 'TAXW1_1' time 10000 1  // ~g~Pick up the V.I.P. on Starfish Island.
$6685 = 61000 // $ = int 
014E: start_timer_at $6685 count_in_direction 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_633 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_633
if 
  Car.Wrecked($311)
jf @TAXWAR1_649 

:TAXWAR1_649
if or
80F8:   not player $PLAYER_CHAR stopped 1 -575.97 -498.5645 10.9036 radius 2.5 2.5 3.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
  not Player.PressingHorn($PLAYER_CHAR)
jf @TAXWAR1_897 
wait 0 
if 
  Car.Wrecked($311)
jf @TAXWAR1_730 

:TAXWAR1_730
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR1_764 
00DA: $311 = player $PLAYER_CHAR car 
jump @TAXWAR1_779 

:TAXWAR1_764
00BC: text_highpriority 'TAXW1_5' time 1000 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR1_779
if 
  $6685 == 0 // $ == int 
jf @TAXWAR1_819 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @TAXWAR1_6812 

:TAXWAR1_819
if and
00F8:   player $PLAYER_CHAR stopped 1 -575.97 -498.5645 10.9036 radius 2.5 2.5 3.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR1_890 
00BC: text_highpriority 'HORN' time 1000 1  // ~g~Sound the horn.

:TAXWAR1_890
jump @TAXWAR1_649 

:TAXWAR1_897
if 
  not Car.Wrecked($311)
jf @TAXWAR1_913 

:TAXWAR1_913
wait 500 
00DA: $311 = player $PLAYER_CHAR car 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
014F: stop_timer $6685 
Actor.Create($10096, 4, #WMOBU, -573.9, -448.1, 14.1)
Actor.Angle($10096) = 270.0
02AB: set_actor $10096 immunities BP 0 FP 0 EP 0 CP 1 MP 0 
01ED: clear_actor $10096 threat_search 
0211: actor $10096 walk_to -564.3 -447.9 
Car.PutAt($311, -576.4576, -500.5509, 10.8965)
Car.Angle($311) = 91.8894
Camera.SetPosition(-576.171, -461.122, 11.516, 0.0, 0.0, 0.0)
Camera.PointAt(-575.533, -460.37, 11.682, 2)
03CF: load_wav 'TAX1_3' as 1 
wait 3000 
011C: actor $10096 clear_objective 
Camera.SetPosition(-548.9998, -474.232, 14.5589, 0.0, 0.0, 0.0)
Camera.PointAt(-564.5046, -481.2031, 12.0589, 2)
Car.Create($6698, #TAXI, -503.3898, -497.0694, 10.8682)
03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0 
0229: set_car $6698 color_to 6 75 
03ED: set_car $6698 not_damaged_when_upside_down 1 
Car.SetImmunities($6698, 1, 0, 0, 0, 0)
Car.Health($6698) = 20000
Car.Angle($6698) = 90.0
0129: $6679 = create_actor 4 #WMOCA in_car $6698 driverseat 
054A: set_actor $6679 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($6698, 28.0)
04BA: set_car $6698 speed_instantly 10.0 
00AE: set_vehicle $6698 traffic_behavior_to 3 
0243: set_actor $6679 ped_stats_to 16 
04E0: car $6698 abandon_path_radius 100 
Marker.Disable($6672)
Car.DriveTo($6698, -571.4576, -497.0694, 10.8682)
0395: clear_area 1 at -503.3898 -489.0694 10.8682 range 100.0 
TIMERB = 0 // @ = int 

:TAXWAR1_1385
if 
81AD:   not car $6698 sphere 0 near_point -571.4576 -497.0694 radius 6.0 4.0 
jf @TAXWAR1_1544 
wait 0 
if 
  Car.Wrecked($6698)
jf @TAXWAR1_1450 
jump @TAXWAR1_6812 

:TAXWAR1_1450
if 
  Actor.Dead($6679)
jf @TAXWAR1_1488 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_1488
if 
  Actor.Dead($6679)
jf @TAXWAR1_1511 
jump @TAXWAR1_6812 

:TAXWAR1_1511
if 
  TIMERB > 10000 // @ > int 
jf @TAXWAR1_1537 
jump @TAXWAR1_1544 

:TAXWAR1_1537
jump @TAXWAR1_1385 

:TAXWAR1_1544
if 
03D0:   wav 1 loaded 
jf @TAXWAR1_2613 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_3' time 4000 1  // This is my fare, back off asshole!
wait 1000 
Car.Create($10086, #TAXI, -503.3898, -493.0694, 10.8682)
0229: set_car $10086 color_to 47 76 
Car.SetImmunities($10086, 1, 0, 0, 0, 0)
03ED: set_car $10086 not_damaged_when_upside_down 1 
Car.Health($10086) = 20000
Car.Angle($10086) = 90.0
0129: $10087 = create_actor 4 #WMOCA in_car $10086 driverseat 
054A: set_actor $10087 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($10086, 25.0)
04BA: set_car $10086 speed_instantly 10.0 
00AE: set_vehicle $10086 traffic_behavior_to 3 
0243: set_actor $10087 ped_stats_to 16 
04E0: car $10086 abandon_path_radius 100 
Car.DriveTo($10086, -571.4576, -493.0694, 10.8682)
wait 4000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FARE1.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'TAX1_3' time 3000 1  // This is my fare, back off asshole!
Car.Create($10088, #TAXI, -503.3898, -489.0694, 10.8682)
0229: set_car $10088 color_to 0 76 
03ED: set_car $10088 not_damaged_when_upside_down 1 
Car.SetImmunities($10088, 1, 0, 0, 0, 0)
Car.Health($10088) = 20000
Car.Angle($10088) = 90.0
0129: $10089 = create_actor 4 #WMOCA in_car $10088 driverseat 
054A: set_actor $10089 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($10088, 25.0)
04BA: set_car $10088 speed_instantly 10.0 
00AE: set_vehicle $10088 traffic_behavior_to 3 
0243: set_actor $10089 ped_stats_to 16 
04E0: car $10088 abandon_path_radius 100 
Car.DriveTo($10088, -571.4576, -489.0694, 10.8682)
wait 4000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FARE2.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'TAX1_3' time 3000 1  // This is my fare, back off asshole!
Car.Create($10090, #TAXI, -503.3898, -485.0694, 10.8682)
0229: set_car $10090 color_to 2 76 
03ED: set_car $10090 not_damaged_when_upside_down 1 
Car.SetImmunities($10090, 1, 0, 0, 0, 0)
Car.Health($10090) = 20000
Car.Angle($10090) = 90.0
0129: $10091 = create_actor 4 #WMOCA in_car $10090 driverseat 
054A: set_actor $10091 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($10090, 25.0)
04BA: set_car $10090 speed_instantly 10.0 
00AE: set_vehicle $10090 traffic_behavior_to 3 
0243: set_actor $10091 ped_stats_to 16 
04E0: car $10090 abandon_path_radius 100 
Car.DriveTo($10090, -571.4576, -485.0694, 10.8682)
wait 4000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FARE3.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'TAX1_3' time 3000 1  // This is my fare, back off asshole!
Car.Create($10092, #TAXI, -503.3898, -481.0694, 10.8682)
0229: set_car $10092 color_to 5 76 
03ED: set_car $10092 not_damaged_when_upside_down 1 
Car.SetImmunities($10092, 1, 0, 0, 0, 0)
Car.Health($10092) = 20000
Car.Angle($10092) = 90.0
0129: $10093 = create_actor 4 #WMOCA in_car $10092 driverseat 
054A: set_actor $10093 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($10092, 25.0)
04BA: set_car $10092 speed_instantly 10.0 
00AE: set_vehicle $10092 traffic_behavior_to 3 
0243: set_actor $10093 ped_stats_to 16 
04E0: car $10092 abandon_path_radius 100 
Car.DriveTo($10092, -571.4576, -481.0694, 10.8682)
wait 4000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FARE4.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'TAX1_3' time 3000 1  // This is my fare, back off asshole!
Car.Create($10094, #TAXI, -503.3898, -474.0694, 10.8682)
0229: set_car $10094 color_to 3 76 
03ED: set_car $10094 not_damaged_when_upside_down 1 
Car.Health($10094) = 20000
Car.Angle($10094) = 90.0
0129: $10095 = create_actor 4 #WMOCA in_car $10094 driverseat 
054A: set_actor $10095 can_be_shot_in_a_car 0 
Car.SetMaxSpeed($10094, 25.0)
04BA: set_car $10094 speed_instantly 10.0 
00AE: set_vehicle $10094 traffic_behavior_to 3 
0243: set_actor $10095 ped_stats_to 16 
04E0: car $10094 abandon_path_radius 100 
Car.DriveTo($10094, -571.4576, -474.0694, 10.8682)
wait 4000 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\FARE5.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'SBOB391' time 3000 1 
wait 3000 

:TAXWAR1_2613
if 
  not Actor.Dead($10096)
jf @TAXWAR1_2672 
Actor.PutAt($10096, -576.434, -464.2362, 10.2877)
0319: set_actor $10096 running 1 
01D4: actor $10096 go_to_car $10094 and_enter_it_as_a_passenger 
Marker.CreateAboveActor($6699, $10096)

:TAXWAR1_2672
if 
  not Car.Wrecked($6698)
jf @TAXWAR1_2698 
Car.SetMaxSpeed($6698, 0.0)

:TAXWAR1_2698
if 
  not Actor.InCar($10096, $10094)
jf @TAXWAR1_2827 
wait 0 
if 
  Car.Wrecked($10094)
jf @TAXWAR1_2759 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_2759
if 
  Actor.Dead($6679)
jf @TAXWAR1_2797 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_2797
if 
  Actor.Dead($10096)
jf @TAXWAR1_2820 
jump @TAXWAR1_6812 

:TAXWAR1_2820
jump @TAXWAR1_2698 

:TAXWAR1_2827
if 
  not Car.Wrecked($10094)
jf @TAXWAR1_2850 
020A: set_car $10094 door_status_to 3 

:TAXWAR1_2850
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore
if 
  not Car.Wrecked($311)
jf @TAXWAR1_2886 
jump @TAXWAR1_2886 

:TAXWAR1_2886
00BC: text_highpriority 'TAXW1_2' time 5000 1  // ~g~Get the V.I.P back! Take the other car out!
Car.DriveTo($10094, -1438.106, -833.1668, 14.3412)
Car.SetMaxSpeed($10094, 60.0)
00AE: set_vehicle $10094 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($10094, False)
0593: set_actor $10096 frightened_in_jacked_car 1 
018A: $6672 = create_checkpoint_at -1438.1 -833.6 11.3 
03CF: load_wav 'TAX1_4' as 1 
$10095 = 6 // $ = int 
$10097 = Car.Health($10094)
$10097 -= 1000 // $ -= int 

:TAXWAR1_3007
wait 0 
if 
  Actor.InCar($10096, $311)
jf @TAXWAR1_3044 
$10095 = 0 // $ = int 
jump @TAXWAR1_3084 

:TAXWAR1_3044
if 
  Actor.InCar($10096, $10094)
jf @TAXWAR1_3077 
$10095 = 6 // $ = int 
jump @TAXWAR1_3084 

:TAXWAR1_3077
$10095 = 3 // $ = int 

:TAXWAR1_3084
if 
00EC:   actor $10096 0 -1438.106 -833.1668 radius 3.0 3.0 
jf @TAXWAR1_3167 
if 
  $10095 == 6 // $ == int 
jf @TAXWAR1_6242 
03E2: actor $10096 leave_any_car 
00BC: text_highpriority 'TAXW1_4' time 5000 1  // ~r~The V.I.P. has been dropped off!
jump @TAXWAR1_6812 

:TAXWAR1_3167
if 
  $10095 == 6 // $ == int 
jf @TAXWAR1_3313 
$10098 = Car.Health($10094)
00AF: set_car $6698 driver_behaviour_to 2 
00AE: set_vehicle $6698 traffic_behavior_to 3 
Car.SetMaxSpeed($6698, 70.0)
00AF: set_car $10086 driver_behaviour_to 2 
00AE: set_vehicle $10086 traffic_behavior_to 3 
Car.SetMaxSpeed($10086, 70.0)
00AF: set_car $10088 driver_behaviour_to 2 
00AE: set_vehicle $10088 traffic_behavior_to 3 
Car.SetMaxSpeed($10088, 70.0)
00AF: set_car $10090 driver_behaviour_to 2 
00AE: set_vehicle $10090 traffic_behavior_to 3 
Car.SetMaxSpeed($10090, 70.0)
00AF: set_car $10092 driver_behaviour_to 2 
00AE: set_vehicle $10092 traffic_behavior_to 3 
Car.SetMaxSpeed($10092, 70.0)

:TAXWAR1_3313
if 
  $10095 == 5 // $ == int 
jf @TAXWAR1_3475 
00AF: set_car $6698 driver_behaviour_to 2 
00AE: set_vehicle $6698 traffic_behavior_to 3 
Car.SetMaxSpeed($6698, 70.0)
00AF: set_car $10086 driver_behaviour_to 2 
00AE: set_vehicle $10086 traffic_behavior_to 3 
Car.SetMaxSpeed($10086, 70.0)
00AF: set_car $10088 driver_behaviour_to 2 
00AE: set_vehicle $10088 traffic_behavior_to 3 
Car.SetMaxSpeed($10088, 70.0)
00AF: set_car $10090 driver_behaviour_to 2 
00AE: set_vehicle $10090 traffic_behavior_to 3 
Car.SetMaxSpeed($10090, 70.0)
00AF: set_car $10092 driver_behaviour_to 2 
00AE: set_vehicle $10092 traffic_behavior_to 3 
Car.SetMaxSpeed($10092, 70.0)
00AF: set_car $10094 driver_behaviour_to 2 
00AE: set_vehicle $10094 traffic_behavior_to 3 
Car.SetMaxSpeed($10094, 70.0)

:TAXWAR1_3475
if 
  $10095 == 4 // $ == int 
jf @TAXWAR1_3637 
Car.StorePos($10090, $750, $751, $752)
Car.SetMaxSpeed($10090, 30.0)
Car.DriveTo($6698, $750, $751, $752)
Car.SetMaxSpeed($6698, 70.0)
Car.DriveTo($10086, $750, $751, $752)
Car.SetMaxSpeed($10086, 70.0)
Car.DriveTo($10088, $750, $751, $752)
Car.SetMaxSpeed($10088, 70.0)
Car.DriveTo($10094, $750, $751, $752)
Car.SetMaxSpeed($10094, 70.0)
Car.DriveTo($10092, $750, $751, $752)
Car.SetMaxSpeed($10092, 70.0)

:TAXWAR1_3637
if 
  $10095 == 3 // $ == int 
jf @TAXWAR1_3799 
Car.StorePos($10088, $750, $751, $752)
Car.SetMaxSpeed($10088, 30.0)
Car.DriveTo($6698, $750, $751, $752)
Car.SetMaxSpeed($6698, 70.0)
Car.DriveTo($10086, $750, $751, $752)
Car.SetMaxSpeed($10086, 70.0)
Car.DriveTo($10094, $750, $751, $752)
Car.SetMaxSpeed($10094, 70.0)
Car.DriveTo($10090, $750, $751, $752)
Car.SetMaxSpeed($10090, 70.0)
Car.DriveTo($10092, $750, $751, $752)
Car.SetMaxSpeed($10092, 70.0)

:TAXWAR1_3799
if 
  $10095 == 2 // $ == int 
jf @TAXWAR1_3961 
Car.StorePos($10086, $750, $751, $752)
Car.SetMaxSpeed($10086, 30.0)
Car.DriveTo($6698, $750, $751, $752)
Car.SetMaxSpeed($6698, 70.0)
Car.DriveTo($10094, $750, $751, $752)
Car.SetMaxSpeed($10094, 70.0)
Car.DriveTo($10088, $750, $751, $752)
Car.SetMaxSpeed($10088, 70.0)
Car.DriveTo($10090, $750, $751, $752)
Car.SetMaxSpeed($10090, 70.0)
Car.DriveTo($10092, $750, $751, $752)
Car.SetMaxSpeed($10092, 70.0)

:TAXWAR1_3961
if 
  $10095 == 1 // $ == int 
jf @TAXWAR1_4123 
Car.StorePos($6698, $750, $751, $752)
Car.SetMaxSpeed($6698, 30.0)
Car.DriveTo($10094, $750, $751, $752)
Car.SetMaxSpeed($10094, 70.0)
Car.DriveTo($10086, $750, $751, $752)
Car.SetMaxSpeed($10086, 70.0)
Car.DriveTo($10088, $750, $751, $752)
Car.SetMaxSpeed($10088, 70.0)
Car.DriveTo($10090, $750, $751, $752)
Car.SetMaxSpeed($10090, 70.0)
Car.DriveTo($10092, $750, $751, $752)
Car.SetMaxSpeed($10092, 70.0)

:TAXWAR1_4123
if 
  $10095 == 0 // $ == int 
jf @TAXWAR1_4309 
Car.StorePos($311, $750, $751, $752)
Car.SetMaxSpeed($311, 30.0)
Car.DriveTo($6698, $750, $751, $752)
Car.SetMaxSpeed($6698, 70.0)
Car.DriveTo($10086, $750, $751, $752)
Car.SetMaxSpeed($10086, 70.0)
Car.DriveTo($10088, $750, $751, $752)
Car.SetMaxSpeed($10088, 70.0)
Car.DriveTo($10090, $750, $751, $752)
Car.SetMaxSpeed($10090, 70.0)
Car.DriveTo($10092, $750, $751, $752)
Car.SetMaxSpeed($10092, 70.0)
Car.DriveTo($10094, $750, $751, $752)
Car.SetMaxSpeed($10094, 70.0)

:TAXWAR1_4309
if 
  Actor.Dead($10096)
jf @TAXWAR1_4347 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_4347
if 
   not $10095 == 7 // $ == int 
jf @TAXWAR1_4474 
if 
  $10102 == 0 // $ == int 
jf @TAXWAR1_4474 
if 
0028:   $10097 >= $10098 // $ >= int  // Note: the incorrect math opcode was used here
jf @TAXWAR1_4474 
03E2: actor $10096 leave_any_car 
0AAC: play_audio_stream_1channel "CLEO\CLEO_AUDIO\TAX1_4.WAV" loop 0 volume 0.5 
00BC: text_highpriority 'TAX1_4' time 4000 1  // Come on come on, Get in, quick!
01DF: tie_actor $10096 to_player $PLAYER_CHAR 
$10102 = 1 // $ = int 

:TAXWAR1_4474
if 
  $10095 == 7 // $ == int 
jf @TAXWAR1_4532 
Actor.StorePos($10096, $896, $897, $898)
if 
  $10101 == 0 // $ == int 
jf @TAXWAR1_3007 
01D4: actor $10096 go_to_car $311 and_enter_it_as_a_passenger 

:TAXWAR1_4532
if and
  $10101 == 0 // $ == int 
  $10102 == 1 // $ == int 
  Actor.InCar($10096, $311)
jf @TAXWAR1_3007 
04FE: set_vehicle $311 deflate_tire 0 
04FE: set_vehicle $311 deflate_tire 1 
04FE: set_vehicle $311 deflate_tire 2 
04FE: set_vehicle $311 deflate_tire 3 
$10101 += 1 // $ += int 
jump @TAXWAR1_3007 
$10101 += 1 // $ += int 
jump @TAXWAR1_3007 

:TAXWAR1_4621
if 
8101:   not actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
jf @TAXWAR1_5993 
wait 0 
if 
  Actor.Dead(0@)
jf @TAXWAR1_4711 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_4711
if 
  Car.Wrecked($311)
jf @TAXWAR1_4727 

:TAXWAR1_4727
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_4751 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_4751
if 
  not Car.Wrecked($6698)
jf @TAXWAR1_5262 
if 
80DC:   not player $PLAYER_CHAR in_car $6698 
jf @TAXWAR1_5262 
if 
01AF:   car $6698 0 -683.0 -488.6 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_4854 
Car.DriveTo($6698, -847.1, -516.6, 10.6)

:TAXWAR1_4854
if 
01AF:   car $6698 0 -847.1 -516.6 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_4922 
Car.DriveTo($6698, -831.4, -639.5, 10.6)

:TAXWAR1_4922
if 
01AF:   car $6698 0 -831.4 -639.5 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_4990 
Car.DriveTo($6698, -1131.7, -687.8, 10.6)

:TAXWAR1_4990
if 
01AF:   car $6698 0 -1131.7 -687.8 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_5058 
Car.DriveTo($6698, -914.3, -1067.2, 10.6)

:TAXWAR1_5058
if 
01AF:   car $6698 0 -914.3 -1067.2 10.6 radius 5.0 5.0 5.0 
jf @TAXWAR1_5126 
Car.DriveTo($6698, -1197.3, -1070.9, 11.3)

:TAXWAR1_5126
if 
01AF:   car $6698 0 -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_5194 
Car.DriveTo($6698, -1407.5, -785.4, 11.3)

:TAXWAR1_5194
if 
01AF:   car $6698 0 -1407.5 -785.4 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_5262 
Car.DriveTo($6698, -1438.1, -833.6, 11.3)

:TAXWAR1_5262
if 
  not Car.Wrecked($6698)
jf @TAXWAR1_5649 
if or
8185:   not car $6698 health > 500 
  Actor.Dead($6679)
jf @TAXWAR1_5649 
if 
  1@ == 0 // @ == int 
jf @TAXWAR1_5649 
if 
  not Car.Wrecked($6698)
jf @TAXWAR1_5343 
020A: set_car $6698 door_status_to 1 

:TAXWAR1_5343
01D3: actor 0@ leave_car $6698 

:TAXWAR1_5351
if 
  Actor.InCar(0@, $6698)
jf @TAXWAR1_5530 
wait 0 
if 
  Car.Wrecked($311)
jf @TAXWAR1_5390 

:TAXWAR1_5390
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXWAR1_5414 
00DA: $311 = player $PLAYER_CHAR car 

:TAXWAR1_5414
if 
  Car.Wrecked($6698)
jf @TAXWAR1_5430 

:TAXWAR1_5430
if 
  Actor.Dead(0@)
jf @TAXWAR1_5468 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_5468
if 
0101:   actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0 sphere 1 
jf @TAXWAR1_5523 
jump @TAXWAR1_5993 

:TAXWAR1_5523
jump @TAXWAR1_5351 

:TAXWAR1_5530
if 
  not Actor.Dead(0@)
jf @TAXWAR1_5553 
0593: set_actor 0@ frightened_in_jacked_car 0 

:TAXWAR1_5553
if 
03D0:   wav 1 loaded 
jf @TAXWAR1_5587 
03D1: play_wav 1 
00BC: text_highpriority 'TAX1_4' time 4000 1  // Come on come on, Get in, quick!

:TAXWAR1_5587
TIMERB = 0 // @ = int 
if 
  not Actor.Dead(0@)
jf @TAXWAR1_5642 
03CF: load_wav 'TAX1_5' as 2 
011C: actor 0@ clear_objective 
0319: set_actor 0@ running 1 
01DE: tie_actor 0@ to_actor $PLAYER_ACTOR 

:TAXWAR1_5642
1@ = 1 // @ = int 

:TAXWAR1_5649
if 
  1@ == 1 // @ == int 
jf @TAXWAR1_5986 
if 
  TIMERA > 500 // @ > int 
jf @TAXWAR1_5738 
if and
  not Car.Wrecked($6698)
  not Actor.Dead($6679)
jf @TAXWAR1_5738 
Car.SetMaxSpeed($6698, 50.0)
00AE: set_vehicle $6698 traffic_behavior_to 3 
00AF: set_car $6698 driver_behaviour_to 2 
TIMERA = 0 // @ = int 

:TAXWAR1_5738
if 
  not Car.Wrecked($311)
jf @TAXWAR1_5798 
if 
  Actor.InCar(0@, $311)
jf @TAXWAR1_5785 
Marker.Disable($6699)
jump @TAXWAR1_5798 

:TAXWAR1_5785
Marker.Disable($6699)
Marker.CreateAboveActor($6699, 0@)

:TAXWAR1_5798
if 
  3@ == 0 // @ == int 
jf @TAXWAR1_5948 
if 
  not Actor.Dead(0@)
jf @TAXWAR1_5948 
if 
00FB:   player $PLAYER_CHAR 0 0@ radius 15.0 15.0 6.0 
jf @TAXWAR1_5948 
if 
  TIMERB > 2000 // @ > int 
jf @TAXWAR1_5948 
if 
03D0:   wav 2 loaded 
jf @TAXWAR1_5948 
03D1: play_wav 2 
00BC: text_highpriority 'TAX1_5' time 4000 1  // Ok, ok! Just don't hurt me!
wait 4000 
00BC: text_highpriority 'TAXW1_6' time 8000 1  // ~g~Take the V.I.P. to the airport!
3@ = 1 // @ = int 

:TAXWAR1_5948
if 
  Actor.Dead(0@)
jf @TAXWAR1_5986 
00BC: text_highpriority 'TAXW1_3' time 5000 1  // ~r~The V.I.P. is dead!
jump @TAXWAR1_6812 

:TAXWAR1_5986
jump @TAXWAR1_4621 

:TAXWAR1_5993
if 
  not Car.Wrecked($6698)
jf @TAXWAR1_6103 
if 
  not Actor.Dead(0@)
jf @TAXWAR1_6103 
if and
  Actor.InCar(0@, $6698)
01AF:   car $6698 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_6103 
00BC: text_highpriority 'TAXW1_4' time 5000 1  // ~r~The V.I.P. has been dropped off!
jump @TAXWAR1_6812 

:TAXWAR1_6103
if 
  not Car.Wrecked($311)
jf @TAXWAR1_6242 
if 
  not Actor.Dead($10096)
jf @TAXWAR1_6242 
if and
0101:   actor $10096 stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 
80F5:   not player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_6242 
00BC: text_highpriority 'TAXW1_4' time 5000 1  // ~r~The V.I.P. has been dropped off!
jump @TAXWAR1_6812 

:TAXWAR1_6242
00DA: $311 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($311)
jf @TAXWAR1_6506 
if 
  not Actor.Dead($10096)
jf @TAXWAR1_6506 
if 
  Actor.InCar($10096, $311)
jf @TAXWAR1_6506 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0)
Camera.PointAt(-1462.162, -792.641, 15.783, 2)
wait 2000 
Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1467.827, -833.977, 16.091, 2)
if 
  not Actor.Dead($10096)
jf @TAXWAR1_6492 
01E0: clear_leader $10096 
0319: set_actor $10096 running 0 
0362: put_actor $10096 at -1459.6 -825.3 13.9 and_remove_from_car 
Actor.Angle($10096) = 146.0
0211: actor $10096 walk_to -1465.7 -832.2 

:TAXWAR1_6492
wait 3500 
Camera.Restore_WithJumpCut
jump @TAXWAR1_6829 

:TAXWAR1_6506
if 
  not Actor.Dead($10096)
jf @TAXWAR1_6812 
if and
00FF:   actor $10096 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
00F6:   player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 
jf @TAXWAR1_6812 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0)
Camera.PointAt(-1462.162, -792.641, 15.783, 2)
wait 2000 
Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0)
Camera.PointAt(-1467.827, -833.977, 16.091, 2)
if 
  not Actor.Dead($10096)
jf @TAXWAR1_6798 
01E0: clear_leader $10096 
0319: set_actor $10096 running 0 
Actor.PutAt($10096, -1459.6, -825.3, 13.9)
Actor.Angle($10096) = 146.0
0211: actor $10096 walk_to -1465.7 -832.2 

:TAXWAR1_6798
wait 3500 
Camera.Restore_WithJumpCut
jump @TAXWAR1_6829 

:TAXWAR1_6812
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TAXWAR1_6829
$308 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 1000
0318: set_latest_mission_passed 'TAXI_1'  // V.I.P.
030C: progress_made += 1 
start_new_script @TWAR2 
return 

:TAXWAR1_6895
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($6699)
Marker.Disable($6672)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#WMOBU)
Model.Destroy(#KAUFMAN)
014F: stop_timer $6685 
$371 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 73---------------
// Originally: Friendly Rivalry

:TAXWAR2
gosub @TAXWAR2_36 
if 
  wasted_or_busted 
jf @TAXWAR2_27 
gosub @TAXWAR2_3667 

:TAXWAR2_27
gosub @TAXWAR2_3750 
terminate_this_script 

:TAXWAR2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR2' 
wait 0 
054C: use_GXT_table 'TAXIWA2' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$6678 = 0 // $ = int 
$6692 = 0 // $ = int 
$6693 = 0 // $ = int 
$6694 = 0 // $ = int 
$6700 = 0 // $ = int 
$6701 = 0 // $ = int 
$6702 = 0 // $ = int 
$6686 = 0 // $ = int 
$6687 = 0 // $ = int 
$6688 = 0 // $ = int 
$10086 = 760000 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
03CF: load_wav 'TAX2_1' as 1 
03CF: load_wav 'TAX2_2' as 2 

:TAXWAR2_328
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR2_358 
wait 0 
jump @TAXWAR2_328 

:TAXWAR2_358
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_1' time 4000 1  // Calling all cars, we're losing fares all over town. What's with you guys?
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR2_389
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR2_443 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_436 
jump @TAXWAR2_641 

:TAXWAR2_436
jump @TAXWAR2_389 

:TAXWAR2_443
03D1: play_wav 2 
00BC: text_highpriority 'TAX2_2' time 4000 1  // VC Cabs keep beating us to it. They've just got too many cars - we can't compete!
TIMERA = 0 // @ = int 

:TAXWAR2_469
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR2_523 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_516 
jump @TAXWAR2_641 

:TAXWAR2_516
jump @TAXWAR2_469 

:TAXWAR2_523
03CF: load_wav 'TAX2_3' as 1 

:TAXWAR2_535
if 
83D0:   not wav 1 loaded 
jf @TAXWAR2_561 
wait 0 
jump @TAXWAR2_535 

:TAXWAR2_561
03D1: play_wav 1 
00BC: text_highpriority 'TAX2_3' time 6000 1  // Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust!
TIMERA = 0 // @ = int 

:TAXWAR2_587
if 
   not TIMERA > 6000 // @ > int 
jf @TAXWAR2_641 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR2_634 
jump @TAXWAR2_641 

:TAXWAR2_634
jump @TAXWAR2_587 

:TAXWAR2_641
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#UZI)
Model.Load(#KAUFMAN)

:TAXWAR2_681
if or
  not Model.Available(#TAXI)
  not Model.Available(#WMOCA)
  not Model.Available(#UZI)
  not Model.Available(#KAUFMAN)
jf @TAXWAR2_722 
wait 0 
jump @TAXWAR2_681 

:TAXWAR2_722
0209: $10087 = random_int_in_ranges 1 4 
if 
  $10087 == 1 // $ == int 
jf @TAXWAR2_786 
$10088 = -1350.48 // $ = float 
$10089 = -341.9918 // $ = float 
$10090 = 8.8653 // $ = float 
jump @TAXWAR2_896 

:TAXWAR2_786
if 
  $10087 == 2 // $ == int 
jf @TAXWAR2_841 
$10088 = -686.8935 // $ = float 
$10089 = -930.8405 // $ = float 
$10090 = 14.0427 // $ = float 
jump @TAXWAR2_896 

:TAXWAR2_841
if 
  $10087 == 3 // $ == int 
jf @TAXWAR2_896 
$10088 = 161.9626 // $ = float 
$10089 = -1324.254 // $ = float 
$10090 = 10.282 // $ = float 
jump @TAXWAR2_896 

:TAXWAR2_896
Car.Create($6666, #TAXI, $10088, $10089, $10090)
0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 
Car.SetMaxSpeed($6666, 17.0)
00AE: set_vehicle $6666 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($6666, True)
0243: set_actor $6679 ped_stats_to 16 
0209: $10087 = random_int_in_ranges 1 4 
if 
  $10087 == 1 // $ == int 
jf @TAXWAR2_1020 
$10088 = -813.8694 // $ = float 
$10089 = 485.8804 // $ = float 
$10090 = 10.931 // $ = float 
jump @TAXWAR2_1130 

:TAXWAR2_1020
if 
  $10087 == 2 // $ == int 
jf @TAXWAR2_1075 
$10088 = -494.0702 // $ = float 
$10089 = 1093.903 // $ = float 
$10090 = 10.9015 // $ = float 
jump @TAXWAR2_1130 

:TAXWAR2_1075
if 
  $10087 == 3 // $ == int 
jf @TAXWAR2_1130 
$10088 = 218.2353 // $ = float 
$10089 = 725.2714 // $ = float 
$10090 = 10.9015 // $ = float 
jump @TAXWAR2_1130 

:TAXWAR2_1130
Car.Create($6667, #TAXI, $10088, $10089, $10090)
0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 
Car.SetMaxSpeed($6667, 17.0)
00AE: set_vehicle $6667 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($6667, True)
0243: set_actor $6680 ped_stats_to 16 
0209: $10087 = random_int_in_ranges 1 4 
if 
  $10087 == 1 // $ == int 
jf @TAXWAR2_1254 
$10088 = -50.6722 // $ = float 
$10089 = 88.1773 // $ = float 
$10090 = 17.3536 // $ = float 
jump @TAXWAR2_1364 

:TAXWAR2_1254
if 
  $10087 == 2 // $ == int 
jf @TAXWAR2_1309 
$10088 = 457.704 // $ = float 
$10089 = -1096.732 // $ = float 
$10090 = 11.0712 // $ = float 
jump @TAXWAR2_1364 

:TAXWAR2_1309
if 
  $10087 == 3 // $ == int 
jf @TAXWAR2_1364 
$10088 = 403.8338 // $ = float 
$10089 = -562.7527 // $ = float 
$10090 = 9.9004 // $ = float 
jump @TAXWAR2_1364 

:TAXWAR2_1364
Car.Create($6668, #TAXI, $10088, $10089, $10090)
0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 
Car.SetMaxSpeed($6668, 17.0)
00AE: set_vehicle $6668 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($6668, True)
0243: set_actor $6681 ped_stats_to 16 
0209: $10087 = random_int_in_ranges 1 4 
if 
  $10087 == 1 // $ == int 
jf @TAXWAR2_1488 
$10088 = -637.2882 // $ = float 
$10089 = -431.9024 // $ = float 
$10090 = 10.791 // $ = float 
jump @TAXWAR2_1598 

:TAXWAR2_1488
if 
  $10087 == 2 // $ == int 
jf @TAXWAR2_1543 
$10088 = -823.2485 // $ = float 
$10089 = -779.1044 // $ = float 
$10090 = 10.927 // $ = float 
jump @TAXWAR2_1598 

:TAXWAR2_1543
if 
  $10087 == 3 // $ == int 
jf @TAXWAR2_1598 
$10088 = -957.2321 // $ = float 
$10089 = -1422.306 // $ = float 
$10090 = 11.7249 // $ = float 
jump @TAXWAR2_1598 

:TAXWAR2_1598
Car.Create($10091, #TAXI, $10088, $10089, $10090)
0129: $10092 = create_actor 4 #WMOCA in_car $10091 driverseat 
Car.SetMaxSpeed($10091, 17.0)
00AE: set_vehicle $10091 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($10091, True)
0243: set_actor $10092 ped_stats_to 16 
0563: give_player $PLAYER_CHAR ammo 300 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
014E: start_timer_at $10086 count_in_direction 1 
00BC: text_highpriority 'SBOB392' time 10000 1 
0209: $10087 = random_int_in_ranges 1 4 
if 
  $10087 == 1 // $ == int 
jf @TAXWAR2_1759 
$10088 = -1042.484 // $ = float 
$10089 = 1283.085 // $ = float 
$10090 = 8.6674 // $ = float 
jump @TAXWAR2_1869 

:TAXWAR2_1759
if 
  $10087 == 2 // $ == int 
jf @TAXWAR2_1814 
$10088 = -434.3135 // $ = float 
$10089 = 1434.014 // $ = float 
$10090 = 10.5129 // $ = float 
jump @TAXWAR2_1869 

:TAXWAR2_1814
if 
  $10087 == 3 // $ == int 
jf @TAXWAR2_1869 
$10088 = -204.3017 // $ = float 
$10089 = -1185.626 // $ = float 
$10090 = 10.3133 // $ = float 
jump @TAXWAR2_1869 

:TAXWAR2_1869
Car.Create($10097, #TAXI, $10088, $10089, $10090)
0129: $10098 = create_actor 4 #WMOCA in_car $10097 driverseat 
Car.SetMaxSpeed($10097, 17.0)
00AE: set_vehicle $10097 traffic_behavior_to 2 
Car.ImmuneToNonPlayer($10097, True)
0243: set_actor $10098 ped_stats_to 16 
0563: give_player $PLAYER_CHAR ammo 300 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
014E: start_timer_at $10086 count_in_direction 1 
00BC: text_highpriority 'SBOB392' time 10000 1 

:TAXWAR2_1966
if 
   not $6678 == 5 // $ == int 
jf @TAXWAR2_3660 
wait 0 
if and
  Car.Wrecked($6666)
  $6692 == 0 // $ == int 
jf @TAXWAR2_2044 
$6692 = 1 // $ = int 
$6678 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_2044
if 
  not Car.Wrecked($6666)
jf @TAXWAR2_2170 
if 
8185:   not car $6666 health > 999 
jf @TAXWAR2_2170 
if 
  not Actor.Dead($6679)
jf @TAXWAR2_2170 
if 
  Actor.InCar($6679, $6666)
jf @TAXWAR2_2170 
if 
  $6700 == 0 // $ == int 
jf @TAXWAR2_2170 
Car.SetMaxSpeed($6666, 35.0)
00AE: set_vehicle $6666 traffic_behavior_to 2 
00AF: set_car $6666 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($6666, False)
$6700 = 1 // $ = int 

:TAXWAR2_2170
if 
  $10086 == 0 // $ == int 
jf @TAXWAR2_2210 
00BC: text_highpriority 'SBOB393' time 5000 1 
jump @TAXWAR2_3667 

:TAXWAR2_2210
if 
  not Car.Wrecked($6666)
jf @TAXWAR2_2266 
if and
00DC:   player $PLAYER_CHAR in_car $6666 
  $6686 == 0 // $ == int 
jf @TAXWAR2_2266 
Car.ImmuneToNonPlayer($6666, False)
$6686 = 1 // $ = int 

:TAXWAR2_2266
if and
  Car.Wrecked($6667)
  $6693 == 0 // $ == int 
jf @TAXWAR2_2322 
$6693 = 1 // $ = int 
$6678 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_2322
if 
  not Car.Wrecked($6667)
jf @TAXWAR2_2448 
if 
8185:   not car $6667 health > 999 
jf @TAXWAR2_2448 
if 
  not Actor.Dead($6680)
jf @TAXWAR2_2448 
if 
  Actor.InCar($6680, $6667)
jf @TAXWAR2_2448 
if 
  $6701 == 0 // $ == int 
jf @TAXWAR2_2448 
Car.SetMaxSpeed($6667, 35.0)
00AE: set_vehicle $6667 traffic_behavior_to 2 
00AF: set_car $6667 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($6667, False)
$6701 = 1 // $ = int 

:TAXWAR2_2448
if 
  not Car.Wrecked($6667)
jf @TAXWAR2_2504 
if and
00DC:   player $PLAYER_CHAR in_car $6667 
  $6687 == 0 // $ == int 
jf @TAXWAR2_2504 
Car.ImmuneToNonPlayer($6667, False)
$6687 = 1 // $ = int 

:TAXWAR2_2504
if and
  Car.Wrecked($6668)
  $6694 == 0 // $ == int 
jf @TAXWAR2_2560 
$6694 = 1 // $ = int 
$6678 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_2560
if 
  not Car.Wrecked($10091)
jf @TAXWAR2_2686 
if 
8185:   not car $10091 health > 999 
jf @TAXWAR2_2686 
if 
  not Actor.Dead($10092)
jf @TAXWAR2_2686 
if 
  Actor.InCar($10092, $10091)
jf @TAXWAR2_2686 
if 
  $10094 == 0 // $ == int 
jf @TAXWAR2_2686 
Car.SetMaxSpeed($10091, 35.0)
00AE: set_vehicle $10091 traffic_behavior_to 2 
00AF: set_car $10091 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($10091, False)
$10094 = 1 // $ = int 

:TAXWAR2_2686
if 
  not Car.Wrecked($10091)
jf @TAXWAR2_2742 
if and
00DC:   player $PLAYER_CHAR in_car $10091 
  $10095 == 0 // $ == int 
jf @TAXWAR2_2742 
Car.ImmuneToNonPlayer($10091, False)
$10095 = 1 // $ = int 

:TAXWAR2_2742
if and
  Car.Wrecked($10091)
  $10096 == 0 // $ == int 
jf @TAXWAR2_2798 
$10096 = 1 // $ = int 
$6678 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_2798
if 
  not Car.Wrecked($10097)
jf @TAXWAR2_2924 
if 
8185:   not car $10097 health > 999 
jf @TAXWAR2_2924 
if 
  not Actor.Dead($10098)
jf @TAXWAR2_2924 
if 
  Actor.InCar($10098, $10097)
jf @TAXWAR2_2924 
if 
  $10100 == 0 // $ == int 
jf @TAXWAR2_2924 
Car.SetMaxSpeed($10097, 35.0)
00AE: set_vehicle $10097 traffic_behavior_to 2 
00AF: set_car $10097 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($10097, False)
$10100 = 1 // $ = int 

:TAXWAR2_2924
if 
  not Car.Wrecked($10097)
jf @TAXWAR2_2980 
if and
00DC:   player $PLAYER_CHAR in_car $10097 
  $10105 == 0 // $ == int 
jf @TAXWAR2_2980 
Car.ImmuneToNonPlayer($10097, False)
$10105 = 1 // $ = int 

:TAXWAR2_2980
if and
  Car.Wrecked($10097)
  $10104 == 0 // $ == int 
jf @TAXWAR2_3036 
$10104 = 1 // $ = int 
$6678 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 

:TAXWAR2_3036
if 
  not Car.Wrecked($6666)
jf @TAXWAR2_3123 
Car.StorePos($6666, $750, $751, $752)
if 
00F5:   player $PLAYER_CHAR 0 $750 $751 $752 radius 180.0 180.0 180.0 
jf @TAXWAR2_3123 
00BC: text_highpriority 'SBOB394' time 200 1 

:TAXWAR2_3123
if 
  not Car.Wrecked($6667)
jf @TAXWAR2_3210 
Car.StorePos($6667, $750, $751, $752)
if 
00F5:   player $PLAYER_CHAR 0 $750 $751 $752 radius 180.0 180.0 180.0 
jf @TAXWAR2_3210 
00BC: text_highpriority 'SBOB394' time 200 1 

:TAXWAR2_3210
if 
  not Car.Wrecked($6668)
jf @TAXWAR2_3297 
Car.StorePos($6668, $750, $751, $752)
if 
00F5:   player $PLAYER_CHAR 0 $750 $751 $752 radius 180.0 180.0 180.0 
jf @TAXWAR2_3297 
00BC: text_highpriority 'SBOB394' time 200 1 

:TAXWAR2_3297
if 
  not Car.Wrecked($10091)
jf @TAXWAR2_3384 
Car.StorePos($10091, $750, $751, $752)
if 
00F5:   player $PLAYER_CHAR 0 $750 $751 $752 radius 180.0 180.0 180.0 
jf @TAXWAR2_3384 
00BC: text_highpriority 'SBOB394' time 200 1 

:TAXWAR2_3384
if 
  not Car.Wrecked($10097)
jf @TAXWAR2_3471 
Car.StorePos($10097, $750, $751, $752)
if 
00F5:   player $PLAYER_CHAR 0 $750 $751 $752 radius 180.0 180.0 180.0 
jf @TAXWAR2_3471 
00BC: text_highpriority 'SBOB394' time 200 1 

:TAXWAR2_3471
if 
  not Car.Wrecked($6668)
jf @TAXWAR2_3597 
if 
8185:   not car $6668 health > 999 
jf @TAXWAR2_3597 
if 
  not Actor.Dead($6681)
jf @TAXWAR2_3597 
if 
  Actor.InCar($6681, $6668)
jf @TAXWAR2_3597 
if 
  $6702 == 0 // $ == int 
jf @TAXWAR2_3597 
Car.SetMaxSpeed($6668, 35.0)
00AE: set_vehicle $6668 traffic_behavior_to 2 
00AF: set_car $6668 driver_behaviour_to 2 
Car.ImmuneToNonPlayer($6668, False)
$6702 = 1 // $ = int 

:TAXWAR2_3597
if 
  not Car.Wrecked($6668)
jf @TAXWAR2_3653 
if and
00DC:   player $PLAYER_CHAR in_car $6668 
  $6688 == 0 // $ == int 
jf @TAXWAR2_3653 
Car.ImmuneToNonPlayer($6668, False)
$6688 = 1 // $ = int 

:TAXWAR2_3653
jump @TAXWAR2_1966 

:TAXWAR2_3660
jump @TAXWAR2_3684 

:TAXWAR2_3667
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TAXWAR2_3684
$309 = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 2000
0318: set_latest_mission_passed 'TAXI_2'  // Friendly Rivalry
030C: progress_made += 1 
start_new_script @TWAR3 
return 

:TAXWAR2_3750
014F: stop_timer $10086 
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($6672)
Marker.Disable($6673)
Marker.Disable($6674)
Model.Destroy(#TAXI)
Model.Destroy(#WMOCA)
Model.Destroy(#UZI)
Model.Destroy(#KAUFMAN)
$371 = 0 // $ = int 
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 74---------------
// Originally: Cabmaggedon

:TAXWAR3
gosub @TAXWAR3_36 
if 
  wasted_or_busted 
jf @TAXWAR3_27 
gosub @TAXWAR3_6167 

:TAXWAR3_27
gosub @TAXWAR3_6297 
terminate_this_script 

:TAXWAR3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
script_name 'TAXWAR3' 
wait 0 
054C: use_GXT_table 'TAXIWA3' 
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 
$6678 = 0 // $ = int 
$6692 = 0 // $ = int 
$6693 = 0 // $ = int 
$6694 = 0 // $ = int 
$6695 = 0 // $ = int 
$6696 = 0 // $ = int 
$6697 = 0 // $ = int 
$6700 = 0 // $ = int 
$6701 = 0 // $ = int 
$6702 = 0 // $ = int 
$6703 = 0 // $ = int 
$6704 = 0 // $ = int 
$6705 = 0 // $ = int 
$10086 = 0 // $ = int 
$10087 = 0 // $ = int 
$10088 = 0 // $ = int 
$10089 = 0 // $ = int 
$10090 = 0 // $ = int 
$10091 = 0 // $ = int 
$10092 = 0 // $ = int 
$10093 = 0 // $ = int 
$10094 = 0 // $ = int 
$10095 = 0 // $ = int 
$10096 = 0 // $ = int 
$10097 = 0 // $ = int 
$10098 = 0 // $ = int 
$10099 = 0 // $ = int 
$10100 = 0 // $ = int 
$10101 = 0 // $ = int 
$10102 = 0 // $ = int 
$10103 = 0 // $ = int 
$10104 = 0 // $ = int 
$10105 = 0 // $ = int 
1@ = 0 // @ = int 
3@ = 0 // @ = int 
4@ = 0 // @ = int 
03CF: load_wav 'TAX3_1' as 1 
03CF: load_wav 'TAX3_2' as 2 

:TAXWAR3_367
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
jf @TAXWAR3_397 
wait 0 
jump @TAXWAR3_367 

:TAXWAR3_397
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_1' time 4500 1  // Car 13, We got a Miss Cortez, asked for you especially.
wait 500 
TIMERA = 0 // @ = int 

:TAXWAR3_428
if 
   not TIMERA > 4000 // @ > int 
jf @TAXWAR3_482 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR3_475 
jump @TAXWAR3_562 

:TAXWAR3_475
jump @TAXWAR3_428 

:TAXWAR3_482
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_2' time 3000 1  // Ok, I got it. Car 13 out!
TIMERA = 0 // @ = int 

:TAXWAR3_508
if 
   not TIMERA > 3000 // @ > int 
jf @TAXWAR3_562 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @TAXWAR3_555 
jump @TAXWAR3_562 

:TAXWAR3_555
jump @TAXWAR3_508 

:TAXWAR3_562
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
Model.Load(#TAXI)
Model.Load(#WMOCA)
Model.Load(#ZEBRA)
Model.Load(#KAUFMAN)
Model.Load(#KATANA)
Model.Load(#MAVERICK)

:TAXWAR3_612
if or
  not Model.Available(#TAXI)
  not Model.Available(#WMOCA)
  not Model.Available(#ZEBRA)
  not Model.Available(#KAUFMAN)
  not Model.Available(#KATANA)
  not Model.Available(#MAVERICK)
jf @TAXWAR3_663 
wait 0 
jump @TAXWAR3_612 

:TAXWAR3_663
03CF: load_wav 'TAX3_3' as 1 
03CF: load_wav 'TAX3_4' as 2 
00BC: text_highpriority 'TAXW3_1' time 10000 1  // ~g~Go and pick up Mercedes.
018A: $6672 = create_checkpoint_at -1094.0 -1292.0 10.5 

:TAXWAR3_722
if or
80F8:   not player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
  not Player.PressingHorn($PLAYER_CHAR)
jf @TAXWAR3_914 
wait 0 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR3_821 
00DA: $311 = player $PLAYER_CHAR car 
jump @TAXWAR3_836 

:TAXWAR3_821
00BC: text_highpriority 'TAXW1_5' time 1000 1  // ~g~You need to be in a Kaufman cab!

:TAXWAR3_836
if and
00F8:   player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 
jf @TAXWAR3_907 
00BC: text_highpriority 'HORN' time 1000 1  // ~g~Sound the horn.

:TAXWAR3_907
jump @TAXWAR3_722 

:TAXWAR3_914
if 
  not Car.Wrecked($311)
jf @TAXWAR3_937 
020A: set_car $311 door_status_to 4 

:TAXWAR3_937
Marker.Disable($6672)
0395: clear_area 1 at -989.9 -1252.2 10.4 range 50.0 
Car.Create($6666, #TAXI, -983.5, -1248.9, 10.5)
020A: set_car $6666 door_status_to 2 
0209: $10088 = random_int_in_ranges 1 90 
0209: $10089 = random_int_in_ranges 1 90 
0229: set_car $6666 color_to $10088 $10089 
Car.SetImmunities($6666, 1, 1, 1, 1, 1)
0129: $6679 = create_actor 4 #WMOCA in_car $6666 driverseat 
054A: set_actor $6679 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6672, $6666)
Car.Angle($6666) = 70.0
Car.SetMaxSpeed($6666, 0.0)
00AE: set_vehicle $6666 traffic_behavior_to 0 
0243: set_actor $6679 ped_stats_to 16 
04E0: car $6666 abandon_path_radius 255 
Car.Create($6667, #TAXI, -976.1, -1251.7, 10.5)
Car.SetImmunities($6667, 1, 1, 1, 1, 1)
0209: $10088 = random_int_in_ranges 1 90 
0209: $10089 = random_int_in_ranges 1 90 
0229: set_car $6667 color_to $10088 $10089 
020A: set_car $6667 door_status_to 2 
0129: $6680 = create_actor 4 #WMOCA in_car $6667 driverseat 
054A: set_actor $6680 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6673, $6667)
Car.Angle($6667) = 70.0
Car.SetMaxSpeed($6667, 0.0)
00AE: set_vehicle $6667 traffic_behavior_to 0 
0243: set_actor $6680 ped_stats_to 16 
04E0: car $6667 abandon_path_radius 255 
Car.Create($6668, #TAXI, -970.5, -1253.6, 10.5)
0209: $10088 = random_int_in_ranges 1 90 
0209: $10089 = random_int_in_ranges 1 90 
0229: set_car $6668 color_to $10088 $10089 
020A: set_car $6668 door_status_to 2 
Car.SetImmunities($6668, 1, 1, 1, 1, 1)
0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat 
054A: set_actor $6681 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6674, $6668)
Car.Angle($6668) = 70.0
Car.SetMaxSpeed($6668, 0.0)
00AE: set_vehicle $6668 traffic_behavior_to 0 
0243: set_actor $6681 ped_stats_to 16 
04E0: car $6668 abandon_path_radius 255 
Car.Create($6669, #TAXI, -964.9, -1255.8, 10.5)
0209: $10088 = random_int_in_ranges 1 90 
0209: $10089 = random_int_in_ranges 1 90 
0229: set_car $6669 color_to $10088 $10089 
020A: set_car $6669 door_status_to 2 
Car.SetImmunities($6669, 1, 1, 1, 1, 1)
0129: $6682 = create_actor 4 #WMOCA in_car $6669 driverseat 
054A: set_actor $6682 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6675, $6669)
Car.Angle($6669) = 70.0
Car.SetMaxSpeed($6669, 0.0)
00AE: set_vehicle $6669 traffic_behavior_to 0 
0243: set_actor $6682 ped_stats_to 16 
04E0: car $6669 abandon_path_radius 255 
Car.Create($6670, #TAXI, -959.0, -1257.9, 10.5)
Car.SetImmunities($6670, 1, 1, 1, 1, 1)
020A: set_car $6670 door_status_to 2 
0129: $6683 = create_actor 4 #WMOCA in_car $6670 driverseat 
054A: set_actor $6683 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6676, $6670)
Car.Angle($6670) = 70.0
Car.SetMaxSpeed($6670, 0.0)
00AE: set_vehicle $6670 traffic_behavior_to 0 
0243: set_actor $6683 ped_stats_to 16 
04E0: car $6670 abandon_path_radius 255 
Car.Create($6671, #TAXI, -951.6, -1261.1, 10.5)
0209: $10088 = random_int_in_ranges 1 90 
0209: $10089 = random_int_in_ranges 1 90 
0229: set_car $6671 color_to $10088 $10089 
Car.SetImmunities($6671, 1, 1, 1, 1, 1)
020A: set_car $6671 door_status_to 2 
0129: $6684 = create_actor 4 #WMOCA in_car $6671 driverseat 
054A: set_actor $6684 can_be_shot_in_a_car 0 
Marker.CreateAboveCar($6677, $6671)
Car.Angle($6671) = 70.0
Car.SetMaxSpeed($6671, 0.0)
00AE: set_vehicle $6671 traffic_behavior_to 0 
0243: set_actor $6684 ped_stats_to 16 
04E0: car $6671 abandon_path_radius 255 
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Camera.SetPosition(-1089.808, -1286.083, 13.512, 0.0, 0.0, 0.0)
Camera.PointAt(-1090.248, -1286.97, 13.374, 2)
wait 2000 
Camera.SetPosition(-1098.031, -1296.028, 14.583, 0.0, 0.0, 0.0)
Camera.PointAt(-1097.359, -1295.294, 14.484, 2)
if 
03D0:   wav 1 loaded 
jf @TAXWAR3_1952 
03D1: play_wav 1 
00BC: text_highpriority 'TAX3_3' time 4000 1  // Hmmmm, no sign of Mercedes...

:TAXWAR3_1952
wait 2000 
00DA: $10086 = player $PLAYER_CHAR car 
Actor.Create($10087, 4, #WMOCA, -1094.132, -1293.343, 13.6869)
Actor.Angle($10087) = 270.0
054A: set_actor $10087 can_be_shot_in_a_car 0 
0319: set_actor $10087 running 1 
020A: set_car $10086 door_status_to 1 
01D5: actor $10087 go_to_and_drive_car $10086 
Camera.SetPosition(-989.263, -1239.276, 10.429, 0.0, 0.0, 0.0)
Camera.PointAt(-989.007, -1240.218, 10.646, 2)
TIMERB = 0 // @ = int 
if 
  not Car.Wrecked($6666)
jf @TAXWAR3_2132 
Car.SetMaxSpeed($6666, 30.0)
Car.DriveTo($6666, -1065.6, -1224.2, 10.5)

:TAXWAR3_2132
if 
  not Car.Wrecked($6667)
jf @TAXWAR3_2178 
Car.SetMaxSpeed($6667, 28.0)
Car.DriveTo($6667, -1065.6, -1224.2, 10.5)

:TAXWAR3_2178
if 
  not Car.Wrecked($6668)
jf @TAXWAR3_2224 
Car.SetMaxSpeed($6668, 26.0)
Car.DriveTo($6668, -1065.6, -1224.2, 10.5)

:TAXWAR3_2224
if 
  not Car.Wrecked($6669)
jf @TAXWAR3_2270 
Car.SetMaxSpeed($6669, 24.0)
Car.DriveTo($6669, -1065.6, -1224.2, 10.5)

:TAXWAR3_2270
if 
  not Car.Wrecked($6670)
jf @TAXWAR3_2316 
Car.SetMaxSpeed($6670, 22.0)
Car.DriveTo($6670, -1065.6, -1224.2, 10.5)

:TAXWAR3_2316
if 
  not Car.Wrecked($6671)
jf @TAXWAR3_2362 
Car.SetMaxSpeed($6671, 19.0)
Car.DriveTo($6671, -1065.6, -1224.2, 10.5)

:TAXWAR3_2362
if and
00DC:   player $PLAYER_CHAR in_car $10086 
   not TIMERB > 10000 // @ > int 
jf @TAXWAR3_3015 
wait 0 
if 
  not Car.Wrecked($6666)
jf @TAXWAR3_2477 
if 
01AF:   car $6666 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2477 
Car.DriveTo($6666, -1096.0, -1253.0, 10.5)

:TAXWAR3_2477
if 
  not Car.Wrecked($6667)
jf @TAXWAR3_2561 
if 
01AF:   car $6667 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2561 
Car.DriveTo($6667, -1090.1, -1257.2, 10.5)

:TAXWAR3_2561
if 
  not Car.Wrecked($6668)
jf @TAXWAR3_2645 
if 
01AF:   car $6668 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2645 
Car.DriveTo($6668, -1083.4, -1258.8, 10.5)

:TAXWAR3_2645
if 
  not Car.Wrecked($6669)
jf @TAXWAR3_2729 
if 
01AF:   car $6669 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2729 
Car.DriveTo($6669, -1075.7, -1261.5, 10.5)

:TAXWAR3_2729
if 
  not Car.Wrecked($6670)
jf @TAXWAR3_2813 
if 
01AF:   car $6670 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2813 
Car.DriveTo($6670, -1067.4, -1264.3, 10.5)

:TAXWAR3_2813
if 
  not Car.Wrecked($6671)
jf @TAXWAR3_2897 
if 
01AF:   car $6671 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 
jf @TAXWAR3_2897 
Car.DriveTo($6671, -1060.7, -1266.1, 10.5)

:TAXWAR3_2897
if 
  TIMERB > 2500 // @ > int 
jf @TAXWAR3_2982 
01D5: actor $10087 go_to_and_drive_car $10086 
020A: set_car $10086 door_status_to 3 
Camera.SetPosition(-1107.913, -1266.256, 12.023, 0.0, 0.0, 0.0)
Camera.PointAt(-1107.038, -1265.79, 11.892, 2)

:TAXWAR3_2982
if 
  TIMERB > 5000 // @ > int 
jf @TAXWAR3_3008 
Player.CanMove($PLAYER_CHAR, True)

:TAXWAR3_3008
jump @TAXWAR3_2362 

:TAXWAR3_3015
Car.SetImmunities($10086, 1, 1, 1, 1, 1)
Car.SetMaxSpeed($10086, 40.0)
00AE: set_vehicle $10086 traffic_behavior_to 3 
00AF: set_car $10086 driver_behaviour_to 2 
Player.CanMove($PLAYER_CHAR, True)
020A: set_car $10086 door_status_to 2 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$6685 = 122000 // $ = int 
Car.Create($10089, #MAVERICK, -1156.136, -1506.105, 23.3828)
0129: $10090 = create_actor 4 #WMOCA in_car $10089 driverseat 
Car.Health($10089) = 200000
04BA: set_car $10089 speed_instantly 15.0 
04A2: heli $10089 fly_to -1145.829 -1476.794 32.6747 speed 30 
054A: set_actor $10090 can_be_shot_in_a_car 0 
020A: set_car $10089 door_status_to 3 
014E: start_timer_at $6685 count_in_direction 1 
00BC: text_highpriority 'TAXW3_2' time 8000 1  // ~g~Stay alive until the timer runs out.
if 
  not Car.Wrecked($311)
jf @TAXWAR3_3222 
020A: set_car $311 door_status_to 1 

:TAXWAR3_3222
wait 1000 

:TAXWAR3_3227
if and
   not 1 > $6685 // int > $ 
   not $6678 == 6 // $ == int 
jf @TAXWAR3_4456 
wait 0 
if and
  Car.Wrecked($6666)
  $6692 == 0 // $ == int 
jf @TAXWAR3_3298 
Marker.Disable($6672)
$6692 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_3298
if 
  not Car.Wrecked($6666)
jf @TAXWAR3_3405 
if 
  $6700 == 0 // $ == int 
jf @TAXWAR3_3398 
if 
  not Actor.Dead($6679)
jf @TAXWAR3_3398 
if 
  Actor.InCar($6679, $6666)
jf @TAXWAR3_3398 
Car.SetMaxSpeed($6666, 50.0)
00AE: set_vehicle $6666 traffic_behavior_to 3 
00AF: set_car $6666 driver_behaviour_to 2 
$6700 = 1 // $ = int 

:TAXWAR3_3398
jump @TAXWAR3_3410 

:TAXWAR3_3405
Marker.Disable($6672)

:TAXWAR3_3410
if and
  Car.Wrecked($6667)
  $6693 == 0 // $ == int 
jf @TAXWAR3_3452 
Marker.Disable($6673)
$6693 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_3452
if 
  not Car.Wrecked($6667)
jf @TAXWAR3_3559 
if 
  $6701 == 0 // $ == int 
jf @TAXWAR3_3552 
if 
  not Actor.Dead($6680)
jf @TAXWAR3_3552 
if 
  Actor.InCar($6680, $6667)
jf @TAXWAR3_3552 
Car.SetMaxSpeed($6667, 50.0)
00AE: set_vehicle $6667 traffic_behavior_to 3 
00AF: set_car $6667 driver_behaviour_to 2 
$6701 = 1 // $ = int 

:TAXWAR3_3552
jump @TAXWAR3_3564 

:TAXWAR3_3559
Marker.Disable($6673)

:TAXWAR3_3564
if and
  Car.Wrecked($6668)
  $6694 == 0 // $ == int 
jf @TAXWAR3_3606 
Marker.Disable($6674)
$6694 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_3606
if 
  not Car.Wrecked($6668)
jf @TAXWAR3_3713 
if 
  $6702 == 0 // $ == int 
jf @TAXWAR3_3706 
if 
  not Actor.Dead($6681)
jf @TAXWAR3_3706 
if 
  Actor.InCar($6681, $6668)
jf @TAXWAR3_3706 
Car.SetMaxSpeed($6668, 50.0)
00AE: set_vehicle $6668 traffic_behavior_to 3 
00AF: set_car $6668 driver_behaviour_to 2 
$6702 = 1 // $ = int 

:TAXWAR3_3706
jump @TAXWAR3_3718 

:TAXWAR3_3713
Marker.Disable($6674)

:TAXWAR3_3718
if and
  Car.Wrecked($6669)
  $6695 == 0 // $ == int 
jf @TAXWAR3_3760 
Marker.Disable($6675)
$6695 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_3760
if 
  not Car.Wrecked($6669)
jf @TAXWAR3_3867 
if 
  $6703 == 0 // $ == int 
jf @TAXWAR3_3860 
if 
  not Actor.Dead($6682)
jf @TAXWAR3_3860 
if 
  Actor.InCar($6682, $6669)
jf @TAXWAR3_3860 
Car.SetMaxSpeed($6669, 50.0)
00AE: set_vehicle $6669 traffic_behavior_to 3 
00AF: set_car $6669 driver_behaviour_to 2 
$6703 = 1 // $ = int 

:TAXWAR3_3860
jump @TAXWAR3_3872 

:TAXWAR3_3867
Marker.Disable($6675)

:TAXWAR3_3872
if and
  Car.Wrecked($6670)
  $6696 == 0 // $ == int 
jf @TAXWAR3_3914 
Marker.Disable($6676)
$6696 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_3914
if 
  not Car.Wrecked($6670)
jf @TAXWAR3_4021 
if 
  $6704 == 0 // $ == int 
jf @TAXWAR3_4014 
if 
  not Actor.Dead($6683)
jf @TAXWAR3_4014 
if 
  Actor.InCar($6683, $6670)
jf @TAXWAR3_4014 
Car.SetMaxSpeed($6670, 50.0)
00AE: set_vehicle $6670 traffic_behavior_to 3 
00AF: set_car $6670 driver_behaviour_to 2 
$6704 = 1 // $ = int 

:TAXWAR3_4014
jump @TAXWAR3_4026 

:TAXWAR3_4021
Marker.Disable($6676)

:TAXWAR3_4026
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
if and
  not Car.Wrecked($10089)
  not Actor.Dead($10090)
jf @TAXWAR3_4146 
if 
00EC:   actor $10090 0 $899 $900 radius 16.0 16.0 
jf @TAXWAR3_4128 
$901 -= 2.5 // $ -= float 
04A2: heli $10089 fly_to $899 $900 $901 speed 25 
jump @TAXWAR3_4146 

:TAXWAR3_4128
04A2: heli $10089 fly_to $899 $900 17.3828 speed 50 

:TAXWAR3_4146
if and
  Car.Wrecked($6671)
  $6697 == 0 // $ == int 
jf @TAXWAR3_4188 
Marker.Disable($6677)
$6697 = 1 // $ = int 
$6678 += 1 // $ += int 

:TAXWAR3_4188
if 
  not Car.Wrecked($6671)
jf @TAXWAR3_4295 
if 
  $6705 == 0 // $ == int 
jf @TAXWAR3_4288 
if 
  not Actor.Dead($6684)
jf @TAXWAR3_4288 
if 
  Actor.InCar($6684, $6671)
jf @TAXWAR3_4288 
Car.SetMaxSpeed($6671, 50.0)
00AE: set_vehicle $6671 traffic_behavior_to 3 
00AF: set_car $6671 driver_behaviour_to 2 
$6705 = 1 // $ = int 

:TAXWAR3_4288
jump @TAXWAR3_4300 

:TAXWAR3_4295
Marker.Disable($6677)

:TAXWAR3_4300
if 
  3@ == 0 // @ == int 
jf @TAXWAR3_4449 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_4359
if 
834E:   not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_4418 
wait 0 
jump @TAXWAR3_4359 

:TAXWAR3_4418
018E: stop_sound $12 
018C: play_sound 3 at -986.272 -1243.532 10.4 
3@ = 1 // @ = int 

:TAXWAR3_4449
jump @TAXWAR3_3227 

:TAXWAR3_4456
if 
  not Car.Wrecked($6666)
jf @TAXWAR3_4482 
Car.SetMaxSpeed($6666, 50.0)

:TAXWAR3_4482
if 
  not Car.Wrecked($6667)
jf @TAXWAR3_4508 
Car.SetMaxSpeed($6667, 50.0)

:TAXWAR3_4508
if 
  not Car.Wrecked($6668)
jf @TAXWAR3_4534 
Car.SetMaxSpeed($6668, 50.0)

:TAXWAR3_4534
if 
  not Car.Wrecked($6669)
jf @TAXWAR3_4560 
Car.SetMaxSpeed($6669, 50.0)

:TAXWAR3_4560
if 
  not Car.Wrecked($6670)
jf @TAXWAR3_4586 
Car.SetMaxSpeed($6670, 50.0)

:TAXWAR3_4586
if 
  not Car.Wrecked($6671)
jf @TAXWAR3_4612 
Car.SetMaxSpeed($6671, 50.0)

:TAXWAR3_4612
Marker.Disable($6672)
Marker.Disable($6673)
Marker.Disable($6674)
Marker.Disable($6675)
Marker.Disable($6676)
Marker.Disable($6677)
Model.Destroy(#TAXI)
014F: stop_timer $6685 
Car.Create($6698, #ZEBRA, -983.5, -1248.9, 10.4)
0129: 0@ = create_actor 4 #WMOCA in_car $6698 driverseat 
054A: set_actor 0@ can_be_shot_in_a_car 0 
04A2: heli $10089 fly_to -1367.299 -1397.289 30.3416 speed 50 
Car.Health($6698) = 2000
020A: set_car $6698 door_status_to 3 
Actor.Health(0@) = 300
Car.Angle($6698) = 66.0
Car.SetMaxSpeed($6698, 0.0)
00AE: set_vehicle $6698 traffic_behavior_to 0 
0243: set_actor 0@ ped_stats_to 16 
04E0: car $6698 abandon_path_radius 255 
wait 500 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
if 
00F5:   player $PLAYER_CHAR 0 -998.5 -1243.2 10.5 radius 10.0 10.0 4.0 
jf @TAXWAR3_4865 
0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5 

:TAXWAR3_4865
Camera.SetPosition(-988.01, -1242.028, 10.362, 0.0, 0.0, 0.0)
Camera.PointAt(-987.595, -1242.919, 10.541, 2)
0395: clear_area 1 at -983.5 -1248.9 10.4 range 30.0 
wait 1000 
018C: play_sound 3 at -986.272 -1243.532 10.4 
018D: $12 = create_sound 2 at -986.272 -1243.532 10.4 

:TAXWAR3_4986
if 
834E:   not move_object $1792 to -989.9 -1252.2 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_5045 
wait 0 
jump @TAXWAR3_4986 

:TAXWAR3_5045
018E: stop_sound $12 
018C: play_sound 3 at -989.9 -1252.2 10.4 
if 
03D0:   wav 2 loaded 
jf @TAXWAR3_5103 
03D1: play_wav 2 
00BC: text_highpriority 'TAX3_4' time 4000 1  // It's time for Kaufman Cab's guardian angel to eat some fender!

:TAXWAR3_5103
wait 3500 
if 
  not Car.Wrecked($6698)
jf @TAXWAR3_5154 
Car.SetMaxSpeed($6698, 30.0)
Car.DriveTo($6698, -1017.4, -1235.7, 10.5)

:TAXWAR3_5154
wait 1000 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: text_highpriority 'TAXW3_3' time 8000 1  // ~g~Take out the leader cab!
if 
  not Actor.Dead(0@)
jf @TAXWAR3_5213 
Marker.CreateAboveActor($6699, 0@)

:TAXWAR3_5213
3@ = 0 // @ = int 

:TAXWAR3_5220
if 
  not Actor.Dead(0@)
jf @TAXWAR3_5811 
wait 0 
if 
  not Car.Wrecked($6698)
jf @TAXWAR3_5340 
if 
  not Actor.Dead(0@)
jf @TAXWAR3_5340 
if 
  Actor.InCar(0@, $6698)
jf @TAXWAR3_5340 
if 
  1@ == 0 // @ == int 
jf @TAXWAR3_5340 
Car.SetMaxSpeed($6698, 40.0)
00AE: set_vehicle $6698 traffic_behavior_to 3 
00AF: set_car $6698 driver_behaviour_to 2 
1@ = 1 // @ = int 

:TAXWAR3_5340
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @TAXWAR3_5434 
if 
  TIMERA > 6000 // @ > int 
jf @TAXWAR3_5427 
if 
  not Car.Wrecked($6698)
jf @TAXWAR3_5427 
0477: set_car $6698 action 2 time 2000 
if 
  TIMERA > 8000 // @ > int 
jf @TAXWAR3_5427 
TIMERA = 0 // @ = int 

:TAXWAR3_5427
jump @TAXWAR3_5441 

:TAXWAR3_5434
TIMERA = 0 // @ = int 

:TAXWAR3_5441
if 
  3@ == 0 // @ == int 
jf @TAXWAR3_5590 
018C: play_sound 3 at -989.9 -1252.2 10.4 
018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 

:TAXWAR3_5500
if 
834E:   not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 
jf @TAXWAR3_5559 
wait 0 
jump @TAXWAR3_5500 

:TAXWAR3_5559
018E: stop_sound $12 
018C: play_sound 3 at -986.272 -1243.532 10.4 
3@ = 1 // @ = int 

:TAXWAR3_5590
if 
  not Car.Wrecked($6698)
jf @TAXWAR3_5804 
if 
  4@ == 0 // @ == int 
jf @TAXWAR3_5804 
if 
8185:   not car $6698 health > 250 
jf @TAXWAR3_5804 
if 
  not Actor.Dead(0@)
jf @TAXWAR3_5797 
01D3: actor 0@ leave_car $6698 
0243: set_actor 0@ ped_stats_to 30 
01B2: give_actor 0@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 10 
020A: set_car $6698 door_status_to 1 

:TAXWAR3_5697
if 
  Actor.InCar(0@, $6698)
jf @TAXWAR3_5773 
wait 0 
if 
  Actor.Dead(0@)
jf @TAXWAR3_5743 
jump @TAXWAR3_5811 

:TAXWAR3_5743
if 
  Car.Wrecked($6698)
jf @TAXWAR3_5766 
jump @TAXWAR3_5811 

:TAXWAR3_5766
jump @TAXWAR3_5697 

:TAXWAR3_5773
if 
  not Actor.Dead(0@)
jf @TAXWAR3_5797 
01C9: actor 0@ kill_actor $PLAYER_ACTOR 

:TAXWAR3_5797
4@ = 1 // @ = int 

:TAXWAR3_5804
jump @TAXWAR3_5220 

:TAXWAR3_5811
wait 2000 
04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 rate $621 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
fade 0 500 

:TAXWAR3_5854
if 
  fading 
jf @TAXWAR3_5878 
wait 0 
jump @TAXWAR3_5854 

:TAXWAR3_5878
Camera.SetAtPos(-1017.904, 207.165, 15.09)
Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0)
Camera.PointAt(-1017.904, 207.165, 15.09, 2)
fade 1 500 

:TAXWAR3_5953
if 
  fading 
jf @TAXWAR3_5977 
wait 0 
jump @TAXWAR3_5953 

:TAXWAR3_5977
0394: play_music 1 
00BA: text_styled 'TAX_AS1' 5000 ms 6  // TAXI FIRM ASSET COMPLETED
wait 5000 
Camera.SetAtPos(-1002.412, 192.715, 13.452)
Camera.SetPosition(-1003.2, 193.281, 13.694, 0.0, 0.0, 0.0)
Camera.PointAt(-1002.412, 192.715, 13.452, 2)
01E5: text_1number_highpriority 'TAX_AS2' $621 time 6000 1  // ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 500 

:TAXWAR3_6099
if 
  fading 
jf @TAXWAR3_6123 
wait 0 
jump @TAXWAR3_6099 

:TAXWAR3_6123
Camera.SetAtPos(-1119.7, -1381.3, 11.5)
fade 1 500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
jump @TAXWAR3_6184 

:TAXWAR3_6167
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TAXWAR3_6184
$310 = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 5000
Marker.Disable($306)
Marker.Disable($619)
04CE: $306 = create_icon_marker_without_sphere $432 at $489 $490 $491 
014C: set_parked_car_generator $1830 cars_to_generate_to 0 
014C: set_parked_car_generator $1939 cars_to_generate_to 101 
$623 = 1 // $ = int 
$1175 += 1 // $ += int 
0318: set_latest_mission_passed 'TAXI_3'  // Cabmaggedon
0551: set_kaufman_radio 1 
030C: progress_made += 1 
return 

:TAXWAR3_6297
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable($6672)
Marker.Disable($6673)
Marker.Disable($6674)
Marker.Disable($6675)
Marker.Disable($6676)
Marker.Disable($6677)
Marker.Disable($6699)
Model.Destroy(#TAXI)
Model.Destroy(#MAVERICK)
Model.Destroy(#WMOCA)
Model.Destroy(#KAUFMAN)
Model.Destroy(#ZEBRA)
Model.Destroy(#KATANA)
014F: stop_timer $6685 
$371 = 0 // $ = int 
Object.Destroy($1792)
if 
  not Car.Wrecked($6698)
jf @TAXWAR3_6413 
020A: set_car $6698 door_status_to 1 

:TAXWAR3_6413
Object.Init($1792, #ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($1792) = 249.0
Object.RemoveFromMissionCleanupList($1792)
040D: unload_wav 1 
040D: unload_wav 2 
mission_cleanup 
return 

//-------------Mission 75---------------
// Originally: TAXI DRIVER

:TAXI
gosub @TAXI_16 
gosub @TAXI_6968 
terminate_this_script 

:TAXI_16
script_name 'TAXI' 
set_wb_check_to 0 
$ONMISSION = 1 // $ = int 
$314 = 1 // $ = int 
$6710 = 0 // $ = int 
$6714 = 0 // $ = int 
$6712 = 0 // $ = int 
$6715 = 0 // $ = int 
$6711 = -1 // $ = int 
$6708 = 0 // $ = int 
$6713 = 0 // $ = int 
$6724 = 5 // $ = int 
$6723 = 500 // $ = int 
054C: use_GXT_table 'TAXI1' 
wait 0 
03C4: set_status_text_to $6712 0 'FARES'  // FARES:
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_160 
jump @TAXI_6552 

:TAXI_160
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXI_191 
00DA: $6709 = player $PLAYER_CHAR car 
jump @TAXI_198 

:TAXI_191
jump @TAXI_6552 

:TAXI_198
Car.ToggleTaxiLight($6709, True)
00BC: text_highpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
wait 0 

:TAXI_224
if 
  $375 == 0 // $ == int 
jf @TAXI_259 
03E5: text_box 'TAXIH1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$375 = 1 // $ = int 

:TAXI_259
$6721 = 0 // $ = int 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_289 
jump @TAXI_6552 

:TAXI_289
if 
  Car.Wrecked($6709)
jf @TAXI_312 
jump @TAXI_6552 

:TAXI_312
if 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_338 
jump @TAXI_6552 

:TAXI_338
if 
   not $18 == 3 // $ == int 
jf @TAXI_394 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_387 
jump @TAXI_6347 

:TAXI_387
jump @TAXI_425 

:TAXI_394
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_425 
jump @TAXI_6347 

:TAXI_425
if and
  $6710 == 1 // $ == int 
  $6714 == 0 // $ == int 
jf @TAXI_457 
jump @TAXI_6552 

:TAXI_457
02DD: get_random_actor $6711 in_zone 'VICE_C' 1 1 1 
if 
  $6711 == -1 // $ == int 
jf @TAXI_505 
wait 0 
jump @TAXI_224 

:TAXI_505
009F: set_actor $6711 idle 
01ED: clear_actor $6711 threat_search 
0291: set_actor $6711 heed_threats 0 
Marker.CreateAboveActor($6706, $6711)
0365: set_actor $6711 objective_hail_taxi 

:TAXI_535
if or
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 
81C1:   not car $6709 stopped 
jf @TAXI_913 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_603 
jump @TAXI_6552 

:TAXI_603
if 
  Car.Wrecked($6709)
jf @TAXI_626 
jump @TAXI_6552 

:TAXI_626
if 
  Actor.Dead($6711)
jf @TAXI_649 
jump @TAXI_6486 

:TAXI_649
if 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_675 
jump @TAXI_6552 

:TAXI_675
if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 
jf @TAXI_718 
jump @TAXI_6486 

:TAXI_718
if 
   not $18 == 3 // $ == int 
jf @TAXI_774 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_767 
jump @TAXI_6347 

:TAXI_767
jump @TAXI_805 

:TAXI_774
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_805 
jump @TAXI_6347 

:TAXI_805
if and
  $6710 == 1 // $ == int 
  $6714 == 0 // $ == int 
jf @TAXI_837 
jump @TAXI_6552 

:TAXI_837
if and
0185:   car $6709 health > 400 
  $6708 == 1 // $ == int 
jf @TAXI_882 
Marker.Disable($374)
$6708 = 0 // $ = int 
$6713 = 0 // $ = int 

:TAXI_882
if 
  not Actor.Dead($6711)
jf @TAXI_906 
020F: actor $6711 look_at_player $PLAYER_CHAR 

:TAXI_906
jump @TAXI_535 

:TAXI_913
if 
8185:   not car $6709 health > 400 
jf @TAXI_1294 
00BC: text_highpriority 'TAXI7' time 4000 1  // ~r~Your car is trashed, get it repaired.
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @TAXI_1024 
Marker.Disable($374)
02A8: $374 = create_marker 27 at -3.8 -1265.8 12.0 

:TAXI_1024
if or
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @TAXI_1101 
Marker.Disable($374)
02A8: $374 = create_marker 27 at 319.0 441.3 12.0 

:TAXI_1101
if or
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @TAXI_1165 
Marker.Disable($374)
02A8: $374 = create_marker 27 at -903.0 -1261.1 12.0 

:TAXI_1165
if or
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
jf @TAXI_1255 
Marker.Disable($374)
02A8: $374 = create_marker 27 at -876.2 -105.5 12.0 

:TAXI_1255
if 
  $6708 == 0 // $ == int 
jf @TAXI_1287 
$6708 = 1 // $ = int 
$6713 = 1 // $ = int 

:TAXI_1287
jump @TAXI_6486 

:TAXI_1294
0319: set_actor $6711 running 1 
01D4: actor $6711 go_to_car $6709 and_enter_it_as_a_passenger 

:TAXI_1309
if 
  not Actor.InCar($6711, $6709)
jf @TAXI_1677 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_1355 
jump @TAXI_6552 

:TAXI_1355
if 
  Car.Wrecked($6709)
jf @TAXI_1378 
jump @TAXI_6552 

:TAXI_1378
if 
  Actor.Dead($6711)
jf @TAXI_1401 
jump @TAXI_6486 

:TAXI_1401
if 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_1427 
jump @TAXI_6552 

:TAXI_1427
if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 
jf @TAXI_1470 
jump @TAXI_6486 

:TAXI_1470
if 
   not $18 == 3 // $ == int 
jf @TAXI_1526 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1519 
jump @TAXI_6347 

:TAXI_1519
jump @TAXI_1557 

:TAXI_1526
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1557 
jump @TAXI_6347 

:TAXI_1557
if and
  $6710 == 1 // $ == int 
  $6714 == 0 // $ == int 
jf @TAXI_1589 
jump @TAXI_6552 

:TAXI_1589
if and
0185:   car $6709 health > 400 
  $6708 == 1 // $ == int 
jf @TAXI_1627 
Marker.Disable($374)
$6708 = 0 // $ = int 

:TAXI_1627
if 
80FD:   not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 
jf @TAXI_1670 
jump @TAXI_535 

:TAXI_1670
jump @TAXI_1309 

:TAXI_1677
Actor.StorePos($6711, $6731, $6732, $6733)
Marker.Disable($6706)
Car.ToggleTaxiLight($6709, False)

:TAXI_1703
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_1730 
jump @TAXI_6552 

:TAXI_1730
0209: $372 = random_int_in_ranges 1 16 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_1762 
jump @TAXI_6552 

:TAXI_1762
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_3268 
if 
  $372 == 1 // $ == int 
jf @TAXI_1945 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_1900 
jump @TAXI_1703 

:TAXI_1900
00BC: text_highpriority 'MFARE1' time 5000 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown.
$6725 = -679.1 // $ = float 
$6726 = 1193.5 // $ = float 
$6727 = 9.4 // $ = float 

:TAXI_1945
if 
  $372 == 2 // $ == int 
jf @TAXI_2039 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @TAXI_1994 
jump @TAXI_1703 

:TAXI_1994
00BC: text_highpriority 'MFARE2' time 5000 1  // ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport.
$6725 = -1457.7 // $ = float 
$6726 = -825.1 // $ = float 
$6727 = 13.1 // $ = float 

:TAXI_2039
if 
  $372 == 3 // $ == int 
jf @TAXI_2133 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2088 
jump @TAXI_1703 

:TAXI_2088
00BC: text_highpriority 'WFARE3' time 5000 1  // ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana.
$6725 = -1009.0 // $ = float 
$6726 = -880.9 // $ = float 
$6727 = 11.9 // $ = float 

:TAXI_2133
if 
  $372 == 4 // $ == int 
jf @TAXI_2227 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_2182 
jump @TAXI_1703 

:TAXI_2182
00BC: text_highpriority 'WFARE4' time 5000 1  // ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti.
$6725 = -1018.4 // $ = float 
$6726 = 195.9 // $ = float 
$6727 = 10.1 // $ = float 

:TAXI_2227
if 
  $372 == 5 // $ == int 
jf @TAXI_2321 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2276 
jump @TAXI_1703 

:TAXI_2276
00BC: text_highpriority 'WFARE5' time 5000 1  // ~g~Destination ~w~'The Hardware store' ~g~in Little Havana.
$6725 = -971.2 // $ = float 
$6726 = -677.2 // $ = float 
$6727 = 10.4 // $ = float 

:TAXI_2321
if 
  $372 == 6 // $ == int 
jf @TAXI_2415 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2370 
jump @TAXI_1703 

:TAXI_2370
00BC: text_highpriority 'WFARE6' time 5000 1  // ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown.
$6725 = -600.6 // $ = float 
$6726 = 667.3 // $ = float 
$6727 = 9.9 // $ = float 

:TAXI_2415
if 
  $372 == 7 // $ == int 
jf @TAXI_2509 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2464 
jump @TAXI_1703 

:TAXI_2464
00BC: text_highpriority 'WFARE7' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Little Havana.
$6725 = -865.6 // $ = float 
$6726 = -677.0 // $ = float 
$6727 = 10.0 // $ = float 

:TAXI_2509
if 
  $372 == 8 // $ == int 
jf @TAXI_2603 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2558 
jump @TAXI_1703 

:TAXI_2558
00BC: text_highpriority 'WFARE8' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Downtown.
$6725 = -661.7 // $ = float 
$6726 = 755.7 // $ = float 
$6727 = 9.8 // $ = float 

:TAXI_2603
if 
  $372 == 9 // $ == int 
jf @TAXI_2697 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2652 
jump @TAXI_1703 

:TAXI_2652
00BC: text_highpriority 'WFARE9' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Downtown.
$6725 = -800.4 // $ = float 
$6726 = 1167.8 // $ = float 
$6727 = 9.6 // $ = float 

:TAXI_2697
if 
  $372 == 10 // $ == int 
jf @TAXI_2791 
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @TAXI_2746 
jump @TAXI_1703 

:TAXI_2746
00BC: text_highpriority 'WFARE10' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Little Havana.
$6725 = -871.9 // $ = float 
$6726 = -467.2 // $ = float 
$6727 = 9.8 // $ = float 

:TAXI_2791
if 
  $372 == 11 // $ == int 
jf @TAXI_2885 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_2840 
jump @TAXI_1703 

:TAXI_2840
00BC: text_highpriority 'WFARE11' time 5000 1  // ~g~Destination ~w~'The Stadium' ~g~in Downtown.
$6725 = -1024.6 // $ = float 
$6726 = 1332.8 // $ = float 
$6727 = 7.4 // $ = float 

:TAXI_2885
if 
  $372 == 12 // $ == int 
jf @TAXI_2979 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_2934 
jump @TAXI_1703 

:TAXI_2934
00BC: text_highpriority 'WFARE12' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti.
$6725 = -1064.6 // $ = float 
$6726 = 84.0 // $ = float 
$6727 = 10.2 // $ = float 

:TAXI_2979
if 
  $372 == 13 // $ == int 
jf @TAXI_3073 
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @TAXI_3028 
jump @TAXI_1703 

:TAXI_3028
00BC: text_highpriority 'WFARE13' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown.
$6725 = -878.6 // $ = float 
$6726 = 795.7 // $ = float 
$6727 = 10.0 // $ = float 

:TAXI_3073
if 
  $372 == 14 // $ == int 
jf @TAXI_3167 
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @TAXI_3122 
jump @TAXI_1703 

:TAXI_3122
00BC: text_highpriority 'WFARE14' time 5000 1  // ~g~Destination ~w~'Docks' ~g~in Viceport.
$6725 = -745.0 // $ = float 
$6726 = -1264.0 // $ = float 
$6727 = 10.1 // $ = float 

:TAXI_3167
if 
  $372 == 15 // $ == int 
jf @TAXI_3261 
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_3216 
jump @TAXI_1703 

:TAXI_3216
00BC: text_highpriority 'WFARE15' time 5000 1  // ~g~Destination ~w~'Chemist' ~g~in Little Haiti.
$6725 = -850.6 // $ = float 
$6726 = -92.4 // $ = float 
$6727 = 10.1 // $ = float 

:TAXI_3261
jump @TAXI_4678 

:TAXI_3268
if 
  $372 == 1 // $ == int 
jf @TAXI_3362 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3317 
jump @TAXI_1703 

:TAXI_3317
00BC: text_highpriority 'FARE1' time 5000 1  // ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach.
$6725 = 100.7 // $ = float 
$6726 = -1476.8 // $ = float 
$6727 = 9.4 // $ = float 

:TAXI_3362
if 
  $372 == 2 // $ == int 
jf @TAXI_3456 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3411 
jump @TAXI_1703 

:TAXI_3411
00BC: text_highpriority 'FARE2' time 5000 1  // ~g~Destination ~w~'The Malibu club' ~g~in Vice Point.
$6725 = 505.8 // $ = float 
$6726 = -93.9 // $ = float 
$6727 = 9.4 // $ = float 

:TAXI_3456
if 
  $372 == 3 // $ == int 
jf @TAXI_3550 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3505 
jump @TAXI_1703 

:TAXI_3505
00BC: text_highpriority 'FARE3' time 5000 1  // ~g~Destination ~w~'The Marina' ~g~in Ocean Beach.
$6725 = -244.7 // $ = float 
$6726 = -1301.8 // $ = float 
$6727 = 6.9 // $ = float 

:TAXI_3550
if 
  $372 == 4 // $ == int 
jf @TAXI_3644 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3599 
jump @TAXI_1703 

:TAXI_3599
00BC: text_highpriority 'FARE4' time 5000 1  // ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach.
$6725 = -53.5 // $ = float 
$6726 = -1481.7 // $ = float 
$6727 = 8.1 // $ = float 

:TAXI_3644
if 
  $372 == 5 // $ == int 
jf @TAXI_3738 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_3693 
jump @TAXI_1703 

:TAXI_3693
00BC: text_highpriority 'FARE5' time 5000 1  // ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach.
$6725 = 201.6 // $ = float 
$6726 = -491.7 // $ = float 
$6727 = 10.3 // $ = float 

:TAXI_3738
if 
  $372 == 6 // $ == int 
jf @TAXI_3832 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3787 
jump @TAXI_1703 

:TAXI_3787
00BC: text_highpriority 'FARE6' time 5000 1  // ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point.
$6725 = 483.3 // $ = float 
$6726 = 1124.3 // $ = float 
$6727 = 15.4 // $ = float 

:TAXI_3832
if 
  $372 == 7 // $ == int 
jf @TAXI_3926 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_3881 
jump @TAXI_1703 

:TAXI_3881
00BC: text_highpriority 'FARE7' time 5000 1  // ~g~Destination ~w~'The Jewelers' ~g~in Vice Point.
$6725 = 394.8 // $ = float 
$6726 = 203.8 // $ = float 
$6727 = 9.9 // $ = float 

:TAXI_3926
if 
  $372 == 8 // $ == int 
jf @TAXI_4020 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_3975 
jump @TAXI_1703 

:TAXI_3975
00BC: text_highpriority 'FARE8' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Ocean Beach.
$6725 = 482.3 // $ = float 
$6726 = -1218.7 // $ = float 
$6727 = 9.7 // $ = float 

:TAXI_4020
if 
  $372 == 9 // $ == int 
jf @TAXI_4114 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_4069 
jump @TAXI_1703 

:TAXI_4069
00BC: text_highpriority 'FARE9' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Washington Beach.
$6725 = 600.0 // $ = float 
$6726 = -618.2 // $ = float 
$6727 = 11.2 // $ = float 

:TAXI_4114
if 
  $372 == 10 // $ == int 
jf @TAXI_4208 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4163 
jump @TAXI_1703 

:TAXI_4163
00BC: text_highpriority 'FARE10' time 5000 1  // ~g~Destination ~w~'The Beach' ~g~in Vice Point.
$6725 = 736.2 // $ = float 
$6726 = 493.1 // $ = float 
$6727 = 10.9 // $ = float 

:TAXI_4208
if 
  $372 == 11 // $ == int 
jf @TAXI_4302 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH1'  // Ocean Beach
jf @TAXI_4257 
jump @TAXI_1703 

:TAXI_4257
00BC: text_highpriority 'FARE11' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Ocean Beach.
$6725 = -99.7 // $ = float 
$6726 = -975.7 // $ = float 
$6727 = 9.4 // $ = float 

:TAXI_4302
if 
  $372 == 12 // $ == int 
jf @TAXI_4396 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4351 
jump @TAXI_1703 

:TAXI_4351
00BC: text_highpriority 'FARE12' time 5000 1  // ~g~Destination ~w~'Hospital' ~g~in Vice Point.
$6725 = 431.1 // $ = float 
$6726 = 705.3 // $ = float 
$6727 = 10.4 // $ = float 

:TAXI_4396
if 
  $372 == 13 // $ == int 
jf @TAXI_4490 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH2'  // Washington Beach
jf @TAXI_4445 
jump @TAXI_1703 

:TAXI_4445
00BC: text_highpriority 'FARE13' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Washington Beach.
$6725 = 403.9 // $ = float 
$6726 = -467.5 // $ = float 
$6727 = 9.1 // $ = float 

:TAXI_4490
if 
  $372 == 14 // $ == int 
jf @TAXI_4584 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4539 
jump @TAXI_1703 

:TAXI_4539
00BC: text_highpriority 'FARE14' time 5000 1  // ~g~Destination ~w~'Police Station' ~g~in Vice Point.
$6725 = 520.7 // $ = float 
$6726 = 507.5 // $ = float 
$6727 = 10.1 // $ = float 

:TAXI_4584
if 
  $372 == 15 // $ == int 
jf @TAXI_4678 
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @TAXI_4633 
jump @TAXI_1703 

:TAXI_4633
00BC: text_highpriority 'FARE15' time 5000 1  // ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point.
$6725 = 433.0 // $ = float 
$6726 = 68.1 // $ = float 
$6727 = 10.0 // $ = float 

:TAXI_4678
018A: $6707 = create_checkpoint_at $6725 $6726 $6727 
018B: set_marker $6707 display 2 
if 
  Car.Wrecked($6709)
jf @TAXI_4722 
jump @TAXI_6552 

:TAXI_4722
0086: $6734 = $6731 // $ = $ float 
0061: $6734 -= $6728 // $ -= $ float 
0086: $6735 = $6732 // $ = $ float 
0061: $6735 -= $6729 // $ -= $ float 
0086: $6736 = $6734 // $ = $ float 
0069: $6736 *= $6734 // $ *= $ float 
0086: $6737 = $6735 // $ = $ float 
0069: $6737 *= $6735 // $ *= $ float 
0086: $6738 = $6736 // $ = $ float 
0059: $6738 += $6737 // $ += $ float 
01FB: $6739 = square_root $6738 
008C: $6716 = float_to_integer $6739 
0084: $6717 = $6716 // $ = $ int 
if or
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
0121:   player $PLAYER_CHAR in_zone 'JUNKY'  // Junk Yard
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @TAXI_5193 
if 
  $6712 == 0 // $ == int 
jf @TAXI_4940 
$6716 *= 80 // $ *= int 

:TAXI_4940
if 
  $6712 == 1 // $ == int 
jf @TAXI_4965 
$6716 *= 75 // $ *= int 

:TAXI_4965
if 
  $6712 == 2 // $ == int 
jf @TAXI_4990 
$6716 *= 70 // $ *= int 

:TAXI_4990
if 
  $6712 == 3 // $ == int 
jf @TAXI_5015 
$6716 *= 69 // $ *= int 

:TAXI_5015
if 
  $6712 == 4 // $ == int 
jf @TAXI_5040 
$6716 *= 68 // $ *= int 

:TAXI_5040
if 
  $6712 == 5 // $ == int 
jf @TAXI_5065 
$6716 *= 66 // $ *= int 

:TAXI_5065
if and
  $6712 > 5 // $ > int 
  10 >= $6712 // int >= $ 
jf @TAXI_5097 
$6716 *= 65 // $ *= int 

:TAXI_5097
if and
  $6712 > 11 // $ > int 
  20 >= $6712 // int >= $ 
jf @TAXI_5129 
$6716 *= 60 // $ *= int 

:TAXI_5129
if and
  $6712 > 20 // $ > int 
  50 >= $6712 // int >= $ 
jf @TAXI_5161 
$6716 *= 55 // $ *= int 

:TAXI_5161
if 
  $6712 > 50 // $ > int 
jf @TAXI_5186 
$6716 *= 50 // $ *= int 

:TAXI_5186
jump @TAXI_5464 

:TAXI_5193
if 
  $6712 == 0 // $ == int 
jf @TAXI_5218 
$6716 *= 90 // $ *= int 

:TAXI_5218
if 
  $6712 == 1 // $ == int 
jf @TAXI_5243 
$6716 *= 85 // $ *= int 

:TAXI_5243
if 
  $6712 == 2 // $ == int 
jf @TAXI_5268 
$6716 *= 80 // $ *= int 

:TAXI_5268
if 
  $6712 == 3 // $ == int 
jf @TAXI_5293 
$6716 *= 79 // $ *= int 

:TAXI_5293
if 
  $6712 == 4 // $ == int 
jf @TAXI_5318 
$6716 *= 78 // $ *= int 

:TAXI_5318
if 
  $6712 == 5 // $ == int 
jf @TAXI_5343 
$6716 *= 76 // $ *= int 

:TAXI_5343
if and
  $6712 > 5 // $ > int 
  10 >= $6712 // int >= $ 
jf @TAXI_5375 
$6716 *= 75 // $ *= int 

:TAXI_5375
if and
  $6712 > 11 // $ > int 
  20 >= $6712 // int >= $ 
jf @TAXI_5407 
$6716 *= 70 // $ *= int 

:TAXI_5407
if and
  $6712 > 20 // $ > int 
  50 >= $6712 // int >= $ 
jf @TAXI_5439 
$6716 *= 65 // $ *= int 

:TAXI_5439
if 
  $6712 > 50 // $ > int 
jf @TAXI_5464 
$6716 *= 60 // $ *= int 

:TAXI_5464
0058: $6714 += $6716 // $ += $ int 
0084: $6722 = $6716 // $ = $ int 
$6722 /= 100 // $ /= int 
$6722 *= 65 // $ *= int 
TIMERB = 0 // @ = int 
if 
  $6710 == 0 // $ == int 
jf @TAXI_5541 
03C3: set_timer_with_text_to $6714 type 1 text 'SEG3_1'  // TIME:
$6710 = 1 // $ = int 

:TAXI_5541
if 
  $6712 == 0 // $ == int 
jf @TAXI_5567 
$6714 += 5000 // $ += int 

:TAXI_5567
if or
80FA:   not player $PLAYER_CHAR stopped 1 $6725 $6726 $6727 radius 4.0 4.0 4.0 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_5969 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_5644 
jump @TAXI_6552 

:TAXI_5644
if 
  Car.Wrecked($6709)
jf @TAXI_5667 
jump @TAXI_6552 

:TAXI_5667
if 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_5693 
jump @TAXI_6552 

:TAXI_5693
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @TAXI_5754 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5747 
jump @TAXI_6347 

:TAXI_5747
jump @TAXI_5785 

:TAXI_5754
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5785 
jump @TAXI_6347 

:TAXI_5785
if 
  $6714 == 0 // $ == int 
jf @TAXI_5810 
jump @TAXI_6271 

:TAXI_5810
if 
8185:   not car $6709 health > 400 
jf @TAXI_5873 
if 
  $6708 == 0 // $ == int 
jf @TAXI_5873 
Marker.Disable($374)
$6708 = 1 // $ = int 
gosub @TAXI_6293 
jump @TAXI_6486 

:TAXI_5873
if 
  not Car.Wrecked($6709)
jf @TAXI_5934 
if and
0185:   car $6709 health > 400 
  $6708 == 1 // $ == int 
jf @TAXI_5934 
Marker.Disable($374)
$6708 = 0 // $ = int 
$6713 = 0 // $ = int 

:TAXI_5934
if and
01F4:   car $6709 flipped 
01C1:   car $6709 stopped 
jf @TAXI_5962 
jump @TAXI_6293 

:TAXI_5962
jump @TAXI_5567 

:TAXI_5969
if 
001F:   TIMERB > $6722 // @ > $ int 
jf @TAXI_6025 
0084: $6721 = $6717 // $ = $ int 
$6721 /= 10 // $ /= int 
00BA: text_styled 'TAXI4' 5000 ms 5  // Fare complete!
jump @TAXI_6055 

:TAXI_6025
0084: $6721 = $6717 // $ = $ int 
$6721 /= 8 // $ /= int 
00BA: text_styled 'TAXI5' 5000 ms 5  // SPEED BONUS!!

:TAXI_6055
Player.Money($PLAYER_CHAR) += $6721
01E3: text_1number_styled 'TSCORE2' number $6721 time 6000 style 6  // $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0058: $6715 += $6721 // $ += $ int 
$369 += 1 // $ += int 
0315: increment_taxi_dropoffs 
$6712 += 1 // $ += int 
if and
  $373 == 0 // $ == int 
  $369 > 99 // $ > int 
jf @TAXI_6178 
increment_mission_attempts 
0595: mission_complete 
0572: set_taxi_boost_jump 1 
03E5: text_box 'NITRO'  // All taxi's now have a boost jump! Just press the horn button.
030C: progress_made += 1 
$373 = 1 // $ = int 

:TAXI_6178
$6714 += 10000 // $ += int 
gosub @TAXI_6552 
if 
003A:   $6712 == $6724 // $ == $ int 
jf @TAXI_6264 
036D: text_2numbers_styled 'IN_ROW' numbers $6712 $6723 time 5000 style 6  // ~1~ IN A ROW bonus! $~1~
Player.Money($PLAYER_CHAR) += $6723
0058: $6715 += $6723 // $ += $ int 
$6724 += 5 // $ += int 
$6723 += 500 // $ += int 

:TAXI_6264
jump @TAXI_6486 

:TAXI_6271
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @TAXI_6552 

:TAXI_6293
wait 0 
00BC: text_highpriority 'TAXI3' time 5000 1  // ~r~Your passenger fled in terror!
if 
  not Actor.Dead($6711)
jf @TAXI_6333 
0193: set_actor $6711 objective_to_act_like_ped 

:TAXI_6333
$6713 = 1 // $ = int 
jump @TAXI_6552 

:TAXI_6347
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @TAXI_6428 

:TAXI_6370
if 
00E1:   player 0 pressed_button 19 
jf @TAXI_6421 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_6414 
jump @TAXI_6552 

:TAXI_6414
jump @TAXI_6370 

:TAXI_6421
jump @TAXI_6479 

:TAXI_6428
if 
00E1:   player 0 pressed_button 14 
jf @TAXI_6479 
wait 0 
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_6472 
jump @TAXI_6552 

:TAXI_6472
jump @TAXI_6428 

:TAXI_6479
jump @TAXI_6552 

:TAXI_6486
Marker.Disable($6706)
Marker.Disable($6707)
Actor.RemoveReferences($6711)
if 
  not Car.Wrecked($6709)
jf @TAXI_6524 
Car.ToggleTaxiLight($6709, True)

:TAXI_6524
wait 0 
00BB: text_lowpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
jump @TAXI_224 
return 

:TAXI_6552
if 
  not Actor.Dead($6711)
jf @TAXI_6833 
if 
  not Car.Wrecked($6709)
jf @TAXI_6833 
if 
  Actor.InCar($6711, $6709)
jf @TAXI_6833 
01D3: actor $6711 leave_car $6709 
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXI_6634 
Player.CanMove($PLAYER_CHAR, False)

:TAXI_6634
if 
  Actor.InCar($6711, $6709)
jf @TAXI_6833 
wait 0 
if or
  Actor.Dead($6711)
  Car.Wrecked($6709)
jf @TAXI_6685 
jump @TAXI_6876 

:TAXI_6685
if 
  not Player.Defined($PLAYER_CHAR)
jf @TAXI_6708 
jump @TAXI_6876 

:TAXI_6708
if 
80DC:   not player $PLAYER_CHAR in_car $6709 
jf @TAXI_6734 
jump @TAXI_6876 

:TAXI_6734
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @TAXI_6795 
if and
00E1:   player 0 pressed_button 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6788 
jump @TAXI_6876 

:TAXI_6788
jump @TAXI_6826 

:TAXI_6795
if and
00E1:   player 0 pressed_button 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6826 
jump @TAXI_6876 

:TAXI_6826
jump @TAXI_6634 

:TAXI_6833
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXI_6856 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_6856
if 
  $6713 == 1 // $ == int 
jf @TAXI_6876 
return 

:TAXI_6876
wait 0 
if 
  not Actor.Dead($6711)
jf @TAXI_6943 
if 
  not Car.Wrecked($6709)
jf @TAXI_6943 
if 
  not Actor.InCar($6711, $6709)
jf @TAXI_6943 
009C: set_actor $6711 wander_direction 0 
Actor.RemoveReferences($6711)

:TAXI_6943
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXI_6966 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_6966
return 

:TAXI_6968
014F: stop_timer $6714 
0151: remove_status_text $6712 
if 
  not Car.Wrecked($6709)
jf @TAXI_7001 
Car.ToggleTaxiLight($6709, False)

:TAXI_7001
Marker.Disable($6706)
Marker.Disable($6707)
Marker.Disable($374)
Actor.RemoveReferences($6711)
00BA: text_styled 'TAXI6' 5000 ms 5  // Taxi mission over
01E3: text_1number_styled 'TSCORE' number $6715 time 6000 style 6  // EARNINGS: $~1~
0316: save_taxi_earnings_from $6715 
set_wb_check_to 1 
$ONMISSION = 0 // $ = int 
$314 = 0 // $ = int 
$371 = 0 // $ = int 
if 
  Player.Defined($PLAYER_CHAR)
jf @TAXI_7107 
Player.CanMove($PLAYER_CHAR, True)

:TAXI_7107
03E6: remove_text_box 
mission_cleanup 
return 

//-------------Mission 76---------------
// Originally: PARAMEDIC

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_7425 
terminate_this_script 

:AMBULAN_16
$ONMISSION = 1 // $ = int 
$319 = 1 // $ = int 
script_name 'AMBULAN' 
if 
  $1581 == 0 // $ == int 
jf @AMBULAN_60 
increment_mission_attempts 

:AMBULAN_60
wait 0 
054C: use_GXT_table 'AMBULAE' 
$6740 = 0 // $ = int 
$6741 = 0 // $ = int 
$6746 = 0 // $ = int 
$6747 = 0 // $ = int 
$6748 = 0 // $ = int 
$6749 = 0 // $ = int 
$6750 = 0 // $ = int 
$6744 = 1 // $ = int 
$6743 = 0 // $ = int 
2@ = 0 // @ = int 
5@ = 0 // @ = int 
8@ = 0 // @ = int 
11@ = 0 // @ = int 
14@ = 0 // @ = int 
$6766 = 0 // $ = int 
$6769 = 0 // $ = int 
$6772 = 0 // $ = int 
$6775 = 0 // $ = int 
$6778 = 0 // $ = int 
$6781 = 0 // $ = int 
$6784 = 0 // $ = int 
$6753 = 0 // $ = int 
$6812 = 10.0 // $ = float 
$6756 = 1 // $ = int 
$6755 = 0 // $ = int 
$6757 = 0 // $ = int 
$6751 = 0 // $ = int 
$6752 = 0 // $ = int 
$6759 = 0 // $ = int 
$6760 = 0 // $ = int 
$6761 = 0 // $ = int 
$6758 = 0 // $ = int 
$6763 = 0 // $ = int 
$6788 = 0 // $ = int 
$6799 = 0.0 // $ = float 
$6800 = 0.0 // $ = float 
$6801 = 0.0 // $ = float 
00BC: text_highpriority 'ATUTOR2' time 3000 1  // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime_to 0.5 

:AMBULAN_367
01E4: text_1number_lowpriority 'ALEVEL' $6756 time 5000 4  // Paramedic Mission Level ~1~
014F: stop_timer $6740 
$6740 = 0 // $ = int 
if 
00E3:   player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 
jf @AMBULAN_492 
$6791 = -133.0288 // $ = float 
$6792 = -981.1411 // $ = float 
$6793 = 9.4084 // $ = float 
$6797 = -134.3 // $ = float 
$6798 = -982.6 // $ = float 
jump @AMBULAN_770 

:AMBULAN_492
if 
00E3:   player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 
jf @AMBULAN_587 
$6791 = 479.1241 // $ = float 
$6792 = 710.748 // $ = float 
$6793 = 10.3577 // $ = float 
$6797 = 496.5145 // $ = float 
$6798 = 708.1912 // $ = float 
jump @AMBULAN_770 

:AMBULAN_587
if 
00E3:   player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 
jf @AMBULAN_682 
$6791 = -871.6317 // $ = float 
$6792 = -477.0081 // $ = float 
$6793 = 10.0683 // $ = float 
$6797 = -887.111 // $ = float 
$6798 = -470.534 // $ = float 
jump @AMBULAN_770 

:AMBULAN_682
if 
00E3:   player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 
jf @AMBULAN_770 
$6791 = -823.111 // $ = float 
$6792 = 1167.676 // $ = float 
$6793 = 9.8744 // $ = float 
$6797 = -823.264 // $ = float 
$6798 = 1140.061 // $ = float 

:AMBULAN_770
if 
001C:   $6744 > $6743 // $ > $ int 
jf @AMBULAN_849 
gosub @AMBULAN_2333 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_821 
jump @AMBULAN_7425 

:AMBULAN_821
gosub @AMBULAN_1011 
gosub @AMBULAN_5692 
$6743 += 1 // $ += int 
jump @AMBULAN_770 

:AMBULAN_849
if 
  $6744 > 3 // $ > int 
jf @AMBULAN_881 
$6752 = 1 // $ = int 
jump @AMBULAN_888 

:AMBULAN_881
$6752 = 0 // $ = int 

:AMBULAN_888
0084: $6755 = $6740 // $ = $ int 
0070: $6755 /= $6744 // $ /= $ int 
$6755 /= 2 // $ /= int 
0084: $6745 = $6744 // $ = $ int 
$6745 += 1 // $ += int 
0068: $6755 *= $6745 // $ *= $ int 
0058: $6740 += $6755 // $ += $ int 
0070: $6740 /= $6744 // $ /= $ int 
0084: $6755 = $6740 // $ = $ int 
$6755 /= 2 // $ /= int 
014E: start_timer_at $6740 count_in_direction 1 
if 
  $ONMISSION == 0 // $ == int 
jf @AMBULAN_1004 
018A: $6754 = create_checkpoint_at $6791 $6792 $6793 

:AMBULAN_1004
jump @AMBULAN_5736 

:AMBULAN_1011
if and
  $6744 > 0 // $ > int 
  2@ == 0 // @ == int 
jf @AMBULAN_1121 
0376: 0@ = create_random_actor $6799 $6800 $6801 
2@ = 1 // @ = int 
0332: set_actor 0@ bleeding_to 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle(0@) = $6811
0319: set_actor 0@ running 1 
01ED: clear_actor 0@ threat_search 
Marker.CreateAboveActor(1@, 0@)
0192: set_actor 0@ objective_to_stand_still 
return 

:AMBULAN_1121
if and
  $6744 > 1 // $ > int 
  5@ == 0 // @ == int 
jf @AMBULAN_1231 
0376: 3@ = create_random_actor $6799 $6800 $6801 
5@ = 1 // @ = int 
0332: set_actor 3@ bleeding_to 1 
02A9: set_actor 3@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle(3@) = $6811
0319: set_actor 3@ running 1 
01ED: clear_actor 3@ threat_search 
Marker.CreateAboveActor(4@, 3@)
0192: set_actor 3@ objective_to_stand_still 
return 

:AMBULAN_1231
if and
  $6744 > 2 // $ > int 
  8@ == 0 // @ == int 
jf @AMBULAN_1341 
0376: 6@ = create_random_actor $6799 $6800 $6801 
8@ = 1 // @ = int 
0332: set_actor 6@ bleeding_to 1 
02A9: set_actor 6@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle(6@) = $6811
0319: set_actor 6@ running 1 
01ED: clear_actor 6@ threat_search 
Marker.CreateAboveActor(7@, 6@)
0192: set_actor 6@ objective_to_stand_still 
return 

:AMBULAN_1341
if and
  $6744 > 3 // $ > int 
  11@ == 0 // @ == int 
jf @AMBULAN_1451 
0376: 9@ = create_random_actor $6799 $6800 $6801 
11@ = 1 // @ = int 
0332: set_actor 9@ bleeding_to 1 
02A9: set_actor 9@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle(9@) = $6811
0319: set_actor 9@ running 1 
01ED: clear_actor 9@ threat_search 
Marker.CreateAboveActor(10@, 9@)
0192: set_actor 9@ objective_to_stand_still 
return 

:AMBULAN_1451
if and
  $6744 > 4 // $ > int 
  14@ == 0 // @ == int 
jf @AMBULAN_1561 
0376: 12@ = create_random_actor $6799 $6800 $6801 
14@ = 1 // @ = int 
0332: set_actor 12@ bleeding_to 1 
02A9: set_actor 12@ immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle(12@) = $6811
0319: set_actor 12@ running 1 
01ED: clear_actor 12@ threat_search 
Marker.CreateAboveActor(13@, 12@)
0192: set_actor 12@ objective_to_stand_still 
return 

:AMBULAN_1561
if and
  $6744 > 5 // $ > int 
  $6766 == 0 // $ == int 
jf @AMBULAN_1671 
0376: $6764 = create_random_actor $6799 $6800 $6801 
$6766 = 1 // $ = int 
0332: set_actor $6764 bleeding_to 1 
02A9: set_actor $6764 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6764) = $6811
0319: set_actor $6764 running 1 
01ED: clear_actor $6764 threat_search 
Marker.CreateAboveActor($6765, $6764)
0192: set_actor $6764 objective_to_stand_still 
return 

:AMBULAN_1671
if and
  $6744 > 6 // $ > int 
  $6769 == 0 // $ == int 
jf @AMBULAN_1781 
0376: $6767 = create_random_actor $6799 $6800 $6801 
$6769 = 1 // $ = int 
0332: set_actor $6767 bleeding_to 1 
02A9: set_actor $6767 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6767) = $6811
0319: set_actor $6767 running 1 
01ED: clear_actor $6767 threat_search 
Marker.CreateAboveActor($6768, $6767)
0192: set_actor $6767 objective_to_stand_still 
return 

:AMBULAN_1781
if and
  $6744 > 7 // $ > int 
  $6772 == 0 // $ == int 
jf @AMBULAN_1891 
0376: $6770 = create_random_actor $6799 $6800 $6801 
$6772 = 1 // $ = int 
0332: set_actor $6770 bleeding_to 1 
02A9: set_actor $6770 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6770) = $6811
0319: set_actor $6770 running 1 
01ED: clear_actor $6770 threat_search 
Marker.CreateAboveActor($6771, $6770)
0192: set_actor $6770 objective_to_stand_still 
return 

:AMBULAN_1891
if and
  $6744 > 8 // $ > int 
  $6775 == 0 // $ == int 
jf @AMBULAN_2001 
0376: $6773 = create_random_actor $6799 $6800 $6801 
$6775 = 1 // $ = int 
0332: set_actor $6773 bleeding_to 1 
02A9: set_actor $6773 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6773) = $6811
0319: set_actor $6773 running 1 
01ED: clear_actor $6773 threat_search 
Marker.CreateAboveActor($6774, $6773)
0192: set_actor $6773 objective_to_stand_still 
return 

:AMBULAN_2001
if and
  $6744 > 9 // $ > int 
  $6778 == 0 // $ == int 
jf @AMBULAN_2111 
0376: $6776 = create_random_actor $6799 $6800 $6801 
$6778 = 1 // $ = int 
0332: set_actor $6776 bleeding_to 1 
02A9: set_actor $6776 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6776) = $6811
0319: set_actor $6776 running 1 
01ED: clear_actor $6776 threat_search 
Marker.CreateAboveActor($6777, $6776)
0192: set_actor $6776 objective_to_stand_still 
return 

:AMBULAN_2111
if and
  $6744 > 10 // $ > int 
  $6781 == 0 // $ == int 
jf @AMBULAN_2221 
0376: $6779 = create_random_actor $6799 $6800 $6801 
$6781 = 1 // $ = int 
0332: set_actor $6779 bleeding_to 1 
02A9: set_actor $6779 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6779) = $6811
0319: set_actor $6779 running 1 
01ED: clear_actor $6779 threat_search 
Marker.CreateAboveActor($6780, $6779)
0192: set_actor $6779 objective_to_stand_still 
return 

:AMBULAN_2221
if and
  $6744 > 11 // $ > int 
  $6784 == 0 // $ == int 
jf @AMBULAN_2331 
0376: $6782 = create_random_actor $6799 $6800 $6801 
$6784 = 1 // $ = int 
0332: set_actor $6782 bleeding_to 1 
02A9: set_actor $6782 immune_to_nonplayer 1 
0208: $6811 = random_float 0.0 359.9 
Actor.Angle($6782) = $6811
0319: set_actor $6782 running 1 
01ED: clear_actor $6782 threat_search 
Marker.CreateAboveActor($6783, $6782)
0192: set_actor $6782 objective_to_stand_still 
return 

:AMBULAN_2331
return 

:AMBULAN_2333
wait 0 
0054: store_player $PLAYER_CHAR position_to $6794 $6795 $6796 
if 
  $6791 == -133.0288 // $ == float 
jf @AMBULAN_2402 
0208: $6789 = random_float -388.702 1111.298 
0208: $6790 = random_float -1808.797 -108.797 

:AMBULAN_2402
if 
  $6791 == 479.1241 // $ == float 
jf @AMBULAN_2453 
0208: $6789 = random_float -175.766 1324.234 
0208: $6790 = random_float -108.797 1391.203 

:AMBULAN_2453
if 
  $6791 == -871.6317 // $ == float 
jf @AMBULAN_2504 
0208: $6789 = random_float -1888.702 -388.702 
0208: $6790 = random_float -1802.039 -2.039 

:AMBULAN_2504
if 
  $6791 == -823.111 // $ == float 
jf @AMBULAN_2555 
0208: $6789 = random_float -1875.766 -175.766 
0208: $6790 = random_float -2.039 1697.961 

:AMBULAN_2555
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @AMBULAN_2609 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULAN_2602 
$6761 = 1 // $ = int 

:AMBULAN_2602
jump @AMBULAN_2633 

:AMBULAN_2609
if 
00E1:   player 0 pressed_button 14 
jf @AMBULAN_2633 
$6761 = 1 // $ = int 

:AMBULAN_2633
if 
  $6761 == 1 // $ == int 
jf @AMBULAN_2758 
if 
   not $18 == 3 // $ == int 
jf @AMBULAN_2717 
if 
80E1:   not player 0 pressed_button 19 
jf @AMBULAN_2710 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$6788 = 1 // $ = int 
return 

:AMBULAN_2710
jump @AMBULAN_2758 

:AMBULAN_2717
if 
80E1:   not player 0 pressed_button 14 
jf @AMBULAN_2758 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$6788 = 1 // $ = int 
return 

:AMBULAN_2758
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_2801 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
$6788 = 1 // $ = int 
return 

:AMBULAN_2801
02C0: set $6799 $6800 $6801 to_ped_path_coords_closest_to $6789 $6790 $6796 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @AMBULAN_3071 
if and
  $6799 > -2327.212 // $ > float 
  -261.402 > $6799 // float > $ 
  $6800 > -2027.821 // $ > float 
  1894.426 > $6800 // float > $ 
jf @AMBULAN_2897 
jump @AMBULAN_2333 

:AMBULAN_2897
if and
  $6799 > -265.018 // $ > float 
  170.188 > $6799 // float > $ 
  $6800 > -275.942 // $ > float 
  1689.059 > $6800 // float > $ 
jf @AMBULAN_2955 
jump @AMBULAN_2333 

:AMBULAN_2955
if and
  $6799 > -265.657 // $ > float 
  36.828 > $6799 // float > $ 
  $6800 > -729.217 // $ > float 
  -275.488 > $6800 // float > $ 
jf @AMBULAN_3013 
jump @AMBULAN_2333 

:AMBULAN_3013
if and
  $6799 > 164.191 // $ > float 
  259.713 > $6799 // float > $ 
  $6800 > -187.926 // $ > float 
  631.97 > $6800 // float > $ 
jf @AMBULAN_3071 
jump @AMBULAN_2333 

:AMBULAN_3071
if and
  $6799 > 333.358 // $ > float 
  435.544 > $6799 // float > $ 
  $6800 > -557.261 // $ > float 
  -433.179 > $6800 // float > $ 
jf @AMBULAN_3129 
jump @AMBULAN_2333 

:AMBULAN_3129
if and
  $6799 > -64.434 // $ > float 
  81.544 > $6799 // float > $ 
  $6800 > -995.198 // $ > float 
  -896.662 > $6800 // float > $ 
jf @AMBULAN_3187 
jump @AMBULAN_2333 

:AMBULAN_3187
if and
  $6799 > 446.491 // $ > float 
  599.769 > $6799 // float > $ 
  $6800 > -92.564 // $ > float 
  53.415 > $6800 // float > $ 
jf @AMBULAN_3245 
jump @AMBULAN_2333 

:AMBULAN_3245
if and
  $6799 > -192.361 // $ > float 
  234.821 > $6799 // float > $ 
  $6800 > -272.607 // $ > float 
  406.194 > $6800 // float > $ 
jf @AMBULAN_3303 
jump @AMBULAN_2333 

:AMBULAN_3303
if and
  $6799 > -290.702 // $ > float 
  282.265 > $6799 // float > $ 
  $6800 > 398.714 // $ > float 
  661.476 > $6800 // float > $ 
jf @AMBULAN_3361 
jump @AMBULAN_2333 

:AMBULAN_3361
if and
  $6799 > -728.193 // $ > float 
  -67.639 > $6799 // float > $ 
  $6800 > -20.866 // $ > float 
  99.566 > $6800 // float > $ 
jf @AMBULAN_3419 
jump @AMBULAN_2333 

:AMBULAN_3419
if and
  $6799 > -516.97 // $ > float 
  -188.518 > $6799 // float > $ 
  $6800 > -667.97 // $ > float 
  -507.393 > $6800 // float > $ 
jf @AMBULAN_3477 
jump @AMBULAN_2333 

:AMBULAN_3477
if and
  $6799 > -710.393 // $ > float 
  -579.012 > $6799 // float > $ 
  $6800 > -1416.112 // $ > float 
  -1211.742 > $6800 // float > $ 
jf @AMBULAN_3535 
jump @AMBULAN_2333 

:AMBULAN_3535
if and
  $6799 > 333.358 // $ > float 
  493.934 > $6799 // float > $ 
  $6800 > 991.328 // $ > float 
  1261.389 > $6800 // float > $ 
jf @AMBULAN_3593 
jump @AMBULAN_2333 

:AMBULAN_3593
if and
  $6799 > -790.682 // $ > float 
  -626.456 > $6799 // float > $ 
  $6800 > 1196.908 // $ > float 
  1306.392 > $6800 // float > $ 
jf @AMBULAN_3651 
jump @AMBULAN_2333 

:AMBULAN_3651
if and
  $6799 > -1173.877 // $ > float 
  -1027.898 > $6799 // float > $ 
  $6800 > 237.098 // $ > float 
  415.922 > $6800 // float > $ 
jf @AMBULAN_3709 
jump @AMBULAN_2333 

:AMBULAN_3709
if and
  $6799 > -1389.195 // $ > float 
  -1199.422 > $6799 // float > $ 
  $6800 > -47.561 // $ > float 
  229.799 > $6800 // float > $ 
jf @AMBULAN_3767 
jump @AMBULAN_2333 

:AMBULAN_3767
if and
  $6799 > -1571.667 // $ > float 
  -1290.658 > $6799 // float > $ 
  $6800 > -1007.371 // $ > float 
  -784.753 > $6800 // float > $ 
jf @AMBULAN_3825 
jump @AMBULAN_2333 

:AMBULAN_3825
if and
  $6799 > -757.335 // $ > float 
  -219.313 > $6799 // float > $ 
  $6800 > -979.568 // $ > float 
  -878.689 > $6800 // float > $ 
jf @AMBULAN_3883 
jump @AMBULAN_2333 

:AMBULAN_3883
if and
  $6799 > -180.88 // $ > float 
  64.112 > $6799 // float > $ 
  $6800 > -499.183 // $ > float 
  -417.519 > $6800 // float > $ 
jf @AMBULAN_3941 
jump @AMBULAN_2333 

:AMBULAN_3941
if and
  $6799 > 511.112 // $ > float 
  638.214 > $6799 // float > $ 
  $6800 > -1815.644 // $ > float 
  -1679.04 > $6800 // float > $ 
jf @AMBULAN_3999 
jump @AMBULAN_2333 

:AMBULAN_3999
if and
  $6799 > -691.673 // $ > float 
  -581.673 > $6799 // float > $ 
  $6800 > -1519.748 // $ > float 
  -1449.748 > $6800 // float > $ 
jf @AMBULAN_4057 
jump @AMBULAN_2333 

:AMBULAN_4057
if and
  $6799 > -1176.038 // $ > float 
  -1012.796 > $6799 // float > $ 
  $6800 > -266.898 // $ > float 
  -158.26 > $6800 // float > $ 
jf @AMBULAN_4115 
jump @AMBULAN_2333 

:AMBULAN_4115
if and
  $6799 > -1031.494 // $ > float 
  -949.479 > $6799 // float > $ 
  $6800 > -902.312 // $ > float 
  -821.592 > $6800 // float > $ 
jf @AMBULAN_4173 
jump @AMBULAN_2333 

:AMBULAN_4173
if and
  $6799 > -896.098 // $ > float 
  -855.09 > $6799 // float > $ 
  $6800 > -593.101 // $ > float 
  -548.64 > $6800 // float > $ 
jf @AMBULAN_4231 
jump @AMBULAN_2333 

:AMBULAN_4231
if and
  $6799 > -1012.06 // $ > float 
  -982.06 > $6799 // float > $ 
  $6800 > 181.561 // $ > float 
  216.561 > $6800 // float > $ 
jf @AMBULAN_4289 
jump @AMBULAN_2333 

:AMBULAN_4289
if and
  $6799 > -112.495 // $ > float 
  9.705 > $6799 // float > $ 
  $6800 > 920.349 // $ > float 
  1025.694 > $6800 // float > $ 
jf @AMBULAN_4347 
jump @AMBULAN_2333 

:AMBULAN_4347
if and
  $6799 > 533.891 // $ > float 
  673.891 > $6799 // float > $ 
  $6800 > -343.116 // $ > float 
  -183.116 > $6800 // float > $ 
jf @AMBULAN_4405 
jump @AMBULAN_2333 

:AMBULAN_4405
if and
  $6799 > -1783.222 // $ > float 
  -1586.599 > $6799 // float > $ 
  $6800 > -307.5092 // $ > float 
  -84.3105 > $6800 // float > $ 
jf @AMBULAN_4463 
jump @AMBULAN_2333 

:AMBULAN_4463
if and
  $6799 > -903.6972 // $ > float 
  -882.7946 > $6799 // float > $ 
  $6800 > 791.7817 // $ > float 
  808.3229 > $6800 // float > $ 
jf @AMBULAN_4521 
jump @AMBULAN_2333 

:AMBULAN_4521
if and
  $6799 > -1059.234 // $ > float 
  -1040.148 > $6799 // float > $ 
  $6800 > 73.3646 // $ > float 
  89.7497 > $6800 // float > $ 
jf @AMBULAN_4579 
jump @AMBULAN_2333 

:AMBULAN_4579
if and
  $6799 > -1235.792 // $ > float 
  -1110.932 > $6799 // float > $ 
  $6800 > 32.1217 // $ > float 
  126.1341 > $6800 // float > $ 
jf @AMBULAN_4637 
jump @AMBULAN_2333 

:AMBULAN_4637
if 
  6.0 > $6801 // float > $ 
jf @AMBULAN_4665 
jump @AMBULAN_2333 

:AMBULAN_4665
0086: $6805 = $6794 // $ = $ float 
0061: $6805 -= $6799 // $ -= $ float 
0086: $6806 = $6795 // $ = $ float 
0061: $6806 -= $6800 // $ -= $ float 
0069: $6805 *= $6805 // $ *= $ float 
0069: $6806 *= $6806 // $ *= $ float 
0086: $6807 = $6805 // $ = $ float 
0059: $6807 += $6806 // $ += $ float 
01FB: $6808 = square_root $6807 
if 
  120.0 > $6808 // float > $ 
jf @AMBULAN_4765 
jump @AMBULAN_2333 

:AMBULAN_4765
0086: $6805 = $6791 // $ = $ float 
0061: $6805 -= $6799 // $ -= $ float 
0086: $6806 = $6792 // $ = $ float 
0061: $6806 -= $6800 // $ -= $ float 
0069: $6805 *= $6805 // $ *= $ float 
0069: $6806 *= $6806 // $ *= $ float 
0086: $6807 = $6805 // $ = $ float 
0059: $6807 += $6806 // $ += $ float 
01FB: $6809 = square_root $6807 
if 
  100.0 > $6809 // float > $ 
jf @AMBULAN_4865 
jump @AMBULAN_2333 

:AMBULAN_4865
if 
  2@ > 0 // @ > int 
jf @AMBULAN_4940 
if 
  not Actor.Dead(0@)
jf @AMBULAN_4940 
if 
00EC:   actor 0@ 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_4940 
jump @AMBULAN_2333 

:AMBULAN_4940
if 
  5@ > 0 // @ > int 
jf @AMBULAN_5015 
if 
  not Actor.Dead(3@)
jf @AMBULAN_5015 
if 
00EC:   actor 3@ 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5015 
jump @AMBULAN_2333 

:AMBULAN_5015
if 
  8@ > 0 // @ > int 
jf @AMBULAN_5090 
if 
  not Actor.Dead(6@)
jf @AMBULAN_5090 
if 
00EC:   actor 6@ 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5090 
jump @AMBULAN_2333 

:AMBULAN_5090
if 
  11@ > 0 // @ > int 
jf @AMBULAN_5165 
if 
  not Actor.Dead(9@)
jf @AMBULAN_5165 
if 
00EC:   actor 9@ 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5165 
jump @AMBULAN_2333 

:AMBULAN_5165
if 
  14@ > 0 // @ > int 
jf @AMBULAN_5240 
if 
  not Actor.Dead(12@)
jf @AMBULAN_5240 
if 
00EC:   actor 12@ 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5240 
jump @AMBULAN_2333 

:AMBULAN_5240
if 
  $6766 > 0 // $ > int 
jf @AMBULAN_5315 
if 
  not Actor.Dead($6764)
jf @AMBULAN_5315 
if 
00EC:   actor $6764 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5315 
jump @AMBULAN_2333 

:AMBULAN_5315
if 
  $6769 > 0 // $ > int 
jf @AMBULAN_5390 
if 
  not Actor.Dead($6767)
jf @AMBULAN_5390 
if 
00EC:   actor $6767 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5390 
jump @AMBULAN_2333 

:AMBULAN_5390
if 
  $6772 > 0 // $ > int 
jf @AMBULAN_5465 
if 
  not Actor.Dead($6770)
jf @AMBULAN_5465 
if 
00EC:   actor $6770 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5465 
jump @AMBULAN_2333 

:AMBULAN_5465
if 
  $6775 > 0 // $ > int 
jf @AMBULAN_5540 
if 
  not Actor.Dead($6773)
jf @AMBULAN_5540 
if 
00EC:   actor $6773 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5540 
jump @AMBULAN_2333 

:AMBULAN_5540
if 
  $6778 > 0 // $ > int 
jf @AMBULAN_5615 
if 
  not Actor.Dead($6776)
jf @AMBULAN_5615 
if 
00EC:   actor $6776 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5615 
jump @AMBULAN_2333 

:AMBULAN_5615
if 
  $6781 > 0 // $ > int 
jf @AMBULAN_5690 
if 
  not Actor.Dead($6779)
jf @AMBULAN_5690 
if 
00EC:   actor $6779 0 $6799 $6800 radius 25.0 25.0 
jf @AMBULAN_5690 
jump @AMBULAN_2333 

:AMBULAN_5690
return 

:AMBULAN_5692
0086: $6810 = $6809 // $ = $ float 
0071: $6810 /= $6812 // $ /= $ float 
$6810 *= 1000.0 // $ *= float 
008C: $6742 = float_to_integer $6810 
0058: $6740 += $6742 // $ += $ int 
return 

:AMBULAN_5736
wait 0 
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @AMBULAN_5794 
if 
00E1:   player 0 pressed_button 19 
jf @AMBULAN_5787 
$6761 = 1 // $ = int 

:AMBULAN_5787
jump @AMBULAN_5818 

:AMBULAN_5794
if 
00E1:   player 0 pressed_button 14 
jf @AMBULAN_5818 
$6761 = 1 // $ = int 

:AMBULAN_5818
if 
  $6761 == 1 // $ == int 
jf @AMBULAN_5939 
if 
   not $18 == 3 // $ == int 
jf @AMBULAN_5900 
if 
80E1:   not player 0 pressed_button 19 
jf @AMBULAN_5893 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 

:AMBULAN_5893
jump @AMBULAN_5939 

:AMBULAN_5900
if 
80E1:   not player 0 pressed_button 14 
jf @AMBULAN_5939 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 

:AMBULAN_5939
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_5987 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_7425 
jump @AMBULAN_5995 

:AMBULAN_5987
00DA: $6741 = player $PLAYER_CHAR car 

:AMBULAN_5995
if and
  $6744 > 6 // $ > int 
  $6752 == 2 // $ == int 
  $6759 == 0 // $ == int 
jf @AMBULAN_6041 
$6752 = 1 // $ = int 
$6759 += 1 // $ += int 

:AMBULAN_6041
if and
  $6744 > 9 // $ > int 
  $6752 == 2 // $ == int 
  $6759 == 1 // $ == int 
jf @AMBULAN_6087 
$6752 = 1 // $ = int 
$6759 += 1 // $ += int 

:AMBULAN_6087
if and
  $6744 > 12 // $ > int 
  $6752 == 2 // $ == int 
  $6759 == 2 // $ == int 
jf @AMBULAN_6133 
$6752 = 1 // $ = int 
$6759 += 1 // $ += int 

:AMBULAN_6133
if 
  2@ > 0 // @ > int 
jf @AMBULAN_6215 
008A: $6785 = 0@ // $ = @ int 
008A: $6786 = 2@ // $ = @ int 
008A: $6787 = 1@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6207 
jump @AMBULAN_7425 

:AMBULAN_6207
008B: 2@ = $6786 // @ = $ int 

:AMBULAN_6215
if 
  5@ > 0 // @ > int 
jf @AMBULAN_6297 
008A: $6785 = 3@ // $ = @ int 
008A: $6786 = 5@ // $ = @ int 
008A: $6787 = 4@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6289 
jump @AMBULAN_7425 

:AMBULAN_6289
008B: 5@ = $6786 // @ = $ int 

:AMBULAN_6297
if 
  8@ > 0 // @ > int 
jf @AMBULAN_6379 
008A: $6785 = 6@ // $ = @ int 
008A: $6786 = 8@ // $ = @ int 
008A: $6787 = 7@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6371 
jump @AMBULAN_7425 

:AMBULAN_6371
008B: 8@ = $6786 // @ = $ int 

:AMBULAN_6379
if 
  11@ > 0 // @ > int 
jf @AMBULAN_6461 
008A: $6785 = 9@ // $ = @ int 
008A: $6786 = 11@ // $ = @ int 
008A: $6787 = 10@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6453 
jump @AMBULAN_7425 

:AMBULAN_6453
008B: 11@ = $6786 // @ = $ int 

:AMBULAN_6461
if 
  14@ > 0 // @ > int 
jf @AMBULAN_6543 
008A: $6785 = 12@ // $ = @ int 
008A: $6786 = 14@ // $ = @ int 
008A: $6787 = 13@ // $ = @ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6535 
jump @AMBULAN_7425 

:AMBULAN_6535
008B: 14@ = $6786 // @ = $ int 

:AMBULAN_6543
if 
  $6766 > 0 // $ > int 
jf @AMBULAN_6625 
0084: $6785 = $6764 // $ = $ int 
0084: $6786 = $6766 // $ = $ int 
0084: $6787 = $6765 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6617 
jump @AMBULAN_7425 

:AMBULAN_6617
0084: $6766 = $6786 // $ = $ int 

:AMBULAN_6625
if 
  $6769 > 0 // $ > int 
jf @AMBULAN_6707 
0084: $6785 = $6767 // $ = $ int 
0084: $6786 = $6769 // $ = $ int 
0084: $6787 = $6768 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6699 
jump @AMBULAN_7425 

:AMBULAN_6699
0084: $6769 = $6786 // $ = $ int 

:AMBULAN_6707
if 
  $6772 > 0 // $ > int 
jf @AMBULAN_6789 
0084: $6785 = $6770 // $ = $ int 
0084: $6786 = $6772 // $ = $ int 
0084: $6787 = $6771 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6781 
jump @AMBULAN_7425 

:AMBULAN_6781
0084: $6772 = $6786 // $ = $ int 

:AMBULAN_6789
if 
  $6775 > 0 // $ > int 
jf @AMBULAN_6871 
0084: $6785 = $6773 // $ = $ int 
0084: $6786 = $6775 // $ = $ int 
0084: $6787 = $6774 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6863 
jump @AMBULAN_7425 

:AMBULAN_6863
0084: $6775 = $6786 // $ = $ int 

:AMBULAN_6871
if 
  $6778 > 0 // $ > int 
jf @AMBULAN_6953 
0084: $6785 = $6776 // $ = $ int 
0084: $6786 = $6778 // $ = $ int 
0084: $6787 = $6777 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_6945 
jump @AMBULAN_7425 

:AMBULAN_6945
0084: $6778 = $6786 // $ = $ int 

:AMBULAN_6953
if 
  $6781 > 0 // $ > int 
jf @AMBULAN_7035 
0084: $6785 = $6779 // $ = $ int 
0084: $6786 = $6781 // $ = $ int 
0084: $6787 = $6780 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_7027 
jump @AMBULAN_7425 

:AMBULAN_7027
0084: $6781 = $6786 // $ = $ int 

:AMBULAN_7035
if 
  $6784 > 0 // $ > int 
jf @AMBULAN_7117 
0084: $6785 = $6782 // $ = $ int 
0084: $6786 = $6784 // $ = $ int 
0084: $6787 = $6783 // $ = $ int 
gosub @AMBULAN_7618 
if 
  $6788 == 1 // $ == int 
jf @AMBULAN_7109 
jump @AMBULAN_7425 

:AMBULAN_7109
0084: $6784 = $6786 // $ = $ int 

:AMBULAN_7117
if 
003A:   $6753 == $6744 // $ == $ int 
jf @AMBULAN_7418 
0084: $6751 = $6756 // $ = $ int 
0068: $6751 *= $6756 // $ *= $ int 
$6751 *= 50 // $ *= int 
01E3: text_1number_styled 'REWARD' number $6751 time 6000 style 6  // REWARD $~1~
0058: $316 += $6753 // $ += $ int 
0058: $6763 += $6753 // $ += $ int 
$6744 += 1 // $ += int 
$6753 = 0 // $ = int 
$6743 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += $6751
$6760 = 0 // $ = int 
Marker.Disable($6754)
Marker.Disable(1@)
Marker.Disable(4@)
Marker.Disable(7@)
Marker.Disable(10@)
Marker.Disable(13@)
Marker.Disable($6765)
Marker.Disable($6768)
Marker.Disable($6771)
Marker.Disable($6774)
Marker.Disable($6777)
Marker.Disable($6780)
Marker.Disable($6783)
0403: save_highest_ambulance_level $6756 
$6756 += 1 // $ += int 
if 
  $6756 == 13 // $ == int 
jf @AMBULAN_7411 
01E3: text_1number_styled 'A_COMP1' number 15000 time 5000 style 5  // Paramedic missions complete: $~1~
Player.Money($PLAYER_CHAR) += 25000
0394: play_music 1 
Player.InfiniteRun($PLAYER_CHAR, True)
if 
  $1581 == 0 // $ == int 
jf @AMBULAN_7409 
030C: progress_made += 1 
03E5: text_box 'A_COMP2'  // You will never get tired!
Player.InfiniteRun($PLAYER_CHAR, True)
0595: mission_complete 
$1581 = 1 // $ = int 

:AMBULAN_7409
return 

:AMBULAN_7411
jump @AMBULAN_367 

:AMBULAN_7418
jump @AMBULAN_5736 

:AMBULAN_7425
014F: stop_timer $6740 
if 
   not $6756 == 13 // $ == int 
jf @AMBULAN_7481 
00BA: text_styled 'A_FAIL1' 5000 ms 5  // Paramedic mission ended.
01E3: text_1number_styled 'A_SAVES' number $6763 time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_7481
$6760 = 0 // $ = int 
Marker.Disable($6754)
Marker.Disable(1@)
Marker.Disable(4@)
Marker.Disable(7@)
Marker.Disable(10@)
Marker.Disable(13@)
Marker.Disable($6765)
Marker.Disable($6768)
Marker.Disable($6771)
Marker.Disable($6774)
Marker.Disable($6777)
Marker.Disable($6780)
Marker.Disable($6783)
03C7: set_sensitivity_to_crime_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
$319 = 0 // $ = int 
mission_cleanup 
if 
  $1581 == 1 // $ == int 
jf @AMBULAN_7616 
03E5: text_box 'A_COMP2'  // You will never get tired!
$1581 = 2 // $ = int 

:AMBULAN_7616
return 

:AMBULAN_7618
if 
  Actor.Dead($6785)
jf @AMBULAN_7658 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
$6788 = 1 // $ = int 
return 

:AMBULAN_7658
if 
  $6740 == 0 // $ == int 
jf @AMBULAN_7710 
0321: kill_actor $6785 
Actor.DestroyWithFade($6785)
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
$6788 = 1 // $ = int 
return 

:AMBULAN_7710
if 
  $6786 == 3 // $ == int 
jf @AMBULAN_7882 
Actor.StorePos($6785, $6802, $6803, $6804)
$6747 = Car.Health($6741)
if 
001C:   $6746 > $6747 // $ > $ int 
jf @AMBULAN_7882 
0084: $6748 = $6746 // $ = $ int 
0060: $6748 -= $6747 // $ -= $ int 
$6748 *= 50 // $ *= int 
0060: $6740 -= $6748 // $ -= $ int 
if 
03A3:   actor $6785 male 
jf @AMBULAN_7836 
018C: play_sound 19 at $6802 $6803 $6804 
jump @AMBULAN_7849 

:AMBULAN_7836
018C: play_sound 20 at $6802 $6803 $6804 

:AMBULAN_7849
if 
  0 > $6740 // int > $ 
jf @AMBULAN_7874 
$6740 = 0 // $ = int 

:AMBULAN_7874
0084: $6746 = $6747 // $ = $ int 

:AMBULAN_7882
if 
  $6786 == 1 // $ == int 
jf @AMBULAN_8048 
if 
00FD:   player $PLAYER_CHAR 0 $6785 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_8048 
01E9: $6750 = car $6741 num_passengers 
01EA: $6749 = car $6741 max_passengers 
if 
003A:   $6750 == $6749 // $ == $ int 
jf @AMBULAN_8000 
00BC: text_highpriority 'A_FULL' time 5000 1  // ~r~Ambulance full!!
$6758 = 1 // $ = int 
jump @AMBULAN_8007 

:AMBULAN_8000
$6758 = 0 // $ = int 

:AMBULAN_8007
$6746 = Car.Health($6741)
if 
  $6758 == 0 // $ == int 
jf @AMBULAN_8048 
01D4: actor $6785 go_to_car $6741 and_enter_it_as_a_passenger 
$6786 = 2 // $ = int 

:AMBULAN_8048
if 
  $6786 == 2 // $ == int 
jf @AMBULAN_8143 
if 
80EB:   not player $PLAYER_CHAR 0 $6785 radius 20.0 20.0 
jf @AMBULAN_8104 
$6786 = 1 // $ = int 

:AMBULAN_8104
if 
04FF:   actor $6785 no_objective 
jf @AMBULAN_8143 
if 
  not Actor.Driving($6785)
jf @AMBULAN_8143 
$6786 = 1 // $ = int 

:AMBULAN_8143
if 
  $6786 == 2 // $ == int 
jf @AMBULAN_8270 
if 
  Actor.Driving($6785)
jf @AMBULAN_8270 
Marker.Disable($6787)
if 
  $6760 == 0 // $ == int 
jf @AMBULAN_8221 
018A: $6754 = create_checkpoint_at $6791 $6792 $6793 
$6760 = 1 // $ = int 

:AMBULAN_8221
0084: $6757 = $6755 // $ = $ int 
$6757 /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6  // +~1~ seconds
0058: $6740 += $6755 // $ += $ int 
$6786 = 3 // $ = int 

:AMBULAN_8270
if 
  $6786 == 3 // $ == int 
jf @AMBULAN_8348 
if 
00FA:   player $PLAYER_CHAR stopped 1 $6791 $6792 $6793 radius 6.0 6.0 2.0 
jf @AMBULAN_8348 
0239: actor $6785 run_to $6797 $6798 
$6786 = 4 // $ = int 

:AMBULAN_8348
if 
  $6786 == 4 // $ == int 
jf @AMBULAN_8557 
0239: actor $6785 run_to $6797 $6798 
if 
  not Actor.Driving($6785)
jf @AMBULAN_8557 
0239: actor $6785 run_to $6797 $6798 
Actor.RemoveReferences($6785)
00BA: text_styled 'A_PASS' 3000 ms 5  // Rescued!
if 
  $6752 == 1 // $ == int 
jf @AMBULAN_8522 
0084: $6757 = $6755 // $ = $ int 
$6757 /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' number $6757 time 6000 style 6  // +~1~ seconds
00DA: $6741 = player $PLAYER_CHAR car 
$6762 = Car.Health($6741)
$6762 += 110 // $ += int 
Car.Health($6741) = $6762
0058: $6740 += $6755 // $ += $ int 
$6752 += 1 // $ += int 

:AMBULAN_8522
018C: play_sound 1 at 0.0 0.0 0.0 
$6753 += 1 // $ += int 
0401: increment_people_saved_in_ambulance 
$6786 = 0 // $ = int 

:AMBULAN_8557
return 

//-------------Mission 77---------------
// Originally: FIREFIGHTER

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_7990 
terminate_this_script 

:FIRETRU_16
$ONMISSION = 1 // $ = int 
$321 = 1 // $ = int 
script_name 'FIRETRU' 
wait 0 
if 
  $1583 == 0 // $ == int 
jf @FIRETRU_64 
increment_mission_attempts 

:FIRETRU_64
054C: use_GXT_table 'FIRETRK' 
$6841 = 0 // $ = int 
$6844 = 0 // $ = int 
$6845 = 0 // $ = int 
$6847 = 0 // $ = int 
$6846 = 0 // $ = int 
$6850 = 0 // $ = int 
$6849 = 0 // $ = int 
$6871 = 5.5 // $ = float 
$6848 = 1 // $ = int 
$6842 = 0 // $ = int 
$6935 = 0 // $ = int 
$6843 = 0 // $ = int 
$6851 = 0 // $ = int 
1@ = -1 // @ = int 
1@ = -1 // @ = int 
1@ = -1 // @ = int 
$6856 = 0 // $ = int 
$6818 = 0 // $ = int 
$6819 = 0 // $ = int 
$6820 = 0 // $ = int 
$6821 = 0 // $ = int 
$6822 = 0 // $ = int 
$6823 = 0 // $ = int 
$6824 = 0 // $ = int 
$6825 = 0 // $ = int 
$6826 = 0 // $ = int 
03C7: set_sensitivity_to_crime_to 0.5 
if 
  $ONMISSION == 0 // $ == int 
jf @FIRETRU_480 
018A: $6827 = create_checkpoint_at $445 $446 $447 
018A: $6828 = create_checkpoint_at $445 $446 $447 
018A: $6829 = create_checkpoint_at $445 $446 $447 
018A: $6830 = create_checkpoint_at $445 $446 $447 
018A: $6831 = create_checkpoint_at $445 $446 $447 
018A: $6832 = create_checkpoint_at $445 $446 $447 
018A: $6833 = create_checkpoint_at $445 $446 $447 
018A: $6834 = create_checkpoint_at $445 $446 $447 
018A: $6835 = create_checkpoint_at $445 $446 $447 
018A: $6836 = create_checkpoint_at $445 $446 $447 
018A: $6837 = create_checkpoint_at $445 $446 $447 
018A: $6838 = create_checkpoint_at $445 $446 $447 
018A: $6839 = create_checkpoint_at $445 $446 $447 
018A: $6840 = create_checkpoint_at $445 $446 $447 

:FIRETRU_480
$6855 = 0 // $ = int 
$6853 = 0 // $ = int 
$6858 = 0 // $ = int 
$6859 = 0 // $ = int 
$6860 = 0 // $ = int 
$6862 = 0 // $ = int 
$6863 = 0 // $ = int 
$6864 = 0 // $ = int 
$6865 = 0 // $ = int 
$6866 = 0 // $ = int 
$6867 = 0 // $ = int 
$6868 = 0 // $ = int 
$6869 = 0 // $ = int 
$6870 = 0 // $ = int 
0209: $4127 = random_int_in_ranges 25 44 
if 
  $4127 == 25 // $ == int 
jf @FIRETRU_613 
04AE: $6935 = 135 // = constant 

:FIRETRU_613
if 
  $4127 == 26 // $ == int 
jf @FIRETRU_639 
04AE: $6935 = 148 // = constant 

:FIRETRU_639
if 
  $4127 == 27 // $ == int 
jf @FIRETRU_665 
04AE: $6935 = 151 // = constant 

:FIRETRU_665
if 
  $4127 == 28 // $ == int 
jf @FIRETRU_691 
04AE: $6935 = 130 // = constant 

:FIRETRU_691
if 
  $4127 == 29 // $ == int 
jf @FIRETRU_717 
04AE: $6935 = 134 // = constant 

:FIRETRU_717
if 
  $4127 == 30 // $ == int 
jf @FIRETRU_743 
04AE: $6935 = 175 // = constant 

:FIRETRU_743
if 
  $4127 == 31 // $ == int 
jf @FIRETRU_769 
04AE: $6935 = 196 // = constant 

:FIRETRU_769
if 
  $4127 == 32 // $ == int 
jf @FIRETRU_795 
04AE: $6935 = 197 // = constant 

:FIRETRU_795
if 
  $4127 == 33 // $ == int 
jf @FIRETRU_821 
04AE: $6935 = 209 // = constant 

:FIRETRU_821
if 
  $4127 == 34 // $ == int 
jf @FIRETRU_847 
04AE: $6935 = 143 // = constant 

:FIRETRU_847
if 
  $4127 == 35 // $ == int 
jf @FIRETRU_873 
04AE: $6935 = 150 // = constant 

:FIRETRU_873
if 
  $4127 == 36 // $ == int 
jf @FIRETRU_899 
04AE: $6935 = 168 // = constant 

:FIRETRU_899
if 
  $4127 == 37 // $ == int 
jf @FIRETRU_925 
04AE: $6935 = 170 // = constant 

:FIRETRU_925
if 
  $4127 == 38 // $ == int 
jf @FIRETRU_951 
04AE: $6935 = 179 // = constant 

:FIRETRU_951
if 
  $4127 == 39 // $ == int 
jf @FIRETRU_977 
04AE: $6935 = 200 // = constant 

:FIRETRU_977
if 
  $4127 == 40 // $ == int 
jf @FIRETRU_1003 
04AE: $6935 = 212 // = constant 

:FIRETRU_1003
if 
  $4127 == 41 // $ == int 
jf @FIRETRU_1029 
04AE: $6935 = 216 // = constant 

:FIRETRU_1029
if 
  $4127 == 42 // $ == int 
jf @FIRETRU_1055 
04AE: $6935 = 222 // = constant 

:FIRETRU_1055
if 
  $4127 == 43 // $ == int 
jf @FIRETRU_1081 
04AE: $6935 = 174 // = constant 

:FIRETRU_1081
Model.Load($6935)

:FIRETRU_1086
gosub @FIRETRU_6347 
if 
  $6842 == 1 // $ == int 
jf @FIRETRU_1118 
jump @FIRETRU_7990 

:FIRETRU_1118
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @FIRETRU_1173 
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 
jump @FIRETRU_1278 

:FIRETRU_1173
if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
jf @FIRETRU_1248 
0208: $6942 = random_float -1802.615 -270.134 
0208: $6943 = random_float -1518.473 1591.896 
jump @FIRETRU_1278 

:FIRETRU_1248
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 

:FIRETRU_1278
if 
  5 > $6848 // int > $ 
jf @FIRETRU_1325 
02C1: set $6942 $6943 $6944 to_car_path_coords_closest_to $6942 $6943 10.0 
jump @FIRETRU_2054 

:FIRETRU_1325
if 
  9 > $6848 // int > $ 
jf @FIRETRU_1646 
04B9: get_closest_straight_road $6942 $6943 10.0 12.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $447 
if and
  $6942 == 0.0 // $ == float 
  $6943 == 0.0 // $ == float 
  $6945 == 0.0 // $ == float 
  $6946 == 0.0 // $ == float 
jf @FIRETRU_1449 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_1449
0086: $6963 = $6945 // $ = $ float 
0061: $6963 -= $6942 // $ -= $ float 
0086: $6964 = $6946 // $ = $ float 
0061: $6964 -= $6943 // $ -= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $6963 // $ *= $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $6964 // $ *= $ float 
0086: $6965 = $6978 // $ = $ float 
0059: $6965 += $6979 // $ += $ float 
01FB: $6965 = square_root $6965 
$4864 = 12.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0086: $6945 = $6942 // $ = $ float 
0059: $6945 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0086: $6946 = $6943 // $ = $ float 
0059: $6946 += $6979 // $ += $ float 
$6944 += 0.5 // $ += float 
$6947 += 0.5 // $ += float 
jump @FIRETRU_2054 

:FIRETRU_1646
04B9: get_closest_straight_road $6942 $6943 10.0 18.0 500.0 $6945 $6946 $6947 $6948 $6949 $6950 $447 
if and
  $6945 == 0.0 // $ == float 
  $6946 == 0.0 // $ == float 
  $6948 == 0.0 // $ == float 
  $6949 == 0.0 // $ == float 
jf @FIRETRU_1752 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_1752
0086: $6963 = $6948 // $ = $ float 
0061: $6963 -= $6945 // $ -= $ float 
0086: $6964 = $6949 // $ = $ float 
0061: $6964 -= $6946 // $ -= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $6963 // $ *= $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $6964 // $ *= $ float 
0086: $6965 = $6978 // $ = $ float 
0059: $6965 += $6979 // $ += $ float 
01FB: $6965 = square_root $6965 
$4864 = 18.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0086: $6948 = $6945 // $ = $ float 
0059: $6948 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0086: $6949 = $6946 // $ = $ float 
0059: $6949 += $6979 // $ += $ float 
0086: $6942 = $6945 // $ = $ float 
0061: $6942 -= $6948 // $ -= $ float 
$6942 /= 2.0 // $ /= float 
0059: $6942 += $6948 // $ += $ float 
0086: $6943 = $6946 // $ = $ float 
0061: $6943 -= $6949 // $ -= $ float 
$6943 /= 2.0 // $ /= float 
0059: $6943 += $6949 // $ += $ float 
0086: $6944 = $6947 // $ = $ float 
0061: $6944 -= $6950 // $ -= $ float 
$6944 /= 2.0 // $ /= float 
0059: $6944 += $6950 // $ += $ float 
$6947 += 0.5 // $ += float 
$6944 += 0.5 // $ += float 
$6950 += 0.5 // $ += float 

:FIRETRU_2054
if 
  7.0 > $6944 // float > $ 
jf @FIRETRU_2086 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2086
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0509: $6872 = distance_between_point $95 $96 and_point $6942 $6943 
if or
  150.0 > $6872 // float > $ 
  $6872 > 600.0 // $ > float 
jf @FIRETRU_2159 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2159
if and
  $6942 > -1905.785 // $ > float 
  -1105.785 > $6942 // float > $ 
  $6943 > 745.678 // $ > float 
  1773.513 > $6943 // float > $ 
jf @FIRETRU_2221 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2221
if and
  $6942 > -265.018 // $ > float 
  170.188 > $6942 // float > $ 
  $6943 > -275.942 // $ > float 
  1689.059 > $6943 // float > $ 
jf @FIRETRU_2283 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2283
if and
  $6942 > 164.191 // $ > float 
  259.713 > $6942 // float > $ 
  $6943 > -187.926 // $ > float 
  631.97 > $6943 // float > $ 
jf @FIRETRU_2345 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2345
if and
  $6942 > -731.729 // $ > float 
  -263.334 > $6942 // float > $ 
  $6943 > -4.399 // $ > float 
  62.853 > $6943 // float > $ 
jf @FIRETRU_2407 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2407
if and
  $6942 > -180.88 // $ > float 
  64.112 > $6942 // float > $ 
  $6943 > -499.183 // $ > float 
  -417.519 > $6943 // float > $ 
jf @FIRETRU_2469 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2469
if and
  $6942 > -762.855 // $ > float 
  -172.566 > $6942 // float > $ 
  $6943 > -667.099 // $ > float 
  -224.382 > $6943 // float > $ 
jf @FIRETRU_2531 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2531
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @FIRETRU_2797 
if and
  $6942 > -2327.212 // $ > float 
  -261.402 > $6942 // float > $ 
  $6943 > -2027.821 // $ > float 
  1894.426 > $6943 // float > $ 
jf @FIRETRU_2611 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2611
if and
  $6942 > -265.018 // $ > float 
  170.188 > $6942 // float > $ 
  $6943 > -275.942 // $ > float 
  1689.059 > $6943 // float > $ 
jf @FIRETRU_2673 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2673
if and
  $6942 > -265.657 // $ > float 
  36.828 > $6942 // float > $ 
  $6943 > -729.217 // $ > float 
  -275.488 > $6943 // float > $ 
jf @FIRETRU_2735 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2735
if and
  $6942 > 164.191 // $ > float 
  259.713 > $6942 // float > $ 
  $6943 > -187.926 // $ > float 
  631.97 > $6943 // float > $ 
jf @FIRETRU_2797 
wait 0 
jump @FIRETRU_1086 

:FIRETRU_2797
0086: $6873 = $6872 // $ = $ float 
0071: $6873 /= $6871 // $ /= $ float 
$6873 *= 1000.0 // $ *= float 
008C: $6843 = float_to_integer $6873 
0058: $6841 += $6843 // $ += $ int 
if 
  $6847 == 0 // $ == int 
jf @FIRETRU_2888 
if 
  50000 > $6841 // int > $ 
jf @FIRETRU_2888 
$6841 = 50000 // $ = int 

:FIRETRU_2888
if 
  not Model.Available($6935)
jf @FIRETRU_2947 
wait 0 
gosub @FIRETRU_6347 
if 
  $6842 == 1 // $ == int 
jf @FIRETRU_2940 
jump @FIRETRU_7990 

:FIRETRU_2940
jump @FIRETRU_2888 

:FIRETRU_2947
Car.Create(1@, $6935, $6942, $6943, $6944)
0208: $6874 = random_float 0.0 359.9 
Car.Angle(1@) = $6874
0325: $6814 = create_car 1@ fire 
Marker.CreateAboveCar($6828, 1@)
018B: set_marker $6828 display 2 
03ED: set_car 1@ not_damaged_when_upside_down 1 
$6855 += 1 // $ += int 
0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 
02A9: set_actor 5@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 
if 
  $6848 > 2 // $ > int 
jf @FIRETRU_3088 
0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 
02A9: set_actor 6@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3088
if 
  $6848 > 3 // $ > int 
jf @FIRETRU_3130 
0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 
02A9: set_actor 7@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3130
if 
  $6848 > 4 // $ > int 
jf @FIRETRU_3317 
0086: $6978 = $6945 // $ = $ float 
$6978 -= 5.0 // $ -= float 
0086: $445 = $6978 // $ = $ float 
$445 += 10.0 // $ += float 
0208: $6945 = random_float $6978 $445 
0086: $6979 = $6946 // $ = $ float 
$6979 -= 5.0 // $ -= float 
0086: $446 = $6979 // $ = $ float 
$446 += 10.0 // $ += float 
0208: $6946 = random_float $6979 $446 
Car.Create(2@, $6935, $6945, $6946, $6947)
039F: car 2@ race_to $6942 $6943 
0325: $6815 = create_car 2@ fire 
04BA: set_car 2@ speed_instantly 20.0 
Marker.CreateAboveCar($6829, 2@)
018B: set_marker $6829 display 2 
03ED: set_car 2@ not_damaged_when_upside_down 1 
$6855 += 1 // $ += int 

:FIRETRU_3317
if 
  $6848 > 5 // $ > int 
jf @FIRETRU_3357 
0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 
02A9: set_actor 8@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3357
if 
  $6848 > 6 // $ > int 
jf @FIRETRU_3399 
0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 
02A9: set_actor 9@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3399
if 
  $6848 > 7 // $ > int 
jf @FIRETRU_3441 
0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 
02A9: set_actor 10@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3441
if 
  $6848 > 8 // $ > int 
jf @FIRETRU_3628 
0086: $6978 = $6948 // $ = $ float 
$6978 -= 5.0 // $ -= float 
0086: $445 = $6978 // $ = $ float 
$445 += 10.0 // $ += float 
0208: $6948 = random_float $6978 $445 
0086: $6979 = $6949 // $ = $ float 
$6979 -= 5.0 // $ -= float 
0086: $446 = $6979 // $ = $ float 
$446 += 10.0 // $ += float 
0208: $6949 = random_float $6979 $446 
Car.Create(3@, $6935, $6948, $6949, $6950)
039F: car 3@ race_to $6942 $6943 
0325: $6816 = create_car 3@ fire 
04BA: set_car 3@ speed_instantly 20.0 
Marker.CreateAboveCar($6830, 3@)
018B: set_marker $6830 display 2 
03ED: set_car 3@ not_damaged_when_upside_down 1 
$6855 += 1 // $ += int 

:FIRETRU_3628
Model.Destroy($6935)
if 
  $6848 > 9 // $ > int 
jf @FIRETRU_3673 
0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 
02A9: set_actor 11@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3673
if 
  $6848 > 10 // $ > int 
jf @FIRETRU_3715 
0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 
02A9: set_actor 12@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3715
if 
  $6848 > 11 // $ > int 
jf @FIRETRU_3757 
0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 
02A9: set_actor 13@ immune_to_nonplayer 1 
$6855 += 1 // $ += int 

:FIRETRU_3757
if 
  not Car.Wrecked(1@)
jf @FIRETRU_3780 
00AF: set_car 1@ driver_behaviour_to 11 

:FIRETRU_3780
if 
  not Car.Wrecked(2@)
jf @FIRETRU_3803 
00AF: set_car 2@ driver_behaviour_to 11 

:FIRETRU_3803
if 
  not Car.Wrecked(3@)
jf @FIRETRU_3826 
00AF: set_car 3@ driver_behaviour_to 11 

:FIRETRU_3826
if 
  not Actor.Dead(5@)
jf @FIRETRU_4995 
if 
  5 > $6848 // int > $ 
jf @FIRETRU_4431 
if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
jf @FIRETRU_3907 
0384: text_1string_highpriority 'F_START' 'VICE_C' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_3907
if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
jf @FIRETRU_3954 
0384: text_1string_highpriority 'F_START' 'BEACH1' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_3954
if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
jf @FIRETRU_4001 
0384: text_1string_highpriority 'F_START' 'BEACH2' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4001
if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
jf @FIRETRU_4048 
0384: text_1string_highpriority 'F_START' 'BEACH3' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4048
if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
jf @FIRETRU_4095 
0384: text_1string_highpriority 'F_START' 'GOLFC' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4095
if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
jf @FIRETRU_4142 
0384: text_1string_highpriority 'F_START' 'STARI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4142
if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
jf @FIRETRU_4189 
0384: text_1string_highpriority 'F_START' 'DOCKS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4189
if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
jf @FIRETRU_4236 
0384: text_1string_highpriority 'F_START' 'HAVANA' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4236
if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
jf @FIRETRU_4283 
0384: text_1string_highpriority 'F_START' 'HAITI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4283
if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
jf @FIRETRU_4330 
0384: text_1string_highpriority 'F_START' 'PORNI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4330
if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
jf @FIRETRU_4377 
0384: text_1string_highpriority 'F_START' 'DTOWN' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4377
if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
jf @FIRETRU_4424 
0384: text_1string_highpriority 'F_START' 'A_PORT' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4424
jump @FIRETRU_4995 

:FIRETRU_4431
if 
0154:   actor 5@ in_zone 'VICE_C'  // Vice City
jf @FIRETRU_4478 
0384: text_1string_highpriority 'F_STAR1' 'VICE_C' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice City

:FIRETRU_4478
if 
0154:   actor 5@ in_zone 'BEACH1'  // Ocean Beach
jf @FIRETRU_4525 
0384: text_1string_highpriority 'F_STAR1' 'BEACH1' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach

:FIRETRU_4525
if 
0154:   actor 5@ in_zone 'BEACH2'  // Washington Beach
jf @FIRETRU_4572 
0384: text_1string_highpriority 'F_STAR1' 'BEACH2' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Washington Beach

:FIRETRU_4572
if 
0154:   actor 5@ in_zone 'BEACH3'  // Vice Point
jf @FIRETRU_4619 
0384: text_1string_highpriority 'F_STAR1' 'BEACH3' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice Point

:FIRETRU_4619
if 
0154:   actor 5@ in_zone 'GOLFC'  // Leaf Links
jf @FIRETRU_4666 
0384: text_1string_highpriority 'F_STAR1' 'GOLFC' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Leaf Links

:FIRETRU_4666
if 
0154:   actor 5@ in_zone 'STARI'  // Starfish Island
jf @FIRETRU_4713 
0384: text_1string_highpriority 'F_STAR1' 'STARI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Starfish Island

:FIRETRU_4713
if 
0154:   actor 5@ in_zone 'DOCKS'  // Viceport
jf @FIRETRU_4760 
0384: text_1string_highpriority 'F_STAR1' 'DOCKS' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Viceport

:FIRETRU_4760
if 
0154:   actor 5@ in_zone 'HAVANA'  // Little Havana
jf @FIRETRU_4807 
0384: text_1string_highpriority 'F_STAR1' 'HAVANA' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Havana

:FIRETRU_4807
if 
0154:   actor 5@ in_zone 'HAITI'  // Little Haiti
jf @FIRETRU_4854 
0384: text_1string_highpriority 'F_STAR1' 'HAITI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Haiti

:FIRETRU_4854
if 
0154:   actor 5@ in_zone 'PORNI'  // Prawn Island
jf @FIRETRU_4901 
0384: text_1string_highpriority 'F_STAR1' 'PORNI' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Prawn Island

:FIRETRU_4901
if 
0154:   actor 5@ in_zone 'DTOWN'  // Downtown
jf @FIRETRU_4948 
0384: text_1string_highpriority 'F_STAR1' 'DTOWN' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Downtown

:FIRETRU_4948
if 
0154:   actor 5@ in_zone 'A_PORT'  // Escobar International
jf @FIRETRU_4995 
0384: text_1string_highpriority 'F_STAR1' 'A_PORT' time 5000 1  // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Escobar International

:FIRETRU_4995
01E4: text_1number_lowpriority 'FIRELVL' $6848 time 3000 1  // Fire Truck Mission level ~1~
if 
  $6848 == 1 // $ == int 
jf @FIRETRU_5043 
$6855 -= 1 // $ -= int 
Actor.DestroyInstantly(5@)

:FIRETRU_5043
if 
  $332 == 1 // $ == int 
jf @FIRETRU_5129 
0293: $18 = get_controller_mode 
if 
  $18 == 0 // $ == int 
jf @FIRETRU_5094 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:FIRETRU_5094
if 
  $18 > 0 // $ > int 
jf @FIRETRU_5122 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:FIRETRU_5122
$332 = 2 // $ = int 

:FIRETRU_5129
if 
  $332 == 0 // $ == int 
jf @FIRETRU_5215 
0293: $18 = get_controller_mode 
if 
  3 > $18 // int > $ 
jf @FIRETRU_5180 
03E5: text_box 'SPRAY_1'  // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:FIRETRU_5180
if 
  $18 == 3 // $ == int 
jf @FIRETRU_5208 
03E5: text_box 'SPRAY_4'  // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:FIRETRU_5208
$332 = 1 // $ = int 

:FIRETRU_5215
if 
  $6845 == 0 // $ == int 
jf @FIRETRU_5254 
014E: start_timer_at $6841 count_in_direction 1 
$6845 = 1 // $ = int 
jump @FIRETRU_5258 

:FIRETRU_5254
0396: pause_timer 0 

:FIRETRU_5258
0084: $6852 = $6848 // $ = $ int 
$6852 -= 4 // $ -= int 
01BD: $4811 = current_time_in_ms 
0084: $6856 = $4811 // $ = $ int 
$6856 += 3000 // $ += int 

:FIRETRU_5294
if 
  $6842 == 1 // $ == int 
jf @FIRETRU_5319 
jump @FIRETRU_7990 

:FIRETRU_5319
wait 0 
01BD: $4811 = current_time_in_ms 
gosub @FIRETRU_6347 
if 
  $6842 == 1 // $ == int 
jf @FIRETRU_5360 
jump @FIRETRU_7990 

:FIRETRU_5360
0085: 0@ = 1@ // @ = @ int 
0084: $6813 = $6814 // $ = $ int 
0084: $6857 = $6858 // $ = $ int 
0084: $6827 = $6828 // $ = $ int 
gosub @FIRETRU_6655 
0084: $6814 = $6813 // $ = $ int 
0084: $6858 = $6857 // $ = $ int 
0084: $6828 = $6827 // $ = $ int 
if 
  $6848 > 1 // $ > int 
jf @FIRETRU_5504 
0085: 4@ = 5@ // @ = @ int 
0084: $6861 = $6862 // $ = $ int 
0084: $6817 = $6818 // $ = $ int 
0084: $6831 = $6832 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6862 = $6861 // $ = $ int 
0084: $6818 = $6817 // $ = $ int 
0084: $6832 = $6831 // $ = $ int 

:FIRETRU_5504
if 
  $6848 > 2 // $ > int 
jf @FIRETRU_5585 
0085: 4@ = 6@ // @ = @ int 
0084: $6861 = $6863 // $ = $ int 
0084: $6817 = $6819 // $ = $ int 
0084: $6831 = $6833 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6863 = $6861 // $ = $ int 
0084: $6819 = $6817 // $ = $ int 
0084: $6833 = $6831 // $ = $ int 

:FIRETRU_5585
if 
  $6848 > 3 // $ > int 
jf @FIRETRU_5666 
0085: 4@ = 7@ // @ = @ int 
0084: $6861 = $6864 // $ = $ int 
0084: $6817 = $6820 // $ = $ int 
0084: $6831 = $6834 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6864 = $6861 // $ = $ int 
0084: $6820 = $6817 // $ = $ int 
0084: $6834 = $6831 // $ = $ int 

:FIRETRU_5666
if 
  $6848 > 4 // $ > int 
jf @FIRETRU_5747 
0085: 0@ = 2@ // @ = @ int 
0084: $6813 = $6815 // $ = $ int 
0084: $6857 = $6859 // $ = $ int 
0084: $6827 = $6829 // $ = $ int 
gosub @FIRETRU_6655 
0084: $6815 = $6813 // $ = $ int 
0084: $6859 = $6857 // $ = $ int 
0084: $6829 = $6827 // $ = $ int 

:FIRETRU_5747
if 
  $6848 > 5 // $ > int 
jf @FIRETRU_5828 
0085: 4@ = 8@ // @ = @ int 
0084: $6861 = $6865 // $ = $ int 
0084: $6817 = $6821 // $ = $ int 
0084: $6831 = $6835 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6865 = $6861 // $ = $ int 
0084: $6821 = $6817 // $ = $ int 
0084: $6835 = $6831 // $ = $ int 

:FIRETRU_5828
if 
  $6848 > 6 // $ > int 
jf @FIRETRU_5909 
0085: 4@ = 9@ // @ = @ int 
0084: $6861 = $6866 // $ = $ int 
0084: $6817 = $6822 // $ = $ int 
0084: $6831 = $6836 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6866 = $6861 // $ = $ int 
0084: $6822 = $6817 // $ = $ int 
0084: $6836 = $6831 // $ = $ int 

:FIRETRU_5909
if 
  $6848 > 7 // $ > int 
jf @FIRETRU_5990 
0085: 4@ = 10@ // @ = @ int 
0084: $6861 = $6867 // $ = $ int 
0084: $6817 = $6823 // $ = $ int 
0084: $6831 = $6837 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6867 = $6861 // $ = $ int 
0084: $6823 = $6817 // $ = $ int 
0084: $6837 = $6831 // $ = $ int 

:FIRETRU_5990
if 
  $6848 > 8 // $ > int 
jf @FIRETRU_6071 
0085: 0@ = 3@ // @ = @ int 
0084: $6813 = $6816 // $ = $ int 
0084: $6857 = $6860 // $ = $ int 
0084: $6827 = $6830 // $ = $ int 
gosub @FIRETRU_6655 
0084: $6816 = $6813 // $ = $ int 
0084: $6860 = $6857 // $ = $ int 
0084: $6830 = $6827 // $ = $ int 

:FIRETRU_6071
if 
  $6848 > 9 // $ > int 
jf @FIRETRU_6152 
0085: 4@ = 11@ // @ = @ int 
0084: $6861 = $6868 // $ = $ int 
0084: $6817 = $6824 // $ = $ int 
0084: $6831 = $6838 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6868 = $6861 // $ = $ int 
0084: $6824 = $6817 // $ = $ int 
0084: $6838 = $6831 // $ = $ int 

:FIRETRU_6152
if 
  $6848 > 10 // $ > int 
jf @FIRETRU_6233 
0085: 4@ = 12@ // @ = @ int 
0084: $6861 = $6869 // $ = $ int 
0084: $6817 = $6825 // $ = $ int 
0084: $6831 = $6839 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6869 = $6861 // $ = $ int 
0084: $6825 = $6817 // $ = $ int 
0084: $6839 = $6831 // $ = $ int 

:FIRETRU_6233
if 
  $6848 > 11 // $ > int 
jf @FIRETRU_6314 
0085: 4@ = 13@ // @ = @ int 
0084: $6861 = $6870 // $ = $ int 
0084: $6817 = $6826 // $ = $ int 
0084: $6831 = $6840 // $ = $ int 
gosub @FIRETRU_7151 
0084: $6870 = $6861 // $ = $ int 
0084: $6826 = $6817 // $ = $ int 
0084: $6840 = $6831 // $ = $ int 

:FIRETRU_6314
if 
003A:   $6853 == $6855 // $ == $ int 
jf @FIRETRU_6340 
jump @FIRETRU_7575 

:FIRETRU_6340
jump @FIRETRU_5294 

:FIRETRU_6347
if 
  $6845 == 1 // $ == int 
jf @FIRETRU_6407 
if 
  1 > $6841 // int > $ 
jf @FIRETRU_6407 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$6842 = 1 // $ = int 
return 

:FIRETRU_6407
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRETRU_6450 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$6842 = 1 // $ = int 
return 

:FIRETRU_6450
0293: $18 = get_controller_mode 
if 
   not $18 == 3 // $ == int 
jf @FIRETRU_6504 
if 
00E1:   player 0 pressed_button 19 
jf @FIRETRU_6497 
$6849 = 1 // $ = int 

:FIRETRU_6497
jump @FIRETRU_6528 

:FIRETRU_6504
if 
00E1:   player 0 pressed_button 14 
jf @FIRETRU_6528 
$6849 = 1 // $ = int 

:FIRETRU_6528
if 
  $6849 == 1 // $ == int 
jf @FIRETRU_6653 
if 
   not $18 == 3 // $ == int 
jf @FIRETRU_6612 
if 
80E1:   not player 0 pressed_button 19 
jf @FIRETRU_6605 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$6842 = 1 // $ = int 
return 

:FIRETRU_6605
jump @FIRETRU_6653 

:FIRETRU_6612
if 
80E1:   not player 0 pressed_button 14 
jf @FIRETRU_6653 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
$6842 = 1 // $ = int 
return 

:FIRETRU_6653
return 

:FIRETRU_6655
if 
   not $6857 == 10 // $ == int 
jf @FIRETRU_7149 
if 
  not Car.Wrecked(0@)
jf @FIRETRU_6992 
if 
82D0:   not fire $6813 extinguished 
jf @FIRETRU_6875 
$6854 = Car.Health(0@)
if 
001C:   $4811 > $6856 // $ > $ int 
jf @FIRETRU_6787 
if 
  700 > $6854 // int > $ 
jf @FIRETRU_6780 
020B: explode_car 0@ 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$6842 = 1 // $ = int 
return 

:FIRETRU_6780
jump @FIRETRU_6795 

:FIRETRU_6787
Car.Health(0@) = 1000

:FIRETRU_6795
if 
  $6857 == 0 // $ == int 
jf @FIRETRU_6868 
if 
003A:   $6853 == $6852 // $ == $ int 
jf @FIRETRU_6868 
Car.SetToPsychoDriver(0@)
Car.SetMaxSpeed(0@, 20.0)
00AE: set_vehicle 0@ traffic_behavior_to 2 
Car.ImmuneToNonPlayer(0@, True)
$6857 = 1 // $ = int 

:FIRETRU_6868
jump @FIRETRU_6985 

:FIRETRU_6875
if 
   not $6857 == 10 // $ == int 
jf @FIRETRU_6985 
Marker.Disable($6827)
045F: set_car 0@ everyone_exit 
0404: increment_fires_extinguished 
if 
  $6846 == 0 // $ == int 
jf @FIRETRU_6945 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
$6846 = 1 // $ = int 

:FIRETRU_6945
018C: play_sound 1 at 0.0 0.0 0.0 
$6857 = 10 // $ = int 
$6847 += 1 // $ += int 
$6853 += 1 // $ += int 

:FIRETRU_6985
jump @FIRETRU_7149 

:FIRETRU_6992
if 
02BF:   car 0@ sunk 
jf @FIRETRU_7125 
if 
   not $6857 == 10 // $ == int 
jf @FIRETRU_7118 
Marker.Disable($6827)
045F: set_car 0@ everyone_exit 
0404: increment_fires_extinguished 
if 
  $6846 == 0 // $ == int 
jf @FIRETRU_7078 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
$6846 = 1 // $ = int 

:FIRETRU_7078
018C: play_sound 1 at 0.0 0.0 0.0 
$6857 = 10 // $ = int 
$6847 += 1 // $ += int 
$6853 += 1 // $ += int 

:FIRETRU_7118
jump @FIRETRU_7149 

:FIRETRU_7125
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$6842 = 1 // $ = int 
return 

:FIRETRU_7149
return 

:FIRETRU_7151
if 
  2 > $6861 // int > $ 
jf @FIRETRU_7573 
if 
  not Actor.Dead(4@)
jf @FIRETRU_7385 
if 
  $6861 == 0 // $ == int 
jf @FIRETRU_7257 
if 
  not Actor.Driving(4@)
jf @FIRETRU_7257 
0326: $6817 = create_actor 4@ fire 
01D0: actor 4@ avoid_player $PLAYER_CHAR 
Marker.CreateAboveActor($6831, 4@)
018B: set_marker $6831 display 2 
$6861 = 1 // $ = int 

:FIRETRU_7257
if 
  $6861 == 1 // $ == int 
jf @FIRETRU_7378 
if 
02D0:   fire $6817 extinguished 
jf @FIRETRU_7378 
Marker.Disable($6831)
0404: increment_fires_extinguished 
if 
  $6846 == 0 // $ == int 
jf @FIRETRU_7338 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
$6846 = 1 // $ = int 

:FIRETRU_7338
018C: play_sound 1 at 0.0 0.0 0.0 
$6847 += 1 // $ += int 
$6853 += 1 // $ += int 
$6861 = 2 // $ = int 

:FIRETRU_7378
jump @FIRETRU_7573 

:FIRETRU_7385
if 
04AD:   actor 4@ in_water 
jf @FIRETRU_7549 
if 
  $6861 == 1 // $ == int 
jf @FIRETRU_7518 
02D1: destroy_fire $6817 
Marker.Disable($6831)
0404: increment_fires_extinguished 
if 
  $6846 == 0 // $ == int 
jf @FIRETRU_7471 
03C4: set_status_text_to $6847 0 'F_EXTIN'  // FIRES:
$6846 = 1 // $ = int 

:FIRETRU_7471
018C: play_sound 1 at 0.0 0.0 0.0 
$6847 += 1 // $ += int 
$6853 += 1 // $ += int 
$6861 = 2 // $ = int 
jump @FIRETRU_7542 

:FIRETRU_7518
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$6842 = 1 // $ = int 
return 

:FIRETRU_7542
jump @FIRETRU_7573 

:FIRETRU_7549
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
$6842 = 1 // $ = int 
return 

:FIRETRU_7573
return 

:FIRETRU_7575
0396: pause_timer 1 
00BA: text_styled 'F_PASS1' 5000 ms 5  // Fire extinguished!
0084: $6844 = $6848 // $ = $ int 
0068: $6844 *= $6848 // $ *= $ int 
$6844 *= 50 // $ *= int 
0058: $6850 += $6844 // $ += $ int 
01E3: text_1number_styled 'REWARD' number $6844 time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += $6844
if 
  $6848 > 11 // $ > int 
jf @FIRETRU_7717 
if 
  $1583 == 0 // $ == int 
jf @FIRETRU_7717 
055D: make_player $PLAYER_CHAR fireproof 0 
03E5: text_box 'FIREPRO'  // Fire Truck Mission level 12 complete. You will still burn in hell.
030C: progress_made += 1 
0595: mission_complete 
$1583 = 1 // $ = int 

:FIRETRU_7717
0599: set_highest_firefighter_mission_level $6848 
$6848 += 1 // $ += int 
031A: remove_all_fires 
Marker.Disable($6827)
Marker.Disable($6828)
Marker.Disable($6829)
Marker.Disable($6830)
Marker.Disable($6831)
Marker.Disable($6832)
Marker.Disable($6833)
Marker.Disable($6834)
Marker.Disable($6835)
Marker.Disable($6836)
Marker.Disable($6837)
Marker.Disable($6838)
Marker.Disable($6839)
Marker.Disable($6840)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FIRETRU_7849 
00DA: $4790 = player $PLAYER_CHAR car 
$6851 = Car.Health($4790)
$6851 += 150 // $ += int 
Car.Health($4790) = $6851

:FIRETRU_7849
Car.RemoveReferences(1@)
if 
  not Car.Wrecked(1@)
jf @FIRETRU_7877 
Car.ImmuneToNonPlayer(1@, False)

:FIRETRU_7877
Car.RemoveReferences(2@)
if 
  not Car.Wrecked(2@)
jf @FIRETRU_7905 
Car.ImmuneToNonPlayer(2@, False)

:FIRETRU_7905
Car.RemoveReferences(3@)
if 
  not Car.Wrecked(3@)
jf @FIRETRU_7933 
Car.ImmuneToNonPlayer(3@, False)

:FIRETRU_7933
Actor.RemoveReferences(5@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Model.Destroy($6935)
jump @FIRETRU_480 

:FIRETRU_7990
014F: stop_timer $6841 
0151: remove_status_text $6847 
00BA: text_styled 'F_FAIL1' 5000 ms 5  // Fire Fighter mission ended.
01E3: text_1number_styled 'TSCORE' number $6850 time 6000 style 6  // EARNINGS: $~1~
031A: remove_all_fires 
03C7: set_sensitivity_to_crime_to 1.0 
Marker.Disable($6827)
Marker.Disable($6828)
Marker.Disable($6829)
Marker.Disable($6830)
Marker.Disable($6831)
Marker.Disable($6832)
Marker.Disable($6833)
Marker.Disable($6834)
Marker.Disable($6835)
Marker.Disable($6836)
Marker.Disable($6837)
Marker.Disable($6838)
Marker.Disable($6839)
Marker.Disable($6840)
if 
  not Actor.Dead(5@)
jf @FIRETRU_8140 
02A9: set_actor 5@ immune_to_nonplayer 0 
0321: kill_actor 5@ 

:FIRETRU_8140
if 
  not Actor.Dead(6@)
jf @FIRETRU_8168 
02A9: set_actor 6@ immune_to_nonplayer 0 
0321: kill_actor 6@ 

:FIRETRU_8168
if 
  not Actor.Dead(7@)
jf @FIRETRU_8196 
02A9: set_actor 7@ immune_to_nonplayer 0 
0321: kill_actor 7@ 

:FIRETRU_8196
if 
  not Actor.Dead(8@)
jf @FIRETRU_8224 
02A9: set_actor 8@ immune_to_nonplayer 0 
0321: kill_actor 8@ 

:FIRETRU_8224
if 
  not Actor.Dead(9@)
jf @FIRETRU_8252 
02A9: set_actor 9@ immune_to_nonplayer 0 
0321: kill_actor 9@ 

:FIRETRU_8252
if 
  not Actor.Dead(10@)
jf @FIRETRU_8280 
02A9: set_actor 10@ immune_to_nonplayer 0 
0321: kill_actor 10@ 

:FIRETRU_8280
if 
  not Actor.Dead(11@)
jf @FIRETRU_8308 
02A9: set_actor 11@ immune_to_nonplayer 0 
0321: kill_actor 11@ 

:FIRETRU_8308
if 
  not Actor.Dead(12@)
jf @FIRETRU_8336 
02A9: set_actor 12@ immune_to_nonplayer 0 
0321: kill_actor 12@ 

:FIRETRU_8336
if 
  not Actor.Dead(13@)
jf @FIRETRU_8364 
02A9: set_actor 13@ immune_to_nonplayer 0 
0321: kill_actor 13@ 

:FIRETRU_8364
if 
  not Car.Wrecked(1@)
jf @FIRETRU_8392 
Car.ImmuneToNonPlayer(1@, False)
020B: explode_car 1@ 

:FIRETRU_8392
if 
  not Car.Wrecked(2@)
jf @FIRETRU_8420 
Car.ImmuneToNonPlayer(2@, False)
020B: explode_car 2@ 

:FIRETRU_8420
if 
  not Car.Wrecked(3@)
jf @FIRETRU_8448 
Car.ImmuneToNonPlayer(3@, False)
020B: explode_car 3@ 

:FIRETRU_8448
Model.Destroy($6935)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 // $ = int 
$321 = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 78---------------
// Originally: VIGILANTE

:COPCAR
gosub @COPCAR_36 
if 
  wasted_or_busted 
jf @COPCAR_27 
gosub @COPCAR_11743 

:COPCAR_27
gosub @COPCAR_11745 
terminate_this_script 

:COPCAR_36
$ONMISSION = 1 // $ = int 
script_name 'COPCAR' 
wait 0 
if 
  $1582 == 0 // $ == int 
jf @COPCAR_77 
increment_mission_attempts 

:COPCAR_77
054C: use_GXT_table 'COPCAR' 
$6892 = 0 // $ = int 
$6900 = -100 // $ = int 
$6902 = 0 // $ = int 
$6895 = 0 // $ = int 
$6909 = 0 // $ = int 
$6906 = 0 // $ = int 
$6894 = 0 // $ = int 
$6896 = 0 // $ = int 
$6908 = 0 // $ = int 
$6897 = 0 // $ = int 
$6898 = 0 // $ = int 
$6899 = 0 // $ = int 
$6901 = 0 // $ = int 
$6903 = 0 // $ = int 
$6904 = 0 // $ = int 
$6905 = 0 // $ = int 
$6907 = 0 // $ = int 
$6935 = 0 // $ = int 
$6936 = 0 // $ = int 
$6980 = 4.0 // $ = float 
$6981 = 1.0 // $ = float 
$6937 = 0 // $ = int 
$4886 = 0.0 // $ = float 
$6962 = 0.0 // $ = float 
$6982 = 0.0 // $ = float 
$6983 = 0.0 // $ = float 
$6984 = 0.0 // $ = float 
$6985 = 0.0 // $ = float 
2@ = 0.0 // @ = float 
3@ = 0.0 // @ = float 
4@ = 0.0 // @ = float 
5@ = 0.0 // @ = float 
8@ = 0.0 // @ = float 
9@ = 0.0 // @ = float 
10@ = 0.0 // @ = float 
11@ = 0.0 // @ = float 
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#RUGER)
Model.Load(#CHROMEGUN)
Model.Load(#MACHETE)
Model.Load(#BAT)
038B: load_requested_models 

:COPCAR_419
if or
  not Model.Available(#COLT45)
  not Model.Available(#TEC9)
  not Model.Available(#RUGER)
  not Model.Available(#CHROMEGUN)
jf @COPCAR_461 
wait 0 
jump @COPCAR_419 

:COPCAR_461
if or
  not Model.Available(#MACHETE)
  not Model.Available(#BAT)
jf @COPCAR_493 
wait 0 
jump @COPCAR_461 

:COPCAR_493
0481: set_enter_car_range_multiplier 6.0 
0482: set_threat_reaction_range_multiplier 3.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_538 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
053F: set_car $6875 tires_vulnerable 0 

:COPCAR_538
$6918 = 0 // $ = int 
$6927 = 0 // $ = int 
$6934 = 0 // $ = int 
$6894 = 0 // $ = int 
$6910 = 0 // $ = int 
$6911 = 0 // $ = int 
$6912 = 0 // $ = int 
$6913 = 0 // $ = int 
$6914 = 0 // $ = int 
$6915 = 0 // $ = int 
$6916 = 0 // $ = int 
$6919 = 0 // $ = int 
$6920 = 0 // $ = int 
$6921 = 0 // $ = int 
$6922 = 0 // $ = int 
$6923 = 0 // $ = int 
$6924 = 0 // $ = int 
$6925 = 0 // $ = int 
$6928 = 0 // $ = int 
12@ = 0 // @ = int 
13@ = 0 // @ = int 
$6929 = 0 // $ = int 
$6930 = 0 // $ = int 
$6931 = 0 // $ = int 
$6932 = 0 // $ = int 
$6966 = 0.0 // $ = float 
$6967 = 0.0 // $ = float 
$6968 = 0.0 // $ = float 
$6969 = 0.0 // $ = float 
$2565 = 0 // $ = int 
gosub @COPCAR_11826 
0209: $6936 = random_int_in_ranges 9 95 
Model.Load($6936)

:COPCAR_781
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_813 
jump @COPCAR_11743 

:COPCAR_813
0054: store_player $PLAYER_CHAR position_to $95 $96 $447 
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @COPCAR_882 
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 
jump @COPCAR_987 

:COPCAR_882
if 
0056:   player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 
jf @COPCAR_957 
0208: $6942 = random_float -1802.615 -270.134 
0208: $6943 = random_float -1518.473 1591.896 
jump @COPCAR_987 

:COPCAR_957
0208: $6942 = random_float -247.43 683.41 
0208: $6943 = random_float -1813.62 1308.102 

:COPCAR_987
$6944 = 10.0 // $ = float 
if 
  4 > $6892 // int > $ 
jf @COPCAR_1048 
03D3: point $6942 $6943 $6944 get_nearby_vector $6942 $6943 $6944 $6951 
$6944 += 0.5 // $ += float 

:COPCAR_1048
if and
  $6892 > 3 // $ > int 
  8 > $6892 // int > $ 
jf @COPCAR_1433 
04B9: get_closest_straight_road $6942 $6943 $6944 8.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $6951 
if and
  $6942 == 0.0 // $ == float 
  $6943 == 0.0 // $ == float 
  $6945 == 0.0 // $ == float 
  $6946 == 0.0 // $ == float 
jf @COPCAR_1177 
wait 0 
jump @COPCAR_781 

:COPCAR_1177
0086: $6963 = $6945 // $ = $ float 
0061: $6963 -= $6942 // $ -= $ float 
0086: $6964 = $6946 // $ = $ float 
0061: $6964 -= $6943 // $ -= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $6963 // $ *= $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $6964 // $ *= $ float 
0086: $6965 = $6978 // $ = $ float 
0059: $6965 += $6979 // $ += $ float 
01FB: $6965 = square_root $6965 
$4864 = 8.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0086: $6945 = $6942 // $ = $ float 
0059: $6945 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0086: $6946 = $6943 // $ = $ float 
0059: $6946 += $6979 // $ += $ float 
$4864 = 2.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0059: $6942 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0059: $6943 += $6979 // $ += $ float 
$6944 += 0.5 // $ += float 
$6947 += 0.5 // $ += float 

:COPCAR_1433
if and
  $6892 > 7 // $ > int 
  12 > $6892 // int > $ 
jf @COPCAR_1930 
04B9: get_closest_straight_road $6942 $6943 $6944 13.0 500.0 $6942 $6943 $6944 $6948 $6949 $6950 $6951 
if and
  $6942 == 0.0 // $ == float 
  $6943 == 0.0 // $ == float 
  $6948 == 0.0 // $ == float 
  $6949 == 0.0 // $ == float 
jf @COPCAR_1562 
wait 0 
jump @COPCAR_781 

:COPCAR_1562
0086: $6963 = $6948 // $ = $ float 
0061: $6963 -= $6942 // $ -= $ float 
0086: $6964 = $6949 // $ = $ float 
0061: $6964 -= $6943 // $ -= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $6963 // $ *= $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $6964 // $ *= $ float 
0086: $6965 = $6978 // $ = $ float 
0059: $6965 += $6979 // $ += $ float 
01FB: $6965 = square_root $6965 
$4864 = 13.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0086: $6948 = $6942 // $ = $ float 
0059: $6948 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0086: $6949 = $6943 // $ = $ float 
0059: $6949 += $6979 // $ += $ float 
$4864 = 2.0 // $ = float 
0071: $4864 /= $6965 // $ /= $ float 
0086: $6978 = $6963 // $ = $ float 
0069: $6978 *= $4864 // $ *= $ float 
0059: $6942 += $6978 // $ += $ float 
0086: $6979 = $6964 // $ = $ float 
0069: $6979 *= $4864 // $ *= $ float 
0059: $6943 += $6979 // $ += $ float 
0086: $6945 = $6942 // $ = $ float 
0061: $6945 -= $6948 // $ -= $ float 
$6945 /= 2.0 // $ /= float 
0059: $6945 += $6948 // $ += $ float 
0086: $6946 = $6943 // $ = $ float 
0061: $6946 -= $6949 // $ -= $ float 
$6946 /= 2.0 // $ /= float 
0059: $6946 += $6949 // $ += $ float 
0086: $6947 = $6944 // $ = $ float 
0061: $6947 -= $6950 // $ -= $ float 
$6947 /= 2.0 // $ /= float 
0059: $6947 += $6950 // $ += $ float 
$6944 += 0.5 // $ += float 
$6947 += 0.5 // $ += float 
$6950 += 0.5 // $ += float 

:COPCAR_1930
if 
  7.0 > $6944 // float > $ 
jf @COPCAR_1962 
wait 0 
jump @COPCAR_781 

:COPCAR_1962
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0509: $6953 = distance_between_point $95 $96 and_point $6942 $6943 
if or
  150.0 > $6953 // float > $ 
  $6953 > 600.0 // $ > float 
jf @COPCAR_2035 
wait 0 
jump @COPCAR_781 

:COPCAR_2035
if and
  $6942 > -1905.785 // $ > float 
  -1105.785 > $6942 // float > $ 
  $6943 > 745.678 // $ > float 
  1773.513 > $6943 // float > $ 
jf @COPCAR_2097 
wait 0 
jump @COPCAR_781 

:COPCAR_2097
if and
  $6942 > -265.018 // $ > float 
  170.188 > $6942 // float > $ 
  $6943 > -275.942 // $ > float 
  1689.059 > $6943 // float > $ 
jf @COPCAR_2159 
wait 0 
jump @COPCAR_781 

:COPCAR_2159
if and
  $6942 > 164.191 // $ > float 
  259.713 > $6942 // float > $ 
  $6943 > -187.926 // $ > float 
  631.97 > $6943 // float > $ 
jf @COPCAR_2221 
wait 0 
jump @COPCAR_781 

:COPCAR_2221
if and
  $6942 > -731.729 // $ > float 
  -263.334 > $6942 // float > $ 
  $6943 > -4.399 // $ > float 
  62.853 > $6943 // float > $ 
jf @COPCAR_2283 
wait 0 
jump @COPCAR_781 

:COPCAR_2283
if and
  $6942 > -180.88 // $ > float 
  64.112 > $6942 // float > $ 
  $6943 > -499.183 // $ > float 
  -417.519 > $6943 // float > $ 
jf @COPCAR_2345 
wait 0 
jump @COPCAR_781 

:COPCAR_2345
if and
  $6942 > -762.855 // $ > float 
  -172.566 > $6942 // float > $ 
  $6943 > -667.099 // $ > float 
  -224.382 > $6943 // float > $ 
jf @COPCAR_2407 
wait 0 
jump @COPCAR_781 

:COPCAR_2407
if 
  $PASSED_COK2_PHNOM_PENH_86 == 0 // $ == int 
jf @COPCAR_2673 
if and
  $6942 > -2327.212 // $ > float 
  -261.402 > $6942 // float > $ 
  $6943 > -2027.821 // $ > float 
  1894.426 > $6943 // float > $ 
jf @COPCAR_2487 
wait 0 
jump @COPCAR_781 

:COPCAR_2487
if and
  $6942 > -265.018 // $ > float 
  170.188 > $6942 // float > $ 
  $6943 > -275.942 // $ > float 
  1689.059 > $6943 // float > $ 
jf @COPCAR_2549 
wait 0 
jump @COPCAR_781 

:COPCAR_2549
if and
  $6942 > -265.657 // $ > float 
  36.828 > $6942 // float > $ 
  $6943 > -729.217 // $ > float 
  -275.488 > $6943 // float > $ 
jf @COPCAR_2611 
wait 0 
jump @COPCAR_781 

:COPCAR_2611
if and
  $6942 > 164.191 // $ > float 
  259.713 > $6942 // float > $ 
  $6943 > -187.926 // $ > float 
  631.97 > $6943 // float > $ 
jf @COPCAR_2673 
wait 0 
jump @COPCAR_781 

:COPCAR_2673
0099: $6893 = random_int_in_ranges_0_to_32767 

:COPCAR_2678
if 
  $6893 == 0 // $ == int 
jf @COPCAR_2708 
0099: $6893 = random_int_in_ranges_0_to_32767 
jump @COPCAR_2678 

:COPCAR_2708
if or
  not Model.Available($6935)
  not Model.Available($6936)
jf @COPCAR_2772 
wait 0 
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_2765 
jump @COPCAR_11743 

:COPCAR_2765
jump @COPCAR_2708 

:COPCAR_2772
Car.Create($6876, $6935, $6942, $6943, $6944)
Car.Health($6876) = 800
00AE: set_vehicle $6876 traffic_behavior_to 2 
048B: set_car $6876 route_seed $6893 
04BD: set_car $6876 is_part_of_convoy 1 
Car.Angle($6876) = $6951
0428: set_car $6876 avoid_level_transitions 1 

:COPCAR_2834
if 
04F1:   is_car_waiting_for_world_collision $6876 
jf @COPCAR_2916 
wait 0 
if 
  Car.Wrecked($6876)
jf @COPCAR_2877 
jump @COPCAR_11743 

:COPCAR_2877
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_2909 
jump @COPCAR_11743 

:COPCAR_2909
jump @COPCAR_2834 

:COPCAR_2916
0129: $6877 = create_actor 15 $6936 in_car $6876 driverseat 
if 
   not $ONMISSION == 1 // $ == int 
jf @COPCAR_2989 
018A: $6939 = create_checkpoint_at $445 $446 $447 
018A: $6940 = create_checkpoint_at $445 $446 $447 
018A: $6941 = create_checkpoint_at $445 $446 $447 

:COPCAR_2989
Marker.Disable($6939)
Marker.CreateAboveActor($6939, $6877)
0084: $6891 = $6877 // $ = $ int 
gosub @COPCAR_15783 
if 
  $6892 > 0 // $ > int 
jf @COPCAR_3072 
01C8: $6878 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 0 
0084: $6891 = $6878 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3079 

:COPCAR_3072
$6914 = 1 // $ = int 

:COPCAR_3079
if 
  $6892 > 1 // $ > int 
jf @COPCAR_3134 
01C8: $6879 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 1 
0084: $6891 = $6879 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3141 

:COPCAR_3134
$6915 = 1 // $ = int 

:COPCAR_3141
if 
  $6892 > 2 // $ > int 
jf @COPCAR_3196 
01C8: $6880 = create_actor_pedtype 15 model $6936 in_car $6876 passenger_seat 2 
0084: $6891 = $6880 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3203 

:COPCAR_3196
$6916 = 1 // $ = int 

:COPCAR_3203
if 
  $6892 > 3 // $ > int 
jf @COPCAR_3413 
Car.Create($6881, $6935, $6945, $6946, $6947)
04BD: set_car $6881 is_part_of_convoy 1 
Car.Angle($6881) = $6951
0428: set_car $6881 avoid_level_transitions 1 
00AE: set_vehicle $6881 traffic_behavior_to 2 
Car.Health($6881) = 800
048B: set_car $6881 route_seed $6893 

:COPCAR_3283
if 
04F1:   is_car_waiting_for_world_collision $6881 
jf @COPCAR_3365 
wait 0 
if 
  Car.Wrecked($6881)
jf @COPCAR_3326 
jump @COPCAR_11743 

:COPCAR_3326
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_3358 
jump @COPCAR_11743 

:COPCAR_3358
jump @COPCAR_3283 

:COPCAR_3365
0129: $6882 = create_actor 15 $6936 in_car $6881 driverseat 
0084: $6891 = $6882 // $ = $ int 
gosub @COPCAR_15783 
Marker.Disable($6940)
Marker.CreateAboveActor($6940, $6882)
jump @COPCAR_3427 

:COPCAR_3413
$6927 = 1 // $ = int 
$6922 = 1 // $ = int 

:COPCAR_3427
if 
  $6892 > 4 // $ > int 
jf @COPCAR_3482 
01C8: $6883 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 0 
0084: $6891 = $6883 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3489 

:COPCAR_3482
$6923 = 1 // $ = int 

:COPCAR_3489
if 
  $6892 > 5 // $ > int 
jf @COPCAR_3544 
01C8: $6884 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 1 
0084: $6891 = $6884 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3551 

:COPCAR_3544
$6924 = 1 // $ = int 

:COPCAR_3551
if 
  $6892 > 6 // $ > int 
jf @COPCAR_3606 
01C8: $6885 = create_actor_pedtype 15 model $6936 in_car $6881 passenger_seat 2 
0084: $6891 = $6885 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3613 

:COPCAR_3606
$6925 = 1 // $ = int 

:COPCAR_3613
if 
  $6892 > 7 // $ > int 
jf @COPCAR_3823 
Car.Create($6886, $6935, $6948, $6949, $6950)
04BD: set_car $6886 is_part_of_convoy 1 
Car.Angle($6886) = $6951
0428: set_car $6886 avoid_level_transitions 1 
00AE: set_vehicle $6886 traffic_behavior_to 2 
Car.Health($6886) = 800
048B: set_car $6886 route_seed $6893 

:COPCAR_3693
if 
04F1:   is_car_waiting_for_world_collision $6886 
jf @COPCAR_3775 
wait 0 
if 
  Car.Wrecked($6886)
jf @COPCAR_3736 
jump @COPCAR_11743 

:COPCAR_3736
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_3768 
jump @COPCAR_11743 

:COPCAR_3768
jump @COPCAR_3693 

:COPCAR_3775
0129: $6887 = create_actor 15 $6936 in_car $6886 driverseat 
0084: $6891 = $6887 // $ = $ int 
gosub @COPCAR_15783 
Marker.Disable($6941)
Marker.CreateAboveActor($6941, $6887)
jump @COPCAR_3837 

:COPCAR_3823
$6934 = 1 // $ = int 
$6929 = 1 // $ = int 

:COPCAR_3837
if 
  $6892 > 8 // $ > int 
jf @COPCAR_3892 
01C8: $6888 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 0 
0084: $6891 = $6888 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3899 

:COPCAR_3892
$6930 = 1 // $ = int 

:COPCAR_3899
if 
  $6892 > 9 // $ > int 
jf @COPCAR_3954 
01C8: $6889 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 1 
0084: $6891 = $6889 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_3961 

:COPCAR_3954
$6931 = 1 // $ = int 

:COPCAR_3961
if 
  $6892 > 10 // $ > int 
jf @COPCAR_4016 
01C8: $6890 = create_actor_pedtype 15 model $6936 in_car $6886 passenger_seat 2 
0084: $6891 = $6890 // $ = $ int 
gosub @COPCAR_15783 
jump @COPCAR_4023 

:COPCAR_4016
$6932 = 1 // $ = int 

:COPCAR_4023
Model.Destroy($6935)
Model.Destroy($6936)
gosub @COPCAR_15201 
Actor.StorePos($6877, $6954, $6955, $447)
03AA: play_suspect_last_seen_at $6954 $6955 $447 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
0086: $4862 = $95 // $ = $ float 
0061: $4862 -= $6954 // $ -= $ float 
0086: $4863 = $96 // $ = $ float 
0061: $4863 -= $6955 // $ -= $ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $6952 = $4863 // $ = $ float 
0059: $6952 += $4863 // $ += $ float 
01FB: $6952 = square_root $6952 
0071: $6952 /= $6980 // $ /= $ float 
$6952 *= 1000.0 // $ *= float 
008C: $6907 = float_to_integer $6952 
if 
  40000 > $6907 // int > $ 
jf @COPCAR_4208 
$6907 = 40000 // $ = int 

:COPCAR_4208
0058: $6900 += $6907 // $ += $ int 
$6907 /= 1000 // $ /= int 
if 
  $6909 == 1 // $ == int 
jf @COPCAR_4267 
01E3: text_1number_styled 'A_TIME' number $6907 time 4000 style 6  // +~1~ seconds
jump @COPCAR_4320 

:COPCAR_4267
if 
  45000 > $6900 // int > $ 
jf @COPCAR_4298 
$6900 = 45000 // $ = int 

:COPCAR_4298
$6900 += 30000 // $ += int 
014E: start_timer_at $6900 count_in_direction 1 
$6909 = 1 // $ = int 

:COPCAR_4320
01BD: $4811 = current_time_in_ms 
0084: $6917 = $4811 // $ = $ int 
0084: $6926 = $4811 // $ = $ int 
0084: $6933 = $4811 // $ = $ int 
if 
  13 > $6892 // int > $ 
jf @COPCAR_4377 
$6980 -= 0.1 // $ -= float 

:COPCAR_4377
0396: pause_timer 0 
0084: $6938 = $6892 // $ = $ int 
$6938 += 1 // $ += int 
01E5: text_1number_highpriority 'CLEVEL' $6938 time 5000 1  // Vigilante Mission Level ~1~

:COPCAR_4414
wait 0 
01BD: $4811 = current_time_in_ms 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
gosub @COPCAR_16355 
if 
  $6902 == 1 // $ == int 
jf @COPCAR_4469 
jump @COPCAR_11743 

:COPCAR_4469
if or
  $6910 == -1 // $ == int 
  $6919 == -1 // $ == int 
  $6928 == -1 // $ == int 
jf @COPCAR_4508 
$6894 = 1 // $ = int 

:COPCAR_4508
$2565 += 1 // $ += int 
if 
  $2565 > 2 // $ > int 
jf @COPCAR_4540 
$2565 = 0 // $ = int 

:COPCAR_4540
if 
  $2565 == 0 // $ == int 
jf @COPCAR_6393 
if 
  not Actor.Dead($6877)
jf @COPCAR_5636 
if 
0449:   actor $6877 sitting_in_any_car 
jf @COPCAR_5233 
Car.RemoveReferences($6876)
$6876 = Actor.CurrentCar($6877)
if 
  $6910 == -1 // $ == int 
jf @COPCAR_4685 
046D: $6898 = actor $6877 car_free_seats // members_in_group 
if 
  $6898 > 0 // $ > int 
jf @COPCAR_4670 
0084: $6917 = $4811 // $ = $ int 
$6917 += 2000 // $ += int 
jump @COPCAR_4678 

:COPCAR_4670
0084: $6917 = $4811 // $ = $ int 

:COPCAR_4678
$6910 = 0 // $ = int 

:COPCAR_4685
if 
  $6910 == 0 // $ == int 
jf @COPCAR_4766 
if 
001C:   $4811 > $6917 // $ > $ int 
jf @COPCAR_4766 
Car.SetMaxSpeed($6876, 100.0)
00AE: set_vehicle $6876 traffic_behavior_to 2 
Car.SetToPsychoDriver($6876)
0084: $6911 = $4811 // $ = $ int 
$6910 = 1 // $ = int 
$6912 = 0 // $ = int 

:COPCAR_4766
if 
  $6910 > 0 // $ > int 
jf @COPCAR_5226 
if 
00DC:   player $PLAYER_CHAR in_car $6876 
jf @COPCAR_4811 
01CA: actor $6877 kill_player $PLAYER_CHAR 

:COPCAR_4811
0084: $4880 = $6876 // $ = $ int 
0084: $4881 = $6912 // $ = $ int 
0084: $4882 = $6911 // $ = $ int 
0086: $4877 = $6982 // $ = $ float 
0086: $4878 = $6983 // $ = $ float 
0086: $4879 = $6984 // $ = $ float 
if 
  $6985 > 0.0 // $ > float 
jf @COPCAR_4887 
gosub @COPCAR_13629 

:COPCAR_4887
0084: $6912 = $4881 // $ = $ int 
0084: $6911 = $4882 // $ = $ int 
0086: $6982 = $4877 // $ = $ float 
0086: $6983 = $4878 // $ = $ float 
0086: $6984 = $4879 // $ = $ float 
if 
  $6912 == -9 // $ == int 
jf @COPCAR_4960 
046B: actor $6877 leave_car $6876 and_flee 
$6912 = 0 // $ = int 

:COPCAR_4960
if 
8185:   not car $6876 health > 400 
jf @COPCAR_4987 
01CA: actor $6877 kill_player $PLAYER_CHAR 

:COPCAR_4987
if 
8185:   not car $6876 health > 251 
jf @COPCAR_5037 
046B: actor $6877 leave_car $6876 and_flee 
0084: $6917 = $4811 // $ = $ int 
$6917 += 2000 // $ += int 
jump @COPCAR_5045 

:COPCAR_5037
0084: $6917 = $4811 // $ = $ int 

:COPCAR_5045
gosub @COPCAR_14238 
Actor.StorePos($6877, $6954, $6955, $447)
0086: $4862 = $95 // $ = $ float 
0061: $4862 -= $6954 // $ -= $ float 
0086: $4863 = $96 // $ = $ float 
0061: $4863 -= $6955 // $ -= $ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
$6985 = 1000.0 // $ = float 
0071: $6985 /= $4864 // $ /= $ float 
if 
  $6985 > 100.0 // $ > float 
jf @COPCAR_5187 
$6985 = 100.0 // $ = float 

:COPCAR_5187
if 
  15.0 > $6985 // float > $ 
jf @COPCAR_5218 
$6985 = 15.0 // $ = float 

:COPCAR_5218
Car.SetMaxSpeed($6876, $6985)

:COPCAR_5226
jump @COPCAR_5629 

:COPCAR_5233
$6910 = -1 // $ = int 
gosub @COPCAR_14238 
if 
001C:   $4811 > $6917 // $ > $ int 
jf @COPCAR_5629 
if 
00E9:   player $PLAYER_CHAR 0 $6877 radius 45.0 45.0 
jf @COPCAR_5505 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_5328 
01CA: actor $6877 kill_player $PLAYER_CHAR 
jump @COPCAR_5498 

:COPCAR_5328
if 
00E9:   player $PLAYER_CHAR 0 $6877 radius 30.0 30.0 
jf @COPCAR_5374 
01CA: actor $6877 kill_player $PLAYER_CHAR 
jump @COPCAR_5498 

:COPCAR_5374
0084: $4869 = $6877 // $ = $ int 
if 
  not Car.Wrecked($6876)
jf @COPCAR_5491 
if 
0185:   car $6876 health > 400 
jf @COPCAR_5477 
if 
0202:   actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 
jf @COPCAR_5463 
01D5: actor $6877 go_to_and_drive_car $6876 
jump @COPCAR_5470 

:COPCAR_5463
gosub @COPCAR_13051 

:COPCAR_5470
jump @COPCAR_5484 

:COPCAR_5477
gosub @COPCAR_13051 

:COPCAR_5484
jump @COPCAR_5498 

:COPCAR_5491
gosub @COPCAR_13051 

:COPCAR_5498
jump @COPCAR_5629 

:COPCAR_5505
0084: $4869 = $6877 // $ = $ int 
if 
  not Car.Wrecked($6876)
jf @COPCAR_5622 
if 
0185:   car $6876 health > 400 
jf @COPCAR_5608 
if 
0202:   actor $6877 near_car $6876 radius 40.0 40.0 sphere 0 
jf @COPCAR_5594 
01D5: actor $6877 go_to_and_drive_car $6876 
jump @COPCAR_5601 

:COPCAR_5594
gosub @COPCAR_13051 

:COPCAR_5601
jump @COPCAR_5615 

:COPCAR_5608
gosub @COPCAR_13051 

:COPCAR_5615
jump @COPCAR_5629 

:COPCAR_5622
gosub @COPCAR_13051 

:COPCAR_5629
jump @COPCAR_6087 

:COPCAR_5636
Marker.Disable($6939)
Actor.RemoveReferences($6877)
if 
  $6913 == 0 // $ == int 
jf @COPCAR_5732 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_5725 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_5725
$6913 = 1 // $ = int 

:COPCAR_5732
if 
  not Actor.Dead($6878)
jf @COPCAR_5894 
0084: $6877 = $6878 // $ = $ int 
$6878 = -1 // $ = int 
$6913 = 0 // $ = int 
$6914 = 1 // $ = int 
Marker.CreateAboveActor($6939, $6877)
if 
  not Actor.Dead($6879)
jf @COPCAR_5836 
01DE: tie_actor $6879 to_actor $6877 
if 
831F:   not actor $6879 in_range_of_actor $6877 
jf @COPCAR_5836 
01CC: actor $6879 kill_player $PLAYER_CHAR 

:COPCAR_5836
if 
  not Actor.Dead($6880)
jf @COPCAR_5887 
01DE: tie_actor $6880 to_actor $6877 
if 
831F:   not actor $6880 in_range_of_actor $6877 
jf @COPCAR_5887 
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_5887
jump @COPCAR_6087 

:COPCAR_5894
Actor.RemoveReferences($6878)
if 
  not Actor.Dead($6879)
jf @COPCAR_6010 
0084: $6877 = $6879 // $ = $ int 
$6879 = -1 // $ = int 
$6913 = 0 // $ = int 
$6915 = 1 // $ = int 
Marker.CreateAboveActor($6939, $6877)
if 
  not Actor.Dead($6880)
jf @COPCAR_6003 
01DE: tie_actor $6880 to_actor $6877 
if 
831F:   not actor $6880 in_range_of_actor $6877 
jf @COPCAR_6003 
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_6003
jump @COPCAR_6087 

:COPCAR_6010
Actor.RemoveReferences($6879)
if 
  not Actor.Dead($6880)
jf @COPCAR_6075 
0084: $6877 = $6880 // $ = $ int 
$6880 = -1 // $ = int 
$6913 = 0 // $ = int 
$6916 = 1 // $ = int 
Marker.CreateAboveActor($6939, $6877)
jump @COPCAR_6087 

:COPCAR_6075
Actor.RemoveReferences($6880)
$6918 = 1 // $ = int 

:COPCAR_6087
if 
  Actor.Dead($6878)
jf @COPCAR_6189 
if 
  $6914 == 0 // $ == int 
jf @COPCAR_6189 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_6182 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6182
$6914 = 1 // $ = int 

:COPCAR_6189
if 
  Actor.Dead($6879)
jf @COPCAR_6291 
if 
  $6915 == 0 // $ == int 
jf @COPCAR_6291 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_6284 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6284
$6915 = 1 // $ = int 

:COPCAR_6291
if 
  Actor.Dead($6880)
jf @COPCAR_6393 
if 
  $6916 == 0 // $ == int 
jf @COPCAR_6393 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_6386 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_6386
$6916 = 1 // $ = int 

:COPCAR_6393
if 
  $2565 == 1 // $ == int 
jf @COPCAR_8713 
if 
  not Actor.Dead($6882)
jf @COPCAR_7956 
if 
0449:   actor $6882 sitting_in_any_car 
jf @COPCAR_7553 
Car.RemoveReferences($6881)
$6881 = Actor.CurrentCar($6882)
if 
  $6919 == -1 // $ == int 
jf @COPCAR_6538 
046D: $6898 = actor $6882 car_free_seats // members_in_group 
if 
  $6898 > 0 // $ > int 
jf @COPCAR_6523 
0084: $6926 = $4811 // $ = $ int 
$6926 += 2000 // $ += int 
jump @COPCAR_6531 

:COPCAR_6523
0084: $6926 = $4811 // $ = $ int 

:COPCAR_6531
$6919 = 0 // $ = int 

:COPCAR_6538
if 
  $6919 == 0 // $ == int 
jf @COPCAR_6697 
if 
001C:   $4811 > $6926 // $ > $ int 
jf @COPCAR_6697 
Car.SetMaxSpeed($6881, 100.0)
00AE: set_vehicle $6881 traffic_behavior_to 2 
if 
  $6894 == 0 // $ == int 
jf @COPCAR_6645 
if 
  not Car.Wrecked($6876)
jf @COPCAR_6638 
Car.SetToPsychoDriver($6881)
jump @COPCAR_6645 

:COPCAR_6638
$6894 = 1 // $ = int 

:COPCAR_6645
if 
  $6894 == 1 // $ == int 
jf @COPCAR_6675 
04BD: set_car $6881 is_part_of_convoy 0 
Car.SetToPsychoDriver($6881)

:COPCAR_6675
0084: $6920 = $4811 // $ = $ int 
$6919 = 1 // $ = int 
$6921 = 0 // $ = int 

:COPCAR_6697
if 
  $6919 > 0 // $ > int 
jf @COPCAR_7546 
if 
00DC:   player $PLAYER_CHAR in_car $6881 
jf @COPCAR_6742 
01CA: actor $6882 kill_player $PLAYER_CHAR 

:COPCAR_6742
0084: $4880 = $6881 // $ = $ int 
0084: $4881 = $6921 // $ = $ int 
0084: $4882 = $6920 // $ = $ int 
0088: $4877 = 2@ // $ = @ float 
0088: $4878 = 3@ // $ = @ float 
0088: $4879 = 4@ // $ = @ float 
if 
  5@ > 0.0 // @ > float 
jf @COPCAR_6818 
gosub @COPCAR_13629 

:COPCAR_6818
0084: $6921 = $4881 // $ = $ int 
0084: $6920 = $4882 // $ = $ int 
0089: 2@ = $4877 // @ = $ float 
0089: 3@ = $4878 // @ = $ float 
0089: 4@ = $4879 // @ = $ float 
if 
  $6921 == -9 // $ == int 
jf @COPCAR_6891 
046B: actor $6882 leave_car $6881 and_flee 
$6921 = 0 // $ = int 

:COPCAR_6891
if 
8185:   not car $6881 health > 400 
jf @COPCAR_6918 
01CA: actor $6882 kill_player $PLAYER_CHAR 

:COPCAR_6918
if 
8185:   not car $6881 health > 251 
jf @COPCAR_6968 
046B: actor $6882 leave_car $6881 and_flee 
0084: $6926 = $4811 // $ = $ int 
$6926 += 2000 // $ += int 
jump @COPCAR_6976 

:COPCAR_6968
0084: $6926 = $4811 // $ = $ int 

:COPCAR_6976
gosub @COPCAR_14559 
Actor.StorePos($6882, 0@, 1@, $447)
0086: $4862 = $95 // $ = $ float 
0067: $4862 -= 0@ // $ -= @ float 
0086: $4863 = $96 // $ = $ float 
0067: $4863 -= 1@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
5@ = 1000.0 // @ = float 
0077: 5@ /= $4864 // $ /= @ float 
if 
  5@ > 100.0 // @ > float 
jf @COPCAR_7118 
5@ = 100.0 // @ = float 

:COPCAR_7118
if 
  15.0 > 5@ // float > @ 
jf @COPCAR_7149 
5@ = 15.0 // @ = float 

:COPCAR_7149
if 
  $6894 == 0 // $ == int 
jf @COPCAR_7501 
if 
  not Car.Wrecked($6876)
jf @COPCAR_7489 
0084: $4867 = $6881 // $ = $ int 
0084: $4868 = $6876 // $ = $ int 
gosub @COPCAR_12838 
0089: 5@ = $6962 // @ = $ float 
02F8: get_vehicle $6881 Z_angle_sine_to $6976 
02F9: get_vehicle $6881 Z_angle_cosine_to $6977 
Car.StorePos($6876, $6970, $6971, $447)
Car.StorePos($6881, $6972, $6973, $447)
0086: $6958 = $6972 // $ = $ float 
0061: $6958 -= $6970 // $ -= $ float 
0069: $6976 *= $6958 // $ *= $ float 
0086: $6959 = $6973 // $ = $ float 
0061: $6959 -= $6971 // $ -= $ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $6966 = $6976 // $ = $ float 
0059: $6966 += $6977 // $ += $ float 
02F8: get_vehicle $6876 Z_angle_sine_to $6976 
02F9: get_vehicle $6876 Z_angle_cosine_to $6977 
Car.StorePos($6881, $6972, $6973, $447)
Car.StorePos($6876, $6970, $6971, $447)
0086: $6958 = $6970 // $ = $ float 
0061: $6958 -= $6972 // $ -= $ float 
0069: $6976 *= $6958 // $ *= $ float 
0086: $6959 = $6971 // $ = $ float 
0061: $6959 -= $6973 // $ -= $ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $6967 = $6976 // $ = $ float 
0059: $6967 += $6977 // $ += $ float 
if 
  $6966 > 0.0 // $ > float 
jf @COPCAR_7482 
if 
  0.0 > $6967 // float > $ 
jf @COPCAR_7482 
5@ = 0.0 // @ = float 

:COPCAR_7482
jump @COPCAR_7501 

:COPCAR_7489
Car.SetToPsychoDriver($6881)
$6894 = 1 // $ = int 

:COPCAR_7501
if 
  5@ == 0.0 // @ == float 
jf @COPCAR_7538 
0477: set_car $6881 action 1 time 17 
jump @COPCAR_7546 

:COPCAR_7538
Car.SetMaxSpeed($6881, 5@)

:COPCAR_7546
jump @COPCAR_7949 

:COPCAR_7553
$6919 = -1 // $ = int 
gosub @COPCAR_14559 
if 
001C:   $4811 > $6926 // $ > $ int 
jf @COPCAR_7949 
if 
00E9:   player $PLAYER_CHAR 0 $6882 radius 40.0 40.0 
jf @COPCAR_7825 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_7648 
01CA: actor $6882 kill_player $PLAYER_CHAR 
jump @COPCAR_7818 

:COPCAR_7648
if 
00E9:   player $PLAYER_CHAR 0 $6882 radius 25.0 25.0 
jf @COPCAR_7694 
01CA: actor $6882 kill_player $PLAYER_CHAR 
jump @COPCAR_7818 

:COPCAR_7694
0084: $4869 = $6882 // $ = $ int 
if 
  not Car.Wrecked($6881)
jf @COPCAR_7811 
if 
0185:   car $6881 health > 400 
jf @COPCAR_7797 
if 
0202:   actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 
jf @COPCAR_7783 
01D5: actor $6882 go_to_and_drive_car $6881 
jump @COPCAR_7790 

:COPCAR_7783
gosub @COPCAR_13051 

:COPCAR_7790
jump @COPCAR_7804 

:COPCAR_7797
gosub @COPCAR_13051 

:COPCAR_7804
jump @COPCAR_7818 

:COPCAR_7811
gosub @COPCAR_13051 

:COPCAR_7818
jump @COPCAR_7949 

:COPCAR_7825
0084: $4869 = $6882 // $ = $ int 
if 
  not Car.Wrecked($6881)
jf @COPCAR_7942 
if 
0185:   car $6881 health > 400 
jf @COPCAR_7928 
if 
0202:   actor $6882 near_car $6881 radius 40.0 40.0 sphere 0 
jf @COPCAR_7914 
01D5: actor $6882 go_to_and_drive_car $6881 
jump @COPCAR_7921 

:COPCAR_7914
gosub @COPCAR_13051 

:COPCAR_7921
jump @COPCAR_7935 

:COPCAR_7928
gosub @COPCAR_13051 

:COPCAR_7935
jump @COPCAR_7949 

:COPCAR_7942
gosub @COPCAR_13051 

:COPCAR_7949
jump @COPCAR_8407 

:COPCAR_7956
Marker.Disable($6940)
Actor.RemoveReferences($6882)
if 
  $6922 == 0 // $ == int 
jf @COPCAR_8052 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_8045 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8045
$6922 = 1 // $ = int 

:COPCAR_8052
if 
  not Actor.Dead($6883)
jf @COPCAR_8214 
0084: $6882 = $6883 // $ = $ int 
$6883 = -1 // $ = int 
$6922 = 0 // $ = int 
$6923 = 1 // $ = int 
Marker.CreateAboveActor($6940, $6882)
if 
  not Actor.Dead($6884)
jf @COPCAR_8156 
01DE: tie_actor $6884 to_actor $6882 
if 
831F:   not actor $6884 in_range_of_actor $6882 
jf @COPCAR_8156 
01CC: actor $6884 kill_player $PLAYER_CHAR 

:COPCAR_8156
if 
  not Actor.Dead($6885)
jf @COPCAR_8207 
01DE: tie_actor $6885 to_actor $6882 
if 
831F:   not actor $6885 in_range_of_actor $6882 
jf @COPCAR_8207 
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_8207
jump @COPCAR_8407 

:COPCAR_8214
Actor.RemoveReferences($6883)
if 
  not Actor.Dead($6884)
jf @COPCAR_8330 
0084: $6882 = $6884 // $ = $ int 
$6884 = -1 // $ = int 
$6922 = 0 // $ = int 
$6924 = 1 // $ = int 
Marker.CreateAboveActor($6940, $6882)
if 
  not Actor.Dead($6885)
jf @COPCAR_8323 
01DE: tie_actor $6885 to_actor $6882 
if 
831F:   not actor $6885 in_range_of_actor $6882 
jf @COPCAR_8323 
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_8323
jump @COPCAR_8407 

:COPCAR_8330
Actor.RemoveReferences($6884)
if 
  not Actor.Dead($6885)
jf @COPCAR_8395 
0084: $6882 = $6885 // $ = $ int 
$6885 = -1 // $ = int 
$6922 = 0 // $ = int 
$6925 = 1 // $ = int 
Marker.CreateAboveActor($6940, $6882)
jump @COPCAR_8407 

:COPCAR_8395
Actor.RemoveReferences($6885)
$6927 = 1 // $ = int 

:COPCAR_8407
if 
  Actor.Dead($6883)
jf @COPCAR_8509 
if 
  $6923 == 0 // $ == int 
jf @COPCAR_8509 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_8502 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8502
$6923 = 1 // $ = int 

:COPCAR_8509
if 
  Actor.Dead($6884)
jf @COPCAR_8611 
if 
  $6924 == 0 // $ == int 
jf @COPCAR_8611 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_8604 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8604
$6924 = 1 // $ = int 

:COPCAR_8611
if 
  Actor.Dead($6885)
jf @COPCAR_8713 
if 
  $6925 == 0 // $ == int 
jf @COPCAR_8713 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_8706 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_8706
$6925 = 1 // $ = int 

:COPCAR_8713
if 
  $2565 == 2 // $ == int 
jf @COPCAR_11033 
if 
  not Actor.Dead($6887)
jf @COPCAR_10276 
if 
0449:   actor $6887 sitting_in_any_car 
jf @COPCAR_9873 
Car.RemoveReferences($6886)
$6886 = Actor.CurrentCar($6887)
if 
  $6928 == -1 // $ == int 
jf @COPCAR_8858 
046D: $6898 = actor $6887 car_free_seats // members_in_group 
if 
  $6898 > 0 // $ > int 
jf @COPCAR_8843 
0084: $6933 = $4811 // $ = $ int 
$6933 += 2000 // $ += int 
jump @COPCAR_8851 

:COPCAR_8843
0084: $6933 = $4811 // $ = $ int 

:COPCAR_8851
$6928 = 0 // $ = int 

:COPCAR_8858
if 
  $6928 == 0 // $ == int 
jf @COPCAR_9017 
if 
001C:   $4811 > $6933 // $ > $ int 
jf @COPCAR_9017 
Car.SetMaxSpeed($6886, 100.0)
00AE: set_vehicle $6886 traffic_behavior_to 2 
if 
  $6894 == 0 // $ == int 
jf @COPCAR_8965 
if 
  not Car.Wrecked($6881)
jf @COPCAR_8958 
Car.SetToPsychoDriver($6886)
jump @COPCAR_8965 

:COPCAR_8958
$6894 = 1 // $ = int 

:COPCAR_8965
if 
  $6894 == 1 // $ == int 
jf @COPCAR_8995 
04BD: set_car $6886 is_part_of_convoy 0 
Car.SetToPsychoDriver($6886)

:COPCAR_8995
008B: 12@ = $4811 // @ = $ int 
$6928 = 1 // $ = int 
13@ = 0 // @ = int 

:COPCAR_9017
if 
  $6928 > 0 // $ > int 
jf @COPCAR_9866 
if 
00DC:   player $PLAYER_CHAR in_car $6886 
jf @COPCAR_9062 
01CA: actor $6887 kill_player $PLAYER_CHAR 

:COPCAR_9062
0084: $4880 = $6886 // $ = $ int 
008A: $4881 = 13@ // $ = @ int 
008A: $4882 = 12@ // $ = @ int 
0088: $4877 = 8@ // $ = @ float 
0088: $4878 = 9@ // $ = @ float 
0088: $4879 = 10@ // $ = @ float 
if 
  11@ > 0.0 // @ > float 
jf @COPCAR_9138 
gosub @COPCAR_13629 

:COPCAR_9138
008B: 13@ = $4881 // @ = $ int 
008B: 12@ = $4882 // @ = $ int 
0089: 8@ = $4877 // @ = $ float 
0089: 9@ = $4878 // @ = $ float 
0089: 10@ = $4879 // @ = $ float 
if 
  13@ == -9 // @ == int 
jf @COPCAR_9211 
046B: actor $6887 leave_car $6886 and_flee 
13@ = 0 // @ = int 

:COPCAR_9211
if 
8185:   not car $6886 health > 400 
jf @COPCAR_9238 
01CA: actor $6887 kill_player $PLAYER_CHAR 

:COPCAR_9238
if 
8185:   not car $6886 health > 251 
jf @COPCAR_9288 
046B: actor $6887 leave_car $6886 and_flee 
0084: $6933 = $4811 // $ = $ int 
$6933 += 2000 // $ += int 
jump @COPCAR_9296 

:COPCAR_9288
0084: $6933 = $4811 // $ = $ int 

:COPCAR_9296
gosub @COPCAR_14880 
Actor.StorePos($6887, 6@, 7@, $447)
0086: $4862 = $95 // $ = $ float 
0067: $4862 -= 6@ // $ -= @ float 
0086: $4863 = $96 // $ = $ float 
0067: $4863 -= 7@ // $ -= @ float 
0069: $4862 *= $4862 // $ *= $ float 
0069: $4863 *= $4863 // $ *= $ float 
0086: $4864 = $4862 // $ = $ float 
0059: $4864 += $4863 // $ += $ float 
01FB: $4864 = square_root $4864 
11@ = 1000.0 // @ = float 
0077: 11@ /= $4864 // $ /= @ float 
if 
  11@ > 100.0 // @ > float 
jf @COPCAR_9438 
11@ = 100.0 // @ = float 

:COPCAR_9438
if 
  15.0 > 11@ // float > @ 
jf @COPCAR_9469 
11@ = 15.0 // @ = float 

:COPCAR_9469
if 
  $6894 == 0 // $ == int 
jf @COPCAR_9821 
if 
  not Car.Wrecked($6881)
jf @COPCAR_9809 
0084: $4867 = $6886 // $ = $ int 
0084: $4868 = $6881 // $ = $ int 
gosub @COPCAR_12838 
0089: 11@ = $6962 // @ = $ float 
02F8: get_vehicle $6886 Z_angle_sine_to $6976 
02F9: get_vehicle $6886 Z_angle_cosine_to $6977 
Car.StorePos($6881, $6972, $6973, $447)
Car.StorePos($6886, $6974, $6975, $447)
0086: $6958 = $6974 // $ = $ float 
0061: $6958 -= $6972 // $ -= $ float 
0069: $6976 *= $6958 // $ *= $ float 
0086: $6959 = $6975 // $ = $ float 
0061: $6959 -= $6973 // $ -= $ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $6968 = $6976 // $ = $ float 
0059: $6968 += $6977 // $ += $ float 
02F8: get_vehicle $6881 Z_angle_sine_to $6976 
02F9: get_vehicle $6881 Z_angle_cosine_to $6977 
Car.StorePos($6886, $6974, $6975, $447)
Car.StorePos($6881, $6972, $6973, $447)
0086: $6958 = $6972 // $ = $ float 
0061: $6958 -= $6974 // $ -= $ float 
0069: $6976 *= $6958 // $ *= $ float 
0086: $6959 = $6973 // $ = $ float 
0061: $6959 -= $6975 // $ -= $ float 
0069: $6977 *= $6959 // $ *= $ float 
0086: $6969 = $6976 // $ = $ float 
0059: $6969 += $6977 // $ += $ float 
if 
  $6968 > 0.0 // $ > float 
jf @COPCAR_9802 
if 
  0.0 > $6969 // float > $ 
jf @COPCAR_9802 
11@ = 0.0 // @ = float 

:COPCAR_9802
jump @COPCAR_9821 

:COPCAR_9809
Car.SetToPsychoDriver($6886)
$6894 = 1 // $ = int 

:COPCAR_9821
if 
  11@ == 0.0 // @ == float 
jf @COPCAR_9858 
0477: set_car $6886 action 1 time 17 
jump @COPCAR_9866 

:COPCAR_9858
Car.SetMaxSpeed($6886, 11@)

:COPCAR_9866
jump @COPCAR_10269 

:COPCAR_9873
$6928 = -1 // $ = int 
gosub @COPCAR_14880 
if 
001C:   $4811 > $6933 // $ > $ int 
jf @COPCAR_10269 
if 
00E9:   player $PLAYER_CHAR 0 $6887 radius 40.0 40.0 
jf @COPCAR_10145 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @COPCAR_9968 
01CA: actor $6887 kill_player $PLAYER_CHAR 
jump @COPCAR_10138 

:COPCAR_9968
if 
00E9:   player $PLAYER_CHAR 0 $6887 radius 25.0 25.0 
jf @COPCAR_10014 
01CA: actor $6887 kill_player $PLAYER_CHAR 
jump @COPCAR_10138 

:COPCAR_10014
0084: $4869 = $6887 // $ = $ int 
if 
  not Car.Wrecked($6886)
jf @COPCAR_10131 
if 
0185:   car $6886 health > 400 
jf @COPCAR_10117 
if 
0202:   actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 
jf @COPCAR_10103 
01D5: actor $6887 go_to_and_drive_car $6886 
jump @COPCAR_10110 

:COPCAR_10103
gosub @COPCAR_13051 

:COPCAR_10110
jump @COPCAR_10124 

:COPCAR_10117
gosub @COPCAR_13051 

:COPCAR_10124
jump @COPCAR_10138 

:COPCAR_10131
gosub @COPCAR_13051 

:COPCAR_10138
jump @COPCAR_10269 

:COPCAR_10145
0084: $4869 = $6887 // $ = $ int 
if 
  not Car.Wrecked($6886)
jf @COPCAR_10262 
if 
0185:   car $6886 health > 400 
jf @COPCAR_10248 
if 
0202:   actor $6887 near_car $6886 radius 40.0 40.0 sphere 0 
jf @COPCAR_10234 
01D5: actor $6887 go_to_and_drive_car $6886 
jump @COPCAR_10241 

:COPCAR_10234
gosub @COPCAR_13051 

:COPCAR_10241
jump @COPCAR_10255 

:COPCAR_10248
gosub @COPCAR_13051 

:COPCAR_10255
jump @COPCAR_10269 

:COPCAR_10262
gosub @COPCAR_13051 

:COPCAR_10269
jump @COPCAR_10727 

:COPCAR_10276
Marker.Disable($6941)
Actor.RemoveReferences($6887)
if 
  $6929 == 0 // $ == int 
jf @COPCAR_10372 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_10365 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10365
$6929 = 1 // $ = int 

:COPCAR_10372
if 
  not Actor.Dead($6888)
jf @COPCAR_10534 
0084: $6887 = $6888 // $ = $ int 
$6888 = -1 // $ = int 
$6929 = 0 // $ = int 
$6930 = 1 // $ = int 
Marker.CreateAboveActor($6941, $6887)
if 
  not Actor.Dead($6889)
jf @COPCAR_10476 
01DE: tie_actor $6889 to_actor $6887 
if 
831F:   not actor $6889 in_range_of_actor $6887 
jf @COPCAR_10476 
01CC: actor $6889 kill_player $PLAYER_CHAR 

:COPCAR_10476
if 
  not Actor.Dead($6890)
jf @COPCAR_10527 
01DE: tie_actor $6890 to_actor $6887 
if 
831F:   not actor $6890 in_range_of_actor $6887 
jf @COPCAR_10527 
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_10527
jump @COPCAR_10727 

:COPCAR_10534
Actor.RemoveReferences($6888)
if 
  not Actor.Dead($6889)
jf @COPCAR_10650 
0084: $6887 = $6889 // $ = $ int 
$6889 = -1 // $ = int 
$6929 = 0 // $ = int 
$6931 = 1 // $ = int 
Marker.CreateAboveActor($6941, $6887)
if 
  not Actor.Dead($6890)
jf @COPCAR_10643 
01DE: tie_actor $6890 to_actor $6887 
if 
831F:   not actor $6890 in_range_of_actor $6887 
jf @COPCAR_10643 
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_10643
jump @COPCAR_10727 

:COPCAR_10650
Actor.RemoveReferences($6889)
if 
  not Actor.Dead($6890)
jf @COPCAR_10715 
0084: $6887 = $6890 // $ = $ int 
$6890 = -1 // $ = int 
$6929 = 0 // $ = int 
$6932 = 1 // $ = int 
Marker.CreateAboveActor($6941, $6887)
jump @COPCAR_10727 

:COPCAR_10715
Actor.RemoveReferences($6890)
$6934 = 1 // $ = int 

:COPCAR_10727
if 
  Actor.Dead($6888)
jf @COPCAR_10829 
if 
  $6930 == 0 // $ == int 
jf @COPCAR_10829 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_10822 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10822
$6930 = 1 // $ = int 

:COPCAR_10829
if 
  Actor.Dead($6889)
jf @COPCAR_10931 
if 
  $6931 == 0 // $ == int 
jf @COPCAR_10931 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_10924 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_10924
$6931 = 1 // $ = int 

:COPCAR_10931
if 
  Actor.Dead($6890)
jf @COPCAR_11033 
if 
  $6932 == 0 // $ == int 
jf @COPCAR_11033 
$6895 += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 1 at 0.0 0.0 0.0 
if 
  $6895 == 1 // $ == int 
jf @COPCAR_11026 
03C4: set_status_text_to $6895 0 'KILLS'  // KILLS:

:COPCAR_11026
$6932 = 1 // $ = int 

:COPCAR_11033
if and
  $6918 == 1 // $ == int 
  $6927 == 1 // $ == int 
  $6934 == 1 // $ == int 
jf @COPCAR_11072 
jump @COPCAR_11079 

:COPCAR_11072
jump @COPCAR_4414 

:COPCAR_11079
0578: save_highest_vigilante_level $6938 
$6892 += 1 // $ += int 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_11161 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
053F: set_car $6875 tires_vulnerable 0 
$6908 = Car.Health($6875)
$6908 += 100 // $ += int 
Car.Health($6875) = $6908

:COPCAR_11161
Car.RemoveReferences($6876)
Actor.RemoveReferences($6877)
Actor.RemoveReferences($6878)
Actor.RemoveReferences($6879)
Actor.RemoveReferences($6880)
Car.RemoveReferences($6881)
Actor.RemoveReferences($6882)
Actor.RemoveReferences($6883)
Actor.RemoveReferences($6884)
Actor.RemoveReferences($6885)
Car.RemoveReferences($6886)
Actor.RemoveReferences($6887)
Actor.RemoveReferences($6888)
Actor.RemoveReferences($6889)
Actor.RemoveReferences($6890)
Marker.Disable($6939)
Marker.Disable($6940)
Marker.Disable($6941)
0084: $6897 = $6892 // $ = $ int 
0068: $6897 *= $6892 // $ *= $ int 
$6897 *= 50 // $ *= int 
01E3: text_1number_styled 'C_PASS' number $6897 time 5000 style 5  // THREAT ELIMINATED: $ ~1~
Player.Money($PLAYER_CHAR) += $6897
if 
  $1582 == 0 // $ == int 
jf @COPCAR_11359 
if 
  $6892 == 12 // $ == int 
jf @COPCAR_11359 
03E5: text_box 'C_COMP1'  // Vigilante mission level 12 complete: Unfortunately, you weren't licensed to be a cop, so no armour HAHA!
030C: progress_made += 1 
0595: mission_complete 
$1582 = 1 // $ = int 

:COPCAR_11359
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_11645 
if 
  $6901 == 0 // $ == int 
jf @COPCAR_11467 
01BD: $6896 = current_time_in_ms 
if 
  $6900 > 60000 // $ > int 
jf @COPCAR_11452 
$6899 = 60000 // $ = int 
jump @COPCAR_11460 

:COPCAR_11452
0084: $6899 = $6900 // $ = $ int 

:COPCAR_11460
$6901 = 1 // $ = int 

:COPCAR_11467
01BD: $6903 = current_time_in_ms 
0084: $6904 = $6903 // $ = $ int 
0060: $6904 -= $6896 // $ -= $ int 
0060: $6899 -= $6904 // $ -= $ int 
0084: $6896 = $6903 // $ = $ int 
0084: $6905 = $6899 // $ = $ int 
$6905 /= 1000 // $ /= int 
if 
  1 > $6905 // int > $ 
jf @COPCAR_11600 
$6905 = 0 // $ = int 
if 
001C:   $6903 > $6937 // $ > $ int 
jf @COPCAR_11593 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
$6902 = 1 // $ = int 
jump @COPCAR_11743 

:COPCAR_11593
jump @COPCAR_11616 

:COPCAR_11600
0084: $6937 = $6903 // $ = $ int 
$6937 += 1000 // $ += int 

:COPCAR_11616
01E5: text_1number_highpriority 'COPCART' $6905 time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
wait 0 
jump @COPCAR_11359 

:COPCAR_11645
0396: pause_timer 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_11703 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
053F: set_car $6875 tires_vulnerable 0 
$6908 = Car.Health($6875)
$6908 += 100 // $ += int 
Car.Health($6875) = $6908

:COPCAR_11703
if 
  13 > $6892 // int > $ 
jf @COPCAR_11736 
$6981 -= 0.05 // $ -= float 
03C7: set_sensitivity_to_crime_to $6981 

:COPCAR_11736
jump @COPCAR_538 

:COPCAR_11743
return 

:COPCAR_11745
$ONMISSION = 0 // $ = int 
Marker.Disable($6939)
Marker.Disable($6940)
Marker.Disable($6941)
014F: stop_timer $6900 
0151: remove_status_text $6895 
Model.Destroy($6935)
Model.Destroy($6936)
Model.Destroy(#COLT45)
Model.Destroy(#TEC9)
Model.Destroy(#RUGER)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MACHETE)
Model.Destroy(#BAT)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COPCAR_11826
if 
  $6892 > 1 // $ > int 
jf @COPCAR_11860 
0209: $4127 = random_int_in_ranges 26 37 
jump @COPCAR_11869 

:COPCAR_11860
0209: $4127 = random_int_in_ranges 0 37 

:COPCAR_11869
if 
  $4127 == 0 // $ == int 
jf @COPCAR_11895 
04AE: $6935 = 191 // = constant 

:COPCAR_11895
if 
  $4127 == 1 // $ == int 
jf @COPCAR_11921 
04AE: $6935 = 192 // = constant 

:COPCAR_11921
if 
  $4127 == 2 // $ == int 
jf @COPCAR_11947 
04AE: $6935 = 193 // = constant 

:COPCAR_11947
if 
  $4127 == 3 // $ == int 
jf @COPCAR_11973 
04AE: $6935 = 198 // = constant 

:COPCAR_11973
if 
  $4127 == 4 // $ == int 
jf @COPCAR_11999 
04AE: $6935 = 210 // = constant 

:COPCAR_11999
if 
  $4127 == 5 // $ == int 
jf @COPCAR_12025 
04AE: $6935 = 132 // = constant 

:COPCAR_12025
if 
  $4127 == 6 // $ == int 
jf @COPCAR_12051 
04AE: $6935 = 141 // = constant 

:COPCAR_12051
if 
  $4127 == 7 // $ == int 
jf @COPCAR_12077 
04AE: $6935 = 145 // = constant 

:COPCAR_12077
if 
  $4127 == 8 // $ == int 
jf @COPCAR_12103 
04AE: $6935 = 159 // = constant 

:COPCAR_12103
if 
  $4127 == 9 // $ == int 
jf @COPCAR_12129 
04AE: $6935 = 207 // = constant 

:COPCAR_12129
if 
  $4127 == 10 // $ == int 
jf @COPCAR_12155 
04AE: $6935 = 154 // = constant 

:COPCAR_12155
if 
  $4127 == 11 // $ == int 
jf @COPCAR_12181 
04AE: $6935 = 131 // = constant 

:COPCAR_12181
if 
  $4127 == 12 // $ == int 
jf @COPCAR_12207 
04AE: $6935 = 133 // = constant 

:COPCAR_12207
if 
  $4127 == 13 // $ == int 
jf @COPCAR_12233 
04AE: $6935 = 140 // = constant 

:COPCAR_12233
if 
  $4127 == 14 // $ == int 
jf @COPCAR_12259 
04AE: $6935 = 143 // = constant 

:COPCAR_12259
if 
  $4127 == 15 // $ == int 
jf @COPCAR_12285 
04AE: $6935 = 144 // = constant 

:COPCAR_12285
if 
  $4127 == 16 // $ == int 
jf @COPCAR_12311 
04AE: $6935 = 152 // = constant 

:COPCAR_12311
if 
  $4127 == 17 // $ == int 
jf @COPCAR_12337 
04AE: $6935 = 149 // = constant 

:COPCAR_12337
if 
  $4127 == 18 // $ == int 
jf @COPCAR_12363 
04AE: $6935 = 153 // = constant 

:COPCAR_12363
if 
  $4127 == 19 // $ == int 
jf @COPCAR_12389 
04AE: $6935 = 169 // = constant 

:COPCAR_12389
if 
  $4127 == 20 // $ == int 
jf @COPCAR_12415 
04AE: $6935 = 186 // = constant 

:COPCAR_12415
if 
  $4127 == 21 // $ == int 
jf @COPCAR_12441 
04AE: $6935 = 205 // = constant 

:COPCAR_12441
if 
  $4127 == 22 // $ == int 
jf @COPCAR_12467 
04AE: $6935 = 212 // = constant 

:COPCAR_12467
if 
  $4127 == 23 // $ == int 
jf @COPCAR_12493 
04AE: $6935 = 208 // = constant 

:COPCAR_12493
if 
  $4127 == 24 // $ == int 
jf @COPCAR_12519 
04AE: $6935 = 204 // = constant 

:COPCAR_12519
if 
  $4127 == 25 // $ == int 
jf @COPCAR_12545 
04AE: $6935 = 170 // = constant 

:COPCAR_12545
if 
  $4127 == 26 // $ == int 
jf @COPCAR_12571 
04AE: $6935 = 135 // = constant 

:COPCAR_12571
if 
  $4127 == 27 // $ == int 
jf @COPCAR_12597 
04AE: $6935 = 148 // = constant 

:COPCAR_12597
if 
  $4127 == 28 // $ == int 
jf @COPCAR_12623 
04AE: $6935 = 151 // = constant 

:COPCAR_12623
if 
  $4127 == 29 // $ == int 
jf @COPCAR_12649 
04AE: $6935 = 130 // = constant 

:COPCAR_12649
if 
  $4127 == 30 // $ == int 
jf @COPCAR_12675 
04AE: $6935 = 134 // = constant 

:COPCAR_12675
if 
  $4127 == 31 // $ == int 
jf @COPCAR_12701 
04AE: $6935 = 175 // = constant 

:COPCAR_12701
if 
  $4127 == 32 // $ == int 
jf @COPCAR_12727 
04AE: $6935 = 196 // = constant 

:COPCAR_12727
if 
  $4127 == 33 // $ == int 
jf @COPCAR_12753 
04AE: $6935 = 197 // = constant 

:COPCAR_12753
if 
  $4127 == 34 // $ == int 
jf @COPCAR_12779 
04AE: $6935 = 222 // = constant 

:COPCAR_12779
if 
  $4127 == 35 // $ == int 
jf @COPCAR_12805 
04AE: $6935 = 209 // = constant 

:COPCAR_12805
if 
  $4127 == 36 // $ == int 
jf @COPCAR_12831 
04AE: $6935 = 174 // = constant 

:COPCAR_12831
Model.Load($6935)
return 

:COPCAR_12838
if 
  $4868 == -1 // $ == int 
jf @COPCAR_12877 
0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 
jump @COPCAR_12891 

:COPCAR_12877
Car.StorePos($4868, $6960, $6961, $6958)

:COPCAR_12891
Car.StorePos($4867, $6956, $6957, $6958)
0086: $6958 = $6956 // $ = $ float 
0061: $6958 -= $6960 // $ -= $ float 
0086: $6959 = $6957 // $ = $ float 
0061: $6959 -= $6961 // $ -= $ float 
0069: $6958 *= $6958 // $ *= $ float 
0069: $6959 *= $6959 // $ *= $ float 
0059: $6958 += $6959 // $ += $ float 
01FB: $6958 = square_root $6958 
0086: $6962 = $6958 // $ = $ float 
$6962 += 3.0 // $ += float 
if 
  $6962 > 100.0 // $ > float 
jf @COPCAR_13018 
$6962 = 100.0 // $ = float 

:COPCAR_13018
if 
  0.0 > $6962 // float > $ 
jf @COPCAR_13049 
$6962 = 0.0 // $ = float 

:COPCAR_13049
return 

:COPCAR_13051
if 
  not Actor.Dead($4869)
jf @COPCAR_13627 
Actor.StorePos($4869, $4872, $4873, $4874)
if 
  $4886 == 919.9 // $ == float 
jf @COPCAR_13119 
Car.Create($451, $6935, $4872, $4873, $4874)

:COPCAR_13119
if 
00E9:   player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 
jf @COPCAR_13406 
0086: $4875 = $4872 // $ = $ float 
$4875 += 40.0 // $ += float 
0086: $4876 = $4873 // $ = $ float 
$4876 += 40.0 // $ += float 
$4872 -= 40.0 // $ -= float 
$4873 -= 40.0 // $ -= float 
Car.RemoveReferences($451)
$451 = -1 // $ = int 
0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 
if or
  $451 == -1 // $ == int 
003A:   $6876 == $451 // $ == $ int 
jf @COPCAR_13278 
01CA: actor $4869 kill_player $PLAYER_CHAR 
jump @COPCAR_13399 

:COPCAR_13278
if 
0185:   car $451 health > 400 
jf @COPCAR_13379 
046D: $6898 = actor $4869 car_free_seats // members_in_group 
01EA: $4939 = car $451 max_passengers 
if 
801C:   not  $6898 > $4939 // $ > $ int 
jf @COPCAR_13364 
020A: set_car $451 door_status_to 1 
Car.SetMaxSpeed($451, 0.0)
01D5: actor $4869 go_to_and_drive_car $451 
jump @COPCAR_13372 

:COPCAR_13364
01CA: actor $4869 kill_player $PLAYER_CHAR 

:COPCAR_13372
jump @COPCAR_13399 

:COPCAR_13379
01CA: actor $4869 kill_player $PLAYER_CHAR 
Car.RemoveReferences($451)
$451 = -1 // $ = int 

:COPCAR_13399
jump @COPCAR_13627 

:COPCAR_13406
03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 
if 
80C2:   not sphere_onscreen $4872 $4873 $4874 3.0 
jf @COPCAR_13627 
if 
838A:   not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 
jf @COPCAR_13554 
if 
  Model.Available($6935)
jf @COPCAR_13547 
Car.RemoveReferences($451)
Car.Create($451, $6935, $4872, $4873, $4874)
Car.Angle($451) = $4886
01D5: actor $4869 go_to_and_drive_car $451 

:COPCAR_13547
jump @COPCAR_13627 

:COPCAR_13554
if 
00FF:   actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 
jf @COPCAR_13627 
02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 
0239: actor $4869 run_to $4872 $4873 

:COPCAR_13627
return 

:COPCAR_13629
01BD: $4887 = current_time_in_ms 
if 
  not Car.Wrecked($4880)
jf @COPCAR_14236 
if and
01F4:   car $4880 flipped 
01C1:   car $4880 stopped 
jf @COPCAR_13832 
$6894 = 1 // $ = int 
if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
jf @COPCAR_13730 
03ED: set_car $4880 not_damaged_when_upside_down 0 
$4881 = -9 // $ = int 
jump @COPCAR_13832 

:COPCAR_13730
if 
82CA:   not car $4880 bounding_sphere_visible 
jf @COPCAR_13832 
Car.StorePos($4880, $4883, $4884, $4885)
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
jf @COPCAR_13832 
Car.PutAt($4880, $4883, $4884, $4885)
Car.Angle($4880) = $4886

:COPCAR_13832
if 
01AF:   car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
jf @COPCAR_14173 
if 
  $4881 == 0 // $ == int 
jf @COPCAR_13907 
0084: $4882 = $4887 // $ = $ int 
$4881 = 1 // $ = int 

:COPCAR_13907
0060: $4887 -= $4882 // $ -= $ int 
if 
  $4881 == 1 // $ == int 
jf @COPCAR_14173 
if 
  $4887 > 8000 // $ > int 
jf @COPCAR_14173 
if 
01FC:   player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 
jf @COPCAR_14012 
03ED: set_car $4880 not_damaged_when_upside_down 0 
0084: $4882 = $4887 // $ = $ int 
$4881 = -9 // $ = int 
jump @COPCAR_14173 

:COPCAR_14012
if 
82CA:   not car $4880 bounding_sphere_visible 
jf @COPCAR_14173 
Car.StorePos($4880, $4883, $4884, $4885)
03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 
if 
838A:   not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 
jf @COPCAR_14173 
if 
80C2:   not sphere_onscreen $4883 $4884 $4885 4.0 
jf @COPCAR_14173 
Car.PutAt($4880, $4883, $4884, $4885)
Car.Angle($4880) = $4886
0084: $4882 = $4887 // $ = $ int 
$4881 = 0 // $ = int 
$6894 = 1 // $ = int 

:COPCAR_14173
if 
81AF:   not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 
jf @COPCAR_14236 
Car.StorePos($4880, $4877, $4878, $4879)
$4881 = 0 // $ = int 

:COPCAR_14236
return 

:COPCAR_14238
if 
  not Actor.Dead($6877)
jf @COPCAR_14557 
if 
  not Actor.Dead($6878)
jf @COPCAR_14350 
if 
831F:   not actor $6878 in_range_of_actor $6877 
jf @COPCAR_14343 
if 
00F2:   actor $6878 near_actor $6877 radius 30.0 30.0 0 
jf @COPCAR_14335 
01DE: tie_actor $6878 to_actor $6877 
jump @COPCAR_14343 

:COPCAR_14335
01CC: actor $6878 kill_player $PLAYER_CHAR 

:COPCAR_14343
jump @COPCAR_14355 

:COPCAR_14350
Actor.RemoveReferences($6878)

:COPCAR_14355
if 
  not Actor.Dead($6879)
jf @COPCAR_14451 
if 
831F:   not actor $6879 in_range_of_actor $6877 
jf @COPCAR_14444 
if 
00F2:   actor $6879 near_actor $6877 radius 30.0 30.0 0 
jf @COPCAR_14436 
01DE: tie_actor $6879 to_actor $6877 
jump @COPCAR_14444 

:COPCAR_14436
01CC: actor $6879 kill_player $PLAYER_CHAR 

:COPCAR_14444
jump @COPCAR_14456 

:COPCAR_14451
Actor.RemoveReferences($6879)

:COPCAR_14456
if 
  not Actor.Dead($6880)
jf @COPCAR_14552 
if 
831F:   not actor $6880 in_range_of_actor $6877 
jf @COPCAR_14545 
if 
00F2:   actor $6880 near_actor $6877 radius 30.0 30.0 0 
jf @COPCAR_14537 
01DE: tie_actor $6880 to_actor $6877 
jump @COPCAR_14545 

:COPCAR_14537
01CC: actor $6880 kill_player $PLAYER_CHAR 

:COPCAR_14545
jump @COPCAR_14557 

:COPCAR_14552
Actor.RemoveReferences($6880)

:COPCAR_14557
return 

:COPCAR_14559
if 
  not Actor.Dead($6882)
jf @COPCAR_14878 
if 
  not Actor.Dead($6883)
jf @COPCAR_14671 
if 
831F:   not actor $6883 in_range_of_actor $6882 
jf @COPCAR_14664 
if 
00F2:   actor $6883 near_actor $6882 radius 30.0 30.0 0 
jf @COPCAR_14656 
01DE: tie_actor $6883 to_actor $6882 
jump @COPCAR_14664 

:COPCAR_14656
01CC: actor $6883 kill_player $PLAYER_CHAR 

:COPCAR_14664
jump @COPCAR_14676 

:COPCAR_14671
Actor.RemoveReferences($6883)

:COPCAR_14676
if 
  not Actor.Dead($6884)
jf @COPCAR_14772 
if 
831F:   not actor $6884 in_range_of_actor $6882 
jf @COPCAR_14765 
if 
00F2:   actor $6884 near_actor $6882 radius 30.0 30.0 0 
jf @COPCAR_14757 
01DE: tie_actor $6884 to_actor $6882 
jump @COPCAR_14765 

:COPCAR_14757
01CC: actor $6884 kill_player $PLAYER_CHAR 

:COPCAR_14765
jump @COPCAR_14777 

:COPCAR_14772
Actor.RemoveReferences($6884)

:COPCAR_14777
if 
  not Actor.Dead($6885)
jf @COPCAR_14873 
if 
831F:   not actor $6885 in_range_of_actor $6882 
jf @COPCAR_14866 
if 
00F2:   actor $6885 near_actor $6882 radius 30.0 30.0 0 
jf @COPCAR_14858 
01DE: tie_actor $6885 to_actor $6882 
jump @COPCAR_14866 

:COPCAR_14858
01CC: actor $6885 kill_player $PLAYER_CHAR 

:COPCAR_14866
jump @COPCAR_14878 

:COPCAR_14873
Actor.RemoveReferences($6885)

:COPCAR_14878
return 

:COPCAR_14880
if 
  not Actor.Dead($6887)
jf @COPCAR_15199 
if 
  not Actor.Dead($6888)
jf @COPCAR_14992 
if 
831F:   not actor $6888 in_range_of_actor $6887 
jf @COPCAR_14985 
if 
00F2:   actor $6888 near_actor $6887 radius 30.0 30.0 0 
jf @COPCAR_14977 
01DE: tie_actor $6888 to_actor $6887 
jump @COPCAR_14985 

:COPCAR_14977
01CC: actor $6888 kill_player $PLAYER_CHAR 

:COPCAR_14985
jump @COPCAR_14997 

:COPCAR_14992
Actor.RemoveReferences($6888)

:COPCAR_14997
if 
  not Actor.Dead($6889)
jf @COPCAR_15093 
if 
831F:   not actor $6889 in_range_of_actor $6887 
jf @COPCAR_15086 
if 
00F2:   actor $6889 near_actor $6887 radius 30.0 30.0 0 
jf @COPCAR_15078 
01DE: tie_actor $6889 to_actor $6887 
jump @COPCAR_15086 

:COPCAR_15078
01CC: actor $6889 kill_player $PLAYER_CHAR 

:COPCAR_15086
jump @COPCAR_15098 

:COPCAR_15093
Actor.RemoveReferences($6889)

:COPCAR_15098
if 
  not Actor.Dead($6890)
jf @COPCAR_15194 
if 
831F:   not actor $6890 in_range_of_actor $6887 
jf @COPCAR_15187 
if 
00F2:   actor $6890 near_actor $6887 radius 30.0 30.0 0 
jf @COPCAR_15179 
01DE: tie_actor $6890 to_actor $6887 
jump @COPCAR_15187 

:COPCAR_15179
01CC: actor $6890 kill_player $PLAYER_CHAR 

:COPCAR_15187
jump @COPCAR_15199 

:COPCAR_15194
Actor.RemoveReferences($6890)

:COPCAR_15199
return 

:COPCAR_15201
if 
  not Actor.Dead($6877)
jf @COPCAR_15781 
if 
0154:   actor $6877 in_zone 'VICE_C'  // Vice City
jf @COPCAR_15264 
0384: text_1string_highpriority 'C_BREIF' 'VICE_C' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Vice City

:COPCAR_15264
if 
0154:   actor $6877 in_zone 'BEACH1'  // Ocean Beach
jf @COPCAR_15311 
0384: text_1string_highpriority 'C_BREIF' 'BEACH1' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Ocean Beach

:COPCAR_15311
if 
0154:   actor $6877 in_zone 'BEACH2'  // Washington Beach
jf @COPCAR_15358 
0384: text_1string_highpriority 'C_BREIF' 'BEACH2' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Washington Beach

:COPCAR_15358
if 
0154:   actor $6877 in_zone 'BEACH3'  // Vice Point
jf @COPCAR_15405 
0384: text_1string_highpriority 'C_BREIF' 'BEACH3' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Vice Point

:COPCAR_15405
if 
0154:   actor $6877 in_zone 'GOLFC'  // Leaf Links
jf @COPCAR_15452 
0384: text_1string_highpriority 'C_BREIF' 'GOLFC' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Leaf Links

:COPCAR_15452
if 
0154:   actor $6877 in_zone 'STARI'  // Starfish Island
jf @COPCAR_15499 
0384: text_1string_highpriority 'C_BREIF' 'STARI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Starfish Island

:COPCAR_15499
if 
0154:   actor $6877 in_zone 'DOCKS'  // Viceport
jf @COPCAR_15546 
0384: text_1string_highpriority 'C_BREIF' 'DOCKS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Viceport

:COPCAR_15546
if 
0154:   actor $6877 in_zone 'HAVANA'  // Little Havana
jf @COPCAR_15593 
0384: text_1string_highpriority 'C_BREIF' 'HAVANA' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Little Havana

:COPCAR_15593
if 
0154:   actor $6877 in_zone 'HAITI'  // Little Haiti
jf @COPCAR_15640 
0384: text_1string_highpriority 'C_BREIF' 'HAITI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Little Haiti

:COPCAR_15640
if 
0154:   actor $6877 in_zone 'PORNI'  // Prawn Island
jf @COPCAR_15687 
0384: text_1string_highpriority 'C_BREIF' 'PORNI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Prawn Island

:COPCAR_15687
if 
0154:   actor $6877 in_zone 'DTOWN'  // Downtown
jf @COPCAR_15734 
0384: text_1string_highpriority 'C_BREIF' 'DTOWN' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Downtown

:COPCAR_15734
if 
0154:   actor $6877 in_zone 'A_PORT'  // Escobar International
jf @COPCAR_15781 
0384: text_1string_highpriority 'C_BREIF' 'A_PORT' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Escobar International

:COPCAR_15781
return 

:COPCAR_15783
0433: set_actor $6891 is_criminal 1 
0319: set_actor $6891 running 1 
02A9: set_actor $6891 immune_to_nonplayer 1 
01ED: clear_actor $6891 threat_search 
0243: set_actor $6891 ped_stats_to 16 
011A: set_actor $6891 search_threat 1 
011A: set_actor $6891 search_threat 2 
011A: set_actor $6891 search_threat 4 
011A: set_actor $6891 search_threat 8 
011A: set_actor $6891 search_threat 16 
011A: set_actor $6891 search_threat 32 
011A: set_actor $6891 search_threat 64 
011A: set_actor $6891 search_threat 128 
011A: set_actor $6891 search_threat 256 
011A: set_actor $6891 search_threat 512 
011A: set_actor $6891 search_threat 1024 
011A: set_actor $6891 search_threat 2048 
011A: set_actor $6891 search_threat 4096 
011A: set_actor $6891 search_threat 8192 
011A: set_actor $6891 search_threat 16384 
011A: set_actor $6891 search_threat 65536 
011A: set_actor $6891 search_threat 131072 
011A: set_actor $6891 search_threat 262144 
011A: set_actor $6891 search_threat 524288 
011A: set_actor $6891 search_threat 1048576 
011A: set_actor $6891 search_threat 2097152 
011A: set_actor $6891 search_threat 4194304 
011A: set_actor $6891 search_threat 16777216 
0291: set_actor $6891 heed_threats 1 
if 
  $6892 == 0 // $ == int 
jf @COPCAR_16043 
0209: $4127 = random_int_in_ranges 0 2 

:COPCAR_16043
if 
  $6892 > 1 // $ > int 
jf @COPCAR_16070 
0209: $4127 = random_int_in_ranges 0 3 

:COPCAR_16070
if 
  $6892 > 3 // $ > int 
jf @COPCAR_16097 
0209: $4127 = random_int_in_ranges 0 4 

:COPCAR_16097
if 
  $6892 > 5 // $ > int 
jf @COPCAR_16124 
0209: $4127 = random_int_in_ranges 0 5 

:COPCAR_16124
if 
  $6892 > 7 // $ > int 
jf @COPCAR_16151 
0209: $4127 = random_int_in_ranges 0 6 

:COPCAR_16151
if 
  $4127 == 0 // $ == int 
jf @COPCAR_16234 
0209: $4127 = random_int_in_ranges 10 13 
if 
  $4127 == 10 // $ == int 
jf @COPCAR_16206 
01B2: give_actor $6891 weapon 9 ammo 9999 // Load the weapon model before using this 

:COPCAR_16206
if 
  $4127 == 11 // $ == int 
jf @COPCAR_16234 
01B2: give_actor $6891 weapon 6 ammo 9999 // Load the weapon model before using this 

:COPCAR_16234
if 
  $4127 == 1 // $ == int 
jf @COPCAR_16262 
01B2: give_actor $6891 weapon 17 ammo 9999 // Load the weapon model before using this 

:COPCAR_16262
if 
  $4127 == 2 // $ == int 
jf @COPCAR_16290 
01B2: give_actor $6891 weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_16290
if 
  $4127 == 3 // $ == int 
jf @COPCAR_16318 
01B2: give_actor $6891 weapon 27 ammo 9999 // Load the weapon model before using this 

:COPCAR_16318
if or
  $4127 == 4 // $ == int 
  $4127 == 5 // $ == int 
jf @COPCAR_16353 
01B2: give_actor $6891 weapon 19 ammo 9999 // Load the weapon model before using this 

:COPCAR_16353
return 

:COPCAR_16355
if 
   not $6900 == -100 // $ == int 
jf @COPCAR_16415 
if 
  1 > $6900 // int > $ 
jf @COPCAR_16415 
$6902 = 1 // $ = int 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
return 

:COPCAR_16415
if and
856C:   not actor $PLAYER_ACTOR in_any_police_vehicle 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #HUNTER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_16689 
0396: pause_timer 0 
if 
  $6901 == 0 // $ == int 
jf @COPCAR_16527 
01BD: $6896 = current_time_in_ms 
if 
  $6900 > 60000 // $ > int 
jf @COPCAR_16512 
$6899 = 60000 // $ = int 
jump @COPCAR_16520 

:COPCAR_16512
0084: $6899 = $6900 // $ = $ int 

:COPCAR_16520
$6901 = 1 // $ = int 

:COPCAR_16527
01BD: $6903 = current_time_in_ms 
0084: $6904 = $6903 // $ = $ int 
0060: $6904 -= $6896 // $ -= $ int 
0060: $6899 -= $6904 // $ -= $ int 
0084: $6896 = $6903 // $ = $ int 
0084: $6905 = $6899 // $ = $ int 
$6905 /= 1000 // $ /= int 
if 
  1 > $6905 // int > $ 
jf @COPCAR_16655 
$6905 = 0 // $ = int 
if 
001C:   $6903 > $6937 // $ > $ int 
jf @COPCAR_16648 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
$6902 = 1 // $ = int 
return 

:COPCAR_16648
jump @COPCAR_16671 

:COPCAR_16655
0084: $6937 = $6903 // $ = $ int 
$6937 += 1000 // $ += int 

:COPCAR_16671
01E5: text_1number_highpriority 'COPCART' $6905 time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_16689
0293: $18 = get_controller_mode 
if or
056C:   actor $PLAYER_ACTOR in_any_police_vehicle 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_16921 
03C1: $6875 = player $PLAYER_CHAR car_no_save 
053F: set_car $6875 tires_vulnerable 0 
if 
   not $18 == 3 // $ == int 
jf @COPCAR_16840 
if 
00E1:   player 0 pressed_button 19 
jf @COPCAR_16808 
if 
  $6906 == 1 // $ == int 
jf @COPCAR_16801 
$6906 = 2 // $ = int 

:COPCAR_16801
jump @COPCAR_16833 

:COPCAR_16808
if 
  $6906 == 0 // $ == int 
jf @COPCAR_16833 
$6906 = 1 // $ = int 

:COPCAR_16833
jump @COPCAR_16914 

:COPCAR_16840
if 
00E1:   player 0 pressed_button 14 
jf @COPCAR_16889 
if 
  $6906 == 1 // $ == int 
jf @COPCAR_16882 
$6906 = 2 // $ = int 

:COPCAR_16882
jump @COPCAR_16914 

:COPCAR_16889
if 
  $6906 == 0 // $ == int 
jf @COPCAR_16914 
$6906 = 1 // $ = int 

:COPCAR_16914
$6901 = 0 // $ = int 

:COPCAR_16921
if 
  $6906 == 2 // $ == int 
jf @COPCAR_17046 
if 
   not $18 == 3 // $ == int 
jf @COPCAR_17005 
if 
80E1:   not player 0 pressed_button 19 
jf @COPCAR_16998 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$6902 = 1 // $ = int 
return 

:COPCAR_16998
jump @COPCAR_17046 

:COPCAR_17005
if 
80E1:   not player 0 pressed_button 14 
jf @COPCAR_17046 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$6902 = 1 // $ = int 
return 

:COPCAR_17046
return 

//-------------Mission 79---------------
// Originally: HOTRING

:OVALRNG
gosub @OVALRNG_36 
if 
  wasted_or_busted 
jf @OVALRNG_27 
gosub @OVALRNG_17790 

:OVALRNG_27
gosub @OVALRNG_18173 
terminate_this_script 

:OVALRNG_36
$ONMISSION = 1 // $ = int 
script_name 'OVALRNG' 
wait 0 
if 
  $1597 == 0 // $ == int 
jf @OVALRNG_77 
increment_mission_attempts 

:OVALRNG_77
054C: use_GXT_table 'OVALRIG' 
$7440 = 0 // $ = int 
$7436 = 0 // $ = int 
$7437 = 0 // $ = int 
$7438 = 0 // $ = int 
$7439 = 0 // $ = int 
$7021 = 0 // $ = int 
$7027 = 0 // $ = int 
$7033 = 0 // $ = int 
$7039 = 0 // $ = int 
$7045 = 0 // $ = int 
$7051 = 0 // $ = int 
$7057 = 0 // $ = int 
$7063 = 0 // $ = int 
$7069 = 0 // $ = int 
$7057 = 0 // $ = int 
$7081 = 0 // $ = int 
$7087 = 0 // $ = int 
$7008 = 0 // $ = int 
$7012 = 0 // $ = int 
$7016 = 0 // $ = int 
$7022 = 0 // $ = int 
$7028 = 0 // $ = int 
$7034 = 0 // $ = int 
$7040 = 0 // $ = int 
$7046 = 0 // $ = int 
$7052 = 0 // $ = int 
$7058 = 0 // $ = int 
$7064 = 0 // $ = int 
$7070 = 0 // $ = int 
$7076 = 0 // $ = int 
$7082 = 0 // $ = int 
$7088 = 0 // $ = int 
$7443 = 0 // $ = int 
$7444 = 0 // $ = int 
$7445 = 0 // $ = int 
$7091 = 0 // $ = int 
$7092 = 0 // $ = int 
$7093 = 0 // $ = int 
$7094 = 0 // $ = int 
$7095 = 0 // $ = int 
$7096 = 0 // $ = int 
$7097 = 0 // $ = int 
$7098 = 0 // $ = int 
$7099 = 0 // $ = int 
$7100 = 0 // $ = int 
$7101 = 0 // $ = int 
$7102 = 0 // $ = int 
$7010 = 0 // $ = int 
$7014 = 0 // $ = int 
$7018 = 0 // $ = int 
$7024 = 0 // $ = int 
$7030 = 0 // $ = int 
$7036 = 0 // $ = int 
$7042 = 0 // $ = int 
$7048 = 0 // $ = int 
$7054 = 0 // $ = int 
$7060 = 0 // $ = int 
$7066 = 0 // $ = int 
$7072 = 0 // $ = int 
$7078 = 0 // $ = int 
$7084 = 0 // $ = int 
$7090 = 0 // $ = int 
$6999 = 0 // $ = int 
$6986 = -1 // $ = int 
$6987 = 0 // $ = int 
$6988 = 0 // $ = int 
$6989 = 0 // $ = int 
$6990 = 0 // $ = int 
$6991 = 0 // $ = int 
$6992 = -1 // $ = int 
$6993 = -1 // $ = int 
$6995 = 0 // $ = int 
$6997 = 0 // $ = int 
$7004 = 0 // $ = int 
$7441 = 0 // $ = int 
$7002 = 0 // $ = int 
$7005 = 0 // $ = int 
$6998 = 0 // $ = int 
$7001 = 100 // $ = int 
$7498 = 0.0 // $ = float 
$7499 = 0.0 // $ = float 
$7500 = 0.0 // $ = float 
$7507 = -1288.976 // $ = float 
$7508 = 1190.669 // $ = float 
$7509 = 264.291 // $ = float 
$7510 = -1257.085 // $ = float 
$7511 = 1245.841 // $ = float 
$7512 = 264.296 // $ = float 
$7513 = -1296.749 // $ = float 
$7514 = 1306.123 // $ = float 
$7515 = 264.296 // $ = float 
$7516 = -1366.372 // $ = float 
$7517 = 1326.72 // $ = float 
$7518 = 264.296 // $ = float 
$7519 = -1419.235 // $ = float 
$7520 = 1327.06 // $ = float 
$7521 = 264.296 // $ = float 
$7522 = -1500.381 // $ = float 
$7523 = 1306.066 // $ = float 
$7524 = 264.296 // $ = float 
$7525 = -1540.008 // $ = float 
$7526 = 1245.841 // $ = float 
$7527 = 264.296 // $ = float 
$7528 = -1500.446 // $ = float 
$7529 = 1185.51 // $ = float 
$7530 = 264.296 // $ = float 
$7531 = -1419.234 // $ = float 
$7532 = 1164.33 // $ = float 
$7533 = 264.296 // $ = float 
$7534 = -1355.087 // $ = float 
$7535 = 1165.782 // $ = float 
$7536 = 264.296 // $ = float 
select_interior 16 
057E: make_radar_grey 1 
0581: enable_radar 0 
04F9: set_extra_colors 11 fade 0 
0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 
Model.Load(#WMYCR)
Model.Load(#HOTRINA)
Model.Load(#HOTRINB)
Model.Load(#HOTRING)
Camera.SetAtPos(-1343.743, 1151.814, 275.7988)
038B: load_requested_models 

:OVALRNG_1046
if or
  not Model.Available(#WMYCR)
  not Model.Available(#HOTRINA)
  not Model.Available(#HOTRINB)
  not Model.Available(#HOTRING)
jf @OVALRNG_1087 
wait 0 
jump @OVALRNG_1046 

:OVALRNG_1087
Camera.SetPosition(-1318.205, 1163.39, 273.7596, 0.0, 0.0, 0.0)
Camera.PointAt(-1319.118, 1163.731, 273.5374, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
if 
  $ONMISSION == 0 // $ == int 
jf @OVALRNG_1562 
Actor.Create($6993, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7422, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7423, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7424, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7020, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7026, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7032, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7038, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7044, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7050, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7056, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7062, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7068, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7074, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7080, 4, #MALE01, 0.0, 0.0, 0.0)
Actor.Create($7086, 4, #MALE01, 0.0, 0.0, 0.0)

:OVALRNG_1562
Car.Create($7007, #HOTRINA, -1344.487, 1172.733, 263.8694)
Car.Angle($7007) = 284.8876
Car.StorePos($7007, $7489, $7490, $7491)
0084: $6992 = $7007 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7422 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7011, #HOTRINA, -1343.438, 1167.837, 264.6195)
Car.Angle($7011) = 281.5068
Car.StorePos($7011, $7492, $7493, $7494)
0084: $6992 = $7011 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7423 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 1 -1 
Car.Create($7015, #HOTRINA, -1354.297, 1170.289, 263.9862)
Car.Angle($7015) = 282.7367
Car.StorePos($7015, $7495, $7496, $7497)
0084: $6992 = $7015 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7424 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 2 -1 
Car.Create($7019, #HOTRINA, -1352.847, 1165.527, 264.7497)
Car.Angle($7019) = 284.2442
Car.StorePos($7019, 0@, 1@, 2@)
0084: $6992 = $7019 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7020 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 3 -1 
Car.Create($7025, #HOTRINA, -1363.758, 1169.078, 264.0151)
Car.Angle($7025) = 276.4275
Car.StorePos($7025, 3@, 4@, 5@)
0084: $6992 = $7025 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7026 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 4 -1 
Car.Create($7031, #HOTRINA, -1363.67, 1164.15, 264.7848)
Car.Angle($7031) = 277.8466
Car.StorePos($7031, 6@, 7@, 8@)
0084: $6992 = $7031 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7032 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINA set_next_variation 5 -1 
Car.Create($7037, #HOTRINA, -1373.879, 1168.654, 264.0179)
Car.Angle($7037) = 273.302
Car.StorePos($7037, 9@, 10@, 11@)
0084: $6992 = $7037 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7038 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7043, #HOTRINB, -1374.561, 1163.055, 264.9375)
Car.Angle($7043) = 272.9799
Car.StorePos($7043, 12@, 13@, 14@)
0084: $6992 = $7043 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7044 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 1 -1 
Car.Create($7049, #HOTRINB, -1383.668, 1167.947, 264.1144)
Car.Angle($7049) = 273.0015
Car.StorePos($7049, $7103, $7104, $7105)
0084: $6992 = $7049 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7050 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 2 -1 
Car.Create($7055, #HOTRINB, -1383.582, 1162.903, 264.9546)
Car.Angle($7055) = 269.9305
Car.StorePos($7055, $7106, $7107, $7108)
0084: $6992 = $7055 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7056 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 3 -1 
Car.Create($7061, #HOTRINB, -1393.223, 1167.712, 264.1403)
Car.Angle($7061) = 270.1651
Car.StorePos($7061, $7109, $7110, $7111)
0084: $6992 = $7061 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7062 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 4 -1 
Car.Create($7067, #HOTRINB, -1393.104, 1163.053, 264.914)
Car.Angle($7067) = 270.334
Car.StorePos($7067, $7112, $7113, $7114)
0084: $6992 = $7067 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7068 = $6993 // $ = $ int 
0506: vehicle_model #HOTRINB set_next_variation 5 -1 
Car.Create($7073, #HOTRINB, -1402.184, 1167.193, 264.2093)
Car.Angle($7073) = 271.0722
Car.StorePos($7073, $7115, $7116, $7117)
0084: $6992 = $7073 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7074 = $6993 // $ = $ int 
Car.Create($7079, #HOTRINA, -1402.375, 1163.057, 264.9016)
Car.Angle($7079) = 266.2549
Car.StorePos($7079, $7118, $7119, $7120)
0084: $6992 = $7079 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7080 = $6993 // $ = $ int 
Car.Create($7085, #HOTRINB, -1412.111, 1167.211, 264.2081)
Car.Angle($7085) = 273.8779
Car.StorePos($7085, $7121, $7122, $7123)
0084: $6992 = $7085 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7086 = $6993 // $ = $ int 
Car.Create($7000, #HOTRING, -1411.949, 1162.92, 264.916)
Car.Angle($7000) = 271.2772
Car.Health($7000) = 1250
Car.SetImmunities($7000, 0, 1, 1, 0, 0)
Car.StorePos($7000, $7483, $7484, $7485)
0169: set_fade_color 0 0 1 
fade 1 1500 
wait 250 
$6994 = 1 // $ = int 
gosub @OVALRNG_18808 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @OVALRNG_2871 
if 
  not Car.Wrecked($7000)
jf @OVALRNG_2864 
0369: put_player $PLAYER_CHAR in_car $7000 

:OVALRNG_2864
jump @OVALRNG_2919 

:OVALRNG_2871
012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car 
wait 0 
if 
  not Car.Wrecked($7000)
jf @OVALRNG_2919 
0369: put_player $PLAYER_CHAR in_car $7000 

:OVALRNG_2919
00BC: text_highpriority 'HOTR_01' time 8000 1  // ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings.
01BD: $4811 = current_time_in_ms 
$6991 = 1 // $ = int 
03F0: enable_text_draw 1 
TIMERA = 0 // @ = int 

:OVALRNG_2957
wait 0 
01BD: $4811 = current_time_in_ms 
if 
00F6:   player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 
jf @OVALRNG_3036 
00BC: text_highpriority 'HOTR_14' time 2500 1  // ~r~You have been disqualified!
jump @OVALRNG_17790 

:OVALRNG_3036
if 
  5 > $6986 // int > $ 
jf @OVALRNG_3163 
if 
  $6986 > -1 // $ > int 
jf @OVALRNG_3163 
if 
00E1:   player 0 pressed_button 16 
jf @OVALRNG_3138 
if 
  $7002 == 1 // $ == int 
jf @OVALRNG_3131 
03EB: clear_small_messages_only 
0084: $6987 = $4811 // $ = $ int 
$6987 -= 100 // $ -= int 
$6986 = 5 // $ = int 

:OVALRNG_3131
jump @OVALRNG_3163 

:OVALRNG_3138
if 
  $7002 == 0 // $ == int 
jf @OVALRNG_3163 
$7002 = 1 // $ = int 

:OVALRNG_3163
if 
  $6986 == -1 // $ == int 
jf @OVALRNG_3224 
$6999 = 2 // $ = int 
if 
  not fading 
jf @OVALRNG_3224 
0084: $6987 = $4811 // $ = $ int 
$6987 += 3000 // $ += int 
$6986 = 0 // $ = int 

:OVALRNG_3224
if 
  $6986 == 0 // $ == int 
jf @OVALRNG_3335 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3335 
Camera.SetPosition(-1334.666, 1172.511, 266.2422, 0.0, 0.0, 0.0)
Camera.PointAt(-1335.628, 1172.264, 266.1259, 2)
0084: $6987 = $4811 // $ = $ int 
$6987 += 3000 // $ += int 
$6986 = 1 // $ = int 

:OVALRNG_3335
if 
  $6986 == 1 // $ == int 
jf @OVALRNG_3461 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3461 
Camera.SetPosition(-1323.005, 1328.07, 270.0141, 0.0, 0.0, 0.0)
Camera.PointAt(-1323.981, 1328.235, 269.8705, 2)
00BC: text_highpriority 'HOTR_02' time 3500 1  // ~g~If your car is destroyed you will be disqualified.
0084: $6987 = $4811 // $ = $ int 
$6987 += 3500 // $ += int 
$6986 = 2 // $ = int 

:OVALRNG_3461
if 
  $6986 == 2 // $ == int 
jf @OVALRNG_3587 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3587 
Camera.SetPosition(-1378.531, 1355.834, 271.5822, 0.0, 0.0, 0.0)
Camera.PointAt(-1379.45, 1355.702, 271.2112, 2)
00BB: text_lowpriority 'HOTR_03' time 4500 1  // ~g~When your car is damaged you can get it repaired at the pitstop.
0084: $6987 = $4811 // $ = $ int 
$6987 += 4500 // $ += int 
$6986 = 3 // $ = int 

:OVALRNG_3587
if 
  $6986 == 3 // $ == int 
jf @OVALRNG_3713 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3713 
Camera.SetPosition(-1394.765, 1175.184, 269.201, 0.0, 0.0, 0.0)
Camera.PointAt(-1395.474, 1174.495, 269.0483, 2)
00BC: text_highpriority 'HOTR_04' time 4500 1  // ~g~This is the way to leave the stadium.
0084: $6987 = $4811 // $ = $ int 
$6987 += 2500 // $ += int 
$6986 = 4 // $ = int 

:OVALRNG_3713
if 
  $6986 == 4 // $ == int 
jf @OVALRNG_3824 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3824 
Camera.SetPosition(-1405.329, 1161.493, 270.4964, 0.0, 0.0, 0.0)
Camera.PointAt(-1406.135, 1160.961, 270.2356, 1)
0084: $6987 = $4811 // $ = $ int 
$6987 += 2000 // $ += int 
$6986 = 5 // $ = int 

:OVALRNG_3824
if 
  $6986 == 5 // $ == int 
jf @OVALRNG_3937 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_3937 
03F0: enable_text_draw 0 
$6999 = 0 // $ = int 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
0084: $6987 = $4811 // $ = $ int 
$6987 += 1000 // $ += int 
$6986 = 6 // $ = int 

:OVALRNG_3937
if 
  $6986 == 6 // $ == int 
jf @OVALRNG_4031 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_4031 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
0084: $6987 = $4811 // $ = $ int 
$6987 += 1000 // $ += int 
$6986 = 7 // $ = int 

:OVALRNG_4031
if 
  $6986 == 7 // $ == int 
jf @OVALRNG_4125 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_4125 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
0084: $6987 = $4811 // $ = $ int 
$6987 += 1000 // $ += int 
$6986 = 8 // $ = int 

:OVALRNG_4125
if 
  $6986 == 8 // $ == int 
jf @OVALRNG_4372 
if 
001C:   $4811 > $6987 // $ > $ int 
jf @OVALRNG_4372 
if 
  not Car.Wrecked($7000)
jf @OVALRNG_4372 
$6994 = 0 // $ = int 
gosub @OVALRNG_18808 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
04F7: status_text $7001 1 line 1 'HOTR_05'  // Car Health:
0084: $7440 = $7436 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7483 = $7498 // $ = $ float 
0086: $7484 = $7499 // $ = $ float 
0086: $7485 = $7500 // $ = $ float 
0084: $7436 = $7440 // $ = $ int 
04F7: status_text $6988 0 line 2 'HOTR_06'  // Laps:
04F7: status_text $7441 0 line 3 'HOTR_09'  // Position:
03C3: set_timer_with_text_to $6997 type 0 text 'HOTR_10'  // Race Time:
0084: $6998 = $4811 // $ = $ int 
$6986 = 9 // $ = int 

:OVALRNG_4372
if 
  $6986 == 9 // $ == int 
jf @OVALRNG_14261 
$7441 = 1 // $ = int 
if 
  Car.Wrecked($7000)
jf @OVALRNG_4442 
00BC: text_highpriority 'HOTR_12' time 2000 1  // ~r~Your car has been destroyed!
jump @OVALRNG_17790 
jump @OVALRNG_4607 

:OVALRNG_4442
if 
01B0:   car $7000 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 
jf @OVALRNG_4559 
if 
0442:   player $PLAYER_CHAR sitting_in_car $7000 
jf @OVALRNG_4559 
$7001 = Car.Health($7000)
$7001 += 5 // $ += int 
if 
  $7001 > 1250 // $ > int 
jf @OVALRNG_4551 
$7001 = 1250 // $ = int 

:OVALRNG_4551
Car.Health($7000) = $7001

:OVALRNG_4559
$7001 = Car.Health($7000)
$7001 -= 250 // $ -= int 
$7001 /= 10 // $ /= int 
if 
  0 > $7001 // int > $ 
jf @OVALRNG_4607 
$7001 = 0 // $ = int 

:OVALRNG_4607
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 24.0 24.0 24.0 
jf @OVALRNG_4928 
0084: $7440 = $7436 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7483 = $7498 // $ = $ float 
0086: $7484 = $7499 // $ = $ float 
0086: $7485 = $7500 // $ = $ float 
0084: $7436 = $7440 // $ = $ int 
if 
  $7436 == 0 // $ == int 
jf @OVALRNG_4928 
$6988 += 1 // $ += int 
0084: $6996 = $4811 // $ = $ int 
0060: $6996 -= $6998 // $ -= $ int 
0084: $7458 = $6996 // $ = $ int 
$7458 /= 1000 // $ /= int 
0084: $7003 = $7458 // $ = $ int 
$7003 *= 1000 // $ *= int 
0084: $7451 = $6996 // $ = $ int 
0060: $7451 -= $7003 // $ -= $ int 
0084: $7003 = $7451 // $ = $ int 
$7003 /= 10 // $ /= int 
if 
001C:   $1594 > $6996 // $ > $ int 
jf @OVALRNG_4901 
0084: $1594 = $6996 // $ = $ int 
042E: register_lowest_int_stat 21 to $1594 
if 
  $7003 > 9 // $ > int 
jf @OVALRNG_4880 
02FD: text_2numbers_highpriority 'HOTR_11' $7458 $7003 time 5000 1  // New best lap time: ~1~.~1~ seconds
jump @OVALRNG_4901 

:OVALRNG_4880
02FD: text_2numbers_highpriority 'HOTR_34' $7458 $7003 time 5000 1  // New best lap time: ~1~.0~1~ seconds

:OVALRNG_4901
0084: $6998 = $4811 // $ = $ int 
018C: play_sound 1 at 0.0 0.0 0.0 

:OVALRNG_4928
0084: $6989 = $6988 // $ = $ int 
$6989 *= 100 // $ *= int 
0058: $6989 += $7436 // $ += $ int 
if 
  Car.Wrecked($7007)
jf @OVALRNG_5170 
Car.RemoveReferences($7007)
Actor.RemoveReferences($7422)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_5163 
Car.Create($7007, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7007 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7422 = $6993 // $ = $ int 
if 
001C:   $6988 > $7008 // $ > $ int 
jf @OVALRNG_5093 
0084: $7008 = $6988 // $ = $ int 

:OVALRNG_5093
$7437 = 0 // $ = int 
0084: $7440 = $7437 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7489 = $7498 // $ = $ float 
0086: $7490 = $7499 // $ = $ float 
0086: $7491 = $7500 // $ = $ float 
Car.DriveTo($7007, $7489, $7490, $7491)
04BA: set_car $7007 speed_instantly 30.0 

:OVALRNG_5163
jump @OVALRNG_5541 

:OVALRNG_5170
if 
01AF:   car $7007 0 $7489 $7490 $7491 radius 24.0 24.0 24.0 
jf @OVALRNG_5321 
0084: $7440 = $7437 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7489 = $7498 // $ = $ float 
0086: $7490 = $7499 // $ = $ float 
0086: $7491 = $7500 // $ = $ float 
0084: $7437 = $7440 // $ = $ int 
if 
  $7437 == 0 // $ == int 
jf @OVALRNG_5284 
$7008 += 1 // $ += int 

:OVALRNG_5284
Car.DriveTo($7007, $7489, $7490, $7491)
0084: $7009 = $7008 // $ = $ int 
$7009 *= 100 // $ *= int 
0058: $7009 += $7437 // $ += $ int 

:OVALRNG_5321
if 
01AF:   car $7007 0 $4853 $4854 $4855 radius 3.0 3.0 3.0 
jf @OVALRNG_5397 
if 
001C:   $4811 > $7443 // $ > $ int 
jf @OVALRNG_5390 
Car.Health($7007) = 230

:OVALRNG_5390
jump @OVALRNG_5427 

:OVALRNG_5397
Car.StorePos($7007, $4853, $4854, $4855)
0084: $7443 = $4811 // $ = $ int 
$7443 += 5000 // $ += int 

:OVALRNG_5427
if 
01AF:   car $7007 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_5525 
if 
001C:   $4811 > $7010 // $ > $ int 
jf @OVALRNG_5518 
Car.Health($7007) = 100
Car.RemoveReferences($7007)
Actor.RemoveReferences($7422)
$7007 = -1 // $ = int 

:OVALRNG_5518
jump @OVALRNG_5541 

:OVALRNG_5525
0084: $7010 = $4811 // $ = $ int 
$7010 += 3000 // $ += int 

:OVALRNG_5541
0084: $6990 = $7009 // $ = $ int 
0084: $451 = $7007 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7011)
jf @OVALRNG_5792 
Car.RemoveReferences($7011)
Actor.RemoveReferences($7423)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_5785 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7011, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7011 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7423 = $6993 // $ = $ int 
if 
001C:   $6988 > $7012 // $ > $ int 
jf @OVALRNG_5715 
0084: $7012 = $6988 // $ = $ int 

:OVALRNG_5715
$7438 = 0 // $ = int 
0084: $7440 = $7438 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7492 = $7498 // $ = $ float 
0086: $7493 = $7499 // $ = $ float 
0086: $7494 = $7500 // $ = $ float 
Car.DriveTo($7011, $7492, $7493, $7494)
04BA: set_car $7011 speed_instantly 30.0 

:OVALRNG_5785
jump @OVALRNG_6163 

:OVALRNG_5792
if 
01AF:   car $7011 0 $7492 $7493 $7494 radius 24.0 24.0 24.0 
jf @OVALRNG_5943 
0084: $7440 = $7438 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7492 = $7498 // $ = $ float 
0086: $7493 = $7499 // $ = $ float 
0086: $7494 = $7500 // $ = $ float 
0084: $7438 = $7440 // $ = $ int 
if 
  $7438 == 0 // $ == int 
jf @OVALRNG_5906 
$7012 += 1 // $ += int 

:OVALRNG_5906
Car.DriveTo($7011, $7492, $7493, $7494)
0084: $7013 = $7012 // $ = $ int 
$7013 *= 100 // $ *= int 
0058: $7013 += $7438 // $ += $ int 

:OVALRNG_5943
if 
01AF:   car $7011 0 $4856 $4857 $4858 radius 3.0 3.0 3.0 
jf @OVALRNG_6019 
if 
001C:   $4811 > $7444 // $ > $ int 
jf @OVALRNG_6012 
Car.Health($7011) = 230

:OVALRNG_6012
jump @OVALRNG_6049 

:OVALRNG_6019
Car.StorePos($7011, $4856, $4857, $4858)
0084: $7444 = $4811 // $ = $ int 
$7444 += 5000 // $ += int 

:OVALRNG_6049
if 
01AF:   car $7011 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_6147 
if 
001C:   $4811 > $7014 // $ > $ int 
jf @OVALRNG_6140 
Car.Health($7011) = 100
Car.RemoveReferences($7011)
Actor.RemoveReferences($7423)
$7011 = -1 // $ = int 

:OVALRNG_6140
jump @OVALRNG_6163 

:OVALRNG_6147
0084: $7014 = $4811 // $ = $ int 
$7014 += 3000 // $ += int 

:OVALRNG_6163
0084: $6990 = $7013 // $ = $ int 
0084: $451 = $7011 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7015)
jf @OVALRNG_6414 
Car.RemoveReferences($7015)
Actor.RemoveReferences($7424)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_6407 
0506: vehicle_model #HOTRINA set_next_variation 1 -1 
Car.Create($7015, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7015 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7424 = $6993 // $ = $ int 
if 
001C:   $6988 > $7016 // $ > $ int 
jf @OVALRNG_6337 
0084: $7016 = $6988 // $ = $ int 

:OVALRNG_6337
$7439 = 0 // $ = int 
0084: $7440 = $7439 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7495 = $7498 // $ = $ float 
0086: $7496 = $7499 // $ = $ float 
0086: $7497 = $7500 // $ = $ float 
Car.DriveTo($7015, $7495, $7496, $7497)
04BA: set_car $7015 speed_instantly 30.0 

:OVALRNG_6407
jump @OVALRNG_6785 

:OVALRNG_6414
if 
01AF:   car $7015 0 $7495 $7496 $7497 radius 24.0 24.0 24.0 
jf @OVALRNG_6565 
0084: $7440 = $7439 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7495 = $7498 // $ = $ float 
0086: $7496 = $7499 // $ = $ float 
0086: $7497 = $7500 // $ = $ float 
0084: $7439 = $7440 // $ = $ int 
if 
  $7439 == 0 // $ == int 
jf @OVALRNG_6528 
$7016 += 1 // $ += int 

:OVALRNG_6528
Car.DriveTo($7015, $7495, $7496, $7497)
0084: $7017 = $7016 // $ = $ int 
$7017 *= 100 // $ *= int 
0058: $7017 += $7439 // $ += $ int 

:OVALRNG_6565
if 
01AF:   car $7015 0 $4859 $4860 $4861 radius 3.0 3.0 3.0 
jf @OVALRNG_6641 
if 
001C:   $4811 > $7445 // $ > $ int 
jf @OVALRNG_6634 
Car.Health($7015) = 230

:OVALRNG_6634
jump @OVALRNG_6671 

:OVALRNG_6641
Car.StorePos($7015, $4859, $4860, $4861)
0084: $7445 = $4811 // $ = $ int 
$7445 += 5000 // $ += int 

:OVALRNG_6671
if 
01AF:   car $7015 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_6769 
if 
001C:   $4811 > $7018 // $ > $ int 
jf @OVALRNG_6762 
Car.Health($7015) = 100
Car.RemoveReferences($7015)
Actor.RemoveReferences($7424)
$7015 = -1 // $ = int 

:OVALRNG_6762
jump @OVALRNG_6785 

:OVALRNG_6769
0084: $7018 = $4811 // $ = $ int 
$7018 += 3000 // $ += int 

:OVALRNG_6785
0084: $6990 = $7017 // $ = $ int 
0084: $451 = $7015 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7019)
jf @OVALRNG_7036 
Car.RemoveReferences($7019)
Actor.RemoveReferences($7020)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_7029 
0506: vehicle_model #HOTRINA set_next_variation 2 -1 
Car.Create($7019, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7019 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7020 = $6993 // $ = $ int 
if 
001C:   $6988 > $7022 // $ > $ int 
jf @OVALRNG_6959 
0084: $7022 = $6988 // $ = $ int 

:OVALRNG_6959
$7021 = 0 // $ = int 
0084: $7440 = $7021 // $ = $ int 
gosub @OVALRNG_18246 
0089: 0@ = $7498 // @ = $ float 
0089: 1@ = $7499 // @ = $ float 
0089: 2@ = $7500 // @ = $ float 
Car.DriveTo($7019, 0@, 1@, 2@)
04BA: set_car $7019 speed_instantly 30.0 

:OVALRNG_7029
jump @OVALRNG_7407 

:OVALRNG_7036
if 
01AF:   car $7019 0 0@ 1@ 2@ radius 24.0 24.0 24.0 
jf @OVALRNG_7187 
0084: $7440 = $7021 // $ = $ int 
gosub @OVALRNG_18246 
0089: 0@ = $7498 // @ = $ float 
0089: 1@ = $7499 // @ = $ float 
0089: 2@ = $7500 // @ = $ float 
0084: $7021 = $7440 // $ = $ int 
if 
  $7021 == 0 // $ == int 
jf @OVALRNG_7150 
$7022 += 1 // $ += int 

:OVALRNG_7150
Car.DriveTo($7019, 0@, 1@, 2@)
0084: $7023 = $7022 // $ = $ int 
$7023 *= 100 // $ *= int 
0058: $7023 += $7021 // $ += $ int 

:OVALRNG_7187
if 
01AF:   car $7019 0 $7124 $7125 $7126 radius 3.0 3.0 3.0 
jf @OVALRNG_7263 
if 
001C:   $4811 > $7091 // $ > $ int 
jf @OVALRNG_7256 
Car.Health($7019) = 230

:OVALRNG_7256
jump @OVALRNG_7293 

:OVALRNG_7263
Car.StorePos($7019, $7124, $7125, $7126)
0084: $7091 = $4811 // $ = $ int 
$7091 += 5000 // $ += int 

:OVALRNG_7293
if 
01AF:   car $7019 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_7391 
if 
001C:   $4811 > $7024 // $ > $ int 
jf @OVALRNG_7384 
Car.Health($7019) = 100
Car.RemoveReferences($7019)
Actor.RemoveReferences($7020)
$7019 = -1 // $ = int 

:OVALRNG_7384
jump @OVALRNG_7407 

:OVALRNG_7391
0084: $7024 = $4811 // $ = $ int 
$7024 += 3000 // $ += int 

:OVALRNG_7407
0084: $6990 = $7023 // $ = $ int 
0084: $451 = $7019 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7025)
jf @OVALRNG_7658 
Car.RemoveReferences($7025)
Actor.RemoveReferences($7026)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_7651 
0506: vehicle_model #HOTRINA set_next_variation 3 -1 
Car.Create($7025, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7025 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7026 = $6993 // $ = $ int 
if 
001C:   $6988 > $7028 // $ > $ int 
jf @OVALRNG_7581 
0084: $7028 = $6988 // $ = $ int 

:OVALRNG_7581
$7027 = 0 // $ = int 
0084: $7440 = $7027 // $ = $ int 
gosub @OVALRNG_18246 
0089: 3@ = $7498 // @ = $ float 
0089: 4@ = $7499 // @ = $ float 
0089: 5@ = $7500 // @ = $ float 
Car.DriveTo($7025, 3@, 4@, 5@)
04BA: set_car $7025 speed_instantly 30.0 

:OVALRNG_7651
jump @OVALRNG_8029 

:OVALRNG_7658
if 
01AF:   car $7025 0 3@ 4@ 5@ radius 24.0 24.0 24.0 
jf @OVALRNG_7809 
0084: $7440 = $7027 // $ = $ int 
gosub @OVALRNG_18246 
0089: 3@ = $7498 // @ = $ float 
0089: 4@ = $7499 // @ = $ float 
0089: 5@ = $7500 // @ = $ float 
0084: $7027 = $7440 // $ = $ int 
if 
  $7027 == 0 // $ == int 
jf @OVALRNG_7772 
$7028 += 1 // $ += int 

:OVALRNG_7772
Car.DriveTo($7025, 3@, 4@, 5@)
0084: $7029 = $7028 // $ = $ int 
$7029 *= 100 // $ *= int 
0058: $7029 += $7027 // $ += $ int 

:OVALRNG_7809
if 
01AF:   car $7025 0 $7127 $7128 $7129 radius 3.0 3.0 3.0 
jf @OVALRNG_7885 
if 
001C:   $4811 > $7092 // $ > $ int 
jf @OVALRNG_7878 
Car.Health($7025) = 230

:OVALRNG_7878
jump @OVALRNG_7915 

:OVALRNG_7885
Car.StorePos($7025, $7127, $7128, $7129)
0084: $7092 = $4811 // $ = $ int 
$7092 += 5000 // $ += int 

:OVALRNG_7915
if 
01AF:   car $7025 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_8013 
if 
001C:   $4811 > $7030 // $ > $ int 
jf @OVALRNG_8006 
Car.Health($7025) = 100
Car.RemoveReferences($7025)
Actor.RemoveReferences($7026)
$7025 = -1 // $ = int 

:OVALRNG_8006
jump @OVALRNG_8029 

:OVALRNG_8013
0084: $7030 = $4811 // $ = $ int 
$7030 += 3000 // $ += int 

:OVALRNG_8029
0084: $6990 = $7029 // $ = $ int 
0084: $451 = $7025 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7031)
jf @OVALRNG_8280 
Car.RemoveReferences($7031)
Actor.RemoveReferences($7032)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_8273 
0506: vehicle_model #HOTRINA set_next_variation 4 -1 
Car.Create($7031, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7031 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7032 = $6993 // $ = $ int 
if 
001C:   $6988 > $7034 // $ > $ int 
jf @OVALRNG_8203 
0084: $7034 = $6988 // $ = $ int 

:OVALRNG_8203
$7033 = 0 // $ = int 
0084: $7440 = $7033 // $ = $ int 
gosub @OVALRNG_18246 
0089: 6@ = $7498 // @ = $ float 
0089: 7@ = $7499 // @ = $ float 
0089: 8@ = $7500 // @ = $ float 
Car.DriveTo($7031, 6@, 7@, 8@)
04BA: set_car $7031 speed_instantly 30.0 

:OVALRNG_8273
jump @OVALRNG_8651 

:OVALRNG_8280
if 
01AF:   car $7031 0 6@ 7@ 8@ radius 24.0 24.0 24.0 
jf @OVALRNG_8431 
0084: $7440 = $7033 // $ = $ int 
gosub @OVALRNG_18246 
0089: 6@ = $7498 // @ = $ float 
0089: 7@ = $7499 // @ = $ float 
0089: 8@ = $7500 // @ = $ float 
0084: $7033 = $7440 // $ = $ int 
if 
  $7033 == 0 // $ == int 
jf @OVALRNG_8394 
$7034 += 1 // $ += int 

:OVALRNG_8394
Car.DriveTo($7031, 6@, 7@, 8@)
0084: $7035 = $7034 // $ = $ int 
$7035 *= 100 // $ *= int 
0058: $7035 += $7033 // $ += $ int 

:OVALRNG_8431
if 
01AF:   car $7031 0 $7130 $7131 $7132 radius 3.0 3.0 3.0 
jf @OVALRNG_8507 
if 
001C:   $4811 > $7093 // $ > $ int 
jf @OVALRNG_8500 
Car.Health($7031) = 230

:OVALRNG_8500
jump @OVALRNG_8537 

:OVALRNG_8507
Car.StorePos($7031, $7130, $7131, $7132)
0084: $7093 = $4811 // $ = $ int 
$7093 += 5000 // $ += int 

:OVALRNG_8537
if 
01AF:   car $7031 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_8635 
if 
001C:   $4811 > $7036 // $ > $ int 
jf @OVALRNG_8628 
Car.Health($7031) = 100
Car.RemoveReferences($7031)
Actor.RemoveReferences($7032)
$7031 = -1 // $ = int 

:OVALRNG_8628
jump @OVALRNG_8651 

:OVALRNG_8635
0084: $7036 = $4811 // $ = $ int 
$7036 += 3000 // $ += int 

:OVALRNG_8651
0084: $6990 = $7035 // $ = $ int 
0084: $451 = $7031 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7037)
jf @OVALRNG_8893 
Car.RemoveReferences($7037)
Actor.RemoveReferences($7038)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_8886 
Car.Create($7037, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7037 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7038 = $6993 // $ = $ int 
if 
001C:   $6988 > $7040 // $ > $ int 
jf @OVALRNG_8816 
0084: $7040 = $6988 // $ = $ int 

:OVALRNG_8816
$7039 = 0 // $ = int 
0084: $7440 = $7039 // $ = $ int 
gosub @OVALRNG_18246 
0089: 9@ = $7498 // @ = $ float 
0089: 10@ = $7499 // @ = $ float 
0089: 11@ = $7500 // @ = $ float 
Car.DriveTo($7037, 9@, 10@, 11@)
04BA: set_car $7037 speed_instantly 30.0 

:OVALRNG_8886
jump @OVALRNG_9264 

:OVALRNG_8893
if 
01AF:   car $7037 0 9@ 10@ 11@ radius 24.0 24.0 24.0 
jf @OVALRNG_9044 
0084: $7440 = $7039 // $ = $ int 
gosub @OVALRNG_18246 
0089: 9@ = $7498 // @ = $ float 
0089: 10@ = $7499 // @ = $ float 
0089: 11@ = $7500 // @ = $ float 
0084: $7039 = $7440 // $ = $ int 
if 
  $7039 == 0 // $ == int 
jf @OVALRNG_9007 
$7040 += 1 // $ += int 

:OVALRNG_9007
Car.DriveTo($7037, 9@, 10@, 11@)
0084: $7041 = $7040 // $ = $ int 
$7041 *= 100 // $ *= int 
0058: $7041 += $7039 // $ += $ int 

:OVALRNG_9044
if 
01AF:   car $7037 0 $7133 $7134 $7135 radius 3.0 3.0 3.0 
jf @OVALRNG_9120 
if 
001C:   $4811 > $7094 // $ > $ int 
jf @OVALRNG_9113 
Car.Health($7037) = 230

:OVALRNG_9113
jump @OVALRNG_9150 

:OVALRNG_9120
Car.StorePos($7037, $7133, $7134, $7135)
0084: $7094 = $4811 // $ = $ int 
$7094 += 5000 // $ += int 

:OVALRNG_9150
if 
01AF:   car $7037 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_9248 
if 
001C:   $4811 > $7042 // $ > $ int 
jf @OVALRNG_9241 
Car.Health($7037) = 100
Car.RemoveReferences($7037)
Actor.RemoveReferences($7038)
$7037 = -1 // $ = int 

:OVALRNG_9241
jump @OVALRNG_9264 

:OVALRNG_9248
0084: $7042 = $4811 // $ = $ int 
$7042 += 3000 // $ += int 

:OVALRNG_9264
0084: $6990 = $7041 // $ = $ int 
0084: $451 = $7037 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7043)
jf @OVALRNG_9515 
Car.RemoveReferences($7043)
Actor.RemoveReferences($7044)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_9508 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7043, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7043 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7044 = $6993 // $ = $ int 
if 
001C:   $6988 > $7046 // $ > $ int 
jf @OVALRNG_9438 
0084: $7046 = $6988 // $ = $ int 

:OVALRNG_9438
$7045 = 0 // $ = int 
0084: $7440 = $7045 // $ = $ int 
gosub @OVALRNG_18246 
0089: 12@ = $7498 // @ = $ float 
0089: 13@ = $7499 // @ = $ float 
0089: 14@ = $7500 // @ = $ float 
Car.DriveTo($7043, 12@, 13@, 14@)
04BA: set_car $7043 speed_instantly 30.0 

:OVALRNG_9508
jump @OVALRNG_9886 

:OVALRNG_9515
if 
01AF:   car $7043 0 12@ 13@ 14@ radius 24.0 24.0 24.0 
jf @OVALRNG_9666 
0084: $7440 = $7045 // $ = $ int 
gosub @OVALRNG_18246 
0089: 12@ = $7498 // @ = $ float 
0089: 13@ = $7499 // @ = $ float 
0089: 14@ = $7500 // @ = $ float 
0084: $7045 = $7440 // $ = $ int 
if 
  $7045 == 0 // $ == int 
jf @OVALRNG_9629 
$7046 += 1 // $ += int 

:OVALRNG_9629
Car.DriveTo($7043, 12@, 13@, 14@)
0084: $7047 = $7046 // $ = $ int 
$7047 *= 100 // $ *= int 
0058: $7047 += $7045 // $ += $ int 

:OVALRNG_9666
if 
01AF:   car $7043 0 $7136 $7137 $7138 radius 3.0 3.0 3.0 
jf @OVALRNG_9742 
if 
001C:   $4811 > $7095 // $ > $ int 
jf @OVALRNG_9735 
Car.Health($7043) = 230

:OVALRNG_9735
jump @OVALRNG_9772 

:OVALRNG_9742
Car.StorePos($7043, $7136, $7137, $7138)
0084: $7095 = $4811 // $ = $ int 
$7095 += 5000 // $ += int 

:OVALRNG_9772
if 
01AF:   car $7043 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_9870 
if 
001C:   $4811 > $7048 // $ > $ int 
jf @OVALRNG_9863 
Car.Health($7043) = 100
Car.RemoveReferences($7043)
Actor.RemoveReferences($7044)
$7043 = -1 // $ = int 

:OVALRNG_9863
jump @OVALRNG_9886 

:OVALRNG_9870
0084: $7048 = $4811 // $ = $ int 
$7048 += 3000 // $ += int 

:OVALRNG_9886
0084: $6990 = $7047 // $ = $ int 
0084: $451 = $7043 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7049)
jf @OVALRNG_10137 
Car.RemoveReferences($7049)
Actor.RemoveReferences($7050)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_10130 
0506: vehicle_model #HOTRINB set_next_variation 1 -1 
Car.Create($7049, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7049 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7050 = $6993 // $ = $ int 
if 
001C:   $6988 > $7052 // $ > $ int 
jf @OVALRNG_10060 
0084: $7052 = $6988 // $ = $ int 

:OVALRNG_10060
$7051 = 0 // $ = int 
0084: $7440 = $7051 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7103 = $7498 // $ = $ float 
0086: $7104 = $7499 // $ = $ float 
0086: $7105 = $7500 // $ = $ float 
Car.DriveTo($7049, $7103, $7104, $7105)
04BA: set_car $7049 speed_instantly 30.0 

:OVALRNG_10130
jump @OVALRNG_10508 

:OVALRNG_10137
if 
01AF:   car $7049 0 $7103 $7104 $7105 radius 24.0 24.0 24.0 
jf @OVALRNG_10288 
0084: $7440 = $7051 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7103 = $7498 // $ = $ float 
0086: $7104 = $7499 // $ = $ float 
0086: $7105 = $7500 // $ = $ float 
0084: $7051 = $7440 // $ = $ int 
if 
  $7051 == 0 // $ == int 
jf @OVALRNG_10251 
$7052 += 1 // $ += int 

:OVALRNG_10251
Car.DriveTo($7049, $7103, $7104, $7105)
0084: $7053 = $7052 // $ = $ int 
$7053 *= 100 // $ *= int 
0058: $7053 += $7051 // $ += $ int 

:OVALRNG_10288
if 
01AF:   car $7049 0 $7139 $7140 $7141 radius 3.0 3.0 3.0 
jf @OVALRNG_10364 
if 
001C:   $4811 > $7096 // $ > $ int 
jf @OVALRNG_10357 
Car.Health($7049) = 230

:OVALRNG_10357
jump @OVALRNG_10394 

:OVALRNG_10364
Car.StorePos($7049, $7139, $7140, $7141)
0084: $7096 = $4811 // $ = $ int 
$7096 += 5000 // $ += int 

:OVALRNG_10394
if 
01AF:   car $7049 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_10492 
if 
001C:   $4811 > $7054 // $ > $ int 
jf @OVALRNG_10485 
Car.Health($7049) = 100
Car.RemoveReferences($7049)
Actor.RemoveReferences($7050)
$7049 = -1 // $ = int 

:OVALRNG_10485
jump @OVALRNG_10508 

:OVALRNG_10492
0084: $7054 = $4811 // $ = $ int 
$7054 += 3000 // $ += int 

:OVALRNG_10508
0084: $6990 = $7053 // $ = $ int 
0084: $451 = $7049 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7055)
jf @OVALRNG_10759 
Car.RemoveReferences($7055)
Actor.RemoveReferences($7056)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_10752 
0506: vehicle_model #HOTRINB set_next_variation 2 -1 
Car.Create($7055, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7055 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7056 = $6993 // $ = $ int 
if 
001C:   $6988 > $7058 // $ > $ int 
jf @OVALRNG_10682 
0084: $7058 = $6988 // $ = $ int 

:OVALRNG_10682
$7057 = 0 // $ = int 
0084: $7440 = $7057 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7106 = $7498 // $ = $ float 
0086: $7107 = $7499 // $ = $ float 
0086: $7108 = $7500 // $ = $ float 
Car.DriveTo($7055, $7106, $7107, $7108)
04BA: set_car $7055 speed_instantly 30.0 

:OVALRNG_10752
jump @OVALRNG_11130 

:OVALRNG_10759
if 
01AF:   car $7055 0 $7106 $7107 $7108 radius 24.0 24.0 24.0 
jf @OVALRNG_10910 
0084: $7440 = $7057 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7106 = $7498 // $ = $ float 
0086: $7107 = $7499 // $ = $ float 
0086: $7108 = $7500 // $ = $ float 
0084: $7057 = $7440 // $ = $ int 
if 
  $7057 == 0 // $ == int 
jf @OVALRNG_10873 
$7058 += 1 // $ += int 

:OVALRNG_10873
Car.DriveTo($7055, $7106, $7107, $7108)
0084: $7059 = $7058 // $ = $ int 
$7059 *= 100 // $ *= int 
0058: $7059 += $7057 // $ += $ int 

:OVALRNG_10910
if 
01AF:   car $7055 0 $7142 $7143 $7144 radius 3.0 3.0 3.0 
jf @OVALRNG_10986 
if 
001C:   $4811 > $7097 // $ > $ int 
jf @OVALRNG_10979 
Car.Health($7055) = 230

:OVALRNG_10979
jump @OVALRNG_11016 

:OVALRNG_10986
Car.StorePos($7055, $7142, $7143, $7144)
0084: $7097 = $4811 // $ = $ int 
$7097 += 5000 // $ += int 

:OVALRNG_11016
if 
01AF:   car $7055 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_11114 
if 
001C:   $4811 > $7060 // $ > $ int 
jf @OVALRNG_11107 
Car.Health($7055) = 100
Car.RemoveReferences($7055)
Actor.RemoveReferences($7056)
$7055 = -1 // $ = int 

:OVALRNG_11107
jump @OVALRNG_11130 

:OVALRNG_11114
0084: $7060 = $4811 // $ = $ int 
$7060 += 3000 // $ += int 

:OVALRNG_11130
0084: $6990 = $7059 // $ = $ int 
0084: $451 = $7055 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7061)
jf @OVALRNG_11381 
Car.RemoveReferences($7061)
Actor.RemoveReferences($7062)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_11374 
0506: vehicle_model #HOTRINB set_next_variation 3 -1 
Car.Create($7061, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7061 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7062 = $6993 // $ = $ int 
if 
001C:   $6988 > $7064 // $ > $ int 
jf @OVALRNG_11304 
0084: $7064 = $6988 // $ = $ int 

:OVALRNG_11304
$7063 = 0 // $ = int 
0084: $7440 = $7063 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7109 = $7498 // $ = $ float 
0086: $7110 = $7499 // $ = $ float 
0086: $7111 = $7500 // $ = $ float 
Car.DriveTo($7061, $7109, $7110, $7111)
04BA: set_car $7061 speed_instantly 30.0 

:OVALRNG_11374
jump @OVALRNG_11752 

:OVALRNG_11381
if 
01AF:   car $7061 0 $7109 $7110 $7111 radius 24.0 24.0 24.0 
jf @OVALRNG_11532 
0084: $7440 = $7063 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7109 = $7498 // $ = $ float 
0086: $7110 = $7499 // $ = $ float 
0086: $7111 = $7500 // $ = $ float 
0084: $7063 = $7440 // $ = $ int 
if 
  $7063 == 0 // $ == int 
jf @OVALRNG_11495 
$7064 += 1 // $ += int 

:OVALRNG_11495
Car.DriveTo($7061, $7109, $7110, $7111)
0084: $7065 = $7064 // $ = $ int 
$7065 *= 100 // $ *= int 
0058: $7065 += $7063 // $ += $ int 

:OVALRNG_11532
if 
01AF:   car $7061 0 $7145 $7146 $7147 radius 3.0 3.0 3.0 
jf @OVALRNG_11608 
if 
001C:   $4811 > $7098 // $ > $ int 
jf @OVALRNG_11601 
Car.Health($7061) = 230

:OVALRNG_11601
jump @OVALRNG_11638 

:OVALRNG_11608
Car.StorePos($7061, $7145, $7146, $7147)
0084: $7098 = $4811 // $ = $ int 
$7098 += 5000 // $ += int 

:OVALRNG_11638
if 
01AF:   car $7061 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_11736 
if 
001C:   $4811 > $7066 // $ > $ int 
jf @OVALRNG_11729 
Car.Health($7061) = 100
Car.RemoveReferences($7061)
Actor.RemoveReferences($7062)
$7061 = -1 // $ = int 

:OVALRNG_11729
jump @OVALRNG_11752 

:OVALRNG_11736
0084: $7066 = $4811 // $ = $ int 
$7066 += 3000 // $ += int 

:OVALRNG_11752
0084: $6990 = $7065 // $ = $ int 
0084: $451 = $7061 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7067)
jf @OVALRNG_12003 
Car.RemoveReferences($7067)
Actor.RemoveReferences($7068)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_11996 
0506: vehicle_model #HOTRINB set_next_variation 4 -1 
Car.Create($7067, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7067 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7068 = $6993 // $ = $ int 
if 
001C:   $6988 > $7070 // $ > $ int 
jf @OVALRNG_11926 
0084: $7070 = $6988 // $ = $ int 

:OVALRNG_11926
$7069 = 0 // $ = int 
0084: $7440 = $7069 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7112 = $7498 // $ = $ float 
0086: $7113 = $7499 // $ = $ float 
0086: $7114 = $7500 // $ = $ float 
Car.DriveTo($7067, $7112, $7113, $7114)
04BA: set_car $7067 speed_instantly 30.0 

:OVALRNG_11996
jump @OVALRNG_12374 

:OVALRNG_12003
if 
01AF:   car $7067 0 $7112 $7113 $7114 radius 24.0 24.0 24.0 
jf @OVALRNG_12154 
0084: $7440 = $7069 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7112 = $7498 // $ = $ float 
0086: $7113 = $7499 // $ = $ float 
0086: $7114 = $7500 // $ = $ float 
0084: $7069 = $7440 // $ = $ int 
if 
  $7069 == 0 // $ == int 
jf @OVALRNG_12117 
$7070 += 1 // $ += int 

:OVALRNG_12117
Car.DriveTo($7067, $7112, $7113, $7114)
0084: $7071 = $7070 // $ = $ int 
$7071 *= 100 // $ *= int 
0058: $7071 += $7069 // $ += $ int 

:OVALRNG_12154
if 
01AF:   car $7067 0 $7148 $7149 $7150 radius 3.0 3.0 3.0 
jf @OVALRNG_12230 
if 
001C:   $4811 > $7099 // $ > $ int 
jf @OVALRNG_12223 
Car.Health($7067) = 230

:OVALRNG_12223
jump @OVALRNG_12260 

:OVALRNG_12230
Car.StorePos($7067, $7148, $7149, $7150)
0084: $7099 = $4811 // $ = $ int 
$7099 += 5000 // $ += int 

:OVALRNG_12260
if 
01AF:   car $7067 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_12358 
if 
001C:   $4811 > $7072 // $ > $ int 
jf @OVALRNG_12351 
Car.Health($7067) = 100
Car.RemoveReferences($7067)
Actor.RemoveReferences($7068)
$7067 = -1 // $ = int 

:OVALRNG_12351
jump @OVALRNG_12374 

:OVALRNG_12358
0084: $7072 = $4811 // $ = $ int 
$7072 += 3000 // $ += int 

:OVALRNG_12374
0084: $6990 = $7071 // $ = $ int 
0084: $451 = $7067 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7073)
jf @OVALRNG_12616 
Car.RemoveReferences($7073)
Actor.RemoveReferences($7074)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_12609 
Car.Create($7073, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7073 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7074 = $6993 // $ = $ int 
if 
001C:   $6988 > $7076 // $ > $ int 
jf @OVALRNG_12539 
0084: $7076 = $6988 // $ = $ int 

:OVALRNG_12539
$7075 = 0 // $ = int 
0084: $7440 = $7075 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7115 = $7498 // $ = $ float 
0086: $7116 = $7499 // $ = $ float 
0086: $7117 = $7500 // $ = $ float 
Car.DriveTo($7073, $7115, $7116, $7117)
04BA: set_car $7073 speed_instantly 30.0 

:OVALRNG_12609
jump @OVALRNG_12987 

:OVALRNG_12616
if 
01AF:   car $7073 0 $7115 $7116 $7117 radius 24.0 24.0 24.0 
jf @OVALRNG_12767 
0084: $7440 = $7075 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7115 = $7498 // $ = $ float 
0086: $7116 = $7499 // $ = $ float 
0086: $7117 = $7500 // $ = $ float 
0084: $7075 = $7440 // $ = $ int 
if 
  $7075 == 0 // $ == int 
jf @OVALRNG_12730 
$7076 += 1 // $ += int 

:OVALRNG_12730
Car.DriveTo($7073, $7115, $7116, $7117)
0084: $7077 = $7076 // $ = $ int 
$7077 *= 100 // $ *= int 
0058: $7077 += $7075 // $ += $ int 

:OVALRNG_12767
if 
01AF:   car $7073 0 $7151 $7152 $7153 radius 3.0 3.0 3.0 
jf @OVALRNG_12843 
if 
001C:   $4811 > $7100 // $ > $ int 
jf @OVALRNG_12836 
Car.Health($7073) = 230

:OVALRNG_12836
jump @OVALRNG_12873 

:OVALRNG_12843
Car.StorePos($7073, $7151, $7152, $7153)
0084: $7100 = $4811 // $ = $ int 
$7100 += 5000 // $ += int 

:OVALRNG_12873
if 
01AF:   car $7073 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_12971 
if 
001C:   $4811 > $7078 // $ > $ int 
jf @OVALRNG_12964 
Car.Health($7073) = 100
Car.RemoveReferences($7073)
Actor.RemoveReferences($7074)
$7073 = -1 // $ = int 

:OVALRNG_12964
jump @OVALRNG_12987 

:OVALRNG_12971
0084: $7078 = $4811 // $ = $ int 
$7078 += 3000 // $ += int 

:OVALRNG_12987
0084: $6990 = $7077 // $ = $ int 
0084: $451 = $7073 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7079)
jf @OVALRNG_13238 
Car.RemoveReferences($7079)
Actor.RemoveReferences($7080)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_13231 
0506: vehicle_model #HOTRINA set_next_variation 0 -1 
Car.Create($7079, #HOTRINA, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7079 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7080 = $6993 // $ = $ int 
if 
001C:   $6988 > $7082 // $ > $ int 
jf @OVALRNG_13161 
0084: $7082 = $6988 // $ = $ int 

:OVALRNG_13161
$7081 = 0 // $ = int 
0084: $7440 = $7081 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7118 = $7498 // $ = $ float 
0086: $7119 = $7499 // $ = $ float 
0086: $7120 = $7500 // $ = $ float 
Car.DriveTo($7079, $7118, $7119, $7120)
04BA: set_car $7079 speed_instantly 30.0 

:OVALRNG_13231
jump @OVALRNG_13609 

:OVALRNG_13238
if 
01AF:   car $7079 0 $7118 $7119 $7120 radius 24.0 24.0 24.0 
jf @OVALRNG_13389 
0084: $7440 = $7081 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7118 = $7498 // $ = $ float 
0086: $7119 = $7499 // $ = $ float 
0086: $7120 = $7500 // $ = $ float 
0084: $7081 = $7440 // $ = $ int 
if 
  $7081 == 0 // $ == int 
jf @OVALRNG_13352 
$7082 += 1 // $ += int 

:OVALRNG_13352
Car.DriveTo($7079, $7118, $7119, $7120)
0084: $7083 = $7082 // $ = $ int 
$7083 *= 100 // $ *= int 
0058: $7083 += $7081 // $ += $ int 

:OVALRNG_13389
if 
01AF:   car $7079 0 $7154 $7155 $7156 radius 3.0 3.0 3.0 
jf @OVALRNG_13465 
if 
001C:   $4811 > $7101 // $ > $ int 
jf @OVALRNG_13458 
Car.Health($7079) = 230

:OVALRNG_13458
jump @OVALRNG_13495 

:OVALRNG_13465
Car.StorePos($7079, $7154, $7155, $7156)
0084: $7101 = $4811 // $ = $ int 
$7101 += 5000 // $ += int 

:OVALRNG_13495
if 
01AF:   car $7079 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_13593 
if 
001C:   $4811 > $7084 // $ > $ int 
jf @OVALRNG_13586 
Car.Health($7079) = 100
Car.RemoveReferences($7079)
Actor.RemoveReferences($7080)
$7079 = -1 // $ = int 

:OVALRNG_13586
jump @OVALRNG_13609 

:OVALRNG_13593
0084: $7084 = $4811 // $ = $ int 
$7084 += 3000 // $ += int 

:OVALRNG_13609
0084: $6990 = $7083 // $ = $ int 
0084: $451 = $7079 // $ = $ int 
gosub @OVALRNG_17639 
if 
  Car.Wrecked($7085)
jf @OVALRNG_13860 
Car.RemoveReferences($7085)
Actor.RemoveReferences($7086)
if 
838A:   not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 
jf @OVALRNG_13853 
0506: vehicle_model #HOTRINB set_next_variation 0 -1 
Car.Create($7085, #HOTRINB, -1409.717, 1144.97, 266.3857)
0084: $6992 = $7085 // $ = $ int 
gosub @OVALRNG_18682 
0084: $7086 = $6993 // $ = $ int 
if 
001C:   $6988 > $7088 // $ > $ int 
jf @OVALRNG_13783 
0084: $7088 = $6988 // $ = $ int 

:OVALRNG_13783
$7087 = 0 // $ = int 
0084: $7440 = $7087 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7121 = $7498 // $ = $ float 
0086: $7122 = $7499 // $ = $ float 
0086: $7123 = $7500 // $ = $ float 
Car.DriveTo($7085, $7121, $7122, $7123)
04BA: set_car $7085 speed_instantly 30.0 

:OVALRNG_13853
jump @OVALRNG_14231 

:OVALRNG_13860
if 
01AF:   car $7085 0 $7121 $7122 $7123 radius 24.0 24.0 24.0 
jf @OVALRNG_14011 
0084: $7440 = $7087 // $ = $ int 
gosub @OVALRNG_18246 
0086: $7121 = $7498 // $ = $ float 
0086: $7122 = $7499 // $ = $ float 
0086: $7123 = $7500 // $ = $ float 
0084: $7087 = $7440 // $ = $ int 
if 
  $7087 == 0 // $ == int 
jf @OVALRNG_13974 
$7088 += 1 // $ += int 

:OVALRNG_13974
Car.DriveTo($7085, $7121, $7122, $7123)
0084: $7089 = $7088 // $ = $ int 
$7089 *= 100 // $ *= int 
0058: $7089 += $7087 // $ += $ int 

:OVALRNG_14011
if 
01AF:   car $7085 0 $7157 $7158 $7159 radius 3.0 3.0 3.0 
jf @OVALRNG_14087 
if 
001C:   $4811 > $7102 // $ > $ int 
jf @OVALRNG_14080 
Car.Health($7085) = 230

:OVALRNG_14080
jump @OVALRNG_14117 

:OVALRNG_14087
Car.StorePos($7085, $7157, $7158, $7159)
0084: $7102 = $4811 // $ = $ int 
$7102 += 5000 // $ += int 

:OVALRNG_14117
if 
01AF:   car $7085 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 
jf @OVALRNG_14215 
if 
001C:   $4811 > $7090 // $ > $ int 
jf @OVALRNG_14208 
Car.Health($7085) = 100
Car.RemoveReferences($7085)
Actor.RemoveReferences($7086)
$7085 = -1 // $ = int 

:OVALRNG_14208
jump @OVALRNG_14231 

:OVALRNG_14215
0084: $7090 = $4811 // $ = $ int 
$7090 += 3000 // $ += int 

:OVALRNG_14231
0084: $6990 = $7089 // $ = $ int 
0084: $451 = $7085 // $ = $ int 
gosub @OVALRNG_17639 
jump @OVALRNG_14651 

:OVALRNG_14261
if 
  not Car.Wrecked($7007)
jf @OVALRNG_14287 
0477: set_car $7007 action 1 time 200 

:OVALRNG_14287
if 
  not Car.Wrecked($7011)
jf @OVALRNG_14313 
0477: set_car $7011 action 1 time 200 

:OVALRNG_14313
if 
  not Car.Wrecked($7015)
jf @OVALRNG_14339 
0477: set_car $7015 action 1 time 200 

:OVALRNG_14339
if 
  not Car.Wrecked($7019)
jf @OVALRNG_14365 
0477: set_car $7019 action 1 time 200 

:OVALRNG_14365
if 
  not Car.Wrecked($7025)
jf @OVALRNG_14391 
0477: set_car $7025 action 1 time 200 

:OVALRNG_14391
if 
  not Car.Wrecked($7031)
jf @OVALRNG_14417 
0477: set_car $7031 action 1 time 200 

:OVALRNG_14417
if 
  not Car.Wrecked($7037)
jf @OVALRNG_14443 
0477: set_car $7037 action 1 time 200 

:OVALRNG_14443
if 
  not Car.Wrecked($7043)
jf @OVALRNG_14469 
0477: set_car $7043 action 1 time 200 

:OVALRNG_14469
if 
  not Car.Wrecked($7049)
jf @OVALRNG_14495 
0477: set_car $7049 action 1 time 200 

:OVALRNG_14495
if 
  not Car.Wrecked($7055)
jf @OVALRNG_14521 
0477: set_car $7055 action 1 time 200 

:OVALRNG_14521
if 
  not Car.Wrecked($7061)
jf @OVALRNG_14547 
0477: set_car $7061 action 1 time 200 

:OVALRNG_14547
if 
  not Car.Wrecked($7067)
jf @OVALRNG_14573 
0477: set_car $7067 action 1 time 200 

:OVALRNG_14573
if 
  not Car.Wrecked($7073)
jf @OVALRNG_14599 
0477: set_car $7073 action 1 time 200 

:OVALRNG_14599
if 
  not Car.Wrecked($7079)
jf @OVALRNG_14625 
0477: set_car $7079 action 1 time 200 

:OVALRNG_14625
if 
  not Car.Wrecked($7085)
jf @OVALRNG_14651 
0477: set_car $7085 action 1 time 200 

:OVALRNG_14651
if 
  $6999 == 1 // $ == int 
jf @OVALRNG_14696 
03F0: enable_text_draw 1 
0084: $7006 = $4811 // $ = $ int 
$7006 += 5000 // $ += int 
$6999 = 3 // $ = int 

:OVALRNG_14696
if 
  $6999 == 0 // $ == int 
jf @OVALRNG_15158 
if 
  $6988 == 12 // $ == int 
jf @OVALRNG_15158 
0151: remove_status_text $7001 
0151: remove_status_text $6988 
0151: remove_status_text $7441 
014F: stop_timer $6997 
if 
001C:   $1596 > $7441 // $ > $ int 
jf @OVALRNG_14779 
0084: $1596 = $7441 // $ = $ int 

:OVALRNG_14779
$6997 /= 1000 // $ /= int 
0084: $6995 = $1595 // $ = $ int 
if 
001C:   $1595 > $6997 // $ > $ int 
jf @OVALRNG_14829 
0084: $1595 = $6997 // $ = $ int 
042E: register_lowest_int_stat 20 to $1595 

:OVALRNG_14829
$6999 = 1 // $ = int 
if 
  $7441 == 1 // $ == int 
jf @OVALRNG_14933 
00BA: text_styled 'HOTR_30' 6000 ms 5  // 1ST PLACE
01E3: text_1number_styled 'HOTR_29' number 5000 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7441 
Player.Money($PLAYER_CHAR) += 5000
if 
  $1597 == 0 // $ == int 
jf @OVALRNG_14933 
030C: progress_made += 1 
0595: mission_complete 
$1597 = 1 // $ = int 

:OVALRNG_14933
if 
  $7441 == 2 // $ == int 
jf @OVALRNG_14999 
00BA: text_styled 'HOTR_31' 6000 ms 5  // 2ND PLACE
01E3: text_1number_styled 'HOTR_29' number 1500 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7441 
Player.Money($PLAYER_CHAR) += 1500

:OVALRNG_14999
if 
  $7441 == 3 // $ == int 
jf @OVALRNG_15065 
00BA: text_styled 'HOTR_32' 6000 ms 5  // 3RD PLACE
01E3: text_1number_styled 'HOTR_29' number 500 time 6000 style 6  // $~1~
0582: register_hotring_best_result 0 $7441 
Player.Money($PLAYER_CHAR) += 500

:OVALRNG_15065
if 
  $7441 > 3 // $ > int 
jf @OVALRNG_15158 
0582: register_hotring_best_result 0 $7441 
$6999 = 0 // $ = int 
00BC: text_highpriority 'HOTR_13' time 2000 1  // ~r~You didn't win the race!
0169: set_fade_color 0 0 1 
fade 0 1500 

:OVALRNG_15127
if 
  fading 
jf @OVALRNG_15151 
wait 0 
jump @OVALRNG_15127 

:OVALRNG_15151
jump @OVALRNG_18001 

:OVALRNG_15158
if 
  $6999 > 1 // $ > int 
jf @OVALRNG_16712 
if 
  $6999 == 4 // $ == int 
jf @OVALRNG_15214 
if 
  not fading 
jf @OVALRNG_15214 
jump @OVALRNG_18001 

:OVALRNG_15214
if 
  $6999 == 3 // $ == int 
jf @OVALRNG_15265 
if 
001C:   $4811 > $7006 // $ > $ int 
jf @OVALRNG_15265 
fade 0 1500 
$6999 = 4 // $ = int 

:OVALRNG_15265
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_15305 
03C1: $4790 = player $PLAYER_CHAR car_no_save 
$7001 = Car.Health($4790)
Car.Health($4790) = $7001

:OVALRNG_15305
if 
  $6999 > 2 // $ > int 
jf @OVALRNG_15577 
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
0084: $7457 = $6997 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $6997 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @OVALRNG_15495 
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7457 $7458  // Time: ~1~:~1~
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7457 $7458  // Time: ~1~:~1~
jump @OVALRNG_15577 

:OVALRNG_15495
0340: set_text_draw_color 0 0 0 255 
045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7457 $7458  // Time: ~1~:0~1~
gosub @OVALRNG_17584 
033F: set_text_draw_letter_width_height 0.8 2.0 
045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7457 $7458  // Time: ~1~:0~1~

:OVALRNG_15577
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1595 == 999999 // $ == int 
jf @OVALRNG_15670 
033E: text_draw 32.0 302.0 'HOTR_19'  // Best Time: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 300.0 'HOTR_19'  // Best Time: NA
jump @OVALRNG_16054 

:OVALRNG_15670
0084: $7457 = $1595 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $1595 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
001C:   $1595 > $6995 // $ > $ int 
jf @OVALRNG_15885 
if 
  $7458 > 9 // $ > int 
jf @OVALRNG_15819 
045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7457 $7458  // Best Time: ~1~:~1~
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7457 $7458  // Best Time: ~1~:~1~
jump @OVALRNG_15878 

:OVALRNG_15819
045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7457 $7458  // Best Time: ~1~:0~1~
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7457 $7458  // Best Time: ~1~:0~1~

:OVALRNG_15878
jump @OVALRNG_16054 

:OVALRNG_15885
if 
  $7458 > 9 // $ > int 
jf @OVALRNG_15982 
045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7457 $7458  // New Best Time: ~1~:~1~
gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7457 $7458  // New Best Time: ~1~:~1~
jump @OVALRNG_16054 

:OVALRNG_15982
045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7457 $7458  // New Best Time: ~1~:0~1~
gosub @OVALRNG_17584 
0340: set_text_draw_color 255 128 0 255 
045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7457 $7458  // New Best Time: ~1~:0~1~

:OVALRNG_16054
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1596 == 999999 // $ == int 
jf @OVALRNG_16140 
033E: text_draw 32.0 317.0 'HOTR_22'  // Best Result: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_22'  // Best Result: NA

:OVALRNG_16140
if 
  $1596 == 1 // $ == int 
jf @OVALRNG_16205 
033E: text_draw 32.0 317.0 'HOTR_23'  // Best Result: 1st
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_23'  // Best Result: 1st

:OVALRNG_16205
if 
  $1596 == 2 // $ == int 
jf @OVALRNG_16270 
033E: text_draw 32.0 317.0 'HOTR_24'  // Best Result: 2nd
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_24'  // Best Result: 2nd

:OVALRNG_16270
if 
  $1596 == 3 // $ == int 
jf @OVALRNG_16335 
033E: text_draw 32.0 317.0 'HOTR_25'  // Best Result: 3rd
gosub @OVALRNG_17584 
033E: text_draw 30.0 315.0 'HOTR_25'  // Best Result: 3rd

:OVALRNG_16335
if and
  $1596 > 3 // $ > int 
  17 > $1596 // int > $ 
jf @OVALRNG_16413 
045A: text_draw_1number 32.0 317.0 'HOTR_26' $1596  // Best Result: ~1~th
gosub @OVALRNG_17584 
045A: text_draw_1number 30.0 315.0 'HOTR_26' $1596  // Best Result: ~1~th

:OVALRNG_16413
gosub @OVALRNG_17584 
0340: set_text_draw_color 0 0 0 255 
if 
  $1594 == 999999 // $ == int 
jf @OVALRNG_16506 
033E: text_draw 32.0 332.0 'HOTR_33'  // Best Lap Time: NA
gosub @OVALRNG_17584 
033E: text_draw 30.0 330.0 'HOTR_33'  // Best Lap Time: NA
jump @OVALRNG_16712 

:OVALRNG_16506
0084: $7458 = $1594 // $ = $ int 
$7458 /= 1000 // $ /= int 
0084: $7003 = $7458 // $ = $ int 
$7003 *= 1000 // $ *= int 
0084: $7451 = $1594 // $ = $ int 
0060: $7451 -= $7003 // $ -= $ int 
0084: $7003 = $7451 // $ = $ int 
$7003 /= 10 // $ /= int 
if 
  $7003 > 9 // $ > int 
jf @OVALRNG_16653 
045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7458 $7003  // Best Lap Time: ~1~.~1~ seconds
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7458 $7003  // Best Lap Time: ~1~.~1~ seconds
jump @OVALRNG_16712 

:OVALRNG_16653
045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7458 $7003  // Best Lap Time: ~1~.0~1~ seconds
gosub @OVALRNG_17584 
045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7458 $7003  // Best Lap Time: ~1~.0~1~ seconds

:OVALRNG_16712
if 
  TIMERA > 2500 // @ > int 
jf @OVALRNG_16763 
TIMERA = 0 // @ = int 
if 
  $7004 == 0 // $ == int 
jf @OVALRNG_16763 
$7004 = 1 // $ = int 

:OVALRNG_16763
if 
  $7004 == 3 // $ == int 
jf @OVALRNG_16803 
if 
03D2:   wav 1 ended 
jf @OVALRNG_16803 
$7004 = 0 // $ = int 

:OVALRNG_16803
if 
  $7004 == 2 // $ == int 
jf @OVALRNG_16847 
if 
03D0:   wav 1 loaded 
jf @OVALRNG_16847 
03D1: play_wav 1 
$7004 = 3 // $ = int 

:OVALRNG_16847
if 
  $7004 == 1 // $ == int 
jf @OVALRNG_17577 
0209: $7451 = random_int_in_ranges 1 23 
if 
003A:   $7005 == $7451 // $ == $ int 
jf @OVALRNG_16925 
$7451 += 1 // $ += int 
if 
  $7451 > 22 // $ > int 
jf @OVALRNG_16925 
$7451 = 1 // $ = int 

:OVALRNG_16925
if 
  $7451 == 1 // $ == int 
jf @OVALRNG_16955 
03CF: load_wav 'HOT1' as 1 

:OVALRNG_16955
if 
  $7451 == 2 // $ == int 
jf @OVALRNG_16985 
03CF: load_wav 'HOT2' as 1 

:OVALRNG_16985
if 
  $7451 == 3 // $ == int 
jf @OVALRNG_17015 
03CF: load_wav 'HOT3' as 1 

:OVALRNG_17015
if 
  $7451 == 4 // $ == int 
jf @OVALRNG_17045 
03CF: load_wav 'HOT4' as 1 

:OVALRNG_17045
if 
  $7451 == 5 // $ == int 
jf @OVALRNG_17075 
03CF: load_wav 'HOT5' as 1 

:OVALRNG_17075
if 
  $7451 == 6 // $ == int 
jf @OVALRNG_17105 
03CF: load_wav 'HOT6' as 1 

:OVALRNG_17105
if 
  $7451 == 7 // $ == int 
jf @OVALRNG_17135 
03CF: load_wav 'HOT7' as 1 

:OVALRNG_17135
if 
  $7451 == 8 // $ == int 
jf @OVALRNG_17165 
03CF: load_wav 'HOT8' as 1 

:OVALRNG_17165
if 
  $7451 == 9 // $ == int 
jf @OVALRNG_17195 
03CF: load_wav 'HOT9' as 1 

:OVALRNG_17195
if 
  $7451 == 10 // $ == int 
jf @OVALRNG_17225 
03CF: load_wav 'HOT10' as 1 

:OVALRNG_17225
if 
  $7451 == 11 // $ == int 
jf @OVALRNG_17255 
03CF: load_wav 'HOT11' as 1 

:OVALRNG_17255
if 
  $7451 == 12 // $ == int 
jf @OVALRNG_17285 
03CF: load_wav 'HOT12' as 1 

:OVALRNG_17285
if 
  $7451 == 13 // $ == int 
jf @OVALRNG_17315 
03CF: load_wav 'HOT13' as 1 

:OVALRNG_17315
if 
  $7451 == 14 // $ == int 
jf @OVALRNG_17345 
03CF: load_wav 'HOT14' as 1 

:OVALRNG_17345
if 
  $7451 == 15 // $ == int 
jf @OVALRNG_17375 
03CF: load_wav 'HOT15' as 1 

:OVALRNG_17375
if or
  $7451 == 16 // $ == int 
  $7451 == 22 // $ == int 
jf @OVALRNG_17412 
03CF: load_wav 'CHEER1' as 1 

:OVALRNG_17412
if 
  $7451 == 17 // $ == int 
jf @OVALRNG_17442 
03CF: load_wav 'CHEER2' as 1 

:OVALRNG_17442
if 
  $7451 == 18 // $ == int 
jf @OVALRNG_17472 
03CF: load_wav 'CHEER3' as 1 

:OVALRNG_17472
if 
  $7451 == 19 // $ == int 
jf @OVALRNG_17502 
03CF: load_wav 'CHEER4' as 1 

:OVALRNG_17502
if 
  $7451 == 20 // $ == int 
jf @OVALRNG_17532 
03CF: load_wav 'OOH1' as 1 

:OVALRNG_17532
if 
  $7451 == 21 // $ == int 
jf @OVALRNG_17562 
03CF: load_wav 'OOH2' as 1 

:OVALRNG_17562
0084: $7005 = $7451 // $ = $ int 
$7004 = 2 // $ = int 

:OVALRNG_17577
jump @OVALRNG_2957 

:OVALRNG_17584
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
return 

:OVALRNG_17639
if 
003A:   $6989 == $6990 // $ == $ int 
jf @OVALRNG_17762 
if 
  not Car.Wrecked($451)
jf @OVALRNG_17762 
Car.StorePos($451, $7465, $7466, $447)
0509: $7475 = distance_between_point $7465 $7466 and_point $7483 $7484 
0054: store_player $PLAYER_CHAR position_to $7465 $7466 $447 
0509: $7476 = distance_between_point $7465 $7466 and_point $7483 $7484 
if 
0024:   $7476 > $7475 // $ > $ float 
jf @OVALRNG_17762 
$7441 += 1 // $ += int 

:OVALRNG_17762
if 
001C:   $6990 > $6989 // $ > $ int 
jf @OVALRNG_17788 
$7441 += 1 // $ += int 

:OVALRNG_17788
return 

:OVALRNG_17790
if 
  not wasted_or_busted 
jf @OVALRNG_17999 
0169: set_fade_color 0 0 1 
fade 0 1000 

:OVALRNG_17818
if 
  fading 
jf @OVALRNG_17842 
wait 0 
jump @OVALRNG_17818 

:OVALRNG_17842
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_17858
if and
80E0:   not player $PLAYER_CHAR in_any_car 
844A:   not player $PLAYER_CHAR on_foot 
jf @OVALRNG_17890 
wait 0 
jump @OVALRNG_17858 

:OVALRNG_17890
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_17933 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
jump @OVALRNG_17953 

:OVALRNG_17933
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_17953
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
Camera.SetAtPos(-1102.723, 1330.958, 19.029)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 1 
fade 1 1000 

:OVALRNG_17999
return 

:OVALRNG_18001
if 
  not wasted_or_busted 
jf @OVALRNG_18171 
select_interior 0 
04FA: clear_extra_colors_with_fade 0 
057E: make_radar_grey 0 
0581: enable_radar 1 

:OVALRNG_18030
if and
80E0:   not player $PLAYER_CHAR in_any_car 
844A:   not player $PLAYER_CHAR on_foot 
jf @OVALRNG_18062 
wait 0 
jump @OVALRNG_18030 

:OVALRNG_18062
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @OVALRNG_18105 
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car 
jump @OVALRNG_18125 

:OVALRNG_18105
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 

:OVALRNG_18125
0171: set_player $PLAYER_CHAR z_angle_to 274.1051 
Camera.SetAtPos(-1102.723, 1330.958, 19.029)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color 0 0 1 
fade 1 1500 

:OVALRNG_18171
return 

:OVALRNG_18173
Model.Destroy(#WMYCR)
Model.Destroy(#HOTRINA)
Model.Destroy(#HOTRINB)
Model.Destroy(#HOTRING)
0151: remove_status_text $7001 
0151: remove_status_text $6988 
0151: remove_status_text $7441 
014F: stop_timer $6997 
03F0: enable_text_draw 0 
057E: make_radar_grey 0 
0581: enable_radar 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: enable_radar 1 
03E6: remove_text_box 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:OVALRNG_18246
if 
  $7440 == 0 // $ == int 
jf @OVALRNG_18288 
0086: $7498 = $7507 // $ = $ float 
0086: $7499 = $7508 // $ = $ float 
0086: $7500 = $7509 // $ = $ float 

:OVALRNG_18288
if 
  $7440 == 1 // $ == int 
jf @OVALRNG_18330 
0086: $7498 = $7510 // $ = $ float 
0086: $7499 = $7511 // $ = $ float 
0086: $7500 = $7512 // $ = $ float 

:OVALRNG_18330
if 
  $7440 == 2 // $ == int 
jf @OVALRNG_18372 
0086: $7498 = $7513 // $ = $ float 
0086: $7499 = $7514 // $ = $ float 
0086: $7500 = $7515 // $ = $ float 

:OVALRNG_18372
if 
  $7440 == 3 // $ == int 
jf @OVALRNG_18414 
0086: $7498 = $7516 // $ = $ float 
0086: $7499 = $7517 // $ = $ float 
0086: $7500 = $7518 // $ = $ float 

:OVALRNG_18414
if 
  $7440 == 4 // $ == int 
jf @OVALRNG_18456 
0086: $7498 = $7519 // $ = $ float 
0086: $7499 = $7520 // $ = $ float 
0086: $7500 = $7521 // $ = $ float 

:OVALRNG_18456
if 
  $7440 == 5 // $ == int 
jf @OVALRNG_18498 
0086: $7498 = $7522 // $ = $ float 
0086: $7499 = $7523 // $ = $ float 
0086: $7500 = $7524 // $ = $ float 

:OVALRNG_18498
if 
  $7440 == 6 // $ == int 
jf @OVALRNG_18540 
0086: $7498 = $7525 // $ = $ float 
0086: $7499 = $7526 // $ = $ float 
0086: $7500 = $7527 // $ = $ float 

:OVALRNG_18540
if 
  $7440 == 7 // $ == int 
jf @OVALRNG_18582 
0086: $7498 = $7528 // $ = $ float 
0086: $7499 = $7529 // $ = $ float 
0086: $7500 = $7530 // $ = $ float 

:OVALRNG_18582
if 
  $7440 == 8 // $ == int 
jf @OVALRNG_18624 
0086: $7498 = $7531 // $ = $ float 
0086: $7499 = $7532 // $ = $ float 
0086: $7500 = $7533 // $ = $ float 

:OVALRNG_18624
if 
  $7440 == 9 // $ == int 
jf @OVALRNG_18673 
0086: $7498 = $7534 // $ = $ float 
0086: $7499 = $7535 // $ = $ float 
0086: $7500 = $7536 // $ = $ float 
$7440 = -1 // $ = int 

:OVALRNG_18673
$7440 += 1 // $ += int 
return 

:OVALRNG_18682
if 
  $6991 == 1 // $ == int 
jf @OVALRNG_18710 
Car.Angle($6992) = 301.748

:OVALRNG_18710
020A: set_car $6992 door_status_to 2 
Car.SetImmunities($6992, 0, 1, 1, 0, 0)
04E0: car $6992 abandon_path_radius 5 
Car.SetToNormalDriver($6992)
00AE: set_vehicle $6992 traffic_behavior_to 2 
Car.SetMaxSpeed($6992, 100.0)
046C: $6993 = car $6992 driver 
if 
  $6993 == -1 // $ == int 
jf @OVALRNG_18806 
0129: $6993 = create_actor 4 #WMYCR in_car $6992 driverseat 
039E: set_actor $6993 locked_while_in_vehicle 1 

:OVALRNG_18806
return 

:OVALRNG_18808
if 
  not Car.Wrecked($7007)
jf @OVALRNG_18832 
Car.LockInCurrentPosition($7007, $6994)

:OVALRNG_18832
if 
  not Car.Wrecked($7011)
jf @OVALRNG_18856 
Car.LockInCurrentPosition($7011, $6994)

:OVALRNG_18856
if 
  not Car.Wrecked($7015)
jf @OVALRNG_18880 
Car.LockInCurrentPosition($7015, $6994)

:OVALRNG_18880
if 
  not Car.Wrecked($7019)
jf @OVALRNG_18904 
Car.LockInCurrentPosition($7019, $6994)

:OVALRNG_18904
if 
  not Car.Wrecked($7025)
jf @OVALRNG_18928 
Car.LockInCurrentPosition($7025, $6994)

:OVALRNG_18928
if 
  not Car.Wrecked($7031)
jf @OVALRNG_18952 
Car.LockInCurrentPosition($7031, $6994)

:OVALRNG_18952
if 
  not Car.Wrecked($7037)
jf @OVALRNG_18976 
Car.LockInCurrentPosition($7037, $6994)

:OVALRNG_18976
if 
  not Car.Wrecked($7043)
jf @OVALRNG_19000 
Car.LockInCurrentPosition($7043, $6994)

:OVALRNG_19000
if 
  not Car.Wrecked($7049)
jf @OVALRNG_19024 
Car.LockInCurrentPosition($7049, $6994)

:OVALRNG_19024
if 
  not Car.Wrecked($7055)
jf @OVALRNG_19048 
Car.LockInCurrentPosition($7055, $6994)

:OVALRNG_19048
if 
  not Car.Wrecked($7061)
jf @OVALRNG_19072 
Car.LockInCurrentPosition($7061, $6994)

:OVALRNG_19072
if 
  not Car.Wrecked($7067)
jf @OVALRNG_19096 
Car.LockInCurrentPosition($7067, $6994)

:OVALRNG_19096
if 
  not Car.Wrecked($7073)
jf @OVALRNG_19120 
Car.LockInCurrentPosition($7073, $6994)

:OVALRNG_19120
if 
  not Car.Wrecked($7079)
jf @OVALRNG_19144 
Car.LockInCurrentPosition($7079, $6994)

:OVALRNG_19144
if 
  not Car.Wrecked($7085)
jf @OVALRNG_19168 
Car.LockInCurrentPosition($7085, $6994)

:OVALRNG_19168
if 
  not Car.Wrecked($7000)
jf @OVALRNG_19192 
Car.LockInCurrentPosition($7000, $6994)

:OVALRNG_19192
return 

//-------------Mission 80---------------
// Originally: BLOODRING

:MM
script_name 'MM' 
gosub @MM_46 
if 
  wasted_or_busted 
jf @MM_37 
gosub @MM_9527 

:MM_37
gosub @MM_10452 
terminate_this_script 

:MM_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
if 
  $1598 == 0 // $ == int 
jf @MM_83 
increment_mission_attempts 

:MM_83
00C0: set_current_time 10 0 
set_weather 4 
057E: make_radar_grey 1 
0414: set_player $PLAYER_CHAR single_free_treatment 1 
wait 0 
054C: use_GXT_table 'MM' 
$7193 = 0 // $ = int 
$7194 = 16 // $ = int 
$7195 = 0 // $ = int 
if 
  $7197 == 0 // $ == int 
jf @MM_181 
$7198 = 1 // $ = int 
$7199 = 60 // $ = int 
$7208 = 60000 // $ = int 

:MM_181
$7196 = 30000 // $ = int 
$7200 = 0 // $ = int 
$7201 = 0 // $ = int 
$7202 = 0 // $ = int 
$7203 = 0 // $ = int 
$7204 = 0 // $ = int 
$7205 = 0 // $ = int 
$7206 = 0 // $ = int 
$7207 = 0 // $ = int 
$7209 = 0 // $ = int 
$7210 = 0 // $ = int 
$7211 = 0 // $ = int 
$7212 = 0 // $ = int 
$7213 = 0 // $ = int 
$7214 = 0 // $ = int 
$7215 = 0.0 // $ = float 
$7216 = 0.0 // $ = float 
$7217 = 0.0 // $ = float 
$7218 = 0.0 // $ = float 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$7227 = 0.0 // $ = float 
$7228 = 0.0 // $ = float 
$7229 = 0.0 // $ = float 
if 
  $ONMISSION == 0 // $ == int 
jf @MM_419 
018A: $7230 = create_checkpoint_at $7227 $7228 $7229 

:MM_419
Model.Load(#BLOODRB)
Model.Load(#BLOODRA)
Model.Load(#WMYCR)

:MM_433
if or
  not Model.Available(#BLOODRB)
  not Model.Available(#BLOODRA)
  not Model.Available(#WMYCR)
jf @MM_469 
wait 0 
jump @MM_433 

:MM_469
016E: override_next_restart at -1102.4 1331.2 19.0 angle 271.2 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
select_interior 15 
03AD: set_rubbish 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 
Camera.SetAtPos(-1379.3, 1000.0, 251.5)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @MM_599 
012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car 
jump @MM_619 

:MM_599
0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 

:MM_619
Car.Create($7192, #BLOODRA, -1280.96, 994.86, 261.8)
020A: set_car $7192 door_status_to 4 
0369: put_player $PLAYER_CHAR in_car $7192 
03AB: set_car $7192 strong 1 
Car.Angle($7192) = 90.0
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: set_extra_colors 10 fade 0 
03ED: set_car $7192 not_damaged_when_upside_down 1 
Car.Health($7192) = 1249
$7215 = -1285.77 // $ = float 
$7216 = 1014.54 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 104.4 // $ = float 
Car.Create($7160, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7160) = $7218
04E0: car $7160 abandon_path_radius 255 
0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 
0489: set_actor $7176 muted 1 
03CC: add_stuck_car_check $7160 distance 1.5 time 4000 
00AE: set_vehicle $7160 traffic_behavior_to 3 
03ED: set_car $7160 not_damaged_when_upside_down 1 
$7215 = -1299.5 // $ = float 
$7216 = 1030.74 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 132.6 // $ = float 
Car.Create($7161, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7161) = $7218
04E0: car $7161 abandon_path_radius 255 
0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 
0489: set_actor $7177 muted 1 
03CC: add_stuck_car_check $7161 distance 1.5 time 4000 
00AE: set_vehicle $7161 traffic_behavior_to 3 
00AF: set_car $7161 driver_behaviour_to 2 
03ED: set_car $7161 not_damaged_when_upside_down 1 
$7215 = -1319.3 // $ = float 
$7216 = 1042.82 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 135.4 // $ = float 
Car.Create($7162, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7162) = $7218
04E0: car $7162 abandon_path_radius 255 
0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 
0489: set_actor $7178 muted 1 
03CC: add_stuck_car_check $7162 distance 1.5 time 4000 
00AE: set_vehicle $7162 traffic_behavior_to 3 
03ED: set_car $7162 not_damaged_when_upside_down 1 
$7215 = -1349.33 // $ = float 
$7216 = 1054.47 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 155.4 // $ = float 
Car.Create($7163, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7163) = $7218
04E0: car $7163 abandon_path_radius 255 
0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 
0489: set_actor $7179 muted 1 
03CC: add_stuck_car_check $7163 distance 1.5 time 4000 
00AE: set_vehicle $7163 traffic_behavior_to 3 
03ED: set_car $7163 not_damaged_when_upside_down 1 
$7215 = -1384.33 // $ = float 
$7216 = 1058.55 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 173.2 // $ = float 
Car.Create($7164, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7164) = $7218
04E0: car $7164 abandon_path_radius 255 
0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 
0489: set_actor $7180 muted 1 
03CC: add_stuck_car_check $7164 distance 1.5 time 4000 
00AE: set_vehicle $7164 traffic_behavior_to 3 
03ED: set_car $7164 not_damaged_when_upside_down 1 
$7215 = -1293.77 // $ = float 
$7216 = 958.96 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 60.5 // $ = float 
Car.Create($7165, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7165) = $7218
04E0: car $7165 abandon_path_radius 255 
0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 
0489: set_actor $7181 muted 1 
03CC: add_stuck_car_check $7165 distance 1.5 time 4000 
00AE: set_vehicle $7165 traffic_behavior_to 3 
00AF: set_car $7165 driver_behaviour_to 2 
03ED: set_car $7165 not_damaged_when_upside_down 1 
$7215 = -1418.77 // $ = float 
$7216 = 1057.54 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 180.4 // $ = float 
Car.Create($7166, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7166) = $7218
04E0: car $7166 abandon_path_radius 255 
0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 
0489: set_actor $7182 muted 1 
03CC: add_stuck_car_check $7166 distance 1.5 time 4000 
00AE: set_vehicle $7166 traffic_behavior_to 3 
03ED: set_car $7166 not_damaged_when_upside_down 1 
$7215 = -1460.3 // $ = float 
$7216 = 1050.3 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 242.9 // $ = float 
Car.Create($7167, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7167) = $7218
04E0: car $7167 abandon_path_radius 255 
0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 
0489: set_actor $7183 muted 1 
03CC: add_stuck_car_check $7167 distance 1.5 time 4000 
00AE: set_vehicle $7167 traffic_behavior_to 3 
03ED: set_car $7167 not_damaged_when_upside_down 1 
$7215 = -1499.77 // $ = float 
$7216 = 1029.54 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 242.4 // $ = float 
Car.Create($7168, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7168) = $7218
04E0: car $7168 abandon_path_radius 255 
0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 
0489: set_actor $7184 muted 1 
03CC: add_stuck_car_check $7168 distance 1.5 time 4000 
00AE: set_vehicle $7168 traffic_behavior_to 3 
03ED: set_car $7168 not_damaged_when_upside_down 1 
$7215 = -1513.77 // $ = float 
$7216 = 986.54 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 271.4 // $ = float 
Car.Create($7169, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7169) = $7218
04E0: car $7169 abandon_path_radius 255 
0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 
0489: set_actor $7185 muted 1 
03CC: add_stuck_car_check $7169 distance 1.5 time 4000 
00AE: set_vehicle $7169 traffic_behavior_to 3 
03ED: set_car $7169 not_damaged_when_upside_down 1 
$7215 = -1496.77 // $ = float 
$7216 = 959.54 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 293.4 // $ = float 
Car.Create($7170, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7170) = $7218
04E0: car $7170 abandon_path_radius 255 
0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 
0489: set_actor $7186 muted 1 
03CC: add_stuck_car_check $7170 distance 1.5 time 4000 
00AE: set_vehicle $7170 traffic_behavior_to 3 
03ED: set_car $7170 not_damaged_when_upside_down 1 
$7215 = -1461.84 // $ = float 
$7216 = 938.32 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 345.6 // $ = float 
Car.Create($7171, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7171) = $7218
04E0: car $7171 abandon_path_radius 255 
0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 
0489: set_actor $7187 muted 1 
03CC: add_stuck_car_check $7171 distance 1.5 time 4000 
00AE: set_vehicle $7171 traffic_behavior_to 3 
03ED: set_car $7171 not_damaged_when_upside_down 1 
$7215 = -1424.36 // $ = float 
$7216 = 931.29 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 0.0 // $ = float 
Car.Create($7172, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7172) = $7218
04E0: car $7172 abandon_path_radius 255 
0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 
0489: set_actor $7188 muted 1 
03CC: add_stuck_car_check $7172 distance 1.5 time 4000 
00AE: set_vehicle $7172 traffic_behavior_to 3 
03ED: set_car $7172 not_damaged_when_upside_down 1 
$7215 = -1363.77 // $ = float 
$7216 = 932.44 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 17.85 // $ = float 
Car.Create($7173, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7173) = $7218
04E0: car $7173 abandon_path_radius 255 
0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 
0489: set_actor $7189 muted 1 
03CC: add_stuck_car_check $7173 distance 1.5 time 4000 
00AE: set_vehicle $7173 traffic_behavior_to 3 
03ED: set_car $7173 not_damaged_when_upside_down 1 
$7215 = -1332.77 // $ = float 
$7216 = 940.3 // $ = float 
$7217 = 263.0 // $ = float 
$7218 = 39.98 // $ = float 
Car.Create($7174, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7174) = $7218
04E0: car $7174 abandon_path_radius 255 
0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 
0489: set_actor $7190 muted 1 
03CC: add_stuck_car_check $7174 distance 1.5 time 4000 
00AE: set_vehicle $7174 traffic_behavior_to 3 
03ED: set_car $7174 not_damaged_when_upside_down 1 
$7215 = -1443.29 // $ = float 
$7216 = 933.86 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 351.4 // $ = float 
Car.Create($7175, #BLOODRB, $7215, $7216, $7217)
Car.Angle($7175) = $7218
04E0: car $7175 abandon_path_radius 255 
0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 
0489: set_actor $7191 muted 1 
03CC: add_stuck_car_check $7175 distance 1.5 time 4000 
00AE: set_vehicle $7175 traffic_behavior_to 3 
03ED: set_car $7175 not_damaged_when_upside_down 1 
Car.SetMaxSpeed($7160, 0.0)
Car.SetMaxSpeed($7161, 0.0)
Car.SetMaxSpeed($7162, 0.0)
Car.SetMaxSpeed($7163, 0.0)
Car.SetMaxSpeed($7164, 0.0)
Car.SetMaxSpeed($7165, 0.0)
Car.SetMaxSpeed($7166, 0.0)
Car.SetMaxSpeed($7167, 0.0)
Car.SetMaxSpeed($7168, 0.0)
Car.SetMaxSpeed($7169, 0.0)
Car.SetMaxSpeed($7170, 0.0)
Car.SetMaxSpeed($7171, 0.0)
Car.SetMaxSpeed($7172, 0.0)
Car.SetMaxSpeed($7173, 0.0)
Car.SetMaxSpeed($7174, 0.0)
Car.SetMaxSpeed($7175, 0.0)
02A3: enable_widescreen 1 
Camera.SetPosition(-1266.5, 1042.8, 278.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1339.9, 1009.8, 252.0, 2)
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 

:MM_2858
if 
  fading 
jf @MM_2882 
wait 0 
jump @MM_2858 

:MM_2882
if 
  Player.Defined($PLAYER_CHAR)
jf @MM_2905 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:MM_2905
TIMERA = 0 // @ = int 
00BC: text_highpriority 'BLOD_01' time 5000 1  // Drive through the checkpoints to increase your overall time.

:MM_2927
if 
  5000 > TIMERA // int > @ 
jf @MM_3038 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3006 
if 
  $61 == 1 // $ == int 
jf @MM_2999 
$61 = 0 // $ = int 
jump @MM_3413 

:MM_2999
jump @MM_3031 

:MM_3006
if 
  $61 == 0 // $ == int 
jf @MM_3031 
$61 = 1 // $ = int 

:MM_3031
jump @MM_2927 

:MM_3038
TIMERA = 0 // @ = int 
Camera.SetPosition(-1468.7, 948.8, 262.9, 0.0, 0.0, 0.0)
Camera.PointAt(-1459.5, 942.2, 261.6, 2)
00BC: text_highpriority 'BLOD_02' time 5000 1  // You will fail if your overall time reaches zero.

:MM_3111
if 
  5000 > TIMERA // int > @ 
jf @MM_3222 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3190 
if 
  $61 == 1 // $ == int 
jf @MM_3183 
$61 = 0 // $ = int 
jump @MM_3413 

:MM_3183
jump @MM_3215 

:MM_3190
if 
  $61 == 0 // $ == int 
jf @MM_3215 
$61 = 1 // $ = int 

:MM_3215
jump @MM_3111 

:MM_3222
TIMERA = 0 // @ = int 
Camera.SetPosition(-1262.7, 997.2, 266.8, 0.0, 0.0, 0.0)
Camera.PointAt(-1277.6, 996.0, 263.6, 2)
00BC: text_highpriority 'BLOD_03' time 5000 1  // Get your overall time above the Target Time to win!

:MM_3295
if 
  5000 > TIMERA // int > @ 
jf @MM_3406 
wait 0 
if 
00E1:   player 0 pressed_button 16 
jf @MM_3374 
if 
  $61 == 1 // $ == int 
jf @MM_3367 
$61 = 0 // $ = int 
jump @MM_3413 

:MM_3367
jump @MM_3399 

:MM_3374
if 
  $61 == 0 // $ == int 
jf @MM_3399 
$61 = 1 // $ = int 

:MM_3399
jump @MM_3295 

:MM_3406
TIMERA = 0 // @ = int 

:MM_3413
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
if 
  not Car.Wrecked($7160)
jf @MM_3648 
Car.SetMaxSpeed($7160, 100.0)
0477: set_car $7160 action 8 time 5000 
if 
  not Car.Wrecked($7161)
jf @MM_3648 
032C: car $7160 ram $7161 

:MM_3648
if 
  not Car.Wrecked($7161)
jf @MM_3691 
Car.SetMaxSpeed($7161, 100.0)
0477: set_car $7161 action 8 time 5000 
00AF: set_car $7161 driver_behaviour_to 2 

:MM_3691
if 
  not Car.Wrecked($7162)
jf @MM_3727 
Car.SetMaxSpeed($7162, 100.0)
0477: set_car $7162 action 8 time 5000 

:MM_3727
if 
  not Car.Wrecked($7163)
jf @MM_3787 
Car.SetMaxSpeed($7163, 100.0)
0477: set_car $7163 action 8 time 5000 
if 
  not Car.Wrecked($7164)
jf @MM_3787 
032C: car $7163 ram $7164 

:MM_3787
if 
  not Car.Wrecked($7164)
jf @MM_3847 
Car.SetMaxSpeed($7164, 100.0)
0477: set_car $7164 action 8 time 5000 
if 
  not Car.Wrecked($7165)
jf @MM_3847 
032C: car $7164 ram $7165 

:MM_3847
if 
  not Car.Wrecked($7165)
jf @MM_3890 
Car.SetMaxSpeed($7165, 100.0)
0477: set_car $7165 action 8 time 5000 
00AF: set_car $7165 driver_behaviour_to 2 

:MM_3890
if 
  not Car.Wrecked($7166)
jf @MM_3950 
Car.SetMaxSpeed($7166, 100.0)
0477: set_car $7166 action 8 time 5000 
if 
  not Car.Wrecked($7167)
jf @MM_3950 
032C: car $7166 ram $7167 

:MM_3950
if 
  not Car.Wrecked($7167)
jf @MM_4010 
Car.SetMaxSpeed($7167, 100.0)
0477: set_car $7167 action 8 time 5000 
if 
  not Car.Wrecked($7168)
jf @MM_4010 
032C: car $7167 ram $7168 

:MM_4010
if 
  not Car.Wrecked($7168)
jf @MM_4070 
Car.SetMaxSpeed($7168, 100.0)
0477: set_car $7168 action 8 time 5000 
if 
  not Car.Wrecked($7169)
jf @MM_4070 
032C: car $7168 ram $7169 

:MM_4070
if 
  not Car.Wrecked($7169)
jf @MM_4106 
Car.SetMaxSpeed($7169, 100.0)
0477: set_car $7169 action 8 time 5000 

:MM_4106
if 
  not Car.Wrecked($7170)
jf @MM_4166 
Car.SetMaxSpeed($7170, 100.0)
0477: set_car $7170 action 8 time 5000 
if 
  not Car.Wrecked($7171)
jf @MM_4166 
032C: car $7170 ram $7171 

:MM_4166
if 
  not Car.Wrecked($7171)
jf @MM_4226 
Car.SetMaxSpeed($7171, 100.0)
0477: set_car $7171 action 8 time 5000 
if 
  not Car.Wrecked($7172)
jf @MM_4226 
032C: car $7171 ram $7172 

:MM_4226
if 
  not Car.Wrecked($7172)
jf @MM_4286 
Car.SetMaxSpeed($7172, 100.0)
0477: set_car $7172 action 8 time 5000 
if 
  not Car.Wrecked($7173)
jf @MM_4286 
032C: car $7172 ram $7173 

:MM_4286
if 
  not Car.Wrecked($7173)
jf @MM_4346 
Car.SetMaxSpeed($7173, 100.0)
0477: set_car $7173 action 8 time 5000 
if 
  not Car.Wrecked($7174)
jf @MM_4346 
032C: car $7173 ram $7174 

:MM_4346
if 
  not Car.Wrecked($7174)
jf @MM_4406 
Car.SetMaxSpeed($7174, 100.0)
0477: set_car $7174 action 8 time 5000 
if 
  not Car.Wrecked($7175)
jf @MM_4406 
032C: car $7174 ram $7175 

:MM_4406
if 
  not Car.Wrecked($7175)
jf @MM_4466 
Car.SetMaxSpeed($7175, 100.0)
0477: set_car $7175 action 8 time 5000 
if 
  not Car.Wrecked($7160)
jf @MM_4466 
032C: car $7175 ram $7160 

:MM_4466
014E: start_timer_at $7196 count_in_direction 1 
04F7: status_text $7201 1 line 1 'BLOD_04'  // CAR HEALTH:
0208: $7219 = random_float -1530.0 -1384.0 
0208: $7220 = random_float 995.0 923.0 
0208: $7221 = random_float -1530.0 -1384.0 
0208: $7222 = random_float 995.0 1056.0 
0208: $7223 = random_float -1265.0 -1384.0 
0208: $7224 = random_float 995.0 923.0 
0208: $7225 = random_float -1265.0 -1384.0 
0208: $7226 = random_float 995.0 1056.0 
gosub @MM_14708 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:MM_4631
if 
  $7196 > 0 // $ > int 
jf @MM_9459 
wait 0 
if 
  $7197 == 0 // $ == int 
jf @MM_4696 
01E4: text_1number_lowpriority 'BLOD_05' $7198 time $7208 1  // ~g~TARGET TIME: ~1~ Minute
jump @MM_4714 

:MM_4696
01E4: text_1number_lowpriority 'BLOD_06' $7198 time $7208 1  // ~g~TARGET TIME: ~1~ Minutes

:MM_4714
if 
001C:   $7196 > $7208 // $ > $ int 
jf @MM_4740 
jump @MM_9544 

:MM_4740
if 
  $7212 == 1 // $ == int 
jf @MM_4765 
gosub @MM_14838 

:MM_4765
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 
if 
00F5:   player $PLAYER_CHAR 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
jf @MM_4950 
if 
  not Car.Wrecked($7192)
jf @MM_4916 
$7214 = Car.Health($7192)
if 
  1234 > $7214 // int > $ 
jf @MM_4900 
$7214 += 15 // $ += int 
Car.Health($7192) = $7214
jump @MM_4916 

:MM_4900
$7214 = 1249 // $ = int 
Car.Health($7192) = $7214

:MM_4916
$7196 += 15000 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
gosub @MM_14708 

:MM_4950
if 
  not Car.Wrecked($7162)
jf @MM_5015 
if 
01AF:   car $7162 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
jf @MM_5015 
gosub @MM_14708 

:MM_5015
if 
  not Car.Wrecked($7169)
jf @MM_5080 
if 
01AF:   car $7169 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 
jf @MM_5080 
gosub @MM_14708 

:MM_5080
if 
  0 > $7195 // int > $ 
jf @MM_5105 
$7195 = 0 // $ = int 

:MM_5105
if 
  not Car.Wrecked($7192)
jf @MM_5278 
$7200 = Car.Health($7192)
$7200 -= 249 // $ -= int 
if 
  0 > $7200 // int > $ 
jf @MM_5162 
$7200 = 0 // $ = int 

:MM_5162
0084: $7201 = $7200 // $ = $ int 
$7201 /= 10 // $ /= int 
if 
  0 > $7201 // int > $ 
jf @MM_5202 
$7201 = 0 // $ = int 

:MM_5202
if 
01F4:   car $7192 flipped 
jf @MM_5278 
if 
01C1:   car $7192 stopped 
jf @MM_5278 
Car.StorePos($7192, $95, $96, $97)
$7218 = Car.Angle($7192)
Car.PutAt($7192, $95, $96, $97)
Car.Angle($7192) = $7218

:MM_5278
if 
  TIMERB > 5000 // @ > int 
jf @MM_8947 
if 
  $7209 == 0 // $ == int 
jf @MM_5386 
if 
  not Car.Wrecked($7162)
jf @MM_5347 
02C2: car $7162 drive_to_point $7227 $7228 -100.0 

:MM_5347
if 
  not Car.Wrecked($7169)
jf @MM_5379 
02C2: car $7169 drive_to_point $7227 $7228 -100.0 

:MM_5379
$7209 = 1 // $ = int 

:MM_5386
if 
  $7203 == 1 // $ == int 
jf @MM_5483 
if 
  not Car.Wrecked($7160)
jf @MM_5476 
if 
  not Car.Wrecked($7162)
jf @MM_5452 
02C2: car $7162 drive_to_point $7227 $7228 -100.0 

:MM_5452
if 
  not Car.Wrecked($7163)
jf @MM_5476 
032C: car $7163 ram $7160 

:MM_5476
$7203 = 5 // $ = int 

:MM_5483
if 
  $7202 == 0 // $ == int 
jf @MM_5581 
if 
  $7203 == 5 // $ == int 
jf @MM_5581 
if 
  not Car.Wrecked($7160)
jf @MM_5581 
0208: $7219 = random_float -1530.0 -1384.0 
0208: $7220 = random_float 995.0 923.0 
02C2: car $7160 drive_to_point $7219 $7220 -100.0 

:MM_5581
if 
  $7203 == 11 // $ == int 
jf @MM_5652 
if 
  not Car.Wrecked($7160)
jf @MM_5622 
00AF: set_car $7160 driver_behaviour_to 2 

:MM_5622
if 
  not Car.Wrecked($7163)
jf @MM_5645 
00AF: set_car $7163 driver_behaviour_to 2 

:MM_5645
$7203 = 6 // $ = int 

:MM_5652
if 
  $7203 == 2 // $ == int 
jf @MM_5741 
if 
  not Car.Wrecked($7164)
jf @MM_5734 
if 
  not Car.Wrecked($7166)
jf @MM_5710 
032C: car $7166 ram $7164 

:MM_5710
if 
  not Car.Wrecked($7167)
jf @MM_5734 
032C: car $7167 ram $7164 

:MM_5734
$7203 = 5 // $ = int 

:MM_5741
if 
  $7202 == 0 // $ == int 
jf @MM_5839 
if 
  $7203 == 5 // $ == int 
jf @MM_5839 
if 
  not Car.Wrecked($7164)
jf @MM_5839 
0208: $7221 = random_float -1530.0 -1384.0 
0208: $7222 = random_float 995.0 1056.0 
02C2: car $7164 drive_to_point $7221 $7222 -100.0 

:MM_5839
if 
  $7203 == 12 // $ == int 
jf @MM_5933 
if 
  not Car.Wrecked($7164)
jf @MM_5880 
00AF: set_car $7164 driver_behaviour_to 2 

:MM_5880
if 
  not Car.Wrecked($7166)
jf @MM_5903 
00AF: set_car $7166 driver_behaviour_to 2 

:MM_5903
if 
  not Car.Wrecked($7167)
jf @MM_5926 
00AF: set_car $7167 driver_behaviour_to 2 

:MM_5926
$7203 = 6 // $ = int 

:MM_5933
if 
  $7203 == 3 // $ == int 
jf @MM_6054 
if 
  not Car.Wrecked($7168)
jf @MM_6047 
if 
  not Car.Wrecked($7169)
jf @MM_5999 
02C2: car $7169 drive_to_point $7227 $7228 -100.0 

:MM_5999
if 
  not Car.Wrecked($7170)
jf @MM_6023 
032C: car $7170 ram $7168 

:MM_6023
if 
  not Car.Wrecked($7171)
jf @MM_6047 
032C: car $7171 ram $7168 

:MM_6047
$7203 = 5 // $ = int 

:MM_6054
if 
  $7202 == 0 // $ == int 
jf @MM_6152 
if 
  $7203 == 5 // $ == int 
jf @MM_6152 
if 
  not Car.Wrecked($7168)
jf @MM_6152 
0208: $7223 = random_float -1265.0 -1384.0 
0208: $7224 = random_float 995.0 923.0 
02C2: car $7168 drive_to_point $7223 $7224 -100.0 

:MM_6152
if 
  $7203 == 13 // $ == int 
jf @MM_6246 
if 
  not Car.Wrecked($7168)
jf @MM_6193 
00AF: set_car $7168 driver_behaviour_to 2 

:MM_6193
if 
  not Car.Wrecked($7170)
jf @MM_6216 
00AF: set_car $7170 driver_behaviour_to 2 

:MM_6216
if 
  not Car.Wrecked($7171)
jf @MM_6239 
00AF: set_car $7171 driver_behaviour_to 2 

:MM_6239
$7203 = 6 // $ = int 

:MM_6246
if 
  $7203 == 4 // $ == int 
jf @MM_6359 
if 
  not Car.Wrecked($7172)
jf @MM_6352 
if 
  not Car.Wrecked($7173)
jf @MM_6304 
032C: car $7173 ram $7172 

:MM_6304
if 
  not Car.Wrecked($7174)
jf @MM_6328 
032C: car $7174 ram $7172 

:MM_6328
if 
  not Car.Wrecked($7175)
jf @MM_6352 
032C: car $7175 ram $7172 

:MM_6352
$7203 = 5 // $ = int 

:MM_6359
if 
  $7202 == 0 // $ == int 
jf @MM_6464 
if 
  $7203 == 5 // $ == int 
jf @MM_6457 
if 
  not Car.Wrecked($7172)
jf @MM_6457 
0208: $7225 = random_float -1265.0 -1384.0 
0208: $7226 = random_float 995.0 1056.0 
02C2: car $7172 drive_to_point $7225 $7226 -100.0 

:MM_6457
$7202 = 1 // $ = int 

:MM_6464
if 
  $7203 == 14 // $ == int 
jf @MM_6581 
if 
  not Car.Wrecked($7172)
jf @MM_6505 
00AF: set_car $7172 driver_behaviour_to 2 

:MM_6505
if 
  not Car.Wrecked($7173)
jf @MM_6528 
00AF: set_car $7173 driver_behaviour_to 2 

:MM_6528
if 
  not Car.Wrecked($7174)
jf @MM_6551 
00AF: set_car $7174 driver_behaviour_to 2 

:MM_6551
if 
  not Car.Wrecked($7175)
jf @MM_6574 
00AF: set_car $7175 driver_behaviour_to 2 

:MM_6574
$7203 = 6 // $ = int 

:MM_6581
if 
  not Car.Wrecked($7160)
jf @MM_6698 
if 
01F4:   car $7160 flipped 
jf @MM_6672 
if 
81FC:   not player $PLAYER_CHAR near_car $7160 radius 7.0 7.0 0 
jf @MM_6672 
Car.StorePos($7160, $95, $96, $97)
Car.PutAt($7160, $95, $96, $97)

:MM_6672
if 
03CE:   car $7160 stuck 
jf @MM_6698 
0477: set_car $7160 action 2 time 3000 

:MM_6698
if 
  not Car.Wrecked($7161)
jf @MM_6815 
if 
01F4:   car $7161 flipped 
jf @MM_6789 
if 
81FC:   not player $PLAYER_CHAR near_car $7161 radius 7.0 7.0 0 
jf @MM_6789 
Car.StorePos($7161, $95, $96, $97)
Car.PutAt($7161, $95, $96, $97)

:MM_6789
if 
03CE:   car $7161 stuck 
jf @MM_6815 
0477: set_car $7161 action 2 time 3000 

:MM_6815
if 
  not Car.Wrecked($7162)
jf @MM_6932 
if 
01F4:   car $7162 flipped 
jf @MM_6906 
if 
81FC:   not player $PLAYER_CHAR near_car $7162 radius 7.0 7.0 0 
jf @MM_6906 
Car.StorePos($7162, $95, $96, $97)
Car.PutAt($7162, $95, $96, $97)

:MM_6906
if 
03CE:   car $7162 stuck 
jf @MM_6932 
0477: set_car $7162 action 2 time 3000 

:MM_6932
if 
  not Car.Wrecked($7163)
jf @MM_7049 
if 
01F4:   car $7163 flipped 
jf @MM_7023 
if 
81FC:   not player $PLAYER_CHAR near_car $7163 radius 7.0 7.0 0 
jf @MM_7023 
Car.StorePos($7163, $95, $96, $97)
Car.PutAt($7163, $95, $96, $97)

:MM_7023
if 
03CE:   car $7163 stuck 
jf @MM_7049 
0477: set_car $7163 action 2 time 3000 

:MM_7049
if 
  not Car.Wrecked($7164)
jf @MM_7166 
if 
01F4:   car $7164 flipped 
jf @MM_7140 
if 
81FC:   not player $PLAYER_CHAR near_car $7164 radius 7.0 7.0 0 
jf @MM_7140 
Car.StorePos($7164, $95, $96, $97)
Car.PutAt($7164, $95, $96, $97)

:MM_7140
if 
03CE:   car $7164 stuck 
jf @MM_7166 
0477: set_car $7164 action 2 time 3000 

:MM_7166
if 
  not Car.Wrecked($7165)
jf @MM_7283 
if 
01F4:   car $7165 flipped 
jf @MM_7257 
if 
81FC:   not player $PLAYER_CHAR near_car $7165 radius 7.0 7.0 0 
jf @MM_7257 
Car.StorePos($7165, $95, $96, $97)
Car.PutAt($7165, $95, $96, $97)

:MM_7257
if 
03CE:   car $7165 stuck 
jf @MM_7283 
0477: set_car $7165 action 2 time 3000 

:MM_7283
if 
  not Car.Wrecked($7166)
jf @MM_7400 
if 
01F4:   car $7166 flipped 
jf @MM_7374 
if 
81FC:   not player $PLAYER_CHAR near_car $7166 radius 7.0 7.0 0 
jf @MM_7374 
Car.StorePos($7166, $95, $96, $97)
Car.PutAt($7166, $95, $96, $97)

:MM_7374
if 
03CE:   car $7166 stuck 
jf @MM_7400 
0477: set_car $7166 action 2 time 3000 

:MM_7400
if 
  not Car.Wrecked($7167)
jf @MM_7517 
if 
01F4:   car $7167 flipped 
jf @MM_7491 
if 
81FC:   not player $PLAYER_CHAR near_car $7167 radius 7.0 7.0 0 
jf @MM_7491 
Car.StorePos($7167, $95, $96, $97)
Car.PutAt($7167, $95, $96, $97)

:MM_7491
if 
03CE:   car $7167 stuck 
jf @MM_7517 
0477: set_car $7167 action 2 time 3000 

:MM_7517
if 
  not Car.Wrecked($7168)
jf @MM_7634 
if 
01F4:   car $7168 flipped 
jf @MM_7608 
if 
81FC:   not player $PLAYER_CHAR near_car $7168 radius 7.0 7.0 0 
jf @MM_7608 
Car.StorePos($7168, $95, $96, $97)
Car.PutAt($7168, $95, $96, $97)

:MM_7608
if 
03CE:   car $7168 stuck 
jf @MM_7634 
0477: set_car $7168 action 2 time 3000 

:MM_7634
if 
  not Car.Wrecked($7169)
jf @MM_7751 
if 
01F4:   car $7169 flipped 
jf @MM_7725 
if 
81FC:   not player $PLAYER_CHAR near_car $7169 radius 7.0 7.0 0 
jf @MM_7725 
Car.StorePos($7169, $95, $96, $97)
Car.PutAt($7169, $95, $96, $97)

:MM_7725
if 
03CE:   car $7169 stuck 
jf @MM_7751 
0477: set_car $7169 action 2 time 3000 

:MM_7751
if 
  not Car.Wrecked($7170)
jf @MM_7868 
if 
01F4:   car $7170 flipped 
jf @MM_7842 
if 
81FC:   not player $PLAYER_CHAR near_car $7170 radius 7.0 7.0 0 
jf @MM_7842 
Car.StorePos($7170, $95, $96, $97)
Car.PutAt($7170, $95, $96, $97)

:MM_7842
if 
03CE:   car $7170 stuck 
jf @MM_7868 
0477: set_car $7170 action 2 time 3000 

:MM_7868
if 
  not Car.Wrecked($7171)
jf @MM_7985 
if 
01F4:   car $7171 flipped 
jf @MM_7959 
if 
81FC:   not player $PLAYER_CHAR near_car $7171 radius 7.0 7.0 0 
jf @MM_7959 
Car.StorePos($7171, $95, $96, $97)
Car.PutAt($7171, $95, $96, $97)

:MM_7959
if 
03CE:   car $7171 stuck 
jf @MM_7985 
0477: set_car $7171 action 2 time 3000 

:MM_7985
if 
  not Car.Wrecked($7172)
jf @MM_8102 
if 
01F4:   car $7172 flipped 
jf @MM_8076 
if 
81FC:   not player $PLAYER_CHAR near_car $7172 radius 7.0 7.0 0 
jf @MM_8076 
Car.StorePos($7172, $95, $96, $97)
Car.PutAt($7172, $95, $96, $97)

:MM_8076
if 
03CE:   car $7172 stuck 
jf @MM_8102 
0477: set_car $7172 action 2 time 3000 

:MM_8102
if 
  not Car.Wrecked($7173)
jf @MM_8219 
if 
01F4:   car $7173 flipped 
jf @MM_8193 
if 
81FC:   not player $PLAYER_CHAR near_car $7173 radius 7.0 7.0 0 
jf @MM_8193 
Car.StorePos($7173, $95, $96, $97)
Car.PutAt($7173, $95, $96, $97)

:MM_8193
if 
03CE:   car $7173 stuck 
jf @MM_8219 
0477: set_car $7173 action 2 time 3000 

:MM_8219
if 
  not Car.Wrecked($7174)
jf @MM_8336 
if 
01F4:   car $7174 flipped 
jf @MM_8310 
if 
81FC:   not player $PLAYER_CHAR near_car $7174 radius 7.0 7.0 0 
jf @MM_8310 
Car.StorePos($7174, $95, $96, $97)
Car.PutAt($7174, $95, $96, $97)

:MM_8310
if 
03CE:   car $7174 stuck 
jf @MM_8336 
0477: set_car $7174 action 2 time 3000 

:MM_8336
if 
  not Car.Wrecked($7175)
jf @MM_8453 
if 
01F4:   car $7175 flipped 
jf @MM_8427 
if 
81FC:   not player $PLAYER_CHAR near_car $7175 radius 7.0 7.0 0 
jf @MM_8427 
Car.StorePos($7175, $95, $96, $97)
Car.PutAt($7175, $95, $96, $97)

:MM_8427
if 
03CE:   car $7175 stuck 
jf @MM_8453 
0477: set_car $7175 action 2 time 3000 

:MM_8453
if 
  TIMERA > 1500 // @ > int 
jf @MM_8511 
$7202 = 0 // $ = int 
TIMERA = 0 // @ = int 
if 
  $7212 == 0 // $ == int 
jf @MM_8511 
$7212 = 1 // $ = int 

:MM_8511
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_8588 
if 
  $7204 == 0 // $ == int 
jf @MM_8581 
$7203 = 11 // $ = int 
$7204 = 1 // $ = int 

:MM_8581
jump @MM_8620 

:MM_8588
if 
  $7204 == 1 // $ == int 
jf @MM_8620 
$7203 = 1 // $ = int 
$7204 = 0 // $ = int 

:MM_8620
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_8697 
if 
  $7205 == 0 // $ == int 
jf @MM_8690 
$7203 = 12 // $ = int 
$7205 = 1 // $ = int 

:MM_8690
jump @MM_8729 

:MM_8697
if 
  $7205 == 1 // $ == int 
jf @MM_8729 
$7203 = 2 // $ = int 
$7205 = 0 // $ = int 

:MM_8729
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_8806 
if 
  $7206 == 0 // $ == int 
jf @MM_8799 
$7203 = 13 // $ = int 
$7206 = 1 // $ = int 

:MM_8799
jump @MM_8838 

:MM_8806
if 
  $7206 == 1 // $ == int 
jf @MM_8838 
$7203 = 3 // $ = int 
$7206 = 0 // $ = int 

:MM_8838
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_8915 
if 
  $7207 == 0 // $ == int 
jf @MM_8908 
$7203 = 14 // $ = int 
$7207 = 1 // $ = int 

:MM_8908
jump @MM_8947 

:MM_8915
if 
  $7207 == 1 // $ == int 
jf @MM_8947 
$7203 = 4 // $ = int 
$7207 = 0 // $ = int 

:MM_8947
if 
  Car.Wrecked($7160)
jf @MM_8977 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_8977
if 
  Car.Wrecked($7161)
jf @MM_9007 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9007
if 
  Car.Wrecked($7162)
jf @MM_9037 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9037
if 
  Car.Wrecked($7163)
jf @MM_9067 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9067
if 
  Car.Wrecked($7164)
jf @MM_9097 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9097
if 
  Car.Wrecked($7165)
jf @MM_9127 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9127
if 
  Car.Wrecked($7166)
jf @MM_9157 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9157
if 
  Car.Wrecked($7167)
jf @MM_9187 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9187
if 
  Car.Wrecked($7168)
jf @MM_9217 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9217
if 
  Car.Wrecked($7169)
jf @MM_9247 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9247
if 
  Car.Wrecked($7170)
jf @MM_9277 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9277
if 
  Car.Wrecked($7171)
jf @MM_9307 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9307
if 
  Car.Wrecked($7172)
jf @MM_9337 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9337
if 
  Car.Wrecked($7173)
jf @MM_9367 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9367
if 
  Car.Wrecked($7174)
jf @MM_9397 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9397
if 
  Car.Wrecked($7175)
jf @MM_9427 
$7194 -= 1 // $ -= int 
$7195 += 1 // $ += int 

:MM_9427
if 
  16 > $7194 // int > $ 
jf @MM_9452 
gosub @MM_10712 

:MM_9452
jump @MM_4631 

:MM_9459
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:MM_9481
if 
  fading 
jf @MM_9505 
wait 0 
jump @MM_9481 

:MM_9505
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @MM_9527 

:MM_9527
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:MM_9544
03CF: load_wav 'AIRHRNL' as 1 

:MM_9556
if 
83D0:   not wav 1 loaded 
jf @MM_9582 
wait 0 
jump @MM_9556 

:MM_9582
03CF: load_wav 'AIRHRNR' as 2 

:MM_9594
if 
83D0:   not wav 2 loaded 
jf @MM_9620 
wait 0 
jump @MM_9594 

:MM_9620
03D1: play_wav 1 
03D1: play_wav 2 

:MM_9628
if 
83D2:   not wav 2 ended 
jf @MM_9654 
wait 0 
jump @MM_9628 

:MM_9654
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0394: play_music 1 
if 
  not Car.Wrecked($7160)
jf @MM_9692 
Car.LockInCurrentPosition($7160, True)

:MM_9692
if 
  not Car.Wrecked($7161)
jf @MM_9715 
Car.LockInCurrentPosition($7161, True)

:MM_9715
if 
  not Car.Wrecked($7162)
jf @MM_9738 
Car.LockInCurrentPosition($7162, True)

:MM_9738
if 
  not Car.Wrecked($7163)
jf @MM_9761 
Car.LockInCurrentPosition($7163, True)

:MM_9761
if 
  not Car.Wrecked($7164)
jf @MM_9784 
Car.LockInCurrentPosition($7164, True)

:MM_9784
if 
  not Car.Wrecked($7165)
jf @MM_9807 
Car.LockInCurrentPosition($7165, True)

:MM_9807
if 
  not Car.Wrecked($7166)
jf @MM_9830 
Car.LockInCurrentPosition($7166, True)

:MM_9830
if 
  not Car.Wrecked($7167)
jf @MM_9853 
Car.LockInCurrentPosition($7167, True)

:MM_9853
if 
  not Car.Wrecked($7168)
jf @MM_9876 
Car.LockInCurrentPosition($7168, True)

:MM_9876
if 
  not Car.Wrecked($7169)
jf @MM_9899 
Car.LockInCurrentPosition($7169, True)

:MM_9899
if 
  not Car.Wrecked($7170)
jf @MM_9922 
Car.LockInCurrentPosition($7170, True)

:MM_9922
if 
  not Car.Wrecked($7171)
jf @MM_9945 
Car.LockInCurrentPosition($7171, True)

:MM_9945
if 
  not Car.Wrecked($7172)
jf @MM_9968 
Car.LockInCurrentPosition($7172, True)

:MM_9968
if 
  not Car.Wrecked($7173)
jf @MM_9991 
Car.LockInCurrentPosition($7173, True)

:MM_9991
if 
  not Car.Wrecked($7174)
jf @MM_10014 
Car.LockInCurrentPosition($7174, True)

:MM_10014
if 
  not Car.Wrecked($7175)
jf @MM_10037 
Car.LockInCurrentPosition($7175, True)

:MM_10037
00BA: text_styled 'BLOD_10' 6000 ms 5  // WINNER!!
01E3: text_1number_styled 'BLOD_09' number 1000 time 6000 style 6  // $~1~
Player.Money($PLAYER_CHAR) += 1000
0084: $7199 = $7208 // $ = $ int 
$7199 /= 1000 // $ /= int 
$7197 += 1 // $ += int 
$7198 += 1 // $ += int 
0544: save_longest_time_in_bloodring $7199 
TIMERA = 0 // @ = int 
03F0: enable_text_draw 1 

:MM_10124
wait 0 
if 
  5000 > TIMERA // int > @ 
jf @MM_10322 
gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 302.0 'BLOD_07' $7199  // NEW Best Time: ~1~ Seconds
gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 300.0 'BLOD_07' $7199  // NEW Best Time: ~1~ Seconds
gosub @MM_15844 
0340: set_text_draw_color 0 0 0 255 
045A: text_draw_1number 32.0 317.0 'BLOD_08' $7195  // Cars Destroyed: ~1~
gosub @MM_15844 
0340: set_text_draw_color 255 128 0 255 
045A: text_draw_1number 30.0 315.0 'BLOD_08' $7195  // Cars Destroyed: ~1~
jump @MM_10329 

:MM_10322
jump @MM_10336 

:MM_10329
jump @MM_10124 

:MM_10336
$7208 += 60000 // $ += int 
0169: set_fade_color 0 0 0 
fade 0 1000 

:MM_10361
if 
  fading 
jf @MM_10385 
wait 0 
jump @MM_10361 

:MM_10385
02A3: enable_widescreen 0 
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR single_free_treatment 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1598 == 0 // $ == int 
jf @MM_10450 
014C: set_parked_car_generator $1954 cars_to_generate_to 101 
014C: set_parked_car_generator $1955 cars_to_generate_to 101 
030C: progress_made += 1 
0595: mission_complete 
$1598 = 1 // $ = int 

:MM_10450
return 

:MM_10452
$ONMISSION = 0 // $ = int 
03F0: enable_text_draw 0 
04FA: clear_extra_colors_with_fade 0 
Marker.Disable($7230)
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
Player.CanMove($PLAYER_CHAR, True)
01B7: release_weather 
0543: add_to_bloodring_kills_stat $7195 
0151: remove_status_text $7195 
014F: stop_timer $7196 
0151: remove_status_text $7201 
03D5: remove_text 'BLOD_05'  // ~g~TARGET TIME: ~1~ Minute
03D5: remove_text 'BLOD_06'  // ~g~TARGET TIME: ~1~ Minutes
Model.Destroy(#BLOODRB)
Model.Destroy(#BLOODRA)
Model.Destroy(#WMYCR)
$392 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 
057E: make_radar_grey 0 
if 
  not wasted_or_busted 
jf @MM_10708 
select_interior 0 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @MM_10652 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
jump @MM_10672 

:MM_10652
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:MM_10672
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)

:MM_10708
mission_cleanup 
return 

:MM_10712
gosub @MM_14305 
if 
  Car.Wrecked($7160)
jf @MM_10936 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_10816 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_10816
03CD: car $7160 remove_from_stuck_car_check 
Car.RemoveReferences($7160)
Actor.RemoveReferences($7176)
Car.Create($7160, #BLOODRB, $7215, $7216, $7217)
0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 
0489: set_actor $7176 muted 1 
04E0: car $7160 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7160, True)
Car.SetMaxSpeed($7160, 100.0)
03CC: add_stuck_car_check $7160 distance 1.5 time 4000 
00AE: set_vehicle $7160 traffic_behavior_to 3 
04BA: set_car $7160 speed_instantly 25.0 
00AF: set_car $7160 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_10936
gosub @MM_14305 
if 
  Car.Wrecked($7161)
jf @MM_11160 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11040 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11040
03CD: car $7161 remove_from_stuck_car_check 
Car.RemoveReferences($7161)
Actor.RemoveReferences($7177)
Car.Create($7161, #BLOODRB, $7215, $7216, $7217)
0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 
0489: set_actor $7177 muted 1 
04E0: car $7161 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7161, True)
Car.SetMaxSpeed($7161, 100.0)
03CC: add_stuck_car_check $7161 distance 1.5 time 4000 
00AE: set_vehicle $7161 traffic_behavior_to 3 
04BA: set_car $7161 speed_instantly 25.0 
00AF: set_car $7161 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_11160
gosub @MM_14305 
if 
  Car.Wrecked($7162)
jf @MM_11384 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11264 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11264
03CD: car $7162 remove_from_stuck_car_check 
Car.RemoveReferences($7162)
Actor.RemoveReferences($7178)
Car.Create($7162, #BLOODRB, $7215, $7216, $7217)
0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 
0489: set_actor $7178 muted 1 
04E0: car $7162 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7162, True)
Car.SetMaxSpeed($7162, 100.0)
03CC: add_stuck_car_check $7162 distance 1.5 time 4000 
00AE: set_vehicle $7162 traffic_behavior_to 3 
04BA: set_car $7162 speed_instantly 25.0 
00AF: set_car $7162 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_11384
gosub @MM_14305 
if 
  Car.Wrecked($7163)
jf @MM_11608 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 
jf @MM_11488 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11488
03CD: car $7163 remove_from_stuck_car_check 
Car.RemoveReferences($7163)
Actor.RemoveReferences($7179)
Car.Create($7163, #BLOODRB, $7215, $7216, $7217)
0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 
0489: set_actor $7179 muted 1 
04E0: car $7163 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7163, True)
Car.SetMaxSpeed($7163, 100.0)
03CC: add_stuck_car_check $7163 distance 1.5 time 4000 
00AE: set_vehicle $7163 traffic_behavior_to 3 
04BA: set_car $7163 speed_instantly 25.0 
00AF: set_car $7163 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_11608
gosub @MM_14305 
if 
  Car.Wrecked($7164)
jf @MM_11832 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_11712 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11712
03CD: car $7164 remove_from_stuck_car_check 
Car.RemoveReferences($7164)
Actor.RemoveReferences($7180)
Car.Create($7164, #BLOODRB, $7215, $7216, $7217)
0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 
0489: set_actor $7180 muted 1 
04E0: car $7164 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7164, True)
Car.SetMaxSpeed($7164, 100.0)
03CC: add_stuck_car_check $7164 distance 1.5 time 4000 
00AE: set_vehicle $7164 traffic_behavior_to 3 
04BA: set_car $7164 speed_instantly 25.0 
00AF: set_car $7164 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_11832
gosub @MM_14305 
if 
  Car.Wrecked($7165)
jf @MM_12063 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_11936 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_11936
03CD: car $7165 remove_from_stuck_car_check 
Car.RemoveReferences($7165)
Actor.RemoveReferences($7181)
Car.Create($7165, #BLOODRB, $7215, $7216, $7217)
0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 
0489: set_actor $7181 muted 1 
04E0: car $7165 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7165, True)
Car.SetMaxSpeed($7165, 100.0)
03CC: add_stuck_car_check $7165 distance 1.5 time 4000 
00AE: set_vehicle $7165 traffic_behavior_to 3 
04BA: set_car $7165 speed_instantly 25.0 
00AF: set_car $7165 driver_behaviour_to 2 
00AF: set_car $7165 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_12063
gosub @MM_14305 
if 
  Car.Wrecked($7166)
jf @MM_12287 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_12167 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12167
03CD: car $7166 remove_from_stuck_car_check 
Car.RemoveReferences($7166)
Actor.RemoveReferences($7182)
Car.Create($7166, #BLOODRB, $7215, $7216, $7217)
0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 
0489: set_actor $7182 muted 1 
04E0: car $7166 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7166, True)
Car.SetMaxSpeed($7166, 100.0)
03CC: add_stuck_car_check $7166 distance 1.5 time 4000 
00AE: set_vehicle $7166 traffic_behavior_to 3 
04BA: set_car $7166 speed_instantly 25.0 
00AF: set_car $7166 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_12287
gosub @MM_14305 
if 
  Car.Wrecked($7167)
jf @MM_12511 
if 
0056:   player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 
jf @MM_12391 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12391
03CD: car $7167 remove_from_stuck_car_check 
Car.RemoveReferences($7167)
Actor.RemoveReferences($7183)
Car.Create($7167, #BLOODRB, $7215, $7216, $7217)
0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 
0489: set_actor $7183 muted 1 
04E0: car $7167 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7167, True)
Car.SetMaxSpeed($7167, 100.0)
03CC: add_stuck_car_check $7167 distance 1.5 time 4000 
00AE: set_vehicle $7167 traffic_behavior_to 3 
04BA: set_car $7167 speed_instantly 25.0 
00AF: set_car $7167 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_12511
gosub @MM_14305 
if 
  Car.Wrecked($7168)
jf @MM_12735 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_12615 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12615
03CD: car $7168 remove_from_stuck_car_check 
Car.RemoveReferences($7168)
Actor.RemoveReferences($7184)
Car.Create($7168, #BLOODRB, $7215, $7216, $7217)
0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 
0489: set_actor $7184 muted 1 
04E0: car $7168 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7168, True)
Car.SetMaxSpeed($7168, 100.0)
03CC: add_stuck_car_check $7168 distance 1.5 time 4000 
00AE: set_vehicle $7168 traffic_behavior_to 3 
04BA: set_car $7168 speed_instantly 25.0 
00AF: set_car $7168 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_12735
gosub @MM_14305 
if 
  Car.Wrecked($7169)
jf @MM_12959 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_12839 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_12839
03CD: car $7169 remove_from_stuck_car_check 
Car.RemoveReferences($7169)
Actor.RemoveReferences($7185)
Car.Create($7169, #BLOODRB, $7215, $7216, $7217)
0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 
0489: set_actor $7185 muted 1 
04E0: car $7169 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7169, True)
Car.SetMaxSpeed($7169, 100.0)
03CC: add_stuck_car_check $7169 distance 1.5 time 4000 
00AE: set_vehicle $7169 traffic_behavior_to 3 
04BA: set_car $7169 speed_instantly 25.0 
00AF: set_car $7169 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_12959
gosub @MM_14305 
if 
  Car.Wrecked($7170)
jf @MM_13183 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_13063 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13063
03CD: car $7170 remove_from_stuck_car_check 
Car.RemoveReferences($7170)
Actor.RemoveReferences($7186)
Car.Create($7170, #BLOODRB, $7215, $7216, $7217)
0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 
0489: set_actor $7186 muted 1 
04E0: car $7170 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7170, True)
Car.SetMaxSpeed($7170, 100.0)
03CC: add_stuck_car_check $7170 distance 1.5 time 4000 
00AE: set_vehicle $7170 traffic_behavior_to 3 
04BA: set_car $7170 speed_instantly 25.0 
00AF: set_car $7170 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_13183
gosub @MM_14305 
if 
  Car.Wrecked($7171)
jf @MM_13407 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 
jf @MM_13287 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13287
03CD: car $7171 remove_from_stuck_car_check 
Car.RemoveReferences($7171)
Actor.RemoveReferences($7187)
Car.Create($7171, #BLOODRB, $7215, $7216, $7217)
0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 
0489: set_actor $7187 muted 1 
04E0: car $7171 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7171, True)
Car.SetMaxSpeed($7171, 100.0)
03CC: add_stuck_car_check $7171 distance 1.5 time 4000 
00AE: set_vehicle $7171 traffic_behavior_to 3 
04BA: set_car $7171 speed_instantly 25.0 
00AF: set_car $7171 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_13407
gosub @MM_14305 
if 
  Car.Wrecked($7172)
jf @MM_13631 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13511 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13511
03CD: car $7172 remove_from_stuck_car_check 
Car.RemoveReferences($7172)
Actor.RemoveReferences($7188)
Car.Create($7172, #BLOODRB, $7215, $7216, $7217)
0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 
0489: set_actor $7188 muted 1 
04E0: car $7172 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7172, True)
Car.SetMaxSpeed($7172, 100.0)
03CC: add_stuck_car_check $7172 distance 1.5 time 4000 
00AE: set_vehicle $7172 traffic_behavior_to 3 
04BA: set_car $7172 speed_instantly 25.0 
00AF: set_car $7172 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_13631
gosub @MM_14305 
if 
  Car.Wrecked($7173)
jf @MM_13855 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13735 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13735
03CD: car $7173 remove_from_stuck_car_check 
Car.RemoveReferences($7173)
Actor.RemoveReferences($7189)
Car.Create($7173, #BLOODRB, $7215, $7216, $7217)
0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 
0489: set_actor $7189 muted 1 
04E0: car $7173 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7173, True)
Car.SetMaxSpeed($7173, 100.0)
03CC: add_stuck_car_check $7173 distance 1.5 time 4000 
00AE: set_vehicle $7173 traffic_behavior_to 3 
04BA: set_car $7173 speed_instantly 25.0 
00AF: set_car $7173 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_13855
gosub @MM_14305 
if 
  Car.Wrecked($7174)
jf @MM_14079 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_13959 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_13959
03CD: car $7174 remove_from_stuck_car_check 
Car.RemoveReferences($7174)
Actor.RemoveReferences($7190)
Car.Create($7174, #BLOODRB, $7215, $7216, $7217)
0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 
0489: set_actor $7190 muted 1 
04E0: car $7174 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7174, True)
Car.SetMaxSpeed($7174, 100.0)
03CC: add_stuck_car_check $7174 distance 1.5 time 4000 
00AE: set_vehicle $7174 traffic_behavior_to 3 
04BA: set_car $7174 speed_instantly 25.0 
00AF: set_car $7174 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_14079
gosub @MM_14305 
if 
  Car.Wrecked($7175)
jf @MM_14303 
if 
0056:   player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 
jf @MM_14183 
01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($PLAYER_CHAR) += 100

:MM_14183
03CD: car $7175 remove_from_stuck_car_check 
Car.RemoveReferences($7175)
Actor.RemoveReferences($7191)
Car.Create($7175, #BLOODRB, $7215, $7216, $7217)
0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 
0489: set_actor $7191 muted 1 
04E0: car $7175 abandon_path_radius 255 
Car.ImmuneToNonPlayer($7175, True)
Car.SetMaxSpeed($7175, 100.0)
03CC: add_stuck_car_check $7175 distance 1.5 time 4000 
00AE: set_vehicle $7175 traffic_behavior_to 3 
04BA: set_car $7175 speed_instantly 25.0 
00AF: set_car $7175 driver_behaviour_to 2 
$7194 += 1 // $ += int 

:MM_14303
return 

:MM_14305
0209: $7193 = random_int_in_ranges 1 4 
wait 0 
024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7227 $7228 $7229 
if 
  $7212 == 1 // $ == int 
jf @MM_14371 
gosub @MM_14838 

:MM_14371
if 
  $7193 == 1 // $ == int 
jf @MM_14486 
if 
838A:   not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 
jf @MM_14479 
$7215 = -1461.84 // $ = float 
$7216 = 938.32 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 345.6 // $ = float 
jump @MM_14486 

:MM_14479
jump @MM_14305 

:MM_14486
if 
  $7193 == 2 // $ == int 
jf @MM_14591 
if 
838A:   not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 
jf @MM_14584 
$7215 = -1424.36 // $ = float 
$7216 = 933.86 // $ = float 
$7217 = 261.0 // $ = float 
jump @MM_14591 

:MM_14584
jump @MM_14305 

:MM_14591
if 
  $7193 == 3 // $ == int 
jf @MM_14706 
if 
838A:   not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 
jf @MM_14699 
$7215 = -1443.29 // $ = float 
$7216 = 931.29 // $ = float 
$7217 = 261.0 // $ = float 
$7218 = 351.4 // $ = float 
jump @MM_14706 

:MM_14699
jump @MM_14305 

:MM_14706
return 

:MM_14708
0208: $7227 = random_float -1290.0 -1508.0 
0208: $7228 = random_float 939.0 1052.0 
02CE: $7229 = ground_z $7227 $7228 275.8 
if 
  $7229 > 260.2 // $ > float 
jf @MM_14782 
jump @MM_14708 

:MM_14782
if 
  249.0 > $7229 // float > $ 
jf @MM_14810 
jump @MM_14708 

:MM_14810
Marker.Disable($7230)
018A: $7230 = create_checkpoint_at $7227 $7228 $7229 
0165: set_marker $7230 color_to 4 
return 

:MM_14838
0209: $7211 = random_int_in_ranges 1 22 
if 
  $7210 == 0 // $ == int 
jf @MM_15701 
if 
003A:   $7213 == $7211 // $ == $ int 
jf @MM_14916 
$7211 += 1 // $ += int 
if 
  $7211 > 21 // $ > int 
jf @MM_14916 
$7211 = 1 // $ = int 

:MM_14916
if 
  $7211 == 1 // $ == int 
jf @MM_14953 
03CF: load_wav 'RACE1' as 1 
$7210 = 1 // $ = int 

:MM_14953
if 
  $7211 == 2 // $ == int 
jf @MM_14990 
03CF: load_wav 'RACE2' as 1 
$7210 = 1 // $ = int 

:MM_14990
if 
  $7211 == 3 // $ == int 
jf @MM_15027 
03CF: load_wav 'RACE3' as 1 
$7210 = 1 // $ = int 

:MM_15027
if 
  $7211 == 4 // $ == int 
jf @MM_15064 
03CF: load_wav 'RACE4' as 1 
$7210 = 1 // $ = int 

:MM_15064
if 
  $7211 == 5 // $ == int 
jf @MM_15101 
03CF: load_wav 'RACE5' as 1 
$7210 = 1 // $ = int 

:MM_15101
if 
  $7211 == 6 // $ == int 
jf @MM_15138 
03CF: load_wav 'RACE6' as 1 
$7210 = 1 // $ = int 

:MM_15138
if 
  $7211 == 7 // $ == int 
jf @MM_15175 
03CF: load_wav 'RACE7' as 1 
$7210 = 1 // $ = int 

:MM_15175
if 
  $7211 == 8 // $ == int 
jf @MM_15212 
03CF: load_wav 'RACE8' as 1 
$7210 = 1 // $ = int 

:MM_15212
if 
  $7211 == 9 // $ == int 
jf @MM_15249 
03CF: load_wav 'RACE9' as 1 
$7210 = 1 // $ = int 

:MM_15249
if 
  $7211 == 10 // $ == int 
jf @MM_15286 
03CF: load_wav 'RACE10' as 1 
$7210 = 1 // $ = int 

:MM_15286
if 
  $7211 == 11 // $ == int 
jf @MM_15323 
03CF: load_wav 'RACE11' as 1 
$7210 = 1 // $ = int 

:MM_15323
if 
  $7211 == 12 // $ == int 
jf @MM_15360 
03CF: load_wav 'RACE12' as 1 
$7210 = 1 // $ = int 

:MM_15360
if 
  $7211 == 13 // $ == int 
jf @MM_15397 
03CF: load_wav 'RACE13' as 1 
$7210 = 1 // $ = int 

:MM_15397
if 
  $7211 == 14 // $ == int 
jf @MM_15434 
03CF: load_wav 'RACE14' as 1 
$7210 = 1 // $ = int 

:MM_15434
if 
  $7211 == 15 // $ == int 
jf @MM_15471 
03CF: load_wav 'RACE15' as 1 
$7210 = 1 // $ = int 

:MM_15471
if 
  $7211 == 16 // $ == int 
jf @MM_15508 
03CF: load_wav 'CHEER1' as 1 
$7210 = 1 // $ = int 

:MM_15508
if 
  $7211 == 17 // $ == int 
jf @MM_15545 
03CF: load_wav 'CHEER2' as 1 
$7210 = 1 // $ = int 

:MM_15545
if 
  $7211 == 18 // $ == int 
jf @MM_15582 
03CF: load_wav 'CHEER3' as 1 
$7210 = 1 // $ = int 

:MM_15582
if 
  $7211 == 19 // $ == int 
jf @MM_15619 
03CF: load_wav 'CHEER4' as 1 
$7210 = 1 // $ = int 

:MM_15619
if 
  $7211 == 20 // $ == int 
jf @MM_15656 
03CF: load_wav 'OOH1' as 1 
$7210 = 1 // $ = int 

:MM_15656
if 
  $7211 == 21 // $ == int 
jf @MM_15693 
03CF: load_wav 'OOH2' as 1 
$7210 = 1 // $ = int 

:MM_15693
0084: $7213 = $7211 // $ = $ int 

:MM_15701
if 
  $7210 == 1 // $ == int 
jf @MM_15741 
if 
03D0:   wav 1 loaded 
jf @MM_15741 
$7210 = 2 // $ = int 

:MM_15741
if 
  $7210 == 2 // $ == int 
jf @MM_15770 
03D1: play_wav 1 
$7210 = 3 // $ = int 

:MM_15770
if 
  $7210 == 3 // $ == int 
jf @MM_15810 
if 
03D2:   wav 1 ended 
jf @MM_15810 
$7210 = 4 // $ = int 

:MM_15810
if 
  $7210 == 4 // $ == int 
jf @MM_15842 
$7210 = 0 // $ = int 
$7212 = 0 // $ = int 

:MM_15842
return 

:MM_15844
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
033F: set_text_draw_letter_width_height 0.6 1.6 
return 

//-------------Mission 81---------------
// Originally: DIRTRING

:KICKST
script_name 'KICKST' 
gosub @KICKST_53 
if 
  wasted_or_busted 
jf @KICKST_37 
gosub @KICKST_9979 

:KICKST_37
gosub @KICKST_10445 
terminate_this_script 
$7417 = 0 // $ = int 

:KICKST_53
$ONMISSION = 1 // $ = int 
if 
  $55 == 0 // $ == int 
jf @KICKST_80 
increment_mission_attempts 

:KICKST_80
$7231 = 0 // $ = int 
$7237 = 0 // $ = int 
$7235 = 30000 // $ = int 
$7238 = -1484.643 // $ = float 
$7239 = 1488.02 // $ = float 
$7240 = 302.654 // $ = float 
$7241 = 0 // $ = int 
$7243 = -1333.7 // $ = float 
$7244 = 1478.77 // $ = float 
$7245 = 302.5 // $ = float 
$7246 = 0 // $ = int 
$7248 = -1335.735 // $ = float 
$7249 = 1519.111 // $ = float 
$7250 = 300.748 // $ = float 
$7251 = 0 // $ = int 
$7253 = -1304.975 // $ = float 
$7254 = 1494.277 // $ = float 
$7255 = 302.124 // $ = float 
$7256 = 0 // $ = int 
$7258 = -1302.957 // $ = float 
$7259 = 1514.426 // $ = float 
$7260 = 302.18 // $ = float 
$7261 = 0 // $ = int 
$7263 = -1388.63 // $ = float 
$7264 = 1486.478 // $ = float 
$7265 = 305.919 // $ = float 
$7266 = 0 // $ = int 
$7268 = -1437.116 // $ = float 
$7269 = 1434.815 // $ = float 
$7270 = 315.836 // $ = float 
$7271 = 0 // $ = int 
$7273 = -1417.707 // $ = float 
$7274 = 1544.8 // $ = float 
$7275 = 302.693 // $ = float 
$7276 = 0 // $ = int 
$7278 = -1313.301 // $ = float 
$7279 = 1502.544 // $ = float 
$7280 = 301.162 // $ = float 
$7281 = 0 // $ = int 
$7283 = -1312.47 // $ = float 
$7284 = 1512.856 // $ = float 
$7285 = 302.067 // $ = float 
$7286 = 0 // $ = int 
$7288 = -1323.204 // $ = float 
$7289 = 1492.103 // $ = float 
$7290 = 303.936 // $ = float 
$7291 = 0 // $ = int 
$7293 = -1323.245 // $ = float 
$7294 = 1477.574 // $ = float 
$7295 = 305.774 // $ = float 
$7296 = 0 // $ = int 
$7298 = -1344.384 // $ = float 
$7299 = 1533.452 // $ = float 
$7300 = 303.0 // $ = float 
$7301 = 0 // $ = int 
$7303 = -1348.278 // $ = float 
$7304 = 1511.859 // $ = float 
$7305 = 298.644 // $ = float 
$7306 = 0 // $ = int 
$7308 = -1378.509 // $ = float 
$7309 = 1509.739 // $ = float 
$7310 = 300.0 // $ = float 
$7311 = 0 // $ = int 
$7313 = -1388.155 // $ = float 
$7314 = 1527.837 // $ = float 
$7315 = 300.929 // $ = float 
$7316 = 0 // $ = int 
$7318 = -1409.253 // $ = float 
$7319 = 1522.967 // $ = float 
$7320 = 298.37 // $ = float 
$7321 = 0 // $ = int 
$7323 = -1426.424 // $ = float 
$7324 = 1520.959 // $ = float 
$7325 = 303.545 // $ = float 
$7326 = 0 // $ = int 
$7328 = -1460.186 // $ = float 
$7329 = 1510.866 // $ = float 
$7330 = 298.952 // $ = float 
$7331 = 0 // $ = int 
$7333 = -1460.878 // $ = float 
$7334 = 1471.218 // $ = float 
$7335 = 298.564 // $ = float 
$7336 = 0 // $ = int 
$7338 = -1429.784 // $ = float 
$7339 = 1451.61 // $ = float 
$7340 = 298.27 // $ = float 
$7341 = 0 // $ = int 
$7343 = -1400.634 // $ = float 
$7344 = 1461.061 // $ = float 
$7345 = 298.286 // $ = float 
$7346 = 0 // $ = int 
$7348 = -1425.175 // $ = float 
$7349 = 1478.428 // $ = float 
$7350 = 301.445 // $ = float 
$7351 = 0 // $ = int 
$7353 = -1414.86 // $ = float 
$7354 = 1497.479 // $ = float 
$7355 = 302.988 // $ = float 
$7356 = 0 // $ = int 
$7358 = -1379.127 // $ = float 
$7359 = 1492.167 // $ = float 
$7360 = 302.758 // $ = float 
$7361 = 0 // $ = int 
$7363 = -1366.536 // $ = float 
$7364 = 1450.439 // $ = float 
$7365 = 299.945 // $ = float 
$7366 = 0 // $ = int 
$7368 = -1346.842 // $ = float 
$7369 = 1484.873 // $ = float 
$7370 = 299.035 // $ = float 
$7371 = 0 // $ = int 
$7373 = -1513.362 // $ = float 
$7374 = 1508.387 // $ = float 
$7375 = 302.0 // $ = float 
$7376 = 0 // $ = int 
$7378 = -1493.339 // $ = float 
$7379 = 1462.965 // $ = float 
$7380 = 302.345 // $ = float 
$7381 = 0 // $ = int 
$7383 = -1509.219 // $ = float 
$7384 = 1479.257 // $ = float 
$7385 = 301.356 // $ = float 
$7386 = 0 // $ = int 
$7388 = -1484.417 // $ = float 
$7389 = 1454.364 // $ = float 
$7390 = 303.049 // $ = float 
$7391 = 0 // $ = int 
$7393 = -1496.913 // $ = float 
$7394 = 1517.326 // $ = float 
$7395 = 301.5 // $ = float 
$7396 = 0 // $ = int 
$7398 = 0 // $ = int 
$7400 = 0 // $ = int 
$7399 = 0 // $ = int 
$7403 = 0 // $ = int 
$7401 = 0 // $ = int 
$7405 = 32 // $ = int 
$7406 = 0.0 // $ = float 
$7407 = 0.0 // $ = float 
$7408 = 0.0 // $ = float 
$7409 = 0.0 // $ = float 
$7410 = 0.0 // $ = float 
$7411 = 0.0 // $ = float 
$7412 = 0 // $ = int 
$7414 = 0 // $ = int 
$7415 = 0 // $ = int 
$7416 = 0 // $ = int 
wait 0 
054C: use_GXT_table 'KICKSTT' 
Player.CanMove($PLAYER_CHAR, False)
057E: make_radar_grey 1 
select_interior 14 
04F9: set_extra_colors 9 fade 0 
Camera.SetAtPos(-1331.889, 1498.615, 298.14)
Model.Load(#SANCHEZ)

:KICKST_1473
if 
  not Model.Available(#SANCHEZ)
jf @KICKST_1500 
wait 0 
jump @KICKST_1473 

:KICKST_1500
Camera.SetPosition(-1339.475, 1448.583, 299.939, 0.0, 0.0, 0.0)
Camera.PointAt(-1338.617, 1449.095, 299.894, 2)
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Create($7402, #SANCHEZ, -1331.994, 1454.152, 298.15)
Car.SetImmunities($7402, 1, 1, 1, 1, 1)
Marker.CreateAboveCar($7404, $7402)
03AB: set_car $7402 strong 1 
03BC: $7413 = create_sphere -1445.728 1531.963 301.721 3.0 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 
0167: $7242 = create_marker_at $7238 $7239 $7240 color 0 display 3 
0168: set_marker $7242 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 
0167: $7247 = create_marker_at $7243 $7244 $7245 color 0 display 3 
0168: set_marker $7247 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 
0167: $7252 = create_marker_at $7248 $7249 $7250 color 0 display 3 
0168: set_marker $7252 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 
0167: $7257 = create_marker_at $7253 $7254 $7255 color 0 display 3 
0168: set_marker $7257 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 
0167: $7262 = create_marker_at $7258 $7259 $7260 color 0 display 3 
0168: set_marker $7262 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 
0167: $7267 = create_marker_at $7263 $7264 $7265 color 0 display 3 
0168: set_marker $7267 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 
0167: $7272 = create_marker_at $7268 $7269 $7270 color 0 display 3 
0168: set_marker $7272 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 
0167: $7277 = create_marker_at $7273 $7274 $7275 color 0 display 3 
0168: set_marker $7277 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 
0167: $7282 = create_marker_at $7278 $7279 $7280 color 0 display 3 
0168: set_marker $7282 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 
0167: $7287 = create_marker_at $7283 $7284 $7285 color 0 display 3 
0168: set_marker $7287 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 
0167: $7292 = create_marker_at $7288 $7289 $7290 color 0 display 3 
0168: set_marker $7292 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 
0167: $7297 = create_marker_at $7293 $7294 $7295 color 0 display 3 
0168: set_marker $7297 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 
0167: $7302 = create_marker_at $7298 $7299 $7300 color 0 display 3 
0168: set_marker $7302 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 
0167: $7307 = create_marker_at $7303 $7304 $7305 color 0 display 3 
0168: set_marker $7307 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 
0167: $7312 = create_marker_at $7308 $7309 $7310 color 0 display 3 
0168: set_marker $7312 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 
0167: $7317 = create_marker_at $7313 $7314 $7315 color 0 display 3 
0168: set_marker $7317 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 
0167: $7322 = create_marker_at $7318 $7319 $7320 color 0 display 3 
0168: set_marker $7322 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 
0167: $7327 = create_marker_at $7323 $7324 $7325 color 0 display 3 
0168: set_marker $7327 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 
0167: $7332 = create_marker_at $7328 $7329 $7330 color 0 display 3 
0168: set_marker $7332 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 
0167: $7337 = create_marker_at $7333 $7334 $7335 color 0 display 3 
0168: set_marker $7337 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 
0167: $7342 = create_marker_at $7338 $7339 $7340 color 0 display 3 
0168: set_marker $7342 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 
0167: $7347 = create_marker_at $7343 $7344 $7345 color 0 display 3 
0168: set_marker $7347 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 
0167: $7352 = create_marker_at $7348 $7349 $7350 color 0 display 3 
0168: set_marker $7352 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 
0167: $7357 = create_marker_at $7353 $7354 $7355 color 0 display 3 
0168: set_marker $7357 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 
0167: $7362 = create_marker_at $7358 $7359 $7360 color 0 display 3 
0168: set_marker $7362 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 
0167: $7367 = create_marker_at $7363 $7364 $7365 color 0 display 3 
0168: set_marker $7367 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 
0167: $7372 = create_marker_at $7368 $7369 $7370 color 0 display 3 
0168: set_marker $7372 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 
0167: $7377 = create_marker_at $7373 $7374 $7375 color 0 display 3 
0168: set_marker $7377 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 
0167: $7382 = create_marker_at $7378 $7379 $7380 color 0 display 3 
0168: set_marker $7382 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 
0167: $7387 = create_marker_at $7383 $7384 $7385 color 0 display 3 
0168: set_marker $7387 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 
0167: $7392 = create_marker_at $7388 $7389 $7390 color 0 display 3 
0168: set_marker $7392 size 1 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 
0167: $7397 = create_marker_at $7393 $7394 $7395 color 0 display 3 
0168: set_marker $7397 size 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0169: set_fade_color 0 0 0 
wait 500 
fade 1 1500 
Camera.SetPosition(-1332.843, 1459.14, 299.987, 0.0, 0.0, 0.0)
Camera.PointAt(-1332.882, 1460.137, 300.053, 2)

:KICKST_3476
if 
  fading 
jf @KICKST_3621 
wait 0 
if 
  Car.Wrecked($7402)
jf @KICKST_3599 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3561
if 
  fading 
jf @KICKST_3585 
wait 0 
jump @KICKST_3561 

:KICKST_3585
jump @KICKST_9979 
jump @KICKST_3607 

:KICKST_3599
Car.Health($7402) = 1000

:KICKST_3607
gosub @KICKST_10817 
jump @KICKST_3476 

:KICKST_3621
00BC: text_highpriority 'KICK_10' time 10000 1  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
TIMERA = 0 // @ = int 

:KICKST_3643
if 
  7000 > TIMERA // int > @ 
jf @KICKST_3794 
wait 0 
if 
  Car.Wrecked($7402)
jf @KICKST_3772 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3734
if 
  fading 
jf @KICKST_3758 
wait 0 
jump @KICKST_3734 

:KICKST_3758
jump @KICKST_9979 
jump @KICKST_3780 

:KICKST_3772
Car.Health($7402) = 1000

:KICKST_3780
gosub @KICKST_10817 
jump @KICKST_3643 

:KICKST_3794
03D5: remove_text 'KICK_10'  // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 
Camera.SetPosition(-1454.861, 1526.978, 305.908, 0.0, 0.0, 0.0)
Camera.PointAt(-1453.956, 1527.388, 305.79, 2)
00BC: text_highpriority 'KICK_11' time 10000 1  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
TIMERA = 0 // @ = int 

:KICKST_3897
if 
  7000 > TIMERA // int > @ 
jf @KICKST_4048 
wait 0 
if 
  Car.Wrecked($7402)
jf @KICKST_4026 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_3988
if 
  fading 
jf @KICKST_4012 
wait 0 
jump @KICKST_3988 

:KICKST_4012
jump @KICKST_9979 
jump @KICKST_4034 

:KICKST_4026
Car.Health($7402) = 1000

:KICKST_4034
gosub @KICKST_10817 
jump @KICKST_3897 

:KICKST_4048
03D5: remove_text 'KICK_11'  // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
00BC: text_highpriority 'KICK1_8' time 5000 1  // ~g~Get on the bike!

:KICKST_4136
if 
80DC:   not player $PLAYER_CHAR in_car $7402 
jf @KICKST_4541 
wait 0 
if 
  Car.Wrecked($7402)
jf @KICKST_4265 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4227
if 
  fading 
jf @KICKST_4251 
wait 0 
jump @KICKST_4227 

:KICKST_4251
jump @KICKST_9979 
jump @KICKST_4273 

:KICKST_4265
Car.Health($7402) = 1000

:KICKST_4273
if or
  $7237 >= 3600000 // $ >= int 
  $7401 == 1 // $ == int 
jf @KICKST_4384 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4353
if 
  fading 
jf @KICKST_4377 
wait 0 
jump @KICKST_4353 

:KICKST_4377
jump @KICKST_9979 

:KICKST_4384
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7412 == 1 // $ == int 
jf @KICKST_4527 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_4496
if 
  fading 
jf @KICKST_4520 
wait 0 
jump @KICKST_4496 

:KICKST_4520
jump @KICKST_9979 

:KICKST_4527
gosub @KICKST_10817 
jump @KICKST_4136 

:KICKST_4541
Marker.Disable($7404)
Player.CanMove($PLAYER_CHAR, True)
00BC: text_highpriority 'KICK1_1' time 5000 1  // ~g~Complete the course as quickly as possible.
03C4: set_status_text_to $7405 0 'KICK1_9'  // CHECKPOINTS:
03C3: set_timer_with_text_to $7237 type 0 text 'KICK1_T'  // TIME TAKEN:
TIMERA = 0 // @ = int 

:KICKST_4605
if 
   not $7231 == 32 // $ == int 
jf @KICKST_9962 
wait 0 
if 
  $7415 == 0 // $ == int 
jf @KICKST_4814 
if 
  8 > $7231 // int > $ 
jf @KICKST_4682 
03CF: load_wav 'CHEER1' as 1 
$7415 = 1 // $ = int 

:KICKST_4682
if and
  $7231 > 8 // $ > int 
  16 > $7231 // int > $ 
jf @KICKST_4726 
03CF: load_wav 'CHEER2' as 1 
$7415 = 1 // $ = int 

:KICKST_4726
if and
  $7231 > 16 // $ > int 
  24 > $7231 // int > $ 
jf @KICKST_4770 
03CF: load_wav 'CHEER3' as 1 
$7415 = 1 // $ = int 

:KICKST_4770
if and
  $7231 > 24 // $ > int 
  32 > $7231 // int > $ 
jf @KICKST_4814 
03CF: load_wav 'CHEER4' as 1 
$7415 = 1 // $ = int 

:KICKST_4814
if 
  $7415 == 1 // $ == int 
jf @KICKST_4854 
if 
03D0:   wav 1 loaded 
jf @KICKST_4854 
$7415 = 2 // $ = int 

:KICKST_4854
if 
  $7415 == 2 // $ == int 
jf @KICKST_4988 
if 
  $7231 == 8 // $ == int 
jf @KICKST_4901 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_4901
if 
  $7231 == 16 // $ == int 
jf @KICKST_4930 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_4930
if 
  $7231 == 24 // $ == int 
jf @KICKST_4959 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_4959
if 
  $7231 == 32 // $ == int 
jf @KICKST_4988 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_4988
if 
  $7415 == 3 // $ == int 
jf @KICKST_5028 
if 
03D2:   wav 1 ended 
jf @KICKST_5028 
$7415 = 4 // $ = int 

:KICKST_5028
if 
  $7415 == 4 // $ == int 
jf @KICKST_5053 
$7415 = 0 // $ = int 

:KICKST_5053
if 
  $7416 == 0 // $ == int 
jf @KICKST_5090 
03CF: load_wav 'OOH1' as 2 
$7416 = 1 // $ = int 

:KICKST_5090
if 
  $7416 == 1 // $ == int 
jf @KICKST_5130 
if 
03D0:   wav 2 loaded 
jf @KICKST_5130 
$7416 = 2 // $ = int 

:KICKST_5130
if 
  $7416 == 3 // $ == int 
jf @KICKST_5159 
03D2:   wav 2 ended 
$7416 = 4 // $ = int 

:KICKST_5159
if 
  $7416 == 4 // $ == int 
jf @KICKST_5184 
$7416 = 0 // $ = int 

:KICKST_5184
if or
  $7237 >= 3600000 // $ >= int 
  $7401 == 1 // $ == int 
jf @KICKST_5295 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5264
if 
  fading 
jf @KICKST_5288 
wait 0 
jump @KICKST_5264 

:KICKST_5288
jump @KICKST_9979 

:KICKST_5295
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7412 == 1 // $ == int 
jf @KICKST_5438 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5407
if 
  fading 
jf @KICKST_5431 
wait 0 
jump @KICKST_5407 

:KICKST_5431
jump @KICKST_9979 

:KICKST_5438
0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 
if 
  290.0 > $7408 // float > $ 
jf @KICKST_5503 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_5503
if or
  Car.Wrecked($7402)
  $7417 == 1 // $ == int 
jf @KICKST_5616 
Player.CanMove($PLAYER_CHAR, False)
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_5578
if 
  fading 
jf @KICKST_5602 
wait 0 
jump @KICKST_5578 

:KICKST_5602
jump @KICKST_9979 
jump @KICKST_5689 

:KICKST_5616
Car.Health($7402) = 1000
Car.StorePos($7402, $7409, $7410, $7411)
if 
  290.0 > $7411 // float > $ 
jf @KICKST_5689 
Car.PutAt($7402, -1331.994, 1454.152, 298.15)
Car.Angle($7402) = 0.0

:KICKST_5689
gosub @KICKST_10817 
if 
  $7241 == 0 // $ == int 
jf @KICKST_5743 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 

:KICKST_5743
if 
  $7246 == 0 // $ == int 
jf @KICKST_5790 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 

:KICKST_5790
if 
  $7251 == 0 // $ == int 
jf @KICKST_5837 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 

:KICKST_5837
if 
  $7256 == 0 // $ == int 
jf @KICKST_5884 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 

:KICKST_5884
if 
  $7261 == 0 // $ == int 
jf @KICKST_5931 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 

:KICKST_5931
if 
  $7266 == 0 // $ == int 
jf @KICKST_5978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 

:KICKST_5978
if 
  $7271 == 0 // $ == int 
jf @KICKST_6025 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 

:KICKST_6025
if 
  $7276 == 0 // $ == int 
jf @KICKST_6072 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 

:KICKST_6072
if 
  $7281 == 0 // $ == int 
jf @KICKST_6119 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 

:KICKST_6119
if 
  $7286 == 0 // $ == int 
jf @KICKST_6166 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 

:KICKST_6166
if 
  $7291 == 0 // $ == int 
jf @KICKST_6213 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 

:KICKST_6213
if 
  $7296 == 0 // $ == int 
jf @KICKST_6260 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 

:KICKST_6260
if 
  $7301 == 0 // $ == int 
jf @KICKST_6307 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 

:KICKST_6307
if 
  $7306 == 0 // $ == int 
jf @KICKST_6354 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 

:KICKST_6354
if 
  $7311 == 0 // $ == int 
jf @KICKST_6401 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 

:KICKST_6401
if 
  $7316 == 0 // $ == int 
jf @KICKST_6448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 

:KICKST_6448
if 
  $7321 == 0 // $ == int 
jf @KICKST_6495 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 

:KICKST_6495
if 
  $7326 == 0 // $ == int 
jf @KICKST_6542 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 

:KICKST_6542
if 
  $7331 == 0 // $ == int 
jf @KICKST_6589 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 

:KICKST_6589
if 
  $7336 == 0 // $ == int 
jf @KICKST_6636 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 

:KICKST_6636
if 
  $7341 == 0 // $ == int 
jf @KICKST_6683 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 

:KICKST_6683
if 
  $7346 == 0 // $ == int 
jf @KICKST_6730 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 

:KICKST_6730
if 
  $7351 == 0 // $ == int 
jf @KICKST_6777 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 

:KICKST_6777
if 
  $7356 == 0 // $ == int 
jf @KICKST_6824 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 

:KICKST_6824
if 
  $7361 == 0 // $ == int 
jf @KICKST_6871 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 

:KICKST_6871
if 
  $7366 == 0 // $ == int 
jf @KICKST_6918 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 

:KICKST_6918
if 
  $7371 == 0 // $ == int 
jf @KICKST_6965 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 

:KICKST_6965
if 
  $7376 == 0 // $ == int 
jf @KICKST_7012 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 

:KICKST_7012
if 
  $7381 == 0 // $ == int 
jf @KICKST_7059 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 

:KICKST_7059
if 
  $7386 == 0 // $ == int 
jf @KICKST_7106 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 

:KICKST_7106
if 
  $7391 == 0 // $ == int 
jf @KICKST_7153 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 

:KICKST_7153
if 
  $7396 == 0 // $ == int 
jf @KICKST_7200 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 

:KICKST_7200
if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
jf @KICKST_7255 
$7412 = 1 // $ = int 

:KICKST_7255
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_9915 
if 
  $7403 == 0 // $ == int 
jf @KICKST_7336 
Marker.CreateAboveCar($7404, $7402)
if 
  $7416 == 2 // $ == int 
jf @KICKST_7329 
03D1: play_wav 2 
$7416 = 3 // $ = int 

:KICKST_7329
$7403 = 1 // $ = int 

:KICKST_7336
01BD: $7234 = current_time_in_ms 
$7235 = 30000 // $ = int 

:KICKST_7349
if 
  $7235 > 0 // $ > int 
jf @KICKST_9807 
wait 0 
if 
  $7415 == 0 // $ == int 
jf @KICKST_7558 
if 
  8 > $7231 // int > $ 
jf @KICKST_7426 
03CF: load_wav 'CHEER1' as 1 
$7415 = 1 // $ = int 

:KICKST_7426
if and
  $7231 > 8 // $ > int 
  16 > $7231 // int > $ 
jf @KICKST_7470 
03CF: load_wav 'CHEER2' as 1 
$7415 = 1 // $ = int 

:KICKST_7470
if and
  $7231 > 16 // $ > int 
  24 > $7231 // int > $ 
jf @KICKST_7514 
03CF: load_wav 'CHEER3' as 1 
$7415 = 1 // $ = int 

:KICKST_7514
if and
  $7231 > 24 // $ > int 
  32 > $7231 // int > $ 
jf @KICKST_7558 
03CF: load_wav 'CHEER4' as 1 
$7415 = 1 // $ = int 

:KICKST_7558
if 
  $7415 == 1 // $ == int 
jf @KICKST_7598 
if 
03D0:   wav 1 loaded 
jf @KICKST_7598 
$7415 = 2 // $ = int 

:KICKST_7598
if 
  $7415 == 2 // $ == int 
jf @KICKST_7732 
if 
  $7231 == 8 // $ == int 
jf @KICKST_7645 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_7645
if 
  $7231 == 16 // $ == int 
jf @KICKST_7674 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_7674
if 
  $7231 == 24 // $ == int 
jf @KICKST_7703 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_7703
if 
  $7231 == 32 // $ == int 
jf @KICKST_7732 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_7732
if 
  $7415 == 3 // $ == int 
jf @KICKST_7772 
if 
03D2:   wav 1 ended 
jf @KICKST_7772 
$7415 = 4 // $ = int 

:KICKST_7772
if 
  $7415 == 4 // $ == int 
jf @KICKST_7797 
$7415 = 0 // $ = int 

:KICKST_7797
if 
  $7416 == 0 // $ == int 
jf @KICKST_7834 
03CF: load_wav 'OOH1' as 2 
$7416 = 1 // $ = int 

:KICKST_7834
if 
  $7416 == 1 // $ == int 
jf @KICKST_7874 
if 
03D0:   wav 2 loaded 
jf @KICKST_7874 
$7416 = 2 // $ = int 

:KICKST_7874
if 
  $7416 == 3 // $ == int 
jf @KICKST_7903 
03D2:   wav 2 ended 
$7416 = 4 // $ = int 

:KICKST_7903
if 
  $7416 == 4 // $ == int 
jf @KICKST_7928 
$7416 = 0 // $ = int 

:KICKST_7928
if or
  $7237 >= 3600000 // $ >= int 
  $7401 == 1 // $ == int 
jf @KICKST_8039 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_13' time 5000 1  // ~r~You have taken too long!
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_8008
if 
  fading 
jf @KICKST_8032 
wait 0 
jump @KICKST_8008 

:KICKST_8032
jump @KICKST_9979 

:KICKST_8039
if or
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
  $7412 == 1 // $ == int 
jf @KICKST_8182 
Player.CanMove($PLAYER_CHAR, False)
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK_12' time 5000 1  // ~r~You bottled it!
03BD: destroy_sphere $7413 
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_8151
if 
  fading 
jf @KICKST_8175 
wait 0 
jump @KICKST_8151 

:KICKST_8175
jump @KICKST_9979 

:KICKST_8182
if 
  $7241 == 0 // $ == int 
jf @KICKST_8229 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 

:KICKST_8229
if 
  $7246 == 0 // $ == int 
jf @KICKST_8276 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 

:KICKST_8276
if 
  $7251 == 0 // $ == int 
jf @KICKST_8323 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 

:KICKST_8323
if 
  $7256 == 0 // $ == int 
jf @KICKST_8370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 

:KICKST_8370
if 
  $7261 == 0 // $ == int 
jf @KICKST_8417 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 

:KICKST_8417
if 
  $7266 == 0 // $ == int 
jf @KICKST_8464 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 

:KICKST_8464
if 
  $7271 == 0 // $ == int 
jf @KICKST_8511 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 

:KICKST_8511
if 
  $7276 == 0 // $ == int 
jf @KICKST_8558 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 

:KICKST_8558
if 
  $7281 == 0 // $ == int 
jf @KICKST_8605 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 

:KICKST_8605
if 
  $7286 == 0 // $ == int 
jf @KICKST_8652 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 

:KICKST_8652
if 
  $7291 == 0 // $ == int 
jf @KICKST_8699 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 

:KICKST_8699
if 
  $7296 == 0 // $ == int 
jf @KICKST_8746 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 

:KICKST_8746
if 
  $7301 == 0 // $ == int 
jf @KICKST_8793 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 

:KICKST_8793
if 
  $7306 == 0 // $ == int 
jf @KICKST_8840 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 

:KICKST_8840
if 
  $7311 == 0 // $ == int 
jf @KICKST_8887 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 

:KICKST_8887
if 
  $7316 == 0 // $ == int 
jf @KICKST_8934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 

:KICKST_8934
if 
  $7321 == 0 // $ == int 
jf @KICKST_8981 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 

:KICKST_8981
if 
  $7326 == 0 // $ == int 
jf @KICKST_9028 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 

:KICKST_9028
if 
  $7331 == 0 // $ == int 
jf @KICKST_9075 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 

:KICKST_9075
if 
  $7336 == 0 // $ == int 
jf @KICKST_9122 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 

:KICKST_9122
if 
  $7341 == 0 // $ == int 
jf @KICKST_9169 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 

:KICKST_9169
if 
  $7346 == 0 // $ == int 
jf @KICKST_9216 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 

:KICKST_9216
if 
  $7351 == 0 // $ == int 
jf @KICKST_9263 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 

:KICKST_9263
if 
  $7356 == 0 // $ == int 
jf @KICKST_9310 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 

:KICKST_9310
if 
  $7361 == 0 // $ == int 
jf @KICKST_9357 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 

:KICKST_9357
if 
  $7366 == 0 // $ == int 
jf @KICKST_9404 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 

:KICKST_9404
if 
  $7371 == 0 // $ == int 
jf @KICKST_9451 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 

:KICKST_9451
if 
  $7376 == 0 // $ == int 
jf @KICKST_9498 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 

:KICKST_9498
if 
  $7381 == 0 // $ == int 
jf @KICKST_9545 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 

:KICKST_9545
if 
  $7386 == 0 // $ == int 
jf @KICKST_9592 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 

:KICKST_9592
if 
  $7391 == 0 // $ == int 
jf @KICKST_9639 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 

:KICKST_9639
if 
  $7396 == 0 // $ == int 
jf @KICKST_9686 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 

:KICKST_9686
01BD: $7232 = current_time_in_ms 
0084: $7233 = $7232 // $ = $ int 
0060: $7233 -= $7234 // $ -= $ int 
0084: $7234 = $7232 // $ = $ int 
0060: $7235 -= $7233 // $ -= $ int 
0084: $7236 = $7235 // $ = $ int 
$7236 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'GETBIKE' $7236 time 1000 1  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_9800 
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
$7235 = 1 // $ = int 
jump @KICKST_7200 

:KICKST_9800
jump @KICKST_7349 

:KICKST_9807
if 
  0 >= $7235 // int >= $ 
jf @KICKST_9908 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'KICK1_2' time 5000 1  // ~r~You did not get back to the bike quickly enough!
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_9877
if 
  fading 
jf @KICKST_9901 
wait 0 
jump @KICKST_9877 

:KICKST_9901
jump @KICKST_9979 

:KICKST_9908
jump @KICKST_9955 

:KICKST_9915
03D5: remove_text 'GETBIKE'  // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
if 
  $7403 == 1 // $ == int 
jf @KICKST_9955 
Marker.Disable($7404)
$7403 = 0 // $ = int 

:KICKST_9955
jump @KICKST_4605 

:KICKST_9962
014F: stop_timer $7237 
0151: remove_status_text $7405 
jump @KICKST_9996 

:KICKST_9979
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:KICKST_9996
if 
  $55 == 0 // $ == int 
jf @KICKST_10027 
0595: mission_complete 
030C: progress_made += 1 
$55 = 1 // $ = int 

:KICKST_10027
0394: play_music 1 
043C: set_game_sounds_disable_on_fade 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $7414 == 0 // $ == int 
jf @KICKST_10116 
if 
  300000 >= $7237 // int >= $ 
jf @KICKST_10116 
01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 50000
$7414 = 1 // $ = int 

:KICKST_10116
if 
  $7414 == 0 // $ == int 
jf @KICKST_10188 
if 
  600000 >= $7237 // int >= $ 
jf @KICKST_10188 
01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 10000
$7414 = 1 // $ = int 

:KICKST_10188
if 
  $7414 == 0 // $ == int 
jf @KICKST_10260 
if 
  3600000 >= $7237 // int >= $ 
jf @KICKST_10260 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
$7414 = 1 // $ = int 

:KICKST_10260
0084: $7398 = $7237 // $ = $ int 
$7398 /= 1000 // $ /= int 
042E: register_lowest_int_stat 2 to $7398 
0084: $7399 = $7398 // $ = $ int 
$7399 /= 60 // $ /= int 
0084: $7400 = $7399 // $ = $ int 
$7400 *= 60 // $ *= int 
0060: $7398 -= $7400 // $ -= $ int 
if 
  $7398 >= 10 // $ >= int 
jf @KICKST_10367 
02FD: text_2numbers_highpriority 'KICKTM' $7399 $7398 time 5000 1  // ~b~EVENT TIME: ~1~:~1~
jump @KICKST_10388 

:KICKST_10367
02FD: text_2numbers_highpriority 'KICKTM2' $7399 $7398 time 5000 1  // ~b~EVENT TIME: ~1~:0~1~

:KICKST_10388
wait 3000 
Player.CanMove($PLAYER_CHAR, False)
0169: set_fade_color 0 0 0 
fade 0 1000 

:KICKST_10415
if 
  fading 
jf @KICKST_10439 
wait 0 
jump @KICKST_10415 

:KICKST_10439
043C: set_game_sounds_disable_on_fade 1 
return 

:KICKST_10445
$ONMISSION = 0 // $ = int 
00BE: text_clear_all 
04FA: clear_extra_colors_with_fade 0 
043C: set_game_sounds_disable_on_fade 1 
03BD: destroy_sphere $7413 
Marker.Disable($7242)
Marker.Disable($7247)
Marker.Disable($7252)
Marker.Disable($7257)
Marker.Disable($7262)
Marker.Disable($7267)
Marker.Disable($7272)
Marker.Disable($7277)
Marker.Disable($7282)
Marker.Disable($7287)
Marker.Disable($7292)
Marker.Disable($7297)
Marker.Disable($7302)
Marker.Disable($7307)
Marker.Disable($7312)
Marker.Disable($7317)
Marker.Disable($7322)
Marker.Disable($7327)
Marker.Disable($7332)
Marker.Disable($7337)
Marker.Disable($7342)
Marker.Disable($7347)
Marker.Disable($7352)
Marker.Disable($7357)
Marker.Disable($7362)
Marker.Disable($7367)
Marker.Disable($7372)
Marker.Disable($7377)
Marker.Disable($7382)
Marker.Disable($7387)
Marker.Disable($7392)
Marker.Disable($7397)
Marker.Disable($7404)
Model.Destroy(#SANCHEZ)
014F: stop_timer $7237 
0151: remove_status_text $7405 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if or
  not wasted_or_busted 
  $361 == 1 // $ == int 
jf @KICKST_10804 
select_interior 0 
Camera.SetAtPos(-1101.0, 1331.0, 19.1)
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @KICKST_10748 
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car 
jump @KICKST_10768 

:KICKST_10748
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 

:KICKST_10768
0171: set_player $PLAYER_CHAR z_angle_to 278.65 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1500 
Player.CanMove($PLAYER_CHAR, True)

:KICKST_10804
057E: make_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KICKST_10817
if 
  $7415 == 0 // $ == int 
jf @KICKST_11004 
if 
  8 > $7231 // int > $ 
jf @KICKST_10872 
03CF: load_wav 'CHEER1' as 1 
$7415 = 1 // $ = int 

:KICKST_10872
if and
  $7231 > 8 // $ > int 
  16 > $7231 // int > $ 
jf @KICKST_10916 
03CF: load_wav 'CHEER2' as 1 
$7415 = 1 // $ = int 

:KICKST_10916
if and
  $7231 > 16 // $ > int 
  24 > $7231 // int > $ 
jf @KICKST_10960 
03CF: load_wav 'CHEER3' as 1 
$7415 = 1 // $ = int 

:KICKST_10960
if and
  $7231 > 24 // $ > int 
  32 > $7231 // int > $ 
jf @KICKST_11004 
03CF: load_wav 'CHEER4' as 1 
$7415 = 1 // $ = int 

:KICKST_11004
if 
  $7415 == 1 // $ == int 
jf @KICKST_11044 
if 
03D0:   wav 1 loaded 
jf @KICKST_11044 
$7415 = 2 // $ = int 

:KICKST_11044
if 
  $7415 == 2 // $ == int 
jf @KICKST_11178 
if 
  $7231 == 8 // $ == int 
jf @KICKST_11091 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_11091
if 
  $7231 == 16 // $ == int 
jf @KICKST_11120 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_11120
if 
  $7231 == 24 // $ == int 
jf @KICKST_11149 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_11149
if 
  $7231 == 32 // $ == int 
jf @KICKST_11178 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_11178
if 
  $7415 == 3 // $ == int 
jf @KICKST_11218 
if 
03D2:   wav 1 ended 
jf @KICKST_11218 
$7415 = 4 // $ = int 

:KICKST_11218
if 
  $7415 == 4 // $ == int 
jf @KICKST_11243 
$7415 = 0 // $ = int 

:KICKST_11243
if 
  $7416 == 0 // $ == int 
jf @KICKST_11280 
03CF: load_wav 'OOH1' as 2 
$7416 = 1 // $ = int 

:KICKST_11280
if 
  $7416 == 1 // $ == int 
jf @KICKST_11320 
if 
03D0:   wav 2 loaded 
jf @KICKST_11320 
$7416 = 2 // $ = int 

:KICKST_11320
if 
  $7416 == 3 // $ == int 
jf @KICKST_11349 
03D2:   wav 2 ended 
$7416 = 4 // $ = int 

:KICKST_11349
if 
  $7416 == 4 // $ == int 
jf @KICKST_11374 
$7416 = 0 // $ = int 

:KICKST_11374
if 
  $7237 >= 3600000 // $ >= int 
jf @KICKST_11402 
$7401 = 1 // $ = int 

:KICKST_11402
if 
00F9:   player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 
jf @KICKST_11457 
$7412 = 1 // $ = int 

:KICKST_11457
0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 
if 
  290.0 > $7408 // float > $ 
jf @KICKST_11522 
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:KICKST_11522
if 
  Car.Wrecked($7402)
jf @KICKST_11567 
00BC: text_highpriority 'KICK1_7' time 5000 1  // ~r~You have wrecked the bike!
$7417 = 1 // $ = int 
jump @KICKST_11640 

:KICKST_11567
Car.Health($7402) = 1000
Car.StorePos($7402, $7409, $7410, $7411)
if 
  290.0 > $7411 // float > $ 
jf @KICKST_11640 
Car.PutAt($7402, -1331.994, 1454.152, 298.15)
Car.Angle($7402) = 0.0

:KICKST_11640
if 
  $7241 == 0 // $ == int 
jf @KICKST_11802 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7238 $7239 $7240 
if 
00F5:   player $PLAYER_CHAR 0 $7238 $7239 $7240 radius 1.5 1.5 1.5 
jf @KICKST_11802 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_11802 
018C: play_sound 1 at $7238 $7239 $7240 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7242)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7241 = 1 // $ = int 

:KICKST_11802
if 
  $7246 == 0 // $ == int 
jf @KICKST_12032 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7243 $7244 $7245 
if 
00F5:   player $PLAYER_CHAR 0 $7243 $7244 $7245 radius 1.5 1.5 1.5 
jf @KICKST_12032 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12032 
if 
  $7415 == 2 // $ == int 
jf @KICKST_11978 
if and
   not $7231 == 7 // $ == int 
   not $7231 == 15 // $ == int 
   not $7231 == 23 // $ == int 
   not $7231 == 31 // $ == int 
jf @KICKST_11978 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_11978
018C: play_sound 1 at $7243 $7244 $7245 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7247)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7246 = 1 // $ = int 

:KICKST_12032
if 
  $7251 == 0 // $ == int 
jf @KICKST_12194 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7248 $7249 $7250 
if 
00F5:   player $PLAYER_CHAR 0 $7248 $7249 $7250 radius 1.5 1.5 1.5 
jf @KICKST_12194 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12194 
018C: play_sound 1 at $7248 $7249 $7250 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7252)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7251 = 1 // $ = int 

:KICKST_12194
if 
  $7256 == 0 // $ == int 
jf @KICKST_12356 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7253 $7254 $7255 
if 
00F5:   player $PLAYER_CHAR 0 $7253 $7254 $7255 radius 1.5 1.5 1.5 
jf @KICKST_12356 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12356 
018C: play_sound 1 at $7253 $7254 $7255 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7257)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7256 = 1 // $ = int 

:KICKST_12356
if 
  $7261 == 0 // $ == int 
jf @KICKST_12518 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7258 $7259 $7260 
if 
00F5:   player $PLAYER_CHAR 0 $7258 $7259 $7260 radius 1.5 1.5 1.5 
jf @KICKST_12518 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12518 
018C: play_sound 1 at $7258 $7259 $7260 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7262)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7261 = 1 // $ = int 

:KICKST_12518
if 
  $7266 == 0 // $ == int 
jf @KICKST_12748 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7263 $7264 $7265 
if 
00F5:   player $PLAYER_CHAR 0 $7263 $7264 $7265 radius 1.5 1.5 1.5 
jf @KICKST_12748 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12748 
if 
  $7415 == 2 // $ == int 
jf @KICKST_12694 
if and
   not $7231 == 7 // $ == int 
   not $7231 == 15 // $ == int 
   not $7231 == 23 // $ == int 
   not $7231 == 31 // $ == int 
jf @KICKST_12694 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_12694
018C: play_sound 1 at $7263 $7264 $7265 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7267)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7266 = 1 // $ = int 

:KICKST_12748
if 
  $7271 == 0 // $ == int 
jf @KICKST_12978 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7268 $7269 $7270 
if 
00F5:   player $PLAYER_CHAR 0 $7268 $7269 $7270 radius 2.0 2.0 2.0 
jf @KICKST_12978 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_12978 
if 
  $7415 == 2 // $ == int 
jf @KICKST_12924 
if and
   not $7231 == 7 // $ == int 
   not $7231 == 15 // $ == int 
   not $7231 == 23 // $ == int 
   not $7231 == 31 // $ == int 
jf @KICKST_12924 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_12924
018C: play_sound 1 at $7268 $7269 $7270 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7272)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7271 = 1 // $ = int 

:KICKST_12978
if 
  $7276 == 0 // $ == int 
jf @KICKST_13208 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7273 $7274 $7275 
if 
00F5:   player $PLAYER_CHAR 0 $7273 $7274 $7275 radius 2.0 2.0 2.0 
jf @KICKST_13208 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13208 
if 
  $7415 == 2 // $ == int 
jf @KICKST_13154 
if and
   not $7231 == 7 // $ == int 
   not $7231 == 15 // $ == int 
   not $7231 == 23 // $ == int 
   not $7231 == 31 // $ == int 
jf @KICKST_13154 
03D1: play_wav 1 
$7415 = 3 // $ = int 

:KICKST_13154
018C: play_sound 1 at $7273 $7274 $7275 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7277)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7276 = 1 // $ = int 

:KICKST_13208
if 
  $7281 == 0 // $ == int 
jf @KICKST_13370 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7278 $7279 $7280 
if 
00F5:   player $PLAYER_CHAR 0 $7278 $7279 $7280 radius 1.5 1.5 1.5 
jf @KICKST_13370 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13370 
018C: play_sound 1 at $7278 $7279 $7280 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7282)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7281 = 1 // $ = int 

:KICKST_13370
if 
  $7286 == 0 // $ == int 
jf @KICKST_13532 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7283 $7284 $7285 
if 
00F5:   player $PLAYER_CHAR 0 $7283 $7284 $7285 radius 1.5 1.5 1.5 
jf @KICKST_13532 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13532 
018C: play_sound 1 at $7283 $7284 $7285 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7287)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7286 = 1 // $ = int 

:KICKST_13532
if 
  $7291 == 0 // $ == int 
jf @KICKST_13694 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7288 $7289 $7290 
if 
00F5:   player $PLAYER_CHAR 0 $7288 $7289 $7290 radius 1.5 1.5 1.5 
jf @KICKST_13694 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13694 
018C: play_sound 1 at $7288 $7289 $7290 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7292)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7291 = 1 // $ = int 

:KICKST_13694
if 
  $7296 == 0 // $ == int 
jf @KICKST_13856 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7293 $7294 $7295 
if 
00F5:   player $PLAYER_CHAR 0 $7293 $7294 $7295 radius 1.5 1.5 1.5 
jf @KICKST_13856 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_13856 
018C: play_sound 1 at $7293 $7294 $7295 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7297)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7296 = 1 // $ = int 

:KICKST_13856
if 
  $7301 == 0 // $ == int 
jf @KICKST_14018 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7298 $7299 $7300 
if 
00F5:   player $PLAYER_CHAR 0 $7298 $7299 $7300 radius 1.5 1.5 1.5 
jf @KICKST_14018 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14018 
018C: play_sound 1 at $7298 $7299 $7300 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7302)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7301 = 1 // $ = int 

:KICKST_14018
if 
  $7306 == 0 // $ == int 
jf @KICKST_14180 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7303 $7304 $7305 
if 
00F5:   player $PLAYER_CHAR 0 $7303 $7304 $7305 radius 1.5 1.5 1.5 
jf @KICKST_14180 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14180 
018C: play_sound 1 at $7303 $7304 $7305 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7307)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7306 = 1 // $ = int 

:KICKST_14180
if 
  $7311 == 0 // $ == int 
jf @KICKST_14342 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7308 $7309 $7310 
if 
00F5:   player $PLAYER_CHAR 0 $7308 $7309 $7310 radius 1.5 1.5 1.5 
jf @KICKST_14342 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14342 
018C: play_sound 1 at $7308 $7309 $7310 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7312)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7311 = 1 // $ = int 

:KICKST_14342
if 
  $7316 == 0 // $ == int 
jf @KICKST_14504 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7313 $7314 $7315 
if 
00F5:   player $PLAYER_CHAR 0 $7313 $7314 $7315 radius 1.5 1.5 1.5 
jf @KICKST_14504 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14504 
018C: play_sound 1 at $7313 $7314 $7315 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7317)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7316 = 1 // $ = int 

:KICKST_14504
if 
  $7321 == 0 // $ == int 
jf @KICKST_14666 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7318 $7319 $7320 
if 
00F5:   player $PLAYER_CHAR 0 $7318 $7319 $7320 radius 1.5 1.5 1.5 
jf @KICKST_14666 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14666 
018C: play_sound 1 at $7318 $7319 $7320 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7322)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7321 = 1 // $ = int 

:KICKST_14666
if 
  $7326 == 0 // $ == int 
jf @KICKST_14828 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7323 $7324 $7325 
if 
00F5:   player $PLAYER_CHAR 0 $7323 $7324 $7325 radius 1.5 1.5 1.5 
jf @KICKST_14828 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14828 
018C: play_sound 1 at $7323 $7324 $7325 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7327)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7326 = 1 // $ = int 

:KICKST_14828
if 
  $7331 == 0 // $ == int 
jf @KICKST_14990 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7328 $7329 $7330 
if 
00F5:   player $PLAYER_CHAR 0 $7328 $7329 $7330 radius 1.5 1.5 1.5 
jf @KICKST_14990 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_14990 
018C: play_sound 1 at $7328 $7329 $7330 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7332)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7331 = 1 // $ = int 

:KICKST_14990
if 
  $7336 == 0 // $ == int 
jf @KICKST_15152 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7333 $7334 $7335 
if 
00F5:   player $PLAYER_CHAR 0 $7333 $7334 $7335 radius 1.5 1.5 1.5 
jf @KICKST_15152 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15152 
018C: play_sound 1 at $7333 $7334 $7335 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7337)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7336 = 1 // $ = int 

:KICKST_15152
if 
  $7341 == 0 // $ == int 
jf @KICKST_15314 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7338 $7339 $7340 
if 
00F5:   player $PLAYER_CHAR 0 $7338 $7339 $7340 radius 1.5 1.5 1.5 
jf @KICKST_15314 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15314 
018C: play_sound 1 at $7338 $7339 $7340 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7342)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7341 = 1 // $ = int 

:KICKST_15314
if 
  $7346 == 0 // $ == int 
jf @KICKST_15476 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7343 $7344 $7345 
if 
00F5:   player $PLAYER_CHAR 0 $7343 $7344 $7345 radius 1.5 1.5 1.5 
jf @KICKST_15476 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15476 
018C: play_sound 1 at $7343 $7344 $7345 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7347)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7346 = 1 // $ = int 

:KICKST_15476
if 
  $7351 == 0 // $ == int 
jf @KICKST_15638 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7348 $7349 $7350 
if 
00F5:   player $PLAYER_CHAR 0 $7348 $7349 $7350 radius 1.5 1.5 1.5 
jf @KICKST_15638 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15638 
018C: play_sound 1 at $7348 $7349 $7350 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7352)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7351 = 1 // $ = int 

:KICKST_15638
if 
  $7356 == 0 // $ == int 
jf @KICKST_15800 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7353 $7354 $7355 
if 
00F5:   player $PLAYER_CHAR 0 $7353 $7354 $7355 radius 1.5 1.5 1.5 
jf @KICKST_15800 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15800 
018C: play_sound 1 at $7353 $7354 $7355 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7357)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7356 = 1 // $ = int 

:KICKST_15800
if 
  $7361 == 0 // $ == int 
jf @KICKST_15962 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7358 $7359 $7360 
if 
00F5:   player $PLAYER_CHAR 0 $7358 $7359 $7360 radius 1.5 1.5 1.5 
jf @KICKST_15962 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_15962 
018C: play_sound 1 at $7358 $7359 $7360 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7362)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7361 = 1 // $ = int 

:KICKST_15962
if 
  $7366 == 0 // $ == int 
jf @KICKST_16124 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7363 $7364 $7365 
if 
00F5:   player $PLAYER_CHAR 0 $7363 $7364 $7365 radius 1.5 1.5 1.5 
jf @KICKST_16124 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16124 
018C: play_sound 1 at $7363 $7364 $7365 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7367)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7366 = 1 // $ = int 

:KICKST_16124
if 
  $7371 == 0 // $ == int 
jf @KICKST_16286 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7368 $7369 $7370 
if 
00F5:   player $PLAYER_CHAR 0 $7368 $7369 $7370 radius 1.5 1.5 1.5 
jf @KICKST_16286 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16286 
018C: play_sound 1 at $7368 $7369 $7370 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7372)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7371 = 1 // $ = int 

:KICKST_16286
if 
  $7376 == 0 // $ == int 
jf @KICKST_16448 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7373 $7374 $7375 
if 
00F5:   player $PLAYER_CHAR 0 $7373 $7374 $7375 radius 1.5 1.5 1.5 
jf @KICKST_16448 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16448 
018C: play_sound 1 at $7373 $7374 $7375 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7377)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7376 = 1 // $ = int 

:KICKST_16448
if 
  $7381 == 0 // $ == int 
jf @KICKST_16610 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7378 $7379 $7380 
if 
00F5:   player $PLAYER_CHAR 0 $7378 $7379 $7380 radius 1.5 1.5 1.5 
jf @KICKST_16610 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16610 
018C: play_sound 1 at $7378 $7379 $7380 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7382)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7381 = 1 // $ = int 

:KICKST_16610
if 
  $7386 == 0 // $ == int 
jf @KICKST_16772 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7383 $7384 $7385 
if 
00F5:   player $PLAYER_CHAR 0 $7383 $7384 $7385 radius 1.5 1.5 1.5 
jf @KICKST_16772 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16772 
018C: play_sound 1 at $7383 $7384 $7385 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7387)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7386 = 1 // $ = int 

:KICKST_16772
if 
  $7391 == 0 // $ == int 
jf @KICKST_16934 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7388 $7389 $7390 
if 
00F5:   player $PLAYER_CHAR 0 $7388 $7389 $7390 radius 1.5 1.5 1.5 
jf @KICKST_16934 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_16934 
018C: play_sound 1 at $7388 $7389 $7390 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7392)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7391 = 1 // $ = int 

:KICKST_16934
if 
  $7396 == 0 // $ == int 
jf @KICKST_17096 
024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7393 $7394 $7395 
if 
00F5:   player $PLAYER_CHAR 0 $7393 $7394 $7395 radius 1.5 1.5 1.5 
jf @KICKST_17096 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @KICKST_17096 
018C: play_sound 1 at $7393 $7394 $7395 
00BC: text_highpriority 'KICK1_6' time 1000 1  // ~g~Well done!
Marker.Disable($7397)
$7231 += 1 // $ += int 
$7405 -= 1 // $ -= int 
$7396 = 1 // $ = int 

:KICKST_17096
return 

//-------------Mission 82---------------
// Originally: Sunshine Autos Races

:RACE
gosub @RACE_36 
if 
  wasted_or_busted 
jf @RACE_27 
gosub @RACE_21176 

:RACE_27
gosub @RACE_22904 
terminate_this_script 

:RACE_36
$ONMISSION = 1 // $ = int 
script_name 'RACE' 
wait 0 
054C: use_GXT_table 'RACES' 
$7440 = 0 // $ = int 
$7436 = 0 // $ = int 
$7437 = 0 // $ = int 
$7438 = 0 // $ = int 
$7439 = 0 // $ = int 
$7472 = 7.0 // $ = float 
$7473 = 7.0 // $ = float 
$7474 = 7.0 // $ = float 
$7454 = 1 // $ = int 
$7441 = 0 // $ = int 
$7442 = 0 // $ = int 
$7443 = 0 // $ = int 
$7444 = 0 // $ = int 
$7445 = 0 // $ = int 
$7446 = 0 // $ = int 
$7447 = 0 // $ = int 
$7449 = 0 // $ = int 
$7450 = 0 // $ = int 
$7448 = 0 // $ = int 
$7452 = 0 // $ = int 
$7453 = 0 // $ = int 
$7455 = 0 // $ = int 
$7456 = 0 // $ = int 
$7459 = 0 // $ = int 
$7460 = 0 // $ = int 
$7461 = 0 // $ = int 
$7498 = 0.0 // $ = float 
$7499 = 0.0 // $ = float 
$7500 = 0.0 // $ = float 
$7501 = 0.0 // $ = float 
$7502 = 0.0 // $ = float 
$7503 = 0.0 // $ = float 
Model.Load(#LH_RACE01)
Model.Load(#LH_RACE02)
Model.Load(#LH_RACE03)
Model.Load(#LH_RACE04)
Model.Load(#LH_RACE05)
Model.Load(#LH_RACE06)
038B: load_requested_models 
03F0: enable_text_draw 1 

:RACE_354
if or
  not Model.Available(#LH_RACE01)
  not Model.Available(#LH_RACE02)
  not Model.Available(#LH_RACE03)
  not Model.Available(#LH_RACE04)
  not Model.Available(#LH_RACE05)
  not Model.Available(#LH_RACE06)
jf @RACE_406 
wait 0 
jump @RACE_354 

:RACE_406
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -967.705 -827.3005 2.0 range 2.0 
0395: clear_area 0 at -970.2131 -828.717 1.0 range 1.0 
0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
Camera.SetBehindPlayer
Camera.SetPosition(-971.9697, -825.7239, 8.5712, 0.0, 0.0, 0.0)
Camera.PointAt(-970.9708, -825.7308, 8.6162, 2)
0512: show_permanent_text_box 'RACEHLP' 
if 
  $ONMISSION == 0 // $ == int 
jf @RACE_702 
Object.Init($7426, #LH_RACE02, -965.584, -827.217, 8.631)
Object.Init($7427, #LH_RACE03, -965.584, -827.217, 8.631)
Object.Init($7428, #LH_RACE04, -965.584, -827.217, 8.631)
Object.Init($7429, #LH_RACE05, -965.584, -827.217, 8.631)
Object.Init($7430, #LH_RACE06, -965.584, -827.217, 8.631)

:RACE_702
Object.Init($7425, #LH_RACE01, -965.584, -827.217, 8.631)

:RACE_725
wait 0 
0494: get_joystick 0 data_to $880 $881 $882 $883 
if 
00E1:   player 0 pressed_button 15 
jf @RACE_807 
if 
  $7452 == 1 // $ == int 
jf @RACE_800 
$7452 = 0 // $ = int 
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_21176 

:RACE_800
jump @RACE_832 

:RACE_807
if 
  $7452 == 0 // $ == int 
jf @RACE_832 
$7452 = 1 // $ = int 

:RACE_832
if or
00E1:   player 0 pressed_button 10 
  -100 > $880 // int > $ 
jf @RACE_1233 
if 
  $7455 == 1 // $ == int 
jf @RACE_1226 
$7455 = 0 // $ = int 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
if 
  $7454 == 1 // $ == int 
jf @RACE_951 
Object.Destroy($7425)
Object.Init($7430, #LH_RACE06, -965.584, -827.217, 8.631)
$7454 = 6 // $ = int 
jump @RACE_1226 

:RACE_951
if 
  $7454 == 2 // $ == int 
jf @RACE_1011 
Object.Destroy($7426)
Object.Init($7425, #LH_RACE01, -965.584, -827.217, 8.631)
$7454 = 1 // $ = int 
jump @RACE_1226 

:RACE_1011
if 
  $7454 == 3 // $ == int 
jf @RACE_1071 
Object.Destroy($7427)
Object.Init($7426, #LH_RACE02, -965.584, -827.217, 8.631)
$7454 = 2 // $ = int 
jump @RACE_1226 

:RACE_1071
if 
  $7454 == 4 // $ == int 
jf @RACE_1131 
Object.Destroy($7428)
Object.Init($7427, #LH_RACE03, -965.584, -827.217, 8.631)
$7454 = 3 // $ = int 
jump @RACE_1226 

:RACE_1131
if 
  $7454 == 5 // $ == int 
jf @RACE_1191 
Object.Destroy($7429)
Object.Init($7428, #LH_RACE04, -965.584, -827.217, 8.631)
$7454 = 4 // $ = int 
jump @RACE_1226 

:RACE_1191
Object.Destroy($7430)
Object.Init($7429, #LH_RACE05, -965.584, -827.217, 8.631)
$7454 = 5 // $ = int 

:RACE_1226
jump @RACE_1258 

:RACE_1233
if 
  $7455 == 0 // $ == int 
jf @RACE_1258 
$7455 = 1 // $ = int 

:RACE_1258
if or
00E1:   player 0 pressed_button 11 
  $880 > 100 // $ > int 
jf @RACE_1659 
if 
  $7456 == 1 // $ == int 
jf @RACE_1652 
$7456 = 0 // $ = int 
03D5: remove_text 'RACES19'  // You cannot afford to enter this race.
if 
  $7454 == 1 // $ == int 
jf @RACE_1377 
Object.Destroy($7425)
Object.Init($7426, #LH_RACE02, -965.584, -827.217, 8.631)
$7454 = 2 // $ = int 
jump @RACE_1652 

:RACE_1377
if 
  $7454 == 2 // $ == int 
jf @RACE_1437 
Object.Destroy($7426)
Object.Init($7427, #LH_RACE03, -965.584, -827.217, 8.631)
$7454 = 3 // $ = int 
jump @RACE_1652 

:RACE_1437
if 
  $7454 == 3 // $ == int 
jf @RACE_1497 
Object.Destroy($7427)
Object.Init($7428, #LH_RACE04, -965.584, -827.217, 8.631)
$7454 = 4 // $ = int 
jump @RACE_1652 

:RACE_1497
if 
  $7454 == 4 // $ == int 
jf @RACE_1557 
Object.Destroy($7428)
Object.Init($7429, #LH_RACE05, -965.584, -827.217, 8.631)
$7454 = 5 // $ = int 
jump @RACE_1652 

:RACE_1557
if 
  $7454 == 5 // $ == int 
jf @RACE_1617 
Object.Destroy($7429)
Object.Init($7430, #LH_RACE06, -965.584, -827.217, 8.631)
$7454 = 6 // $ = int 
jump @RACE_1652 

:RACE_1617
Object.Destroy($7430)
Object.Init($7425, #LH_RACE01, -965.584, -827.217, 8.631)
$7454 = 1 // $ = int 

:RACE_1652
jump @RACE_1684 

:RACE_1659
if 
  $7456 == 0 // $ == int 
jf @RACE_1684 
$7456 = 1 // $ = int 

:RACE_1684
if 
  $7454 == 1 // $ == int 
jf @RACE_2314 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES01'  // Terminal Velocity
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_1847 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748  // Track Length: ~1~.~1~ km
jump @RACE_1871 

:RACE_1847
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1  // Track Length: ~1~.~1~ miles

:RACE_1871
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 100  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $402 == 99999999 // $ == int 
jf @RACE_1979 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_2102 

:RACE_1979
0084: $7457 = $402 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $402 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_2076 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_2102 

:RACE_2076
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_2102
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $401 == 99999999 // $ == int 
jf @RACE_2162 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2162
if 
  $401 == 0 // $ == int 
jf @RACE_2200 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2200
if 
  $401 == 1 // $ == int 
jf @RACE_2238 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2238
if 
  $401 == 2 // $ == int 
jf @RACE_2276 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2276
if 
  $401 == 3 // $ == int 
jf @RACE_2314 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2314
if 
  $7454 == 2 // $ == int 
jf @RACE_2946 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES02'  // Ocean Drive
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_2477 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659  // Track Length: ~1~.~1~ km
jump @RACE_2502 

:RACE_2477
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652  // Track Length: ~1~.~1~ miles

:RACE_2502
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 500  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $404 == 99999999 // $ == int 
jf @RACE_2611 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_2734 

:RACE_2611
0084: $7457 = $404 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $404 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_2708 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_2734 

:RACE_2708
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_2734
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $403 == 99999999 // $ == int 
jf @RACE_2794 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_2794
if 
  $403 == 0 // $ == int 
jf @RACE_2832 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_2832
if 
  $403 == 1 // $ == int 
jf @RACE_2870 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_2870
if 
  $403 == 2 // $ == int 
jf @RACE_2908 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_2908
if 
  $403 == 3 // $ == int 
jf @RACE_2946 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_2946
if 
  $7454 == 3 // $ == int 
jf @RACE_3577 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES03'  // Border Run
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_3108 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1  // Track Length: ~1~.~1~ km
jump @RACE_3133 

:RACE_3108
045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926  // Track Length: ~1~.~1~ miles

:RACE_3133
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 1000  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $406 == 99999999 // $ == int 
jf @RACE_3242 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_3365 

:RACE_3242
0084: $7457 = $406 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $406 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_3339 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_3365 

:RACE_3339
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_3365
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $405 == 99999999 // $ == int 
jf @RACE_3425 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_3425
if 
  $405 == 0 // $ == int 
jf @RACE_3463 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_3463
if 
  $405 == 1 // $ == int 
jf @RACE_3501 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_3501
if 
  $405 == 2 // $ == int 
jf @RACE_3539 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_3539
if 
  $405 == 3 // $ == int 
jf @RACE_3577 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_3577
if 
  $7454 == 4 // $ == int 
jf @RACE_4209 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES04'  // Capital Cruise
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_3740 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924  // Track Length: ~1~.~1~ km
jump @RACE_3765 

:RACE_3740
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438  // Track Length: ~1~.~1~ miles

:RACE_3765
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 2000  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $408 == 99999999 // $ == int 
jf @RACE_3874 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_3997 

:RACE_3874
0084: $7457 = $408 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $408 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_3971 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_3997 

:RACE_3971
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_3997
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $407 == 99999999 // $ == int 
jf @RACE_4057 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4057
if 
  $407 == 0 // $ == int 
jf @RACE_4095 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4095
if 
  $407 == 1 // $ == int 
jf @RACE_4133 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4133
if 
  $407 == 2 // $ == int 
jf @RACE_4171 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4171
if 
  $407 == 3 // $ == int 
jf @RACE_4209 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4209
if 
  $7454 == 5 // $ == int 
jf @RACE_4840 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES05'  // Tour!
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_4372 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603  // Track Length: ~1~.~1~ km
jump @RACE_4396 

:RACE_4372
045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86  // Track Length: ~1~.~1~ miles

:RACE_4396
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 5000  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $410 == 99999999 // $ == int 
jf @RACE_4505 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_4628 

:RACE_4505
0084: $7457 = $410 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $410 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_4602 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_4628 

:RACE_4602
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_4628
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $409 == 99999999 // $ == int 
jf @RACE_4688 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_4688
if 
  $409 == 0 // $ == int 
jf @RACE_4726 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_4726
if 
  $409 == 1 // $ == int 
jf @RACE_4764 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_4764
if 
  $409 == 2 // $ == int 
jf @RACE_4802 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_4802
if 
  $409 == 3 // $ == int 
jf @RACE_4840 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_4840
if 
  $7454 == 6 // $ == int 
jf @RACE_5471 
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
045A: text_draw_1number 30.0 145.0 'RACES00' $7454  // Race ~1~:
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.8 2.0 
033E: text_draw 30.0 165.0 'RACES06'  // V.C. Endurance
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
0424:   metric 
jf @RACE_5003 
045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721  // Track Length: ~1~.~1~ km
jump @RACE_5027 

:RACE_5003
045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1  // Track Length: ~1~.~1~ miles

:RACE_5027
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.65 1.7 
045A: text_draw_1number 30.0 220.0 'RACES07' 10000  // Entrance Fee: $~1~
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $412 == 99999999 // $ == int 
jf @RACE_5136 
033E: text_draw 30.0 310.0 'RACES15'  // Best Time: NA
jump @RACE_5259 

:RACE_5136
0084: $7457 = $412 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $412 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_5233 
045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458  // Best Time: ~1~:~1~
jump @RACE_5259 

:RACE_5233
045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458  // Best Time: ~1~:0~1~

:RACE_5259
gosub @RACE_6060 
033F: set_text_draw_letter_width_height 0.6 1.6 
if 
  $411 == 99999999 // $ == int 
jf @RACE_5319 
033E: text_draw 30.0 325.0 'RACES16'  // Best Result: NA

:RACE_5319
if 
  $411 == 0 // $ == int 
jf @RACE_5357 
033E: text_draw 30.0 325.0 'RACES09'  // Best Result: 1st

:RACE_5357
if 
  $411 == 1 // $ == int 
jf @RACE_5395 
033E: text_draw 30.0 325.0 'RACES10'  // Best Result: 2nd

:RACE_5395
if 
  $411 == 2 // $ == int 
jf @RACE_5433 
033E: text_draw 30.0 325.0 'RACES11'  // Best Result: 3rd

:RACE_5433
if 
  $411 == 3 // $ == int 
jf @RACE_5471 
033E: text_draw 30.0 325.0 'RACES12'  // Best Result: 4th

:RACE_5471
if 
00E1:   player 0 pressed_button 16 
jf @RACE_6028 
if 
  $7453 == 1 // $ == int 
jf @RACE_6021 
$7453 = 0 // $ = int 
if 
  $7454 == 1 // $ == int 
jf @RACE_5596 
if 
  Player.Money($PLAYER_CHAR) > 99
jf @RACE_5581 
Player.Money($PLAYER_CHAR) += -100
Object.Destroy($7425)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_6103 
jump @RACE_5596 

:RACE_5581
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5596
if 
  $7454 == 2 // $ == int 
jf @RACE_5681 
if 
  Player.Money($PLAYER_CHAR) > 499
jf @RACE_5666 
Player.Money($PLAYER_CHAR) += -500
Object.Destroy($7426)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_7017 
jump @RACE_5681 

:RACE_5666
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5681
if 
  $7454 == 3 // $ == int 
jf @RACE_5766 
if 
  Player.Money($PLAYER_CHAR) > 999
jf @RACE_5751 
Player.Money($PLAYER_CHAR) += -1000
Object.Destroy($7427)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_7991 
jump @RACE_5766 

:RACE_5751
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5766
if 
  $7454 == 4 // $ == int 
jf @RACE_5851 
if 
  Player.Money($PLAYER_CHAR) > 1999
jf @RACE_5836 
Player.Money($PLAYER_CHAR) += -2000
Object.Destroy($7428)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_9085 
jump @RACE_5851 

:RACE_5836
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5851
if 
  $7454 == 5 // $ == int 
jf @RACE_5936 
if 
  Player.Money($PLAYER_CHAR) > 4999
jf @RACE_5921 
Player.Money($PLAYER_CHAR) += -5000
Object.Destroy($7429)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_10719 
jump @RACE_5936 

:RACE_5921
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_5936
if 
  $7454 == 6 // $ == int 
jf @RACE_6021 
if 
  Player.Money($PLAYER_CHAR) > 9999
jf @RACE_6006 
Player.Money($PLAYER_CHAR) += -10000
Object.Destroy($7430)
03E6: remove_text_box 
03F0: enable_text_draw 0 
jump @RACE_12413 
jump @RACE_6021 

:RACE_6006
00BC: text_highpriority 'RACES19' time 3000 1  // You cannot afford to enter this race.

:RACE_6021
jump @RACE_6053 

:RACE_6028
if 
  $7453 == 0 // $ == int 
jf @RACE_6053 
$7453 = 1 // $ = int 

:RACE_6053
jump @RACE_725 

:RACE_6060
0340: set_text_draw_color 180 180 180 255 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_linewidth 500.0 
0348: set_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: set_text_draw_in_box 0 
return 

:RACE_6103
if 
  $1588 == 0 // $ == int 
jf @RACE_6123 
increment_mission_attempts 

:RACE_6123
$7449 = 23 // $ = int 
$7504 = -1381.918 // $ = float 
$7505 = -781.2508 // $ = float 
$7506 = 13.6582 // $ = float 
$7507 = -1336.543 // $ = float 
$7508 = -783.221 // $ = float 
$7509 = 13.6582 // $ = float 
$7510 = -1278.385 // $ = float 
$7511 = -783.2156 // $ = float 
$7512 = 13.6582 // $ = float 
$7513 = -1258.049 // $ = float 
$7514 = -762.8456 // $ = float 
$7515 = 13.6582 // $ = float 
$7516 = -1258.104 // $ = float 
$7517 = -695.624 // $ = float 
$7518 = 13.6582 // $ = float 
$7519 = -1261.048 // $ = float 
$7520 = -569.8616 // $ = float 
$7521 = 9.6582 // $ = float 
$7522 = -1320.283 // $ = float 
$7523 = -558.813 // $ = float 
$7524 = 7.4568 // $ = float 
$7525 = -1425.425 // $ = float 
$7526 = -558.7655 // $ = float 
$7527 = 6.7282 // $ = float 
$7528 = -1514.076 // $ = float 
$7529 = -558.7275 // $ = float 
$7530 = 6.7207 // $ = float 
$7531 = -1657.351 // $ = float 
$7532 = -558.9381 // $ = float 
$7533 = 6.7207 // $ = float 
$7534 = -1779.238 // $ = float 
$7535 = -561.8121 // $ = float 
$7536 = 6.7207 // $ = float 
$7537 = -1791.55 // $ = float 
$7538 = -638.3821 // $ = float 
$7539 = 10.4712 // $ = float 
$7540 = -1771.568 // $ = float 
$7541 = -690.8166 // $ = float 
$7542 = 13.6582 // $ = float 
$7543 = -1748.326 // $ = float 
$7544 = -664.5505 // $ = float 
$7545 = 13.6509 // $ = float 
$7546 = -1743.892 // $ = float 
$7547 = -557.9755 // $ = float 
$7548 = 13.651 // $ = float 
$7549 = -1650.822 // $ = float 
$7550 = -548.6134 // $ = float 
$7551 = 13.651 // $ = float 
$7552 = -1553.458 // $ = float 
$7553 = -548.5882 // $ = float 
$7554 = 13.651 // $ = float 
$7555 = -1530.331 // $ = float 
$7556 = -620.5998 // $ = float 
$7557 = 13.651 // $ = float 
$7558 = -1530.394 // $ = float 
$7559 = -690.6783 // $ = float 
$7560 = 13.6582 // $ = float 
$7561 = -1527.139 // $ = float 
$7562 = -772.0657 // $ = float 
$7563 = 13.6582 // $ = float 
$7564 = -1480.242 // $ = float 
$7565 = -782.8588 // $ = float 
$7566 = 13.6591 // $ = float 
$7567 = -1437.349 // $ = float 
$7568 = -830.7875 // $ = float 
$7569 = 13.6 // $ = float 
$7570 = -1402.194 // $ = float 
$7571 = -783.8462 // $ = float 
$7572 = 13.6583 // $ = float 
$7573 = -1363.599 // $ = float 
$7574 = -783.2463 // $ = float 
$7575 = 13.6728 // $ = float 
$4853 = -1376.668 // $ = float 
$4854 = -785.4619 // $ = float 
$4855 = 13.6583 // $ = float 
$4856 = -1381.918 // $ = float 
$4857 = -785.4619 // $ = float 
$4858 = 13.6583 // $ = float 
$4859 = -1376.668 // $ = float 
$4860 = -781.2508 // $ = float 
$4861 = 13.6582 // $ = float 
$7468 = 270.0 // $ = float 
$7477 = -1400.423 // $ = float 
$7478 = -788.7123 // $ = float 
$7479 = 12.2184 // $ = float 
$7480 = -1284.43 // $ = float 
$7481 = -778.7008 // $ = float 
$7482 = 27.3309 // $ = float 
jump @RACE_16034 

:RACE_7017
if 
  $1589 == 0 // $ == int 
jf @RACE_7037 
increment_mission_attempts 

:RACE_7037
$7449 = 25 // $ = int 
$7504 = 467.1591 // $ = float 
$7505 = -364.1488 // $ = float 
$7506 = 9.3083 // $ = float 
$7507 = 501.4334 // $ = float 
$7508 = -376.6612 // $ = float 
$7509 = 9.8585 // $ = float 
$7510 = 499.6485 // $ = float 
$7511 = -453.183 // $ = float 
$7512 = 9.8615 // $ = float 
$7513 = 476.2756 // $ = float 
$7514 = -575.4393 // $ = float 
$7515 = 9.8615 // $ = float 
$7516 = 427.9059 // $ = float 
$7517 = -681.8521 // $ = float 
$7518 = 9.8615 // $ = float 
$7519 = 362.8138 // $ = float 
$7520 = -824.1959 // $ = float 
$7521 = 9.8616 // $ = float 
$7522 = 307.6837 // $ = float 
$7523 = -946.3491 // $ = float 
$7524 = 9.8615 // $ = float 
$7525 = 278.2833 // $ = float 
$7526 = -1126.979 // $ = float 
$7527 = 9.8615 // $ = float 
$7528 = 241.8716 // $ = float 
$7529 = -1314.508 // $ = float 
$7530 = 9.8616 // $ = float 
$7531 = 219.7843 // $ = float 
$7532 = -1418.322 // $ = float 
$7533 = 9.8615 // $ = float 
$7534 = 189.6915 // $ = float 
$7535 = -1494.735 // $ = float 
$7536 = 9.8616 // $ = float 
$7537 = 147.4525 // $ = float 
$7538 = -1571.244 // $ = float 
$7539 = 9.8616 // $ = float 
$7540 = 99.1483 // $ = float 
$7541 = -1588.395 // $ = float 
$7542 = 9.2481 // $ = float 
$7543 = 97.8935 // $ = float 
$7544 = -1519.795 // $ = float 
$7545 = 9.2418 // $ = float 
$7546 = 124.2335 // $ = float 
$7547 = -1445.51 // $ = float 
$7548 = 9.2418 // $ = float 
$7549 = 162.9207 // $ = float 
$7550 = -1334.057 // $ = float 
$7551 = 9.2418 // $ = float 
$7552 = 174.8059 // $ = float 
$7553 = -1231.018 // $ = float 
$7554 = 9.2418 // $ = float 
$7555 = 186.8894 // $ = float 
$7556 = -1129.81 // $ = float 
$7557 = 9.2418 // $ = float 
$7558 = 211.3841 // $ = float 
$7559 = -1017.686 // $ = float 
$7560 = 9.2418 // $ = float 
$7561 = 228.4807 // $ = float 
$7562 = -932.9751 // $ = float 
$7563 = 8.9034 // $ = float 
$7564 = 270.2189 // $ = float 
$7565 = -851.367 // $ = float 
$7566 = 8.9777 // $ = float 
$7567 = 327.7973 // $ = float 
$7568 = -732.2568 // $ = float 
$7569 = 8.9778 // $ = float 
$7570 = 372.8638 // $ = float 
$7571 = -623.2525 // $ = float 
$7572 = 8.9778 // $ = float 
$7573 = 419.3767 // $ = float 
$7574 = -525.2839 // $ = float 
$7575 = 8.9778 // $ = float 
$7576 = 448.2071 // $ = float 
$7577 = -373.7212 // $ = float 
$7578 = 8.9777 // $ = float 
$7579 = 484.4896 // $ = float 
$7580 = -370.8366 // $ = float 
$7581 = 9.7451 // $ = float 
$4853 = 473.6366 // $ = float 
$4854 = -372.6079 // $ = float 
$4855 = 9.461 // $ = float 
$4856 = 467.1591 // $ = float 
$4857 = -370.8961 // $ = float 
$4858 = 9.2859 // $ = float 
$4859 = 473.6366 // $ = float 
$4860 = -364.1488 // $ = float 
$4861 = 9.3083 // $ = float 
$7468 = 255.0 // $ = float 
$7477 = 461.5594 // $ = float 
$7478 = -374.7564 // $ = float 
$7479 = 9.0675 // $ = float 
$7480 = 512.8641 // $ = float 
$7481 = -368.6559 // $ = float 
$7482 = 27.1193 // $ = float 
jump @RACE_16034 

:RACE_7991
if 
  $1590 == 0 // $ == int 
jf @RACE_8011 
increment_mission_attempts 

:RACE_8011
$7449 = 28 // $ = int 
$7504 = -1181.32 // $ = float 
$7505 = -665.8813 // $ = float 
$7506 = 10.4318 // $ = float 
$7507 = -1186.549 // $ = float 
$7508 = -614.5401 // $ = float 
$7509 = 10.4318 // $ = float 
$7510 = -1142.018 // $ = float 
$7511 = -592.1671 // $ = float 
$7512 = 10.4322 // $ = float 
$7513 = -1081.837 // $ = float 
$7514 = -570.2073 // $ = float 
$7515 = 9.9434 // $ = float 
$7516 = -1109.015 // $ = float 
$7517 = -492.9245 // $ = float 
$7518 = 9.7679 // $ = float 
$7519 = -1167.683 // $ = float 
$7520 = -501.2699 // $ = float 
$7521 = 9.7679 // $ = float 
$7522 = -1199.679 // $ = float 
$7523 = -445.729 // $ = float 
$7524 = 9.7359 // $ = float 
$7525 = -1207.559 // $ = float 
$7526 = -373.1393 // $ = float 
$7527 = 9.7359 // $ = float 
$7528 = -1175.821 // $ = float 
$7529 = -331.3841 // $ = float 
$7530 = 9.674 // $ = float 
$7531 = -1187.148 // $ = float 
$7532 = -225.0972 // $ = float 
$7533 = 10.4116 // $ = float 
$7534 = -1167.117 // $ = float 
$7535 = -94.6856 // $ = float 
$7536 = 10.4133 // $ = float 
$7537 = -1068.153 // $ = float 
$7538 = -51.3555 // $ = float 
$7539 = 10.23 // $ = float 
$7540 = -1070.626 // $ = float 
$7541 = 46.5132 // $ = float 
$7542 = 10.2301 // $ = float 
$7543 = -1068.507 // $ = float 
$7544 = 122.7926 // $ = float 
$7545 = 10.2288 // $ = float 
$7546 = -1023.862 // $ = float 
$7547 = 183.5805 // $ = float 
$7548 = 10.2292 // $ = float 
$7549 = -1005.554 // $ = float 
$7550 = 303.4343 // $ = float 
$7551 = 10.227 // $ = float 
$7552 = -932.2478 // $ = float 
$7553 = 321.5445 // $ = float 
$7554 = 10.2287 // $ = float 
$7555 = -810.822 // $ = float 
$7556 = 308.4724 // $ = float 
$7557 = 10.2199 // $ = float 
$7558 = -722.9102 // $ = float 
$7559 = 266.282 // $ = float 
$7560 = 9.8848 // $ = float 
$7561 = -747.9127 // $ = float 
$7562 = 138.419 // $ = float 
$7563 = 9.8853 // $ = float 
$7564 = -814.0344 // $ = float 
$7565 = 1.5536 // $ = float 
$7566 = 10.0634 // $ = float 
$7567 = -969.6165 // $ = float 
$7568 = 31.9538 // $ = float 
$7569 = 9.5014 // $ = float 
$7570 = -983.0366 // $ = float 
$7571 = -94.5914 // $ = float 
$7572 = 9.5016 // $ = float 
$7573 = -978.7145 // $ = float 
$7574 = -271.9747 // $ = float 
$7575 = 9.5334 // $ = float 
$7576 = -862.6591 // $ = float 
$7577 = -306.7586 // $ = float 
$7578 = 9.8785 // $ = float 
$7579 = -865.6099 // $ = float 
$7580 = -410.9057 // $ = float 
$7581 = 9.8857 // $ = float 
$7582 = -845.0103 // $ = float 
$7583 = -553.1681 // $ = float 
$7584 = 9.8859 // $ = float 
$7585 = -852.1738 // $ = float 
$7586 = -650.9092 // $ = float 
$7587 = 10.0679 // $ = float 
$7588 = -987.7121 // $ = float 
$7589 = -667.091 // $ = float 
$7590 = 10.5813 // $ = float 
$7591 = -1165.868 // $ = float 
$7592 = -688.9201 // $ = float 
$7593 = 10.4362 // $ = float 
$4853 = -1178.164 // $ = float 
$4854 = -659.4622 // $ = float 
$4855 = 10.4318 // $ = float 
$4856 = -1177.322 // $ = float 
$4857 = -665.8813 // $ = float 
$4858 = 10.4318 // $ = float 
$4859 = -1182.12 // $ = float 
$4860 = -659.4622 // $ = float 
$4861 = 10.4318 // $ = float 
$7468 = 7.5 // $ = float 
$7477 = -1182.284 // $ = float 
$7478 = -682.7609 // $ = float 
$7479 = 8.6995 // $ = float 
$7480 = -1181.638 // $ = float 
$7481 = -612.6847 // $ = float 
$7482 = 18.658 // $ = float 
jump @RACE_16034 

:RACE_9085
if 
  $1591 == 0 // $ == int 
jf @RACE_9105 
increment_mission_attempts 

:RACE_9105
$7449 = 46 // $ = int 
$7504 = 199.3 // $ = float 
$7505 = -349.2 // $ = float 
$7506 = 9.4879 // $ = float 
$7507 = 185.792 // $ = float 
$7508 = -435.777 // $ = float 
$7509 = 9.8329 // $ = float 
$7510 = 182.935 // $ = float 
$7511 = -512.916 // $ = float 
$7512 = 10.0699 // $ = float 
$7513 = 178.174 // $ = float 
$7514 = -595.769 // $ = float 
$7515 = 15.5328 // $ = float 
$7516 = 164.841 // $ = float 
$7517 = -703.383 // $ = float 
$7518 = 9.4007 // $ = float 
$7519 = 125.795 // $ = float 
$7520 = -797.664 // $ = float 
$7521 = 9.278 // $ = float 
$7522 = 53.418 // $ = float 
$7523 = -863.375 // $ = float 
$7524 = 9.278 // $ = float 
$7525 = -41.8154 // $ = float 
$7526 = -872.898 // $ = float 
$7527 = 9.2782 // $ = float 
$7528 = -103.717 // $ = float 
$7529 = -920.515 // $ = float 
$7530 = 9.2839 // $ = float 
$7531 = -84.6704 // $ = float 
$7532 = -1012.89 // $ = float 
$7533 = 9.2761 // $ = float 
$7534 = -89.4321 // $ = float 
$7535 = -1080.51 // $ = float 
$7536 = 9.2859 // $ = float 
$7537 = -170.38 // $ = float 
$7538 = -1099.55 // $ = float 
$7539 = 9.2781 // $ = float 
$7540 = -196.093 // $ = float 
$7541 = -1126.22 // $ = float 
$7542 = 9.2858 // $ = float 
$7543 = -201.807 // $ = float 
$7544 = -1206.21 // $ = float 
$7545 = 9.278 // $ = float 
$7546 = -200.855 // $ = float 
$7547 = -1281.45 // $ = float 
$7548 = 9.278 // $ = float 
$7549 = -186.57 // $ = float 
$7550 = -1360.49 // $ = float 
$7551 = 9.2858 // $ = float 
$7552 = -153.238 // $ = float 
$7553 = -1454.77 // $ = float 
$7554 = 9.2858 // $ = float 
$7555 = -102.765 // $ = float 
$7556 = -1546.2 // $ = float 
$7557 = 9.2858 // $ = float 
$7558 = -44.6724 // $ = float 
$7559 = -1577.62 // $ = float 
$7560 = 9.2464 // $ = float 
$7561 = -8.48371 // $ = float 
$7562 = -1550.96 // $ = float 
$7563 = 9.278 // $ = float 
$7564 = 0.0873 // $ = float 
$7565 = -1465.25 // $ = float 
$7566 = 9.2779 // $ = float 
$7567 = 41.0376 // $ = float 
$7568 = -1381.44 // $ = float 
$7569 = 9.278 // $ = float 
$7570 = 68.6553 // $ = float 
$7571 = -1302.4 // $ = float 
$7572 = 9.278 // $ = float 
$7573 = 80.0833 // $ = float 
$7574 = -1209.07 // $ = float 
$7575 = 9.278 // $ = float 
$7576 = 83.8926 // $ = float 
$7577 = -1133.84 // $ = float 
$7578 = 9.2858 // $ = float 
$7579 = 78.1786 // $ = float 
$7580 = -1047.17 // $ = float 
$7581 = 9.278 // $ = float 
$7582 = 82.9403 // $ = float 
$7583 = -956.703 // $ = float 
$7584 = 9.2613 // $ = float 
$7585 = 125.795 // $ = float 
$7586 = -885.278 // $ = float 
$7587 = 9.2465 // $ = float 
$7588 = 175.317 // $ = float 
$7589 = -813.853 // $ = float 
$7590 = 9.2465 // $ = float 
$7591 = 217.219 // $ = float 
$7592 = -750.047 // $ = float 
$7593 = 9.2465 // $ = float 
$7594 = 237.218 // $ = float 
$7595 = -685.288 // $ = float 
$7596 = 9.2372 // $ = float 
$7597 = 261.979 // $ = float 
$7598 = -594.816 // $ = float 
$7599 = 8.8297 // $ = float 
$7600 = 302.929 // $ = float 
$7601 = -525.296 // $ = float 
$7602 = 8.8297 // $ = float 
$7603 = 365.783 // $ = float 
$7604 = -448.157 // $ = float 
$7605 = 8.8482 // $ = float 
$7606 = 418.162 // $ = float 
$7607 = -403.397 // $ = float 
$7608 = 8.8482 // $ = float 
$7609 = 454.35 // $ = float 
$7610 = -352.924 // $ = float 
$7611 = 8.9641 // $ = float 
$7612 = 478.159 // $ = float 
$7613 = -243.405 // $ = float 
$7614 = 11.3418 // $ = float 
$7615 = 482.92 // $ = float 
$7616 = -139.601 // $ = float 
$7617 = 9.1372 // $ = float 
$7618 = 519.109 // $ = float 
$7619 = -68.1758 // $ = float 
$7620 = 9.5878 // $ = float 
$7621 = 502.919 // $ = float 
$7622 = -1.51244 // $ = float 
$7623 = 10.0202 // $ = float 
$7624 = 483.873 // $ = float 
$7625 = 97.5303 // $ = float 
$7626 = 10.304 // $ = float 
$7627 = 431.494 // $ = float 
$7628 = 56.5799 // $ = float 
$7629 = 10.1727 // $ = float 
$7630 = 370.545 // $ = float 
$7631 = 9.91558 // $ = float 
$7632 = 10.3602 // $ = float 
$7633 = 326.738 // $ = float 
$7634 = -26.2731 // $ = float 
$7635 = 9.9985 // $ = float 
$7636 = 310.548 // $ = float 
$7637 = -109.126 // $ = float 
$7638 = 10.2687 // $ = float 
$7639 = 273.407 // $ = float 
$7640 = -185.313 // $ = float 
$7641 = 9.8572 // $ = float 
$7642 = 230.552 // $ = float 
$7643 = -266.261 // $ = float 
$7644 = 10.962 // $ = float 
$7645 = 200.295 // $ = float 
$7646 = -367.055 // $ = float 
$7647 = 9.6223 // $ = float 
$4853 = 204.1 // $ = float 
$4854 = -349.2 // $ = float 
$4855 = 9.4879 // $ = float 
$4856 = 197.8 // $ = float 
$4857 = -356.3 // $ = float 
$4858 = 9.4879 // $ = float 
$4859 = 202.6 // $ = float 
$4860 = -356.3 // $ = float 
$4861 = 9.4879 // $ = float 
$7468 = 165.3 // $ = float 
$7477 = 168.896 // $ = float 
$7478 = -416.393 // $ = float 
$7479 = 0.0 // $ = float 
$7480 = 221.475 // $ = float 
$7481 = -347.636 // $ = float 
$7482 = 30.0 // $ = float 
jump @RACE_16034 

:RACE_10719
if 
  $1592 == 0 // $ == int 
jf @RACE_10739 
increment_mission_attempts 

:RACE_10739
$7449 = 48 // $ = int 
$7504 = 192.0803 // $ = float 
$7505 = -379.4206 // $ = float 
$7506 = 9.6766 // $ = float 
$7507 = 221.582 // $ = float 
$7508 = -289.187 // $ = float 
$7509 = 11.361 // $ = float 
$7510 = 253.71 // $ = float 
$7511 = -223.936 // $ = float 
$7512 = 9.8523 // $ = float 
$7513 = 295.899 // $ = float 
$7514 = -134.766 // $ = float 
$7515 = 11.1339 // $ = float 
$7516 = 329.479 // $ = float 
$7517 = -17.6297 // $ = float 
$7518 = 10.3388 // $ = float 
$7519 = 388.747 // $ = float 
$7520 = 20.8195 // $ = float 
$7521 = 14.1745 // $ = float 
$7522 = 444.209 // $ = float 
$7523 = 89.5439 // $ = float 
$7524 = 9.9166 // $ = float 
$7525 = 399.599 // $ = float 
$7526 = 201.673 // $ = float 
$7527 = 9.85 // $ = float 
$7528 = 427.329 // $ = float 
$7529 = 305.363 // $ = float 
$7530 = 10.4397 // $ = float 
$7531 = 444.635 // $ = float 
$7532 = 408.029 // $ = float 
$7533 = 10.4397 // $ = float 
$7534 = 470.734 // $ = float 
$7535 = 504.302 // $ = float 
$7536 = 10.483 // $ = float 
$7537 = 496.054 // $ = float 
$7538 = 656.219 // $ = float 
$7539 = 9.8803 // $ = float 
$7540 = 547.899 // $ = float 
$7541 = 751.469 // $ = float 
$7542 = 10.1808 // $ = float 
$7543 = 556.338 // $ = float 
$7544 = 891.329 // $ = float 
$7545 = 13.5641 // $ = float 
$7546 = 512.934 // $ = float 
$7547 = 1004.66 // $ = float 
$7548 = 16.9283 // $ = float 
$7549 = 500.877 // $ = float 
$7550 = 1121.62 // $ = float 
$7551 = 15.2929 // $ = float 
$7552 = 522.579 // $ = float 
$7553 = 1232.54 // $ = float 
$7554 = 15.2502 // $ = float 
$7555 = 432.152 // $ = float 
$7556 = 1281.97 // $ = float 
$7557 = 16.0003 // $ = float 
$7558 = 316.406 // $ = float 
$7559 = 1281.97 // $ = float 
$7560 = 16.1761 // $ = float 
$7561 = 219.951 // $ = float 
$7562 = 1243.39 // $ = float 
$7563 = 16.18 // $ = float 
$7564 = 283.852 // $ = float 
$7565 = 1198.78 // $ = float 
$7566 = 16.7968 // $ = float 
$7567 = 270.59 // $ = float 
$7568 = 1121.62 // $ = float 
$7569 = 18.3989 // $ = float 
$7570 = 307.966 // $ = float 
$7571 = 1023.95 // $ = float 
$7572 = 11.9725 // $ = float 
$7573 = 320.023 // $ = float 
$7574 = 913.031 // $ = float 
$7575 = 9.8582 // $ = float 
$7576 = 294.703 // $ = float 
$7577 = 800.902 // $ = float 
$7578 = 9.849 // $ = float 
$7579 = 219.951 // $ = float 
$7580 = 721.326 // $ = float 
$7581 = 9.849 // $ = float 
$7582 = 177.751 // $ = float 
$7583 = 671.893 // $ = float 
$7584 = 9.849 // $ = float 
$7585 = 246.476 // $ = float 
$7586 = 667.07 // $ = float 
$7587 = 9.8548 // $ = float 
$7588 = 334.491 // $ = float 
$7589 = 670.687 // $ = float 
$7590 = 9.8524 // $ = float 
$7591 = 380.307 // $ = float 
$7592 = 644.162 // $ = float 
$7593 = 10.0442 // $ = float 
$7594 = 383.925 // $ = float 
$7595 = 557.352 // $ = float 
$7596 = 10.3795 // $ = float 
$7597 = 380.307 // $ = float 
$7598 = 487.422 // $ = float 
$7599 = 10.6054 // $ = float 
$7600 = 486.408 // $ = float 
$7601 = 480.188 // $ = float 
$7602 = 10.4553 // $ = float 
$7603 = 534.636 // $ = float 
$7604 = 457.28 // $ = float 
$7605 = 9.8644 // $ = float 
$7606 = 515.345 // $ = float 
$7607 = 352.385 // $ = float 
$7608 = 9.8673 // $ = float 
$7609 = 500.877 // $ = float 
$7610 = 245.078 // $ = float 
$7611 = 9.9013 // $ = float 
$7612 = 504.494 // $ = float 
$7613 = 138.977 // $ = float 
$7614 = 9.866 // $ = float 
$7615 = 477.969 // $ = float 
$7616 = 94.3666 // $ = float 
$7617 = 10.1941 // $ = float 
$7618 = 394.776 // $ = float 
$7619 = 25.6422 // $ = float 
$7620 = 14.5354 // $ = float 
$7621 = 328.463 // $ = float 
$7622 = -33.4368 // $ = float 
$7623 = 9.8861 // $ = float 
$7624 = 300.732 // $ = float 
$7625 = -127.481 // $ = float 
$7626 = 10.776 // $ = float 
$7627 = 289.881 // $ = float 
$7628 = -182.943 // $ = float 
$7629 = 10.4278 // $ = float 
$7630 = 368.251 // $ = float 
$7631 = -222.73 // $ = float 
$7632 = 10.7668 // $ = float 
$7633 = 359.811 // $ = float 
$7634 = -303.512 // $ = float 
$7635 = 10.8559 // $ = float 
$7636 = 283.852 // $ = float 
$7637 = -363.796 // $ = float 
$7638 = 10.7751 // $ = float 
$7639 = 233.213 // $ = float 
$7640 = -425.287 // $ = float 
$7641 = 10.7829 // $ = float 
$7642 = 217.539 // $ = float 
$7643 = -518.125 // $ = float 
$7644 = 10.7829 // $ = float 
$7645 = 181.368 // $ = float 
$7646 = -526.565 // $ = float 
$7647 = 10.5379 // $ = float 
$7648 = 185.061 // $ = float 
$7649 = -443.34 // $ = float 
$7650 = 9.8402 // $ = float 
$7651 = 198.248 // $ = float 
$7652 = -371.03 // $ = float 
$7653 = 9.5263 // $ = float 
$4853 = 198.214 // $ = float 
$4854 = -373.8071 // $ = float 
$4855 = 9.5658 // $ = float 
$4856 = 196.4444 // $ = float 
$4857 = -380.2955 // $ = float 
$4858 = 9.6676 // $ = float 
$4859 = 193.9106 // $ = float 
$4860 = -372.1646 // $ = float 
$4861 = 9.5608 // $ = float 
$7468 = 345.0 // $ = float 
$7477 = 181.057 // $ = float 
$7478 = -418.878 // $ = float 
$7479 = 0.0 // $ = float 
$7480 = 216.057 // $ = float 
$7481 = -328.878 // $ = float 
$7482 = 30.0 // $ = float 
jump @RACE_16034 

:RACE_12413
if 
  $1593 == 0 // $ == int 
jf @RACE_12433 
increment_mission_attempts 

:RACE_12433
$10086 = 0 // $ = int 
$7449 = 112 // $ = int 
$7504 = -999.8854 // $ = float 
$7505 = -945.692 // $ = float 
$7506 = 13.6685 // $ = float 
$7507 = -929.153 // $ = float 
$7508 = -1029.48 // $ = float 
$7509 = 13.6592 // $ = float 
$7510 = -887.966 // $ = float 
$7511 = -1073.35 // $ = float 
$7512 = 13.6478 // $ = float 
$7513 = -824.396 // $ = float 
$7514 = -1040.23 // $ = float 
$7515 = 9.8895 // $ = float 
$7516 = -823.5 // $ = float 
$7517 = -946.213 // $ = float 
$7518 = 9.8871 // $ = float 
$7519 = -764.407 // $ = float 
$7520 = -925.62 // $ = float 
$7521 = 9.4575 // $ = float 
$7522 = -677.557 // $ = float 
$7523 = -930.992 // $ = float 
$7524 = 13.6473 // $ = float 
$7525 = -588.022 // $ = float 
$7526 = -932.782 // $ = float 
$7527 = 20.4283 // $ = float 
$7528 = -492.219 // $ = float 
$7529 = -932.782 // $ = float 
$7530 = 25.0643 // $ = float 
$7531 = -396.415 // $ = float 
$7532 = -935.468 // $ = float 
$7533 = 22.5963 // $ = float 
$7534 = -295.24 // $ = float 
$7535 = -939.05 // $ = float 
$7536 = 16.4214 // $ = float 
$7537 = -189.588 // $ = float 
$7538 = -930.096 // $ = float 
$7539 = 11.0187 // $ = float 
$7540 = -104.529 // $ = float 
$7541 = -895.177 // $ = float 
$7542 = 9.2782 // $ = float 
$7543 = -22.1561 // $ = float 
$7544 = -870.107 // $ = float 
$7545 = 9.2782 // $ = float 
$7546 = 73.6471 // $ = float 
$7547 = -858.468 // $ = float 
$7548 = 9.278 // $ = float 
$7549 = 131.845 // $ = float 
$7550 = -787.734 // $ = float 
$7551 = 9.278 // $ = float 
$7552 = 163.183 // $ = float 
$7553 = -706.257 // $ = float 
$7554 = 9.278 // $ = float 
$7555 = 173.032 // $ = float 
$7556 = -646.268 // $ = float 
$7557 = 15.1956 // $ = float 
$7558 = 178.404 // $ = float 
$7559 = -549.57 // $ = float 
$7560 = 10.69 // $ = float 
$7561 = 184.671 // $ = float 
$7562 = -452.871 // $ = float 
$7563 = 9.8402 // $ = float 
$7564 = 199.892 // $ = float 
$7565 = -365.126 // $ = float 
$7566 = 9.465 // $ = float 
$7567 = 224.962 // $ = float 
$7568 = -275.59 // $ = float 
$7569 = 10.9105 // $ = float 
$7570 = 268.835 // $ = float 
$7571 = -198.59 // $ = float 
$7572 = 9.8572 // $ = float 
$7573 = 308.231 // $ = float 
$7574 = -115.322 // $ = float 
$7575 = 9.8605 // $ = float 
$7576 = 327.928 // $ = float 
$7577 = -30.2626 // $ = float 
$7578 = 9.9096 // $ = float 
$7579 = 389.708 // $ = float 
$7580 = 20.7727 // $ = float 
$7581 = 14.2094 // $ = float 
$7582 = 447.011 // $ = float 
$7583 = 86.1337 // $ = float 
$7584 = 9.8733 // $ = float 
$7585 = 399.557 // $ = float 
$7586 = 172.983 // $ = float 
$7587 = 9.847 // $ = float 
$7588 = 391.499 // $ = float 
$7589 = 237.449 // $ = float 
$7590 = 9.3895 // $ = float 
$7591 = 340.463 // $ = float 
$7592 = 253.565 // $ = float 
$7593 = 10.1255 // $ = float 
$7594 = 334.196 // $ = float 
$7595 = 352.055 // $ = float 
$7596 = 10.4291 // $ = float 
$7597 = 349.417 // $ = float 
$7598 = 444.276 // $ = float 
$7599 = 10.4235 // $ = float 
$7600 = 378.068 // $ = float 
$7601 = 531.126 // $ = float 
$7602 = 10.4235 // $ = float 
$7603 = 382.545 // $ = float 
$7604 = 607.231 // $ = float 
$7605 = 10.4235 // $ = float 
$7606 = 362.847 // $ = float 
$7607 = 668.116 // $ = float 
$7608 = 9.894 // $ = float 
$7609 = 264.358 // $ = float 
$7610 = 669.906 // $ = float 
$7611 = 9.8524 // $ = float 
$7612 = 207.055 // $ = float 
$7613 = 657.371 // $ = float 
$7614 = 9.849 // $ = float 
$7615 = 178.404 // $ = float 
$7616 = 670.802 // $ = float 
$7617 = 9.849 // $ = float 
$7618 = 196.311 // $ = float 
$7619 = 707.511 // $ = float 
$7620 = 9.849 // $ = float 
$7621 = 272.416 // $ = float 
$7622 = 765.71 // $ = float 
$7623 = 9.8514 // $ = float 
$7624 = 311.812 // $ = float 
$7625 = 857.036 // $ = float 
$7626 = 9.8551 // $ = float 
$7627 = 318.975 // $ = float 
$7628 = 974.328 // $ = float 
$7629 = 10.6569 // $ = float 
$7630 = 293.905 // $ = float 
$7631 = 1067.44 // $ = float 
$7632 = 12.0802 // $ = float 
$7633 = 273.312 // $ = float 
$7634 = 1139.07 // $ = float 
$7635 = 20.0402 // $ = float 
$7636 = 283.161 // $ = float 
$7637 = 1200.85 // $ = float 
$7638 = 16.7887 // $ = float 
$7639 = 222.276 // $ = float 
$7640 = 1234.88 // $ = float 
$7641 = 16.18 // $ = float 
$7642 = 283.161 // $ = float 
$7643 = 1281.44 // $ = float 
$7644 = 16.1801 // $ = float 
$7645 = 383.441 // $ = float 
$7646 = 1281.44 // $ = float 
$7647 = 16.1761 // $ = float 
$7648 = 472.976 // $ = float 
$7649 = 1278.75 // $ = float 
$7650 = 16.5197 // $ = float 
$7651 = 518.639 // $ = float 
$7652 = 1258.16 // $ = float 
$7653 = 15.5517 // $ = float 
$7654 = 508.79 // $ = float 
$7655 = 1164.14 // $ = float 
$7656 = 16.0812 // $ = float 
$7657 = 499.837 // $ = float 
$7658 = 1074.61 // $ = float 
$7659 = 16.7323 // $ = float 
$7660 = 519.535 // $ = float 
$7661 = 982.386 // $ = float 
$7662 = 16.9283 // $ = float 
$7663 = 552.878 // $ = float 
$7664 = 901.804 // $ = float 
$7665 = 13.8502 // $ = float 
$7666 = 559.826 // $ = float 
$7667 = 820.326 // $ = float 
$7668 = 11.2706 // $ = float 
$7669 = 544.605 // $ = float 
$7670 = 726.314 // $ = float 
$7671 = 9.9648 // $ = float 
$7672 = 522.221 // $ = float 
$7673 = 655.581 // $ = float 
$7674 = 9.9354 // $ = float 
$7675 = 419.255 // $ = float 
$7676 = 680.651 // $ = float 
$7677 = 10.2006 // $ = float 
$7678 = 421.045 // $ = float 
$7679 = 783.617 // $ = float 
$7680 = 10.2006 // $ = float 
$7681 = 424.627 // $ = float 
$7682 = 871.362 // $ = float 
$7683 = 10.1785 // $ = float 
$7684 = 404.929 // $ = float 
$7685 = 941.2 // $ = float 
$7686 = 11.4493 // $ = float 
$7687 = 303.754 // $ = float 
$7688 = 950.153 // $ = float 
$7689 = 20.4129 // $ = float 
$7690 = 190.939 // $ = float 
$7691 = 975.223 // $ = float 
$7692 = 23.2634 // $ = float 
$7693 = 94.2402 // $ = float 
$7694 = 987.758 // $ = float 
$7695 = 9.8228 // $ = float 
$7696 = 96.268 // $ = float 
$7697 = 908.967 // $ = float 
$7698 = 9.7065 // $ = float 
$7699 = 53.9491 // $ = float 
$7700 = 863.303 // $ = float 
$7701 = 9.7037 // $ = float 
$7702 = 10.972 // $ = float 
$7703 = 895.536 // $ = float 
$7704 = 9.7136 // $ = float 
$7705 = 32.4606 // $ = float 
$7706 = 986.863 // $ = float 
$7707 = 9.7345 // $ = float 
$7708 = 33.3559 // $ = float 
$7709 = 1057.6 // $ = float 
$7710 = 9.8576 // $ = float 
$7711 = 15.4488 // $ = float 
$7712 = 1107.74 // $ = float 
$7713 = 15.5335 // $ = float 
$7714 = -46.3308 // $ = float 
$7715 = 1051.33 // $ = float 
$7716 = 9.8058 // $ = float 
$7717 = -138.553 // $ = float 
$7718 = 1075.5 // $ = float 
$7719 = 11.1801 // $ = float 
$7720 = -227.193 // $ = float 
$7721 = 1083.56 // $ = float 
$7722 = 19.3942 // $ = float 
$7723 = -314.938 // $ = float 
$7724 = 1084.46 // $ = float 
$7725 = 21.0711 // $ = float 
$7726 = -414.322 // $ = float 
$7727 = 1085.35 // $ = float 
$7728 = 10.4061 // $ = float 
$7729 = -505.649 // $ = float 
$7730 = 1099.68 // $ = float 
$7731 = 9.8647 // $ = float 
$7732 = -588.022 // $ = float 
$7733 = 1145.34 // $ = float 
$7734 = 9.8725 // $ = float 
$7735 = -671.29 // $ = float 
$7736 = 1181.16 // $ = float 
$7737 = 9.8725 // $ = float 
$7738 = -772.465 // $ = float 
$7739 = 1176.68 // $ = float 
$7740 = 9.8647 // $ = float 
$7741 = -856.629 // $ = float 
$7742 = 1153.4 // $ = float 
$7743 = 9.7009 // $ = float 
$7744 = -865.582 // $ = float 
$7745 = 1063.86 // $ = float 
$7746 = 9.8699 // $ = float 
$7747 = -868.268 // $ = float 
$7748 = 962.688 // $ = float 
$7749 = 9.8699 // $ = float 
$7750 = -870.059 // $ = float 
$7751 = 857.931 // $ = float 
$7752 = 9.8816 // $ = float 
$7753 = -859.315 // $ = float 
$7754 = 762.128 // $ = float 
$7755 = 9.8816 // $ = float 
$7756 = -755.453 // $ = float 
$7757 = 752.279 // $ = float 
$7758 = 9.8816 // $ = float 
$7759 = -672.185 // $ = float 
$7760 = 734.372 // $ = float 
$7761 = 9.9913 // $ = float 
$7762 = -676.662 // $ = float 
$7763 = 634.987 // $ = float 
$7764 = 9.8813 // $ = float 
$7765 = -685.616 // $ = float 
$7766 = 539.184 // $ = float 
$7767 = 9.8847 // $ = float 
$7768 = -695.465 // $ = float 
$7769 = 448.753 // $ = float 
$7770 = 9.8925 // $ = float 
$7771 = -704.418 // $ = float 
$7772 = 356.531 // $ = float 
$7773 = 9.8679 // $ = float 
$7774 = -728.593 // $ = float 
$7775 = 291.17 // $ = float 
$7776 = 9.9507 // $ = float 
$7777 = -798.431 // $ = float 
$7778 = 306.391 // $ = float 
$7779 = 10.2203 // $ = float 
$7780 = -891.548 // $ = float 
$7781 = 317.136 // $ = float 
$7782 = 10.2165 // $ = float 
$7783 = -976.607 // $ = float 
$7784 = 323.403 // $ = float 
$7785 = 10.1999 // $ = float 
$7786 = -1014.21 // $ = float 
$7787 = 243.716 // $ = float 
$7788 = 10.1766 // $ = float 
$7789 = -1053.61 // $ = float 
$7790 = 150.599 // $ = float 
$7791 = 10.2094 // $ = float 
$7792 = -1069.72 // $ = float 
$7793 = 48.5286 // $ = float 
$7794 = 10.2116 // $ = float 
$7795 = -1067.93 // $ = float 
$7796 = -15.9371 // $ = float 
$7797 = 10.2118 // $ = float 
$7798 = -1080.47 // $ = float 
$7799 = -69.6585 // $ = float 
$7800 = 10.3946 // $ = float 
$7801 = -1149.41 // $ = float 
$7802 = -77.7167 // $ = float 
$7803 = 10.3912 // $ = float 
$7804 = -1182.54 // $ = float 
$7805 = -149.345 // $ = float 
$7806 = 10.3799 // $ = float 
$7807 = -1183.43 // $ = float 
$7808 = -251.416 // $ = float 
$7809 = 10.3807 // $ = float 
$7810 = -1181.64 // $ = float 
$7811 = -352.591 // $ = float 
$7812 = 9.7105 // $ = float 
$7813 = -1196.86 // $ = float 
$7814 = -449.29 // $ = float 
$7815 = 9.7421 // $ = float 
$7816 = -1171.79 // $ = float 
$7817 = -503.011 // $ = float 
$7818 = 9.7692 // $ = float 
$7819 = -1089.42 // $ = float 
$7820 = -504.802 // $ = float 
$7821 = 10.1038 // $ = float 
$7822 = -1065.25 // $ = float 
$7823 = -583.593 // $ = float 
$7824 = 9.9241 // $ = float 
$7825 = -984.665 // $ = float 
$7826 = -583.593 // $ = float 
$7827 = 10.2854 // $ = float 
$7828 = -982.874 // $ = float 
$7829 = -668.652 // $ = float 
$7830 = 10.5705 // $ = float 
0@ = -1058.98 // @ = float 
1@ = -679.396 // @ = float 
2@ = 10.5966 // @ = float 
3@ = -1135.98 // @ = float 
4@ = -699.094 // @ = float 
5@ = 10.5742 // @ = float 
6@ = -1111.81 // @ = float 
7@ = -789.525 // @ = float 
8@ = 10.6719 // @ = float 
9@ = -1071.51 // @ = float 
10@ = -865.631 // @ = float 
11@ = 11.3928 // @ = float 
12@ = -995.409 // @ = float 
13@ = -946.213 // @ = float 
14@ = 13.6582 // @ = float 
$4853 = -996.9311 // $ = float 
$4854 = -942.3224 // $ = float 
$4855 = 13.6511 // $ = float 
$4856 = -991.6809 // $ = float 
$4857 = -947.7771 // $ = float 
$4858 = 13.6504 // $ = float 
$4859 = -995.0892 // $ = float 
$4860 = -950.5623 // $ = float 
$4861 = 13.6674 // $ = float 
$7468 = 223.0 // $ = float 
$7477 = -1041.856 // $ = float 
$7478 = -1004.363 // $ = float 
$7479 = 0.0 // $ = float 
$7480 = -941.856 // $ = float 
$7481 = -904.363 // $ = float 
$7482 = 30.0 // $ = float 
jump @RACE_16034 

:RACE_16034
0084: $7450 = $7449 // $ = $ int 
$7450 -= 1 // $ -= int 
Model.Load(#WMYCR)
Model.Load(#WFYPR)
Model.Load(#BMYPI)
Model.Load(#CHEETAH)
Model.Load(#INFERNUS)
Model.Load(#BANSHEE)
Model.Load(#FAGGIO)
018A: $7431 = create_checkpoint_at $7504 $7505 $7506 

:RACE_16095
if or
  not Model.Available(#WMYCR)
  not Model.Available(#WFYPR)
  not Model.Available(#BMYPI)
  not Model.Available(#CHEETAH)
  not Model.Available(#INFERNUS)
  not Model.Available(#BANSHEE)
  not Model.Available(#FAGGIO)
jf @RACE_16149 
wait 0 
jump @RACE_16095 

:RACE_16149
01E8: create_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 
Car.Create($7418, #CHEETAH, $4853, $4854, $4855)
020A: set_car $7418 door_status_to 2 
Car.SetImmunities($7418, 0, 1, 0, 0, 0)
039C: set_car $7418 watertight 1 
03AB: set_car $7418 strong 1 
03ED: set_car $7418 not_damaged_when_upside_down 1 
04E0: car $7418 abandon_path_radius 5 
053F: set_car $7418 tires_vulnerable 0 
0229: set_car $7418 color_to 0 0 
Car.Angle($7418) = $7468
Car.Create($7419, #INFERNUS, $4856, $4857, $4858)
020A: set_car $7419 door_status_to 2 
Car.SetImmunities($7419, 0, 1, 0, 0, 0)
039C: set_car $7419 watertight 1 
03AB: set_car $7419 strong 1 
03ED: set_car $7419 not_damaged_when_upside_down 1 
04E0: car $7419 abandon_path_radius 5 
0229: set_car $7419 color_to 0 0 
053F: set_car $7419 tires_vulnerable 0 
Car.Angle($7419) = $7468
Car.Create($7420, #BANSHEE, $4859, $4860, $4861)
020A: set_car $7420 door_status_to 2 
Car.SetImmunities($7420, 0, 1, 0, 0, 0)
039C: set_car $7420 watertight 1 
03AB: set_car $7420 strong 1 
03ED: set_car $7420 not_damaged_when_upside_down 1 
04E0: car $7420 abandon_path_radius 5 
053F: set_car $7420 tires_vulnerable 0 
0229: set_car $7420 color_to 0 0 
Car.Angle($7420) = $7468
Car.Create($10086, #FAGGIO, -1002.032, -879.1832, 12.8867)
0229: set_car $10086 color_to 0 0 
Car.Angle($10086) = 132.0999
0129: $7422 = create_actor 4 #BMYPI in_car $7418 driverseat 
039E: set_actor $7422 locked_while_in_vehicle 1 
054A: set_actor $7422 can_be_shot_in_a_car 0 
0129: $7423 = create_actor 4 #WFYPR in_car $7419 driverseat 
039E: set_actor $7423 locked_while_in_vehicle 1 
054A: set_actor $7423 can_be_shot_in_a_car 0 
0129: $7424 = create_actor 4 #WMYCR in_car $7420 driverseat 
039E: set_actor $7424 locked_while_in_vehicle 1 
054A: set_actor $7424 can_be_shot_in_a_car 0 
Car.SetToNormalDriver($7418)
Car.SetToNormalDriver($7419)
Car.SetToNormalDriver($7420)
00AE: set_vehicle $7418 traffic_behavior_to 2 
Car.SetMaxSpeed($7418, 50.0)
00AE: set_vehicle $7419 traffic_behavior_to 2 
Car.SetMaxSpeed($7419, 50.0)
00AE: set_vehicle $7420 traffic_behavior_to 2 
Car.SetMaxSpeed($7420, 50.0)
Car.ImmuneToNonPlayer($7418, True)
Car.ImmuneToNonPlayer($7419, True)
Car.ImmuneToNonPlayer($7420, True)
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0336: set_player $PLAYER_CHAR visible 1 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
wait 0 
wait 0 
00BC: text_highpriority 'SBOB264' time 5000 1 

:RACE_16703
if 
80FA:   not player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 
jf @RACE_17043 
wait 0 
if 
00F9:   player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 
jf @RACE_16847 
00BC: text_highpriority 'RACES_2' time 5000 1  // ~g~You need a vehicle to race, this is not a foot race!
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FAGGIO 
jf @RACE_16847 
00BC: text_highpriority 'SBOB265' time 5000 1 
jump @RACE_16703 

:RACE_16847
if 
  Car.Wrecked($7418)
jf @RACE_16870 
jump @RACE_21176 

:RACE_16870
if 
  Car.Wrecked($7419)
jf @RACE_16893 
jump @RACE_21176 

:RACE_16893
if 
  Car.Wrecked($7420)
jf @RACE_16916 
jump @RACE_21176 

:RACE_16916
$4871 = Car.Health($7418)
if 
  100 > $4871 // int > $ 
jf @RACE_16956 
$4871 = 9 // $ = int 
jump @RACE_17043 

:RACE_16956
$4871 = Car.Health($7419)
if 
  100 > $4871 // int > $ 
jf @RACE_16996 
$4871 = 9 // $ = int 
jump @RACE_17043 

:RACE_16996
$4871 = Car.Health($7420)
if 
  100 > $4871 // int > $ 
jf @RACE_17036 
$4871 = 9 // $ = int 
jump @RACE_17043 

:RACE_17036
jump @RACE_16703 

:RACE_17043
Car.ImmuneToNonPlayer($7418, False)
Car.ImmuneToNonPlayer($7419, False)
Car.ImmuneToNonPlayer($7420, False)
if 
  $4871 == 9 // $ == int 
jf @RACE_17104 
00BA: text_styled 'RACES_3' 1200 ms 4  // 3..2..1.. GO GO GO!
jump @RACE_17291 

:RACE_17104
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACES_4' 1100 ms 4  // 3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_5' 1100 ms 4  // 2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_6' 1100 ms 4  // 1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACES_7' 800 ms 4  // GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:RACE_17291
if 
  Car.Wrecked($7418)
jf @RACE_17314 
jump @RACE_21176 

:RACE_17314
if 
  Car.Wrecked($7419)
jf @RACE_17337 
jump @RACE_21176 

:RACE_17337
if 
  Car.Wrecked($7420)
jf @RACE_17360 
jump @RACE_21176 

:RACE_17360
Marker.Disable($7431)
Marker.CreateAboveCar($7433, $7418)
018B: set_marker $7433 display 1 
Marker.CreateAboveCar($7434, $7419)
018B: set_marker $7434 display 1 
Marker.CreateAboveCar($7435, $7420)
018B: set_marker $7435 display 1 
gosub @RACE_23068 
0086: $7483 = $7498 // $ = $ float 
0086: $7484 = $7499 // $ = $ float 
0086: $7485 = $7500 // $ = $ float 
0086: $7486 = $7501 // $ = $ float 
0086: $7487 = $7502 // $ = $ float 
0086: $7488 = $7503 // $ = $ float 
0086: $7489 = $7498 // $ = $ float 
0086: $7490 = $7499 // $ = $ float 
0086: $7491 = $7500 // $ = $ float 
0086: $7492 = $7498 // $ = $ float 
0086: $7493 = $7499 // $ = $ float 
0086: $7494 = $7500 // $ = $ float 
0086: $7495 = $7498 // $ = $ float 
0086: $7496 = $7499 // $ = $ float 
0086: $7497 = $7500 // $ = $ float 
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 4 
0168: set_marker $7431 size 3 
018A: $7432 = create_checkpoint_at $7486 $7487 $7488 
0165: set_marker $7432 color_to 4 
0168: set_marker $7432 size 2 
Car.DriveTo($7418, $7489, $7490, $7491)
Car.DriveTo($7419, $7492, $7493, $7494)
Car.DriveTo($7420, $7495, $7496, $7497)
$7442 = 0 // $ = int 
03C3: set_timer_with_text_to $7442 type 0 text 'RACES'  // TIME:

:RACE_17657
if 
001C:   $7449 > $7436 // $ > $ int 
jf @RACE_21169 
wait 0 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FAGGIO 
jf @RACE_17704 
0322: kill_player $PLAYER_CHAR 

:RACE_17704
01BD: $4811 = current_time_in_ms 
$7441 = 0 // $ = int 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7483 $7484 $7485 radius 6.0 6.0 6.0 
jf @RACE_17993 
018C: play_sound 1 at 0.0 0.0 0.0 
$7436 += 1 // $ += int 
Marker.Disable($7431)
Marker.Disable($7432)
0084: $7440 = $7436 // $ = $ int 
gosub @RACE_23068 
0086: $7483 = $7498 // $ = $ float 
0086: $7484 = $7499 // $ = $ float 
0086: $7485 = $7500 // $ = $ float 
0086: $7486 = $7501 // $ = $ float 
0086: $7487 = $7502 // $ = $ float 
0086: $7488 = $7503 // $ = $ float 
if 
003A:   $7436 == $7449 // $ == $ int 
jf @RACE_17883 
jump @RACE_21178 

:RACE_17883
if 
001C:   $7450 > $7436 // $ > $ int 
jf @RACE_17965 
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 4 
0168: set_marker $7431 size 3 
018A: $7432 = create_checkpoint_at $7486 $7487 $7488 
0165: set_marker $7432 color_to 4 
0168: set_marker $7432 size 2 
jump @RACE_17993 

:RACE_17965
018A: $7431 = create_checkpoint_at $7483 $7484 $7485 
0165: set_marker $7431 color_to 0 
0168: set_marker $7431 size 3 

:RACE_17993
if 
  not Car.Wrecked($7418)
jf @RACE_18799 
Car.Health($7418) = 1000
0084: $7421 = $7418 // $ = $ int 
0084: $7440 = $7437 // $ = $ int 
0086: $7462 = $4853 // $ = $ float 
0086: $7463 = $4854 // $ = $ float 
0086: $7464 = $4855 // $ = $ float 
0084: $7446 = $7443 // $ = $ int 
gosub @RACE_30594 
0086: $4853 = $7462 // $ = $ float 
0086: $4854 = $7463 // $ = $ float 
0086: $4855 = $7464 // $ = $ float 
0084: $7443 = $7446 // $ = $ int 
if 
  $7454 > 4 // $ > int 
jf @RACE_18315 
0084: $7461 = $7439 // $ = $ int 
$7461 -= 4 // $ -= int 
0084: $7460 = $7438 // $ = $ int 
$7460 -= 4 // $ -= int 
if or
001C:   $7461 > $7437 // $ > $ int 
001C:   $7460 > $7437 // $ > $ int 
jf @RACE_18315 
if 
81FC:   not player $PLAYER_CHAR near_car $7418 radius 200.0 200.0 0 
jf @RACE_18315 
if 
82CA:   not car $7418 bounding_sphere_visible 
jf @RACE_18315 
if 
838A:   not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 
jf @RACE_18315 
if 
80C2:   not sphere_onscreen $7489 $7490 $7491 4.0 
jf @RACE_18315 
Car.PutAt($7418, $7489, $7490, $7491)
039F: car $7418 race_to $7483 $7484 

:RACE_18315
if 
01AF:   car $7418 0 $7489 $7490 $7491 radius $7472 $7472 $7472 
jf @RACE_18792 
$7437 += 1 // $ += int 
0084: $7440 = $7437 // $ = $ int 
gosub @RACE_23068 
0086: $7489 = $7498 // $ = $ float 
0086: $7490 = $7499 // $ = $ float 
0086: $7491 = $7500 // $ = $ float 
if 
  $7437 == 17 // $ == int 
jf @RACE_18425 
$7472 = 6.0 // $ = float 

:RACE_18425
if 
003A:   $7437 == $7449 // $ == $ int 
jf @RACE_18736 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7454 == 1 // $ == int 
jf @RACE_18504 
if 
001C:   $401 > $7448 // $ > $ int 
jf @RACE_18504 
0084: $401 = $7448 // $ = $ int 

:RACE_18504
if 
  $7454 == 2 // $ == int 
jf @RACE_18549 
if 
001C:   $403 > $7448 // $ > $ int 
jf @RACE_18549 
0084: $403 = $7448 // $ = $ int 

:RACE_18549
if 
  $7454 == 3 // $ == int 
jf @RACE_18594 
if 
001C:   $405 > $7448 // $ > $ int 
jf @RACE_18594 
0084: $405 = $7448 // $ = $ int 

:RACE_18594
if 
  $7454 == 4 // $ == int 
jf @RACE_18639 
if 
001C:   $407 > $7448 // $ > $ int 
jf @RACE_18639 
0084: $407 = $7448 // $ = $ int 

:RACE_18639
if 
  $7454 == 5 // $ == int 
jf @RACE_18684 
if 
001C:   $409 > $7448 // $ > $ int 
jf @RACE_18684 
0084: $409 = $7448 // $ = $ int 

:RACE_18684
if 
  $7454 == 6 // $ == int 
jf @RACE_18729 
if 
001C:   $411 > $7448 // $ > $ int 
jf @RACE_18729 
0084: $411 = $7448 // $ = $ int 

:RACE_18729
jump @RACE_21176 

:RACE_18736
if 
  $7472 == 7.0 // $ == float 
jf @RACE_18778 
Car.DriveTo($7418, $7489, $7490, $7491)
jump @RACE_18792 

:RACE_18778
02C2: car $7418 drive_to_point $7489 $7490 $7491 

:RACE_18792
jump @RACE_18977 

:RACE_18799
if 
82BF:   not car $7418 sunk 
jf @RACE_18822 
$7437 = 0 // $ = int 

:RACE_18822
if 
02BF:   car $7418 sunk 
jf @RACE_18977 
if 
82CA:   not car $7418 bounding_sphere_visible 
jf @RACE_18977 
Car.StorePos($7418, $7465, $7466, $7467)
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
jf @RACE_18977 
if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
jf @RACE_18977 
Car.PutAt($7418, $7465, $7466, $7467)
039F: car $7418 race_to $7489 $7490 

:RACE_18977
if 
  not Car.Wrecked($7419)
jf @RACE_19783 
Car.Health($7419) = 1000
0084: $7421 = $7419 // $ = $ int 
0084: $7440 = $7438 // $ = $ int 
0086: $7462 = $4856 // $ = $ float 
0086: $7463 = $4857 // $ = $ float 
0086: $7464 = $4858 // $ = $ float 
0084: $7446 = $7444 // $ = $ int 
gosub @RACE_30594 
0086: $4856 = $7462 // $ = $ float 
0086: $4857 = $7463 // $ = $ float 
0086: $4858 = $7464 // $ = $ float 
0084: $7444 = $7446 // $ = $ int 
if 
  $7454 > 4 // $ > int 
jf @RACE_19299 
0084: $7459 = $7437 // $ = $ int 
$7459 -= 4 // $ -= int 
0084: $7461 = $7439 // $ = $ int 
$7461 -= 4 // $ -= int 
if or
001C:   $7459 > $7438 // $ > $ int 
001C:   $7461 > $7438 // $ > $ int 
jf @RACE_19299 
if 
81FC:   not player $PLAYER_CHAR near_car $7419 radius 200.0 200.0 0 
jf @RACE_19299 
if 
82CA:   not car $7419 bounding_sphere_visible 
jf @RACE_19299 
if 
838A:   not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 
jf @RACE_19299 
if 
80C2:   not sphere_onscreen $7492 $7493 $7494 4.0 
jf @RACE_19299 
Car.PutAt($7419, $7492, $7493, $7494)
039F: car $7419 race_to $7483 $7484 

:RACE_19299
if 
01AF:   car $7419 0 $7492 $7493 $7494 radius $7473 $7473 $7473 
jf @RACE_19776 
$7438 += 1 // $ += int 
0084: $7440 = $7438 // $ = $ int 
gosub @RACE_23068 
0086: $7492 = $7498 // $ = $ float 
0086: $7493 = $7499 // $ = $ float 
0086: $7494 = $7500 // $ = $ float 
if 
  $7438 == 17 // $ == int 
jf @RACE_19409 
$7473 = 6.0 // $ = float 

:RACE_19409
if 
003A:   $7438 == $7449 // $ == $ int 
jf @RACE_19720 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7454 == 1 // $ == int 
jf @RACE_19488 
if 
001C:   $401 > $7448 // $ > $ int 
jf @RACE_19488 
0084: $401 = $7448 // $ = $ int 

:RACE_19488
if 
  $7454 == 2 // $ == int 
jf @RACE_19533 
if 
001C:   $403 > $7448 // $ > $ int 
jf @RACE_19533 
0084: $403 = $7448 // $ = $ int 

:RACE_19533
if 
  $7454 == 3 // $ == int 
jf @RACE_19578 
if 
001C:   $405 > $7448 // $ > $ int 
jf @RACE_19578 
0084: $405 = $7448 // $ = $ int 

:RACE_19578
if 
  $7454 == 4 // $ == int 
jf @RACE_19623 
if 
001C:   $407 > $7448 // $ > $ int 
jf @RACE_19623 
0084: $407 = $7448 // $ = $ int 

:RACE_19623
if 
  $7454 == 5 // $ == int 
jf @RACE_19668 
if 
001C:   $409 > $7448 // $ > $ int 
jf @RACE_19668 
0084: $409 = $7448 // $ = $ int 

:RACE_19668
if 
  $7454 == 6 // $ == int 
jf @RACE_19713 
if 
001C:   $411 > $7448 // $ > $ int 
jf @RACE_19713 
0084: $411 = $7448 // $ = $ int 

:RACE_19713
jump @RACE_21176 

:RACE_19720
if 
  $7473 == 7.0 // $ == float 
jf @RACE_19762 
Car.DriveTo($7419, $7492, $7493, $7494)
jump @RACE_19776 

:RACE_19762
02C2: car $7419 drive_to_point $7492 $7493 $7494 

:RACE_19776
jump @RACE_19961 

:RACE_19783
if 
82BF:   not car $7419 sunk 
jf @RACE_19806 
$7438 = 0 // $ = int 

:RACE_19806
if 
02BF:   car $7419 sunk 
jf @RACE_19961 
if 
82CA:   not car $7419 bounding_sphere_visible 
jf @RACE_19961 
Car.StorePos($7419, $7465, $7466, $7467)
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
jf @RACE_19961 
if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
jf @RACE_19961 
Car.PutAt($7419, $7465, $7466, $7467)
039F: car $7419 race_to $7492 $7493 

:RACE_19961
if 
  not Car.Wrecked($7420)
jf @RACE_20767 
Car.Health($7420) = 1000
0084: $7421 = $7420 // $ = $ int 
0084: $7440 = $7439 // $ = $ int 
0086: $7462 = $4859 // $ = $ float 
0086: $7463 = $4860 // $ = $ float 
0086: $7464 = $4861 // $ = $ float 
0084: $7446 = $7445 // $ = $ int 
gosub @RACE_30594 
0086: $4859 = $7462 // $ = $ float 
0086: $4860 = $7463 // $ = $ float 
0086: $4861 = $7464 // $ = $ float 
0084: $7445 = $7446 // $ = $ int 
if 
  $7454 > 4 // $ > int 
jf @RACE_20283 
0084: $7459 = $7437 // $ = $ int 
$7459 -= 4 // $ -= int 
0084: $7460 = $7438 // $ = $ int 
$7460 -= 4 // $ -= int 
if or
001C:   $7459 > $7439 // $ > $ int 
001C:   $7460 > $7439 // $ > $ int 
jf @RACE_20283 
if 
81FC:   not player $PLAYER_CHAR near_car $7420 radius 200.0 200.0 0 
jf @RACE_20283 
if 
82CA:   not car $7420 bounding_sphere_visible 
jf @RACE_20283 
if 
838A:   not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 
jf @RACE_20283 
if 
80C2:   not sphere_onscreen $7495 $7496 $7497 4.0 
jf @RACE_20283 
Car.PutAt($7420, $7495, $7496, $7497)
039F: car $7420 race_to $7483 $7484 

:RACE_20283
if 
01AF:   car $7420 0 $7495 $7496 $7497 radius $7474 $7474 $7474 
jf @RACE_20760 
$7439 += 1 // $ += int 
0084: $7440 = $7439 // $ = $ int 
gosub @RACE_23068 
0086: $7495 = $7498 // $ = $ float 
0086: $7496 = $7499 // $ = $ float 
0086: $7497 = $7500 // $ = $ float 
if 
  $7439 == 17 // $ == int 
jf @RACE_20393 
$7474 = 6.0 // $ = float 

:RACE_20393
if 
003A:   $7439 == $7449 // $ == $ int 
jf @RACE_20704 
00BC: text_highpriority 'RACES_8' time 5000 1  // ~r~You didn't win the race!
if 
  $7454 == 1 // $ == int 
jf @RACE_20472 
if 
001C:   $401 > $7448 // $ > $ int 
jf @RACE_20472 
0084: $401 = $7448 // $ = $ int 

:RACE_20472
if 
  $7454 == 2 // $ == int 
jf @RACE_20517 
if 
001C:   $403 > $7448 // $ > $ int 
jf @RACE_20517 
0084: $403 = $7448 // $ = $ int 

:RACE_20517
if 
  $7454 == 3 // $ == int 
jf @RACE_20562 
if 
001C:   $405 > $7448 // $ > $ int 
jf @RACE_20562 
0084: $405 = $7448 // $ = $ int 

:RACE_20562
if 
  $7454 == 4 // $ == int 
jf @RACE_20607 
if 
001C:   $407 > $7448 // $ > $ int 
jf @RACE_20607 
0084: $407 = $7448 // $ = $ int 

:RACE_20607
if 
  $7454 == 5 // $ == int 
jf @RACE_20652 
if 
001C:   $409 > $7448 // $ > $ int 
jf @RACE_20652 
0084: $409 = $7448 // $ = $ int 

:RACE_20652
if 
  $7454 == 6 // $ == int 
jf @RACE_20697 
if 
001C:   $411 > $7448 // $ > $ int 
jf @RACE_20697 
0084: $411 = $7448 // $ = $ int 

:RACE_20697
jump @RACE_21176 

:RACE_20704
if 
  $7474 == 7.0 // $ == float 
jf @RACE_20746 
Car.DriveTo($7420, $7495, $7496, $7497)
jump @RACE_20760 

:RACE_20746
02C2: car $7420 drive_to_point $7495 $7496 $7497 

:RACE_20760
jump @RACE_20945 

:RACE_20767
if 
82BF:   not car $7420 sunk 
jf @RACE_20790 
$7439 = 0 // $ = int 

:RACE_20790
if 
02BF:   car $7420 sunk 
jf @RACE_20945 
if 
82CA:   not car $7420 bounding_sphere_visible 
jf @RACE_20945 
Car.StorePos($7420, $7465, $7466, $7467)
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 
jf @RACE_20945 
if 
80C2:   not sphere_onscreen $7465 $7466 $7467 3.0 
jf @RACE_20945 
Car.PutAt($7420, $7465, $7466, $7467)
039F: car $7420 race_to $7495 $7496 

:RACE_20945
if 
  $7441 == 0 // $ == int 
jf @RACE_20977 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RACE_20977
if 
  $7441 == 1 // $ == int 
jf @RACE_21009 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RACE_21009
if 
  $7441 == 2 // $ == int 
jf @RACE_21041 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RACE_21041
if 
  $7441 == 3 // $ == int 
jf @RACE_21073 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RACE_21073
0084: $7448 = $7441 // $ = $ int 
if 
003A:   $7436 == $7450 // $ == $ int 
jf @RACE_21134 
04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 0 0 
jump @RACE_21162 

:RACE_21134
04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 150 0 

:RACE_21162
jump @RACE_17657 

:RACE_21169
jump @RACE_21178 

:RACE_21176
return 

:RACE_21178
$7442 /= 1000 // $ /= int 
if 
  $7454 == 1 // $ == int 
jf @RACE_21242 
042E: register_lowest_int_stat 6 to $7442 
if 
  $1588 == 0 // $ == int 
jf @RACE_21242 
030C: progress_made += 1 
0595: mission_complete 
$1588 = 1 // $ = int 

:RACE_21242
if 
  $7454 == 2 // $ == int 
jf @RACE_21298 
042E: register_lowest_int_stat 7 to $7442 
if 
  $1589 == 0 // $ == int 
jf @RACE_21298 
030C: progress_made += 1 
0595: mission_complete 
$1589 = 1 // $ = int 

:RACE_21298
if 
  $7454 == 3 // $ == int 
jf @RACE_21354 
042E: register_lowest_int_stat 8 to $7442 
if 
  $1590 == 0 // $ == int 
jf @RACE_21354 
030C: progress_made += 1 
0595: mission_complete 
$1590 = 1 // $ = int 

:RACE_21354
if 
  $7454 == 4 // $ == int 
jf @RACE_21410 
042E: register_lowest_int_stat 9 to $7442 
if 
  $1591 == 0 // $ == int 
jf @RACE_21410 
030C: progress_made += 1 
0595: mission_complete 
$1591 = 1 // $ = int 

:RACE_21410
if 
  $7454 == 5 // $ == int 
jf @RACE_21466 
042E: register_lowest_int_stat 10 to $7442 
if 
  $1592 == 0 // $ == int 
jf @RACE_21466 
030C: progress_made += 1 
0595: mission_complete 
$1592 = 1 // $ = int 

:RACE_21466
if 
  $7454 == 6 // $ == int 
jf @RACE_21522 
042E: register_lowest_int_stat 11 to $7442 
if 
  $1593 == 0 // $ == int 
jf @RACE_21522 
030C: progress_made += 1 
0595: mission_complete 
$1593 = 1 // $ = int 

:RACE_21522
0084: $7457 = $7442 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $7442 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
  $7454 == 1 // $ == int 
jf @RACE_21794 
if 
001C:   $402 > $7442 // $ > $ int 
jf @RACE_21687 
0084: $402 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_21659 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_21680 

:RACE_21659
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_21680
jump @RACE_21754 

:RACE_21687
if 
  $7458 > 9 // $ > int 
jf @RACE_21733 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_21754 

:RACE_21733
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_21754
$401 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 400
020A: set_car $10086 door_status_to 0 
01E3: text_1number_styled 'RACES18' number 400 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_21794
if 
  $7454 == 2 // $ == int 
jf @RACE_22013 
if 
001C:   $404 > $7442 // $ > $ int 
jf @RACE_21913 
0084: $404 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_21885 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_21906 

:RACE_21885
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_21906
jump @RACE_21980 

:RACE_21913
if 
  $7458 > 9 // $ > int 
jf @RACE_21959 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_21980 

:RACE_21959
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_21980
$403 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 2000
01E3: text_1number_styled 'RACES18' number 2000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22013
if 
  $7454 == 3 // $ == int 
jf @RACE_22232 
if 
001C:   $406 > $7442 // $ > $ int 
jf @RACE_22132 
0084: $406 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_22104 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22125 

:RACE_22104
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_22125
jump @RACE_22199 

:RACE_22132
if 
  $7458 > 9 // $ > int 
jf @RACE_22178 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_22199 

:RACE_22178
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_22199
$405 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 4000
01E3: text_1number_styled 'RACES18' number 4000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22232
if 
  $7454 == 4 // $ == int 
jf @RACE_22451 
if 
001C:   $408 > $7442 // $ > $ int 
jf @RACE_22351 
0084: $408 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_22323 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22344 

:RACE_22323
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_22344
jump @RACE_22418 

:RACE_22351
if 
  $7458 > 9 // $ > int 
jf @RACE_22397 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_22418 

:RACE_22397
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_22418
$407 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 8000
01E3: text_1number_styled 'RACES18' number 8000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22451
if 
  $7454 == 5 // $ == int 
jf @RACE_22670 
if 
001C:   $410 > $7442 // $ > $ int 
jf @RACE_22570 
0084: $410 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_22542 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22563 

:RACE_22542
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_22563
jump @RACE_22637 

:RACE_22570
if 
  $7458 > 9 // $ > int 
jf @RACE_22616 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_22637 

:RACE_22616
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_22637
$409 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 20000
01E3: text_1number_styled 'RACES18' number 20000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22670
if 
  $7454 == 6 // $ == int 
jf @RACE_22893 
if 
001C:   $412 > $7442 // $ > $ int 
jf @RACE_22789 
0084: $412 = $7442 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @RACE_22761 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @RACE_22782 

:RACE_22761
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:RACE_22782
jump @RACE_22856 

:RACE_22789
if 
  $7458 > 9 // $ > int 
jf @RACE_22835 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @RACE_22856 

:RACE_22835
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:RACE_22856
$411 = 0 // $ = int 
Player.Money($PLAYER_CHAR) += 40000
01E3: text_1number_styled 'RACES18' number 40000 time 5000 style 1  // YOU HAVE WON: $~1~

:RACE_22893
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:RACE_22904
01E7: remove_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 
Marker.Disable($7433)
Marker.Disable($7434)
Marker.Disable($7435)
Marker.Disable($7431)
Marker.Disable($7432)
Object.Destroy($7425)
Object.Destroy($7426)
Object.Destroy($7427)
Object.Destroy($7428)
Object.Destroy($7429)
Object.Destroy($7430)
Model.Destroy(#WMYCR)
Model.Destroy(#WFYPR)
Model.Destroy(#BMYPI)
Model.Destroy(#CHEETAH)
Model.Destroy(#INFERNUS)
Model.Destroy(#BANSHEE)
Model.Destroy(#FAGGIO)
Model.Destroy(#LH_RACE01)
Model.Destroy(#LH_RACE02)
Model.Destroy(#LH_RACE03)
Model.Destroy(#LH_RACE04)
Model.Destroy(#LH_RACE05)
Model.Destroy(#LH_RACE06)
014F: stop_timer $7442 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: enable_text_draw 0 
03E6: remove_text_box 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:RACE_23068
if 
  $7440 == -1 // $ == int 
jf @RACE_23134 
0086: $7498 = $7504 // $ = $ float 
0086: $7499 = $7505 // $ = $ float 
0086: $7500 = $7506 // $ = $ float 
0086: $7501 = $7507 // $ = $ float 
0086: $7502 = $7508 // $ = $ float 
0086: $7503 = $7509 // $ = $ float 

:RACE_23134
if 
  $7440 == 0 // $ == int 
jf @RACE_23200 
0086: $7498 = $7507 // $ = $ float 
0086: $7499 = $7508 // $ = $ float 
0086: $7500 = $7509 // $ = $ float 
0086: $7501 = $7510 // $ = $ float 
0086: $7502 = $7511 // $ = $ float 
0086: $7503 = $7512 // $ = $ float 

:RACE_23200
if 
  $7440 == 1 // $ == int 
jf @RACE_23266 
0086: $7498 = $7510 // $ = $ float 
0086: $7499 = $7511 // $ = $ float 
0086: $7500 = $7512 // $ = $ float 
0086: $7501 = $7513 // $ = $ float 
0086: $7502 = $7514 // $ = $ float 
0086: $7503 = $7515 // $ = $ float 

:RACE_23266
if 
  $7440 == 2 // $ == int 
jf @RACE_23332 
0086: $7498 = $7513 // $ = $ float 
0086: $7499 = $7514 // $ = $ float 
0086: $7500 = $7515 // $ = $ float 
0086: $7501 = $7516 // $ = $ float 
0086: $7502 = $7517 // $ = $ float 
0086: $7503 = $7518 // $ = $ float 

:RACE_23332
if 
  $7440 == 3 // $ == int 
jf @RACE_23398 
0086: $7498 = $7516 // $ = $ float 
0086: $7499 = $7517 // $ = $ float 
0086: $7500 = $7518 // $ = $ float 
0086: $7501 = $7519 // $ = $ float 
0086: $7502 = $7520 // $ = $ float 
0086: $7503 = $7521 // $ = $ float 

:RACE_23398
if 
  $7440 == 4 // $ == int 
jf @RACE_23464 
0086: $7498 = $7519 // $ = $ float 
0086: $7499 = $7520 // $ = $ float 
0086: $7500 = $7521 // $ = $ float 
0086: $7501 = $7522 // $ = $ float 
0086: $7502 = $7523 // $ = $ float 
0086: $7503 = $7524 // $ = $ float 

:RACE_23464
if 
  $7440 == 5 // $ == int 
jf @RACE_23530 
0086: $7498 = $7522 // $ = $ float 
0086: $7499 = $7523 // $ = $ float 
0086: $7500 = $7524 // $ = $ float 
0086: $7501 = $7525 // $ = $ float 
0086: $7502 = $7526 // $ = $ float 
0086: $7503 = $7527 // $ = $ float 

:RACE_23530
if 
  $7440 == 6 // $ == int 
jf @RACE_23596 
0086: $7498 = $7525 // $ = $ float 
0086: $7499 = $7526 // $ = $ float 
0086: $7500 = $7527 // $ = $ float 
0086: $7501 = $7528 // $ = $ float 
0086: $7502 = $7529 // $ = $ float 
0086: $7503 = $7530 // $ = $ float 

:RACE_23596
if 
  $7440 == 7 // $ == int 
jf @RACE_23662 
0086: $7498 = $7528 // $ = $ float 
0086: $7499 = $7529 // $ = $ float 
0086: $7500 = $7530 // $ = $ float 
0086: $7501 = $7531 // $ = $ float 
0086: $7502 = $7532 // $ = $ float 
0086: $7503 = $7533 // $ = $ float 

:RACE_23662
if 
  $7440 == 8 // $ == int 
jf @RACE_23728 
0086: $7498 = $7531 // $ = $ float 
0086: $7499 = $7532 // $ = $ float 
0086: $7500 = $7533 // $ = $ float 
0086: $7501 = $7534 // $ = $ float 
0086: $7502 = $7535 // $ = $ float 
0086: $7503 = $7536 // $ = $ float 

:RACE_23728
if 
  $7440 == 9 // $ == int 
jf @RACE_23794 
0086: $7498 = $7534 // $ = $ float 
0086: $7499 = $7535 // $ = $ float 
0086: $7500 = $7536 // $ = $ float 
0086: $7501 = $7537 // $ = $ float 
0086: $7502 = $7538 // $ = $ float 
0086: $7503 = $7539 // $ = $ float 

:RACE_23794
if 
  $7440 == 10 // $ == int 
jf @RACE_23860 
0086: $7498 = $7537 // $ = $ float 
0086: $7499 = $7538 // $ = $ float 
0086: $7500 = $7539 // $ = $ float 
0086: $7501 = $7540 // $ = $ float 
0086: $7502 = $7541 // $ = $ float 
0086: $7503 = $7542 // $ = $ float 

:RACE_23860
if 
  $7440 == 11 // $ == int 
jf @RACE_23926 
0086: $7498 = $7540 // $ = $ float 
0086: $7499 = $7541 // $ = $ float 
0086: $7500 = $7542 // $ = $ float 
0086: $7501 = $7543 // $ = $ float 
0086: $7502 = $7544 // $ = $ float 
0086: $7503 = $7545 // $ = $ float 

:RACE_23926
if 
  $7440 == 12 // $ == int 
jf @RACE_23992 
0086: $7498 = $7543 // $ = $ float 
0086: $7499 = $7544 // $ = $ float 
0086: $7500 = $7545 // $ = $ float 
0086: $7501 = $7546 // $ = $ float 
0086: $7502 = $7547 // $ = $ float 
0086: $7503 = $7548 // $ = $ float 

:RACE_23992
if 
  $7440 == 13 // $ == int 
jf @RACE_24058 
0086: $7498 = $7546 // $ = $ float 
0086: $7499 = $7547 // $ = $ float 
0086: $7500 = $7548 // $ = $ float 
0086: $7501 = $7549 // $ = $ float 
0086: $7502 = $7550 // $ = $ float 
0086: $7503 = $7551 // $ = $ float 

:RACE_24058
if 
  $7440 == 14 // $ == int 
jf @RACE_24124 
0086: $7498 = $7549 // $ = $ float 
0086: $7499 = $7550 // $ = $ float 
0086: $7500 = $7551 // $ = $ float 
0086: $7501 = $7552 // $ = $ float 
0086: $7502 = $7553 // $ = $ float 
0086: $7503 = $7554 // $ = $ float 

:RACE_24124
if 
  $7440 == 15 // $ == int 
jf @RACE_24190 
0086: $7498 = $7552 // $ = $ float 
0086: $7499 = $7553 // $ = $ float 
0086: $7500 = $7554 // $ = $ float 
0086: $7501 = $7555 // $ = $ float 
0086: $7502 = $7556 // $ = $ float 
0086: $7503 = $7557 // $ = $ float 

:RACE_24190
if 
  $7440 == 16 // $ == int 
jf @RACE_24256 
0086: $7498 = $7555 // $ = $ float 
0086: $7499 = $7556 // $ = $ float 
0086: $7500 = $7557 // $ = $ float 
0086: $7501 = $7558 // $ = $ float 
0086: $7502 = $7559 // $ = $ float 
0086: $7503 = $7560 // $ = $ float 

:RACE_24256
if 
  $7440 == 17 // $ == int 
jf @RACE_24322 
0086: $7498 = $7558 // $ = $ float 
0086: $7499 = $7559 // $ = $ float 
0086: $7500 = $7560 // $ = $ float 
0086: $7501 = $7561 // $ = $ float 
0086: $7502 = $7562 // $ = $ float 
0086: $7503 = $7563 // $ = $ float 

:RACE_24322
if 
  $7440 == 18 // $ == int 
jf @RACE_24388 
0086: $7498 = $7561 // $ = $ float 
0086: $7499 = $7562 // $ = $ float 
0086: $7500 = $7563 // $ = $ float 
0086: $7501 = $7564 // $ = $ float 
0086: $7502 = $7565 // $ = $ float 
0086: $7503 = $7566 // $ = $ float 

:RACE_24388
if 
  $7440 == 19 // $ == int 
jf @RACE_24454 
0086: $7498 = $7564 // $ = $ float 
0086: $7499 = $7565 // $ = $ float 
0086: $7500 = $7566 // $ = $ float 
0086: $7501 = $7567 // $ = $ float 
0086: $7502 = $7568 // $ = $ float 
0086: $7503 = $7569 // $ = $ float 

:RACE_24454
if 
  $7440 == 20 // $ == int 
jf @RACE_24520 
0086: $7498 = $7567 // $ = $ float 
0086: $7499 = $7568 // $ = $ float 
0086: $7500 = $7569 // $ = $ float 
0086: $7501 = $7570 // $ = $ float 
0086: $7502 = $7571 // $ = $ float 
0086: $7503 = $7572 // $ = $ float 

:RACE_24520
if 
  $7440 == 21 // $ == int 
jf @RACE_24586 
0086: $7498 = $7570 // $ = $ float 
0086: $7499 = $7571 // $ = $ float 
0086: $7500 = $7572 // $ = $ float 
0086: $7501 = $7573 // $ = $ float 
0086: $7502 = $7574 // $ = $ float 
0086: $7503 = $7575 // $ = $ float 

:RACE_24586
if 
  $7440 == 22 // $ == int 
jf @RACE_24652 
0086: $7498 = $7573 // $ = $ float 
0086: $7499 = $7574 // $ = $ float 
0086: $7500 = $7575 // $ = $ float 
0086: $7501 = $7576 // $ = $ float 
0086: $7502 = $7577 // $ = $ float 
0086: $7503 = $7578 // $ = $ float 

:RACE_24652
if 
  $7440 == 23 // $ == int 
jf @RACE_24718 
0086: $7498 = $7576 // $ = $ float 
0086: $7499 = $7577 // $ = $ float 
0086: $7500 = $7578 // $ = $ float 
0086: $7501 = $7579 // $ = $ float 
0086: $7502 = $7580 // $ = $ float 
0086: $7503 = $7581 // $ = $ float 

:RACE_24718
if 
  $7440 == 24 // $ == int 
jf @RACE_24784 
0086: $7498 = $7579 // $ = $ float 
0086: $7499 = $7580 // $ = $ float 
0086: $7500 = $7581 // $ = $ float 
0086: $7501 = $7582 // $ = $ float 
0086: $7502 = $7583 // $ = $ float 
0086: $7503 = $7584 // $ = $ float 

:RACE_24784
if 
  $7440 == 25 // $ == int 
jf @RACE_24850 
0086: $7498 = $7582 // $ = $ float 
0086: $7499 = $7583 // $ = $ float 
0086: $7500 = $7584 // $ = $ float 
0086: $7501 = $7585 // $ = $ float 
0086: $7502 = $7586 // $ = $ float 
0086: $7503 = $7587 // $ = $ float 

:RACE_24850
if 
  $7440 == 26 // $ == int 
jf @RACE_24916 
0086: $7498 = $7585 // $ = $ float 
0086: $7499 = $7586 // $ = $ float 
0086: $7500 = $7587 // $ = $ float 
0086: $7501 = $7588 // $ = $ float 
0086: $7502 = $7589 // $ = $ float 
0086: $7503 = $7590 // $ = $ float 

:RACE_24916
if 
  $7440 == 27 // $ == int 
jf @RACE_24982 
0086: $7498 = $7588 // $ = $ float 
0086: $7499 = $7589 // $ = $ float 
0086: $7500 = $7590 // $ = $ float 
0086: $7501 = $7591 // $ = $ float 
0086: $7502 = $7592 // $ = $ float 
0086: $7503 = $7593 // $ = $ float 

:RACE_24982
if 
  $7440 == 28 // $ == int 
jf @RACE_25048 
0086: $7498 = $7591 // $ = $ float 
0086: $7499 = $7592 // $ = $ float 
0086: $7500 = $7593 // $ = $ float 
0086: $7501 = $7594 // $ = $ float 
0086: $7502 = $7595 // $ = $ float 
0086: $7503 = $7596 // $ = $ float 

:RACE_25048
if 
  $7440 == 29 // $ == int 
jf @RACE_25114 
0086: $7498 = $7594 // $ = $ float 
0086: $7499 = $7595 // $ = $ float 
0086: $7500 = $7596 // $ = $ float 
0086: $7501 = $7597 // $ = $ float 
0086: $7502 = $7598 // $ = $ float 
0086: $7503 = $7599 // $ = $ float 

:RACE_25114
if 
  $7440 == 30 // $ == int 
jf @RACE_25180 
0086: $7498 = $7597 // $ = $ float 
0086: $7499 = $7598 // $ = $ float 
0086: $7500 = $7599 // $ = $ float 
0086: $7501 = $7600 // $ = $ float 
0086: $7502 = $7601 // $ = $ float 
0086: $7503 = $7602 // $ = $ float 

:RACE_25180
if 
  $7440 == 31 // $ == int 
jf @RACE_25246 
0086: $7498 = $7600 // $ = $ float 
0086: $7499 = $7601 // $ = $ float 
0086: $7500 = $7602 // $ = $ float 
0086: $7501 = $7603 // $ = $ float 
0086: $7502 = $7604 // $ = $ float 
0086: $7503 = $7605 // $ = $ float 

:RACE_25246
if 
  $7440 == 32 // $ == int 
jf @RACE_25312 
0086: $7498 = $7603 // $ = $ float 
0086: $7499 = $7604 // $ = $ float 
0086: $7500 = $7605 // $ = $ float 
0086: $7501 = $7606 // $ = $ float 
0086: $7502 = $7607 // $ = $ float 
0086: $7503 = $7608 // $ = $ float 

:RACE_25312
if 
  $7440 == 33 // $ == int 
jf @RACE_25378 
0086: $7498 = $7606 // $ = $ float 
0086: $7499 = $7607 // $ = $ float 
0086: $7500 = $7608 // $ = $ float 
0086: $7501 = $7609 // $ = $ float 
0086: $7502 = $7610 // $ = $ float 
0086: $7503 = $7611 // $ = $ float 

:RACE_25378
if 
  $7440 == 34 // $ == int 
jf @RACE_25444 
0086: $7498 = $7609 // $ = $ float 
0086: $7499 = $7610 // $ = $ float 
0086: $7500 = $7611 // $ = $ float 
0086: $7501 = $7612 // $ = $ float 
0086: $7502 = $7613 // $ = $ float 
0086: $7503 = $7614 // $ = $ float 

:RACE_25444
if 
  $7440 == 35 // $ == int 
jf @RACE_25510 
0086: $7498 = $7612 // $ = $ float 
0086: $7499 = $7613 // $ = $ float 
0086: $7500 = $7614 // $ = $ float 
0086: $7501 = $7615 // $ = $ float 
0086: $7502 = $7616 // $ = $ float 
0086: $7503 = $7617 // $ = $ float 

:RACE_25510
if 
  $7440 == 36 // $ == int 
jf @RACE_25576 
0086: $7498 = $7615 // $ = $ float 
0086: $7499 = $7616 // $ = $ float 
0086: $7500 = $7617 // $ = $ float 
0086: $7501 = $7618 // $ = $ float 
0086: $7502 = $7619 // $ = $ float 
0086: $7503 = $7620 // $ = $ float 

:RACE_25576
if 
  $7440 == 37 // $ == int 
jf @RACE_25642 
0086: $7498 = $7618 // $ = $ float 
0086: $7499 = $7619 // $ = $ float 
0086: $7500 = $7620 // $ = $ float 
0086: $7501 = $7621 // $ = $ float 
0086: $7502 = $7622 // $ = $ float 
0086: $7503 = $7623 // $ = $ float 

:RACE_25642
if 
  $7440 == 38 // $ == int 
jf @RACE_25708 
0086: $7498 = $7621 // $ = $ float 
0086: $7499 = $7622 // $ = $ float 
0086: $7500 = $7623 // $ = $ float 
0086: $7501 = $7624 // $ = $ float 
0086: $7502 = $7625 // $ = $ float 
0086: $7503 = $7626 // $ = $ float 

:RACE_25708
if 
  $7440 == 39 // $ == int 
jf @RACE_25774 
0086: $7498 = $7624 // $ = $ float 
0086: $7499 = $7625 // $ = $ float 
0086: $7500 = $7626 // $ = $ float 
0086: $7501 = $7627 // $ = $ float 
0086: $7502 = $7628 // $ = $ float 
0086: $7503 = $7629 // $ = $ float 

:RACE_25774
if 
  $7440 == 40 // $ == int 
jf @RACE_25840 
0086: $7498 = $7627 // $ = $ float 
0086: $7499 = $7628 // $ = $ float 
0086: $7500 = $7629 // $ = $ float 
0086: $7501 = $7630 // $ = $ float 
0086: $7502 = $7631 // $ = $ float 
0086: $7503 = $7632 // $ = $ float 

:RACE_25840
if 
  $7440 == 41 // $ == int 
jf @RACE_25906 
0086: $7498 = $7630 // $ = $ float 
0086: $7499 = $7631 // $ = $ float 
0086: $7500 = $7632 // $ = $ float 
0086: $7501 = $7633 // $ = $ float 
0086: $7502 = $7634 // $ = $ float 
0086: $7503 = $7635 // $ = $ float 

:RACE_25906
if 
  $7440 == 42 // $ == int 
jf @RACE_25972 
0086: $7498 = $7633 // $ = $ float 
0086: $7499 = $7634 // $ = $ float 
0086: $7500 = $7635 // $ = $ float 
0086: $7501 = $7636 // $ = $ float 
0086: $7502 = $7637 // $ = $ float 
0086: $7503 = $7638 // $ = $ float 

:RACE_25972
if 
  $7440 == 43 // $ == int 
jf @RACE_26038 
0086: $7498 = $7636 // $ = $ float 
0086: $7499 = $7637 // $ = $ float 
0086: $7500 = $7638 // $ = $ float 
0086: $7501 = $7639 // $ = $ float 
0086: $7502 = $7640 // $ = $ float 
0086: $7503 = $7641 // $ = $ float 

:RACE_26038
if 
  $7440 == 44 // $ == int 
jf @RACE_26104 
0086: $7498 = $7639 // $ = $ float 
0086: $7499 = $7640 // $ = $ float 
0086: $7500 = $7641 // $ = $ float 
0086: $7501 = $7642 // $ = $ float 
0086: $7502 = $7643 // $ = $ float 
0086: $7503 = $7644 // $ = $ float 

:RACE_26104
if 
  $7440 == 45 // $ == int 
jf @RACE_26170 
0086: $7498 = $7642 // $ = $ float 
0086: $7499 = $7643 // $ = $ float 
0086: $7500 = $7644 // $ = $ float 
0086: $7501 = $7645 // $ = $ float 
0086: $7502 = $7646 // $ = $ float 
0086: $7503 = $7647 // $ = $ float 

:RACE_26170
if 
  $7440 == 46 // $ == int 
jf @RACE_26236 
0086: $7498 = $7645 // $ = $ float 
0086: $7499 = $7646 // $ = $ float 
0086: $7500 = $7647 // $ = $ float 
0086: $7501 = $7648 // $ = $ float 
0086: $7502 = $7649 // $ = $ float 
0086: $7503 = $7650 // $ = $ float 

:RACE_26236
if 
  $7440 == 47 // $ == int 
jf @RACE_26302 
0086: $7498 = $7648 // $ = $ float 
0086: $7499 = $7649 // $ = $ float 
0086: $7500 = $7650 // $ = $ float 
0086: $7501 = $7651 // $ = $ float 
0086: $7502 = $7652 // $ = $ float 
0086: $7503 = $7653 // $ = $ float 

:RACE_26302
if 
  $7440 == 48 // $ == int 
jf @RACE_26368 
0086: $7498 = $7651 // $ = $ float 
0086: $7499 = $7652 // $ = $ float 
0086: $7500 = $7653 // $ = $ float 
0086: $7501 = $7654 // $ = $ float 
0086: $7502 = $7655 // $ = $ float 
0086: $7503 = $7656 // $ = $ float 

:RACE_26368
if 
  $7440 == 49 // $ == int 
jf @RACE_26434 
0086: $7498 = $7654 // $ = $ float 
0086: $7499 = $7655 // $ = $ float 
0086: $7500 = $7656 // $ = $ float 
0086: $7501 = $7657 // $ = $ float 
0086: $7502 = $7658 // $ = $ float 
0086: $7503 = $7659 // $ = $ float 

:RACE_26434
if 
  $7440 == 50 // $ == int 
jf @RACE_26500 
0086: $7498 = $7657 // $ = $ float 
0086: $7499 = $7658 // $ = $ float 
0086: $7500 = $7659 // $ = $ float 
0086: $7501 = $7660 // $ = $ float 
0086: $7502 = $7661 // $ = $ float 
0086: $7503 = $7662 // $ = $ float 

:RACE_26500
if 
  $7440 == 51 // $ == int 
jf @RACE_26566 
0086: $7498 = $7660 // $ = $ float 
0086: $7499 = $7661 // $ = $ float 
0086: $7500 = $7662 // $ = $ float 
0086: $7501 = $7663 // $ = $ float 
0086: $7502 = $7664 // $ = $ float 
0086: $7503 = $7665 // $ = $ float 

:RACE_26566
if 
  $7440 == 52 // $ == int 
jf @RACE_26632 
0086: $7498 = $7663 // $ = $ float 
0086: $7499 = $7664 // $ = $ float 
0086: $7500 = $7665 // $ = $ float 
0086: $7501 = $7666 // $ = $ float 
0086: $7502 = $7667 // $ = $ float 
0086: $7503 = $7668 // $ = $ float 

:RACE_26632
if 
  $7440 == 53 // $ == int 
jf @RACE_26698 
0086: $7498 = $7666 // $ = $ float 
0086: $7499 = $7667 // $ = $ float 
0086: $7500 = $7668 // $ = $ float 
0086: $7501 = $7669 // $ = $ float 
0086: $7502 = $7670 // $ = $ float 
0086: $7503 = $7671 // $ = $ float 

:RACE_26698
if 
  $7440 == 54 // $ == int 
jf @RACE_26764 
0086: $7498 = $7669 // $ = $ float 
0086: $7499 = $7670 // $ = $ float 
0086: $7500 = $7671 // $ = $ float 
0086: $7501 = $7672 // $ = $ float 
0086: $7502 = $7673 // $ = $ float 
0086: $7503 = $7674 // $ = $ float 

:RACE_26764
if 
  $7440 == 55 // $ == int 
jf @RACE_26830 
0086: $7498 = $7672 // $ = $ float 
0086: $7499 = $7673 // $ = $ float 
0086: $7500 = $7674 // $ = $ float 
0086: $7501 = $7675 // $ = $ float 
0086: $7502 = $7676 // $ = $ float 
0086: $7503 = $7677 // $ = $ float 

:RACE_26830
if 
  $7440 == 56 // $ == int 
jf @RACE_26896 
0086: $7498 = $7675 // $ = $ float 
0086: $7499 = $7676 // $ = $ float 
0086: $7500 = $7677 // $ = $ float 
0086: $7501 = $7678 // $ = $ float 
0086: $7502 = $7679 // $ = $ float 
0086: $7503 = $7680 // $ = $ float 

:RACE_26896
if 
  $7440 == 57 // $ == int 
jf @RACE_26962 
0086: $7498 = $7678 // $ = $ float 
0086: $7499 = $7679 // $ = $ float 
0086: $7500 = $7680 // $ = $ float 
0086: $7501 = $7681 // $ = $ float 
0086: $7502 = $7682 // $ = $ float 
0086: $7503 = $7683 // $ = $ float 

:RACE_26962
if 
  $7440 == 58 // $ == int 
jf @RACE_27028 
0086: $7498 = $7681 // $ = $ float 
0086: $7499 = $7682 // $ = $ float 
0086: $7500 = $7683 // $ = $ float 
0086: $7501 = $7684 // $ = $ float 
0086: $7502 = $7685 // $ = $ float 
0086: $7503 = $7686 // $ = $ float 

:RACE_27028
if 
  $7440 == 59 // $ == int 
jf @RACE_27094 
0086: $7498 = $7684 // $ = $ float 
0086: $7499 = $7685 // $ = $ float 
0086: $7500 = $7686 // $ = $ float 
0086: $7501 = $7687 // $ = $ float 
0086: $7502 = $7688 // $ = $ float 
0086: $7503 = $7689 // $ = $ float 

:RACE_27094
if 
  $7440 == 60 // $ == int 
jf @RACE_27160 
0086: $7498 = $7687 // $ = $ float 
0086: $7499 = $7688 // $ = $ float 
0086: $7500 = $7689 // $ = $ float 
0086: $7501 = $7690 // $ = $ float 
0086: $7502 = $7691 // $ = $ float 
0086: $7503 = $7692 // $ = $ float 

:RACE_27160
if 
  $7440 == 61 // $ == int 
jf @RACE_27226 
0086: $7498 = $7690 // $ = $ float 
0086: $7499 = $7691 // $ = $ float 
0086: $7500 = $7692 // $ = $ float 
0086: $7501 = $7693 // $ = $ float 
0086: $7502 = $7694 // $ = $ float 
0086: $7503 = $7695 // $ = $ float 

:RACE_27226
if 
  $7440 == 62 // $ == int 
jf @RACE_27292 
0086: $7498 = $7693 // $ = $ float 
0086: $7499 = $7694 // $ = $ float 
0086: $7500 = $7695 // $ = $ float 
0086: $7501 = $7696 // $ = $ float 
0086: $7502 = $7697 // $ = $ float 
0086: $7503 = $7698 // $ = $ float 

:RACE_27292
if 
  $7440 == 63 // $ == int 
jf @RACE_27358 
0086: $7498 = $7696 // $ = $ float 
0086: $7499 = $7697 // $ = $ float 
0086: $7500 = $7698 // $ = $ float 
0086: $7501 = $7699 // $ = $ float 
0086: $7502 = $7700 // $ = $ float 
0086: $7503 = $7701 // $ = $ float 

:RACE_27358
if 
  $7440 == 64 // $ == int 
jf @RACE_27424 
0086: $7498 = $7699 // $ = $ float 
0086: $7499 = $7700 // $ = $ float 
0086: $7500 = $7701 // $ = $ float 
0086: $7501 = $7702 // $ = $ float 
0086: $7502 = $7703 // $ = $ float 
0086: $7503 = $7704 // $ = $ float 

:RACE_27424
if 
  $7440 == 65 // $ == int 
jf @RACE_27490 
0086: $7498 = $7702 // $ = $ float 
0086: $7499 = $7703 // $ = $ float 
0086: $7500 = $7704 // $ = $ float 
0086: $7501 = $7705 // $ = $ float 
0086: $7502 = $7706 // $ = $ float 
0086: $7503 = $7707 // $ = $ float 

:RACE_27490
if 
  $7440 == 66 // $ == int 
jf @RACE_27556 
0086: $7498 = $7705 // $ = $ float 
0086: $7499 = $7706 // $ = $ float 
0086: $7500 = $7707 // $ = $ float 
0086: $7501 = $7708 // $ = $ float 
0086: $7502 = $7709 // $ = $ float 
0086: $7503 = $7710 // $ = $ float 

:RACE_27556
if 
  $7440 == 67 // $ == int 
jf @RACE_27622 
0086: $7498 = $7708 // $ = $ float 
0086: $7499 = $7709 // $ = $ float 
0086: $7500 = $7710 // $ = $ float 
0086: $7501 = $7711 // $ = $ float 
0086: $7502 = $7712 // $ = $ float 
0086: $7503 = $7713 // $ = $ float 

:RACE_27622
if 
  $7440 == 68 // $ == int 
jf @RACE_27688 
0086: $7498 = $7711 // $ = $ float 
0086: $7499 = $7712 // $ = $ float 
0086: $7500 = $7713 // $ = $ float 
0086: $7501 = $7714 // $ = $ float 
0086: $7502 = $7715 // $ = $ float 
0086: $7503 = $7716 // $ = $ float 

:RACE_27688
if 
  $7440 == 69 // $ == int 
jf @RACE_27754 
0086: $7498 = $7714 // $ = $ float 
0086: $7499 = $7715 // $ = $ float 
0086: $7500 = $7716 // $ = $ float 
0086: $7501 = $7717 // $ = $ float 
0086: $7502 = $7718 // $ = $ float 
0086: $7503 = $7719 // $ = $ float 

:RACE_27754
if 
  $7440 == 70 // $ == int 
jf @RACE_27820 
0086: $7498 = $7717 // $ = $ float 
0086: $7499 = $7718 // $ = $ float 
0086: $7500 = $7719 // $ = $ float 
0086: $7501 = $7720 // $ = $ float 
0086: $7502 = $7721 // $ = $ float 
0086: $7503 = $7722 // $ = $ float 

:RACE_27820
if 
  $7440 == 71 // $ == int 
jf @RACE_27886 
0086: $7498 = $7720 // $ = $ float 
0086: $7499 = $7721 // $ = $ float 
0086: $7500 = $7722 // $ = $ float 
0086: $7501 = $7723 // $ = $ float 
0086: $7502 = $7724 // $ = $ float 
0086: $7503 = $7725 // $ = $ float 

:RACE_27886
if 
  $7440 == 72 // $ == int 
jf @RACE_27952 
0086: $7498 = $7723 // $ = $ float 
0086: $7499 = $7724 // $ = $ float 
0086: $7500 = $7725 // $ = $ float 
0086: $7501 = $7726 // $ = $ float 
0086: $7502 = $7727 // $ = $ float 
0086: $7503 = $7728 // $ = $ float 

:RACE_27952
if 
  $7440 == 73 // $ == int 
jf @RACE_28018 
0086: $7498 = $7726 // $ = $ float 
0086: $7499 = $7727 // $ = $ float 
0086: $7500 = $7728 // $ = $ float 
0086: $7501 = $7729 // $ = $ float 
0086: $7502 = $7730 // $ = $ float 
0086: $7503 = $7731 // $ = $ float 

:RACE_28018
if 
  $7440 == 74 // $ == int 
jf @RACE_28084 
0086: $7498 = $7729 // $ = $ float 
0086: $7499 = $7730 // $ = $ float 
0086: $7500 = $7731 // $ = $ float 
0086: $7501 = $7732 // $ = $ float 
0086: $7502 = $7733 // $ = $ float 
0086: $7503 = $7734 // $ = $ float 

:RACE_28084
if 
  $7440 == 75 // $ == int 
jf @RACE_28150 
0086: $7498 = $7732 // $ = $ float 
0086: $7499 = $7733 // $ = $ float 
0086: $7500 = $7734 // $ = $ float 
0086: $7501 = $7735 // $ = $ float 
0086: $7502 = $7736 // $ = $ float 
0086: $7503 = $7737 // $ = $ float 

:RACE_28150
if 
  $7440 == 76 // $ == int 
jf @RACE_28216 
0086: $7498 = $7735 // $ = $ float 
0086: $7499 = $7736 // $ = $ float 
0086: $7500 = $7737 // $ = $ float 
0086: $7501 = $7738 // $ = $ float 
0086: $7502 = $7739 // $ = $ float 
0086: $7503 = $7740 // $ = $ float 

:RACE_28216
if 
  $7440 == 77 // $ == int 
jf @RACE_28282 
0086: $7498 = $7738 // $ = $ float 
0086: $7499 = $7739 // $ = $ float 
0086: $7500 = $7740 // $ = $ float 
0086: $7501 = $7741 // $ = $ float 
0086: $7502 = $7742 // $ = $ float 
0086: $7503 = $7743 // $ = $ float 

:RACE_28282
if 
  $7440 == 78 // $ == int 
jf @RACE_28348 
0086: $7498 = $7741 // $ = $ float 
0086: $7499 = $7742 // $ = $ float 
0086: $7500 = $7743 // $ = $ float 
0086: $7501 = $7744 // $ = $ float 
0086: $7502 = $7745 // $ = $ float 
0086: $7503 = $7746 // $ = $ float 

:RACE_28348
if 
  $7440 == 79 // $ == int 
jf @RACE_28414 
0086: $7498 = $7744 // $ = $ float 
0086: $7499 = $7745 // $ = $ float 
0086: $7500 = $7746 // $ = $ float 
0086: $7501 = $7747 // $ = $ float 
0086: $7502 = $7748 // $ = $ float 
0086: $7503 = $7749 // $ = $ float 

:RACE_28414
if 
  $7440 == 80 // $ == int 
jf @RACE_28480 
0086: $7498 = $7747 // $ = $ float 
0086: $7499 = $7748 // $ = $ float 
0086: $7500 = $7749 // $ = $ float 
0086: $7501 = $7750 // $ = $ float 
0086: $7502 = $7751 // $ = $ float 
0086: $7503 = $7752 // $ = $ float 

:RACE_28480
if 
  $7440 == 81 // $ == int 
jf @RACE_28546 
0086: $7498 = $7750 // $ = $ float 
0086: $7499 = $7751 // $ = $ float 
0086: $7500 = $7752 // $ = $ float 
0086: $7501 = $7753 // $ = $ float 
0086: $7502 = $7754 // $ = $ float 
0086: $7503 = $7755 // $ = $ float 

:RACE_28546
if 
  $7440 == 82 // $ == int 
jf @RACE_28612 
0086: $7498 = $7753 // $ = $ float 
0086: $7499 = $7754 // $ = $ float 
0086: $7500 = $7755 // $ = $ float 
0086: $7501 = $7756 // $ = $ float 
0086: $7502 = $7757 // $ = $ float 
0086: $7503 = $7758 // $ = $ float 

:RACE_28612
if 
  $7440 == 83 // $ == int 
jf @RACE_28678 
0086: $7498 = $7756 // $ = $ float 
0086: $7499 = $7757 // $ = $ float 
0086: $7500 = $7758 // $ = $ float 
0086: $7501 = $7759 // $ = $ float 
0086: $7502 = $7760 // $ = $ float 
0086: $7503 = $7761 // $ = $ float 

:RACE_28678
if 
  $7440 == 84 // $ == int 
jf @RACE_28744 
0086: $7498 = $7759 // $ = $ float 
0086: $7499 = $7760 // $ = $ float 
0086: $7500 = $7761 // $ = $ float 
0086: $7501 = $7762 // $ = $ float 
0086: $7502 = $7763 // $ = $ float 
0086: $7503 = $7764 // $ = $ float 

:RACE_28744
if 
  $7440 == 85 // $ == int 
jf @RACE_28810 
0086: $7498 = $7762 // $ = $ float 
0086: $7499 = $7763 // $ = $ float 
0086: $7500 = $7764 // $ = $ float 
0086: $7501 = $7765 // $ = $ float 
0086: $7502 = $7766 // $ = $ float 
0086: $7503 = $7767 // $ = $ float 

:RACE_28810
if 
  $7440 == 86 // $ == int 
jf @RACE_28876 
0086: $7498 = $7765 // $ = $ float 
0086: $7499 = $7766 // $ = $ float 
0086: $7500 = $7767 // $ = $ float 
0086: $7501 = $7768 // $ = $ float 
0086: $7502 = $7769 // $ = $ float 
0086: $7503 = $7770 // $ = $ float 

:RACE_28876
if 
  $7440 == 87 // $ == int 
jf @RACE_28942 
0086: $7498 = $7768 // $ = $ float 
0086: $7499 = $7769 // $ = $ float 
0086: $7500 = $7770 // $ = $ float 
0086: $7501 = $7771 // $ = $ float 
0086: $7502 = $7772 // $ = $ float 
0086: $7503 = $7773 // $ = $ float 

:RACE_28942
if 
  $7440 == 88 // $ == int 
jf @RACE_29008 
0086: $7498 = $7771 // $ = $ float 
0086: $7499 = $7772 // $ = $ float 
0086: $7500 = $7773 // $ = $ float 
0086: $7501 = $7774 // $ = $ float 
0086: $7502 = $7775 // $ = $ float 
0086: $7503 = $7776 // $ = $ float 

:RACE_29008
if 
  $7440 == 89 // $ == int 
jf @RACE_29074 
0086: $7498 = $7774 // $ = $ float 
0086: $7499 = $7775 // $ = $ float 
0086: $7500 = $7776 // $ = $ float 
0086: $7501 = $7777 // $ = $ float 
0086: $7502 = $7778 // $ = $ float 
0086: $7503 = $7779 // $ = $ float 

:RACE_29074
if 
  $7440 == 90 // $ == int 
jf @RACE_29140 
0086: $7498 = $7777 // $ = $ float 
0086: $7499 = $7778 // $ = $ float 
0086: $7500 = $7779 // $ = $ float 
0086: $7501 = $7780 // $ = $ float 
0086: $7502 = $7781 // $ = $ float 
0086: $7503 = $7782 // $ = $ float 

:RACE_29140
if 
  $7440 == 91 // $ == int 
jf @RACE_29206 
0086: $7498 = $7780 // $ = $ float 
0086: $7499 = $7781 // $ = $ float 
0086: $7500 = $7782 // $ = $ float 
0086: $7501 = $7783 // $ = $ float 
0086: $7502 = $7784 // $ = $ float 
0086: $7503 = $7785 // $ = $ float 

:RACE_29206
if 
  $7440 == 92 // $ == int 
jf @RACE_29272 
0086: $7498 = $7783 // $ = $ float 
0086: $7499 = $7784 // $ = $ float 
0086: $7500 = $7785 // $ = $ float 
0086: $7501 = $7786 // $ = $ float 
0086: $7502 = $7787 // $ = $ float 
0086: $7503 = $7788 // $ = $ float 

:RACE_29272
if 
  $7440 == 93 // $ == int 
jf @RACE_29338 
0086: $7498 = $7786 // $ = $ float 
0086: $7499 = $7787 // $ = $ float 
0086: $7500 = $7788 // $ = $ float 
0086: $7501 = $7789 // $ = $ float 
0086: $7502 = $7790 // $ = $ float 
0086: $7503 = $7791 // $ = $ float 

:RACE_29338
if 
  $7440 == 94 // $ == int 
jf @RACE_29404 
0086: $7498 = $7789 // $ = $ float 
0086: $7499 = $7790 // $ = $ float 
0086: $7500 = $7791 // $ = $ float 
0086: $7501 = $7792 // $ = $ float 
0086: $7502 = $7793 // $ = $ float 
0086: $7503 = $7794 // $ = $ float 

:RACE_29404
if 
  $7440 == 95 // $ == int 
jf @RACE_29470 
0086: $7498 = $7792 // $ = $ float 
0086: $7499 = $7793 // $ = $ float 
0086: $7500 = $7794 // $ = $ float 
0086: $7501 = $7795 // $ = $ float 
0086: $7502 = $7796 // $ = $ float 
0086: $7503 = $7797 // $ = $ float 

:RACE_29470
if 
  $7440 == 96 // $ == int 
jf @RACE_29536 
0086: $7498 = $7795 // $ = $ float 
0086: $7499 = $7796 // $ = $ float 
0086: $7500 = $7797 // $ = $ float 
0086: $7501 = $7798 // $ = $ float 
0086: $7502 = $7799 // $ = $ float 
0086: $7503 = $7800 // $ = $ float 

:RACE_29536
if 
  $7440 == 97 // $ == int 
jf @RACE_29602 
0086: $7498 = $7798 // $ = $ float 
0086: $7499 = $7799 // $ = $ float 
0086: $7500 = $7800 // $ = $ float 
0086: $7501 = $7801 // $ = $ float 
0086: $7502 = $7802 // $ = $ float 
0086: $7503 = $7803 // $ = $ float 

:RACE_29602
if 
  $7440 == 98 // $ == int 
jf @RACE_29668 
0086: $7498 = $7801 // $ = $ float 
0086: $7499 = $7802 // $ = $ float 
0086: $7500 = $7803 // $ = $ float 
0086: $7501 = $7804 // $ = $ float 
0086: $7502 = $7805 // $ = $ float 
0086: $7503 = $7806 // $ = $ float 

:RACE_29668
if 
  $7440 == 99 // $ == int 
jf @RACE_29734 
0086: $7498 = $7804 // $ = $ float 
0086: $7499 = $7805 // $ = $ float 
0086: $7500 = $7806 // $ = $ float 
0086: $7501 = $7807 // $ = $ float 
0086: $7502 = $7808 // $ = $ float 
0086: $7503 = $7809 // $ = $ float 

:RACE_29734
if 
  $7440 == 100 // $ == int 
jf @RACE_29800 
0086: $7498 = $7807 // $ = $ float 
0086: $7499 = $7808 // $ = $ float 
0086: $7500 = $7809 // $ = $ float 
0086: $7501 = $7810 // $ = $ float 
0086: $7502 = $7811 // $ = $ float 
0086: $7503 = $7812 // $ = $ float 

:RACE_29800
if 
  $7440 == 101 // $ == int 
jf @RACE_29866 
0086: $7498 = $7810 // $ = $ float 
0086: $7499 = $7811 // $ = $ float 
0086: $7500 = $7812 // $ = $ float 
0086: $7501 = $7813 // $ = $ float 
0086: $7502 = $7814 // $ = $ float 
0086: $7503 = $7815 // $ = $ float 

:RACE_29866
if 
  $7440 == 102 // $ == int 
jf @RACE_29932 
0086: $7498 = $7813 // $ = $ float 
0086: $7499 = $7814 // $ = $ float 
0086: $7500 = $7815 // $ = $ float 
0086: $7501 = $7816 // $ = $ float 
0086: $7502 = $7817 // $ = $ float 
0086: $7503 = $7818 // $ = $ float 

:RACE_29932
if 
  $7440 == 103 // $ == int 
jf @RACE_29998 
0086: $7498 = $7816 // $ = $ float 
0086: $7499 = $7817 // $ = $ float 
0086: $7500 = $7818 // $ = $ float 
0086: $7501 = $7819 // $ = $ float 
0086: $7502 = $7820 // $ = $ float 
0086: $7503 = $7821 // $ = $ float 

:RACE_29998
if 
  $7440 == 104 // $ == int 
jf @RACE_30064 
0086: $7498 = $7819 // $ = $ float 
0086: $7499 = $7820 // $ = $ float 
0086: $7500 = $7821 // $ = $ float 
0086: $7501 = $7822 // $ = $ float 
0086: $7502 = $7823 // $ = $ float 
0086: $7503 = $7824 // $ = $ float 

:RACE_30064
if 
  $7440 == 105 // $ == int 
jf @RACE_30130 
0086: $7498 = $7822 // $ = $ float 
0086: $7499 = $7823 // $ = $ float 
0086: $7500 = $7824 // $ = $ float 
0086: $7501 = $7825 // $ = $ float 
0086: $7502 = $7826 // $ = $ float 
0086: $7503 = $7827 // $ = $ float 

:RACE_30130
if 
  $7440 == 106 // $ == int 
jf @RACE_30196 
0086: $7498 = $7825 // $ = $ float 
0086: $7499 = $7826 // $ = $ float 
0086: $7500 = $7827 // $ = $ float 
0086: $7501 = $7828 // $ = $ float 
0086: $7502 = $7829 // $ = $ float 
0086: $7503 = $7830 // $ = $ float 

:RACE_30196
if 
  $7440 == 107 // $ == int 
jf @RACE_30262 
0086: $7498 = $7828 // $ = $ float 
0086: $7499 = $7829 // $ = $ float 
0086: $7500 = $7830 // $ = $ float 
0088: $7501 = 0@ // $ = @ float 
0088: $7502 = 1@ // $ = @ float 
0088: $7503 = 2@ // $ = @ float 

:RACE_30262
if 
  $7440 == 108 // $ == int 
jf @RACE_30328 
0088: $7498 = 0@ // $ = @ float 
0088: $7499 = 1@ // $ = @ float 
0088: $7500 = 2@ // $ = @ float 
0088: $7501 = 3@ // $ = @ float 
0088: $7502 = 4@ // $ = @ float 
0088: $7503 = 5@ // $ = @ float 

:RACE_30328
if 
  $7440 == 109 // $ == int 
jf @RACE_30394 
0088: $7498 = 3@ // $ = @ float 
0088: $7499 = 4@ // $ = @ float 
0088: $7500 = 5@ // $ = @ float 
0088: $7501 = 6@ // $ = @ float 
0088: $7502 = 7@ // $ = @ float 
0088: $7503 = 8@ // $ = @ float 

:RACE_30394
if 
  $7440 == 110 // $ == int 
jf @RACE_30460 
0088: $7498 = 6@ // $ = @ float 
0088: $7499 = 7@ // $ = @ float 
0088: $7500 = 8@ // $ = @ float 
0088: $7501 = 9@ // $ = @ float 
0088: $7502 = 10@ // $ = @ float 
0088: $7503 = 11@ // $ = @ float 

:RACE_30460
if 
  $7440 == 111 // $ == int 
jf @RACE_30526 
0088: $7498 = 9@ // $ = @ float 
0088: $7499 = 10@ // $ = @ float 
0088: $7500 = 11@ // $ = @ float 
0088: $7501 = 12@ // $ = @ float 
0088: $7502 = 13@ // $ = @ float 
0088: $7503 = 14@ // $ = @ float 

:RACE_30526
if 
  $7440 == 112 // $ == int 
jf @RACE_30592 
0088: $7498 = 12@ // $ = @ float 
0088: $7499 = 13@ // $ = @ float 
0088: $7500 = 14@ // $ = @ float 
0088: $7501 = 12@ // $ = @ float 
0088: $7502 = 13@ // $ = @ float 
0088: $7503 = 14@ // $ = @ float 

:RACE_30592
return 

:RACE_30594
$4871 = Car.Health($7421)
if 
  1000 > $4871 // int > $ 
jf @RACE_30629 
Car.Health($7421) = 1000

:RACE_30629
if 
003A:   $7436 == $7440 // $ == $ int 
jf @RACE_30853 
Car.StorePos($7421, $7465, $7466, $7467)
0086: $7469 = $7465 // $ = $ float 
0061: $7469 -= $7483 // $ -= $ float 
0086: $7470 = $7466 // $ = $ float 
0061: $7470 -= $7484 // $ -= $ float 
0069: $7469 *= $7469 // $ *= $ float 
0069: $7470 *= $7470 // $ *= $ float 
0086: $7471 = $7469 // $ = $ float 
0059: $7471 += $7470 // $ += $ float 
01FB: $7475 = square_root $7471 
0054: store_player $PLAYER_CHAR position_to $7465 $7466 $7467 
0086: $7469 = $7465 // $ = $ float 
0061: $7469 -= $7483 // $ -= $ float 
0086: $7470 = $7466 // $ = $ float 
0061: $7470 -= $7484 // $ -= $ float 
0069: $7469 *= $7469 // $ *= $ float 
0069: $7470 *= $7470 // $ *= $ float 
0086: $7471 = $7469 // $ = $ float 
0059: $7471 += $7470 // $ += $ float 
01FB: $7476 = square_root $7471 
if 
0024:   $7476 > $7475 // $ > $ float 
jf @RACE_30846 
$7441 += 1 // $ += int 

:RACE_30846
jump @RACE_30879 

:RACE_30853
if 
001C:   $7440 > $7436 // $ > $ int 
jf @RACE_30879 
$7441 += 1 // $ += int 

:RACE_30879
if 
81AF:   not car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 
jf @RACE_30943 
Car.StorePos($7421, $7462, $7463, $7464)
0084: $7446 = $4811 // $ = $ int 

:RACE_30943
if 
01AF:   car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 
jf @RACE_31159 
0084: $7447 = $4811 // $ = $ int 
0060: $7447 -= $7446 // $ -= $ int 
if 
  $7447 > 4000 // $ > int 
jf @RACE_31159 
if 
82CA:   not car $7421 bounding_sphere_visible 
jf @RACE_31159 
Car.StorePos($7421, $7465, $7466, $7467)
02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 
if 
838A:   not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 
jf @RACE_31159 
if 
80C2:   not sphere_onscreen $7465 $7466 $7467 4.0 
jf @RACE_31159 
Car.PutAt($7421, $7465, $7466, $7467)
039F: car $7421 race_to $7495 $7496 

:RACE_31159
0084: $7451 = $7436 // $ = $ int 
$7451 -= 4 // $ -= int 
if 
001C:   $7451 > $7440 // $ > $ int 
jf @RACE_31565 
if 
003A:   $7421 == $7418 // $ == $ int 
jf @RACE_31317 
if 
82CA:   not car $7418 bounding_sphere_visible 
jf @RACE_31317 
if 
838A:   not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 
jf @RACE_31317 
if 
80C2:   not sphere_onscreen $7489 $7490 $7491 4.0 
jf @RACE_31317 
Car.PutAt($7421, $7489, $7490, $7491)
039F: car $7421 race_to $7483 $7484 

:RACE_31317
if 
003A:   $7421 == $7419 // $ == $ int 
jf @RACE_31441 
if 
82CA:   not car $7419 bounding_sphere_visible 
jf @RACE_31441 
if 
838A:   not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 
jf @RACE_31441 
if 
80C2:   not sphere_onscreen $7492 $7493 $7494 4.0 
jf @RACE_31441 
Car.PutAt($7421, $7492, $7493, $7494)
039F: car $7421 race_to $7483 $7484 

:RACE_31441
if 
003A:   $7421 == $7420 // $ == $ int 
jf @RACE_31565 
if 
82CA:   not car $7420 bounding_sphere_visible 
jf @RACE_31565 
if 
838A:   not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 
jf @RACE_31565 
if 
80C2:   not sphere_onscreen $7495 $7496 $7497 4.0 
jf @RACE_31565 
Car.PutAt($7421, $7495, $7496, $7497)
039F: car $7421 race_to $7483 $7484 

:RACE_31565
0084: $7451 = $7436 // $ = $ int 
$7451 += 5 // $ += int 
if 
001C:   $7440 > $7451 // $ > $ int 
jf @RACE_31616 
Car.SetMaxSpeed($7421, 25.0)
jump @RACE_31626 

:RACE_31616
Car.SetMaxSpeed($7421, 50.0)

:RACE_31626
return 

//-------------Mission 83---------------
// Originally: Distribution

:ICECRE1
gosub @ICECRE1_36 
if 
  wasted_or_busted 
jf @ICECRE1_27 
gosub @ICECRE1_3729 

:ICECRE1_27
gosub @ICECRE1_4136 
terminate_this_script 

:ICECRE1_36
$ONMISSION = 1 // $ = int 
if 
  $7854 == 0 // $ == int 
jf @ICECRE1_63 
increment_mission_attempts 

:ICECRE1_63
script_name 'ICECRE1' 
wait 0 
054C: use_GXT_table 'ICECRE1' 
$7848 = 0 // $ = int 
$7849 = 0 // $ = int 
$7850 = 0 // $ = int 
$7851 = 0 // $ = int 
$7852 = 0 // $ = int 
$7853 = 0 // $ = int 
$7855 = 0 // $ = int 
$7856 = 0 // $ = int 
$7857 = 0 // $ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ICECRE1_181 
03C1: $7831 = player $PLAYER_CHAR car_no_save 
jump @ICECRE1_188 

:ICECRE1_181
jump @ICECRE1_3729 

:ICECRE1_188
0395: clear_area 0 at -868.1 -572.153 10.11 range 3.0 
0395: clear_area 0 at -859.7491 -571.028 11.11207 range 1.0 
Camera.SetPosition(-859.7491, -571.028, 14.11207, 0.0, 0.0, 0.0)
Camera.PointAt(-860.6732, -571.1432, 13.74751, 2)
TIMERA = 0 // @ = int 

:ICECRE1_294
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_371 
wait 0 
00BC: text_highpriority 'ICC1_16' time 5000 2  // ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City.
if and
00E1:   player 0 pressed_button 16 
  TIMERA > 1000 // @ > int 
jf @ICECRE1_364 
jump @ICECRE1_599 

:ICECRE1_364
jump @ICECRE1_294 

:ICECRE1_371
TIMERA = 0 // @ = int 

:ICECRE1_378
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_447 
wait 0 
00BC: text_highpriority 'ICC1_7' time 5000 2  // ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_440 
jump @ICECRE1_599 

:ICECRE1_440
jump @ICECRE1_378 

:ICECRE1_447
TIMERA = 0 // @ = int 

:ICECRE1_454
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_523 
wait 0 
00BC: text_highpriority 'ICC1_8' time 5000 2  // ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_516 
jump @ICECRE1_599 

:ICECRE1_516
jump @ICECRE1_454 

:ICECRE1_523
TIMERA = 0 // @ = int 

:ICECRE1_530
if 
  5000 > TIMERA // int > @ 
jf @ICECRE1_599 
wait 0 
00BC: text_highpriority 'ICC1_9' time 5000 2  // ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so.
if 
00E1:   player 0 pressed_button 16 
jf @ICECRE1_592 
jump @ICECRE1_599 

:ICECRE1_592
jump @ICECRE1_530 

:ICECRE1_599
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
0217: text_styled 'SBOB274' time 5000 style 5 
TIMERB = 0 // @ = int 

:ICECRE1_636
wait 0 
if 
  $7849 == 0 // $ == int 
jf @ICECRE1_719 
if 
  not Car.Wrecked($7831)
jf @ICECRE1_719 
if 
0383:   player $7831 car_horn_activated == true 
jf @ICECRE1_719 
03C4: set_status_text_to $7855 0 'ICC1_5'  // Deals done:
$7848 = 1 // $ = int 
$7849 = 1 // $ = int 

:ICECRE1_719
if 
  $7848 == 1 // $ == int 
jf @ICECRE1_780 
03F1: pedtype 8 add_threat 1 
03F1: pedtype 7 add_threat 1 
03F1: pedtype 9 add_threat 1 
03F1: pedtype 11 add_threat 1 
03F1: pedtype 12 add_threat 1 
03F1: pedtype 14 add_threat 1 
$7848 = 2 // $ = int 

:ICECRE1_780
if 
  not Car.Wrecked($7831)
jf @ICECRE1_822 
if 
80DC:   not player $PLAYER_CHAR in_car $7831 
jf @ICECRE1_822 
jump @ICECRE1_3731 

:ICECRE1_822
if 
  Car.Wrecked($7831)
jf @ICECRE1_845 
jump @ICECRE1_3731 

:ICECRE1_845
if 
  not Car.Wrecked($7831)
jf @ICECRE1_1610 
if 
029F:   player $PLAYER_CHAR stopped 
jf @ICECRE1_1610 
if 
0383:   player $7831 car_horn_activated == true 
jf @ICECRE1_1610 
0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 
0086: $7835 = $7832 // $ = $ float 
$7835 += 20.0 // $ += float 
0086: $7836 = $7833 // $ = $ float 
$7836 += 20.0 // $ += float 
0086: $7837 = $7832 // $ = $ float 
$7837 -= 20.0 // $ -= float 
0086: $7838 = $7833 // $ = $ float 
$7838 -= 20.0 // $ -= float 
if 
  $7850 == 0 // $ == int 
jf @ICECRE1_1115 
058F: $7839 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 
if 
   not $7839 == -1 // $ == int 
jf @ICECRE1_1115 
if 
  not Actor.Dead($7839)
jf @ICECRE1_1115 
0580: $7840 = distribution_mission_status distribution_actor $7839 distribution_car $7831 
if 
  $7840 == 1 // $ == int 
jf @ICECRE1_1110 
Marker.CreateAboveActor($7858, $7839)
01BD: $7864 = current_time_in_ms 
$7850 = 1 // $ = int 
jump @ICECRE1_1115 

:ICECRE1_1110
Actor.RemoveReferences($7839)

:ICECRE1_1115
if 
  $7851 == 0 // $ == int 
jf @ICECRE1_1251 
058F: $7841 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 
if 
   not $7841 == -1 // $ == int 
jf @ICECRE1_1251 
if 
  not Actor.Dead($7841)
jf @ICECRE1_1251 
0580: $7842 = distribution_mission_status distribution_actor $7841 distribution_car $7831 
if 
  $7842 == 1 // $ == int 
jf @ICECRE1_1246 
Marker.CreateAboveActor($7859, $7841)
01BD: $7867 = current_time_in_ms 
$7851 = 1 // $ = int 
jump @ICECRE1_1251 

:ICECRE1_1246
Actor.RemoveReferences($7841)

:ICECRE1_1251
if 
  $7852 == 0 // $ == int 
jf @ICECRE1_1387 
058F: $7843 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 
if 
   not $7843 == -1 // $ == int 
jf @ICECRE1_1387 
if 
  not Actor.Dead($7843)
jf @ICECRE1_1387 
0580: $7844 = distribution_mission_status distribution_actor $7843 distribution_car $7831 
if 
  $7844 == 1 // $ == int 
jf @ICECRE1_1382 
Marker.CreateAboveActor($7860, $7843)
01BD: $7870 = current_time_in_ms 
$7852 = 1 // $ = int 
jump @ICECRE1_1387 

:ICECRE1_1382
Actor.RemoveReferences($7843)

:ICECRE1_1387
if 
  $7853 == 0 // $ == int 
jf @ICECRE1_1523 
058F: $7845 = random_ice_cream_customer_in_area $7835 $7836 $7837 $7838 flag 1 0 1 
if 
   not $7845 == -1 // $ == int 
jf @ICECRE1_1523 
if 
  not Actor.Dead($7845)
jf @ICECRE1_1523 
0580: $7846 = distribution_mission_status distribution_actor $7845 distribution_car $7831 
if 
  $7846 == 1 // $ == int 
jf @ICECRE1_1518 
Marker.CreateAboveActor($7861, $7845)
01BD: $7873 = current_time_in_ms 
$7853 = 1 // $ = int 
jump @ICECRE1_1523 

:ICECRE1_1518
Actor.RemoveReferences($7845)

:ICECRE1_1523
if 
  $7839 == -1 // $ == int 
jf @ICECRE1_1610 
if 
  $7841 == -1 // $ == int 
jf @ICECRE1_1610 
if 
  $7843 == -1 // $ == int 
jf @ICECRE1_1610 
if 
  $7845 == -1 // $ == int 
jf @ICECRE1_1610 
00BC: text_highpriority 'ICC1_4' time 1000 1  // ~g~There aren't any customers in this area try another one.

:ICECRE1_1610
if 
  $7850 == 1 // $ == int 
jf @ICECRE1_2126 
if 
  not Actor.Dead($7839)
jf @ICECRE1_2109 
01BD: $7863 = current_time_in_ms 
0084: $7862 = $7863 // $ = $ int 
0060: $7862 -= $7864 // $ -= $ int 
if 
  50000 > $7862 // int > $ 
jf @ICECRE1_2085 
if 
0586:   actor $7839 has_attempted_attractor 
jf @ICECRE1_2078 
if 
058B:   actor $7839 bought_ice_cream 
jf @ICECRE1_2061 
$7855 += 1 // $ += int 
$7857 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_1777 
Player.Money($PLAYER_CHAR) += 10
$7856 += 12 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_1777
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_1822 
Player.Money($PLAYER_CHAR) += 15
$7856 += 18 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_1822
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_1867 
Player.Money($PLAYER_CHAR) += 12
$7856 += 14 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_1867
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_1912 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_1912
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_1957 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_1957
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_2002 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_2002
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_2047 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_2061 

:ICECRE1_2047
Player.Money($PLAYER_CHAR) += 12
$7856 += 10 // $ += int 

:ICECRE1_2061
Marker.Disable($7858)
Actor.RemoveReferences($7839)
$7850 = 0 // $ = int 

:ICECRE1_2078
jump @ICECRE1_2102 

:ICECRE1_2085
Marker.Disable($7858)
Actor.RemoveReferences($7839)
$7850 = 0 // $ = int 

:ICECRE1_2102
jump @ICECRE1_2126 

:ICECRE1_2109
Marker.Disable($7858)
Actor.RemoveReferences($7839)
$7850 = 0 // $ = int 

:ICECRE1_2126
if 
  $7851 == 1 // $ == int 
jf @ICECRE1_2642 
if 
  not Actor.Dead($7841)
jf @ICECRE1_2625 
01BD: $7866 = current_time_in_ms 
0084: $7865 = $7866 // $ = $ int 
0060: $7865 -= $7867 // $ -= $ int 
if 
  50000 > $7865 // int > $ 
jf @ICECRE1_2601 
if 
0586:   actor $7841 has_attempted_attractor 
jf @ICECRE1_2594 
if 
058B:   actor $7841 bought_ice_cream 
jf @ICECRE1_2577 
$7855 += 1 // $ += int 
$7857 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_2293 
Player.Money($PLAYER_CHAR) += 10
$7856 += 12 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2293
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_2338 
Player.Money($PLAYER_CHAR) += 15
$7856 += 18 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2338
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_2383 
Player.Money($PLAYER_CHAR) += 12
$7856 += 14 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2383
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_2428 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2428
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_2473 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2473
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_2518 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2518
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_2563 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_2577 

:ICECRE1_2563
Player.Money($PLAYER_CHAR) += 12
$7856 += 10 // $ += int 

:ICECRE1_2577
Marker.Disable($7859)
Actor.RemoveReferences($7841)
$7851 = 0 // $ = int 

:ICECRE1_2594
jump @ICECRE1_2618 

:ICECRE1_2601
Marker.Disable($7859)
Actor.RemoveReferences($7841)
$7851 = 0 // $ = int 

:ICECRE1_2618
jump @ICECRE1_2642 

:ICECRE1_2625
Marker.Disable($7859)
Actor.RemoveReferences($7841)
$7851 = 0 // $ = int 

:ICECRE1_2642
if 
  $7852 == 1 // $ == int 
jf @ICECRE1_3158 
if 
  not Actor.Dead($7843)
jf @ICECRE1_3141 
01BD: $7869 = current_time_in_ms 
0084: $7868 = $7869 // $ = $ int 
0060: $7868 -= $7870 // $ -= $ int 
if 
  50000 > $7868 // int > $ 
jf @ICECRE1_3117 
if 
0586:   actor $7843 has_attempted_attractor 
jf @ICECRE1_3110 
if 
058B:   actor $7843 bought_ice_cream 
jf @ICECRE1_3093 
$7855 += 1 // $ += int 
$7857 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_2809 
Player.Money($PLAYER_CHAR) += 10
$7856 += 12 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_2809
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_2854 
Player.Money($PLAYER_CHAR) += 15
$7856 += 18 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_2854
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_2899 
Player.Money($PLAYER_CHAR) += 12
$7856 += 14 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_2899
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_2944 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_2944
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_2989 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_2989
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_3034 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_3034
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_3079 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_3093 

:ICECRE1_3079
Player.Money($PLAYER_CHAR) += 12
$7856 += 10 // $ += int 

:ICECRE1_3093
Marker.Disable($7860)
Actor.RemoveReferences($7843)
$7852 = 0 // $ = int 

:ICECRE1_3110
jump @ICECRE1_3134 

:ICECRE1_3117
Marker.Disable($7860)
Actor.RemoveReferences($7843)
$7852 = 0 // $ = int 

:ICECRE1_3134
jump @ICECRE1_3158 

:ICECRE1_3141
Marker.Disable($7860)
Actor.RemoveReferences($7843)
$7852 = 0 // $ = int 

:ICECRE1_3158
if 
  $7853 == 1 // $ == int 
jf @ICECRE1_3674 
if 
  not Actor.Dead($7845)
jf @ICECRE1_3657 
01BD: $7872 = current_time_in_ms 
0084: $7871 = $7872 // $ = $ int 
0060: $7871 -= $7873 // $ -= $ int 
if 
  50000 > $7871 // int > $ 
jf @ICECRE1_3633 
if 
0586:   actor $7845 has_attempted_attractor 
jf @ICECRE1_3626 
if 
058B:   actor $7845 bought_ice_cream 
jf @ICECRE1_3609 
$7855 += 1 // $ += int 
$7857 += 1 // $ += int 
if 
0121:   player $PLAYER_CHAR in_zone 'A_PORT'  // Escobar International
jf @ICECRE1_3325 
Player.Money($PLAYER_CHAR) += 10
$7856 += 12 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3325
if 
0121:   player $PLAYER_CHAR in_zone 'STARI'  // Starfish Island
jf @ICECRE1_3370 
Player.Money($PLAYER_CHAR) += 15
$7856 += 18 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3370
if 
0121:   player $PLAYER_CHAR in_zone 'PORNI'  // Prawn Island
jf @ICECRE1_3415 
Player.Money($PLAYER_CHAR) += 12
$7856 += 14 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3415
if 
0121:   player $PLAYER_CHAR in_zone 'GOLFC'  // Leaf Links
jf @ICECRE1_3460 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3460
if 
0121:   player $PLAYER_CHAR in_zone 'DOCKS'  // Viceport
jf @ICECRE1_3505 
Player.Money($PLAYER_CHAR) += 8
$7856 += 10 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3505
if 
0121:   player $PLAYER_CHAR in_zone 'HAVANA'  // Little Havana
jf @ICECRE1_3550 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3550
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @ICECRE1_3595 
Player.Money($PLAYER_CHAR) += 6
$7856 += 8 // $ += int 
jump @ICECRE1_3609 

:ICECRE1_3595
Player.Money($PLAYER_CHAR) += 12
$7856 += 10 // $ += int 

:ICECRE1_3609
Marker.Disable($7861)
Actor.RemoveReferences($7845)
$7853 = 0 // $ = int 

:ICECRE1_3626
jump @ICECRE1_3650 

:ICECRE1_3633
Marker.Disable($7861)
Actor.RemoveReferences($7845)
$7853 = 0 // $ = int 

:ICECRE1_3650
jump @ICECRE1_3674 

:ICECRE1_3657
Marker.Disable($7861)
Actor.RemoveReferences($7845)
$7853 = 0 // $ = int 

:ICECRE1_3674
Player.WantedLevel($PLAYER_CHAR) = $7847
if 
  $7857 >= 4 // $ >= int 
jf @ICECRE1_3722 
$7847 = Player.WantedLevel($PLAYER_CHAR)
$7847 += 1 // $ += int 
$7857 = 0 // $ = int 

:ICECRE1_3722
jump @ICECRE1_636 

:ICECRE1_3729
return 

:ICECRE1_3731
if 
  $7854 == 0 // $ == int 
jf @ICECRE1_4134 
if 
  $7855 > 24 // $ > int 
jf @ICECRE1_4134 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
wait 1000 
fade 0 1000 
Camera.SetAtPos(-839.512, -582.021, 24.777)
0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 

:ICECRE1_3833
if 
  fading 
jf @ICECRE1_3857 
wait 0 
jump @ICECRE1_3833 

:ICECRE1_3857
fade 1 1000 
Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0)
Camera.PointAt(-840.451, -581.759, 24.553, 2)
04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 rate $610 

:ICECRE1_3935
if 
  fading 
jf @ICECRE1_3959 
wait 0 
jump @ICECRE1_3935 

:ICECRE1_3959
00BA: text_styled 'ICE_AT1' 5000 ms 6  // ICECREAM FACTORY ASSET COMPLETED
wait 5000 
01E5: text_1number_highpriority 'ICE_AT2' $610 time 6000 1  // ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
fade 0 1000 

:ICECRE1_4009
if 
  fading 
jf @ICECRE1_4033 
wait 0 
jump @ICECRE1_4009 

:ICECRE1_4033
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetAtPos($7832, $7833, $7834)
$1175 += 1 // $ += int 
fade 1 1000 

:ICECRE1_4064
if 
  fading 
jf @ICECRE1_4088 
wait 0 
jump @ICECRE1_4064 

:ICECRE1_4088
030C: progress_made += 1 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0318: set_latest_mission_passed 'CREAM'  // Distribution
0394: play_music 1 
$612 = 1 // $ = int 
$7854 = 1 // $ = int 

:ICECRE1_4134
return 

:ICECRE1_4136
$ONMISSION = 0 // $ = int 
00BA: text_styled 'ICC1_17' 5000 ms 5  // Distribution mission over
01E3: text_1number_styled 'ICC1_19' number $7855 time 5000 style 6  // Total deals done: ~1~
if 
   not $282 == 1 // $ == int 
jf @ICECRE1_4200 
03F2: pedtype 8 remove_threat 1 

:ICECRE1_4200
03F2: pedtype 7 remove_threat 1 
03F2: pedtype 9 remove_threat 1 
03F2: pedtype 11 remove_threat 1 
03F2: pedtype 12 remove_threat 1 
03F2: pedtype 14 remove_threat 1 
Marker.Disable($7858)
Marker.Disable($7859)
Marker.Disable($7860)
Marker.Disable($7861)
Actor.RemoveReferences($7839)
Actor.RemoveReferences($7841)
Actor.RemoveReferences($7843)
Actor.RemoveReferences($7845)
0151: remove_status_text $7855 
0536: increment_drug_deals_made_by $7855 
042F: register_highest_int_stat 2 to $7855 
mission_cleanup 
return 

//-------------Mission 84---------------
// Originally: Downtown Chopper Checkpoint

:HELI1SC
gosub @HELI1SC_36 
if 
  wasted_or_busted 
jf @HELI1SC_27 
gosub @HELI1SC_1504 

:HELI1SC_27
gosub @HELI1SC_1816 
terminate_this_script 

:HELI1SC_36
$ONMISSION = 1 // $ = int 
script_name 'HELI1SC' 
wait 0 
if 
  $1584 == 0 // $ == int 
jf @HELI1SC_77 
increment_mission_attempts 

:HELI1SC_77
$7877 = 0 // $ = int 
$7507 = -649.0867 // $ = float 
$7508 = 817.9553 // $ = float 
$7509 = 58.3261 // $ = float 
$7510 = -687.3981 // $ = float 
$7511 = 877.8699 // $ = float 
$7512 = 19.2173 // $ = float 
$7513 = -680.991 // $ = float 
$7514 = 1029.686 // $ = float 
$7515 = 14.8169 // $ = float 
$7516 = -685.7914 // $ = float 
$7517 = 1160.218 // $ = float 
$7518 = 40.7844 // $ = float 
$7519 = -681.2288 // $ = float 
$7520 = 1228.007 // $ = float 
$7521 = 29.1385 // $ = float 
$7522 = -715.1163 // $ = float 
$7523 = 1268.305 // $ = float 
$7524 = 18.9955 // $ = float 
$7525 = -739.7144 // $ = float 
$7526 = 1298.542 // $ = float 
$7527 = 27.204 // $ = float 
$7528 = -772.5856 // $ = float 
$7529 = 1323.497 // $ = float 
$7530 = 29.5571 // $ = float 
$7531 = -778.6165 // $ = float 
$7532 = 1364.642 // $ = float 
$7533 = 28.01 // $ = float 
$7534 = -737.8626 // $ = float 
$7535 = 1385.702 // $ = float 
$7536 = 17.6542 // $ = float 
$7537 = -693.7673 // $ = float 
$7538 = 1391.167 // $ = float 
$7539 = 18.0634 // $ = float 
$7540 = -621.21 // $ = float 
$7541 = 1392.323 // $ = float 
$7542 = 25.7998 // $ = float 
$7543 = -568.3698 // $ = float 
$7544 = 1334.939 // $ = float 
$7545 = 16.9687 // $ = float 
$7546 = -500.4854 // $ = float 
$7547 = 1338.798 // $ = float 
$7548 = 24.1703 // $ = float 
$7549 = -450.2907 // $ = float 
$7550 = 1330.691 // $ = float 
$7551 = 19.1265 // $ = float 
$7552 = -437.3096 // $ = float 
$7553 = 1291.992 // $ = float 
$7554 = 19.5951 // $ = float 
$7555 = -437.1924 // $ = float 
$7556 = 1241.37 // $ = float 
$7557 = 20.7499 // $ = float 
$7558 = -434.3281 // $ = float 
$7559 = 1171.01 // $ = float 
$7560 = 36.3199 // $ = float 
$7561 = -433.3098 // $ = float 
$7562 = 1130.9 // $ = float 
$7563 = 59.1069 // $ = float 
$7564 = -471.9337 // $ = float 
$7565 = 1085.18 // $ = float 
$7566 = 65.1073 // $ = float 
$7567 = -527.0311 // $ = float 
$7568 = 1030.004 // $ = float 
$7569 = 80.0094 // $ = float 
$7570 = -526.2093 // $ = float 
$7571 = 894.1246 // $ = float 
$7572 = 81.9624 // $ = float 
$7573 = -479.8936 // $ = float 
$7574 = 829.2973 // $ = float 
$7575 = 38.6828 // $ = float 
$7576 = -496.4014 // $ = float 
$7577 = 746.3392 // $ = float 
$7578 = 23.935 // $ = float 
$7579 = -534.4188 // $ = float 
$7580 = 739.7785 // $ = float 
$7581 = 19.0812 // $ = float 
$7582 = -574.4543 // $ = float 
$7583 = 742.6052 // $ = float 
$7584 = 18.3836 // $ = float 
$7585 = -654.6465 // $ = float 
$7586 = 751.4898 // $ = float 
$7587 = 19.9269 // $ = float 
$7588 = -673.5525 // $ = float 
$7589 = 819.5656 // $ = float 
$7590 = 20.429 // $ = float 
$7591 = -658.4943 // $ = float 
$7592 = 917.7946 // $ = float 
$7593 = 22.8624 // $ = float 
gosub @HELI1SC_1847 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
$7878 = 0 // $ = int 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI1SC_1106 
00DA: $7874 = player $PLAYER_CHAR car 
jump @HELI1SC_1113 

:HELI1SC_1106
jump @HELI1SC_1504 

:HELI1SC_1113
if 
   not $7877 == 29 // $ == int 
jf @HELI1SC_1497 
wait 0 
if 
  Car.Wrecked($7874)
jf @HELI1SC_1158 
jump @HELI1SC_1504 

:HELI1SC_1158
if 
80DC:   not player $PLAYER_CHAR in_car $7874 
jf @HELI1SC_1184 
jump @HELI1SC_1504 

:HELI1SC_1184
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
jf @HELI1SC_1410 
018C: play_sound 1 at 0.0 0.0 0.0 
$7877 += 1 // $ += int 
Marker.Disable($7875)
Marker.Disable($7876)
gosub @HELI1SC_1847 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
if 
  28 > $7877 // int > $ 
jf @HELI1SC_1403 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
if 
  27 > $7877 // int > $ 
jf @HELI1SC_1389 
0165: set_marker $7876 color_to 5 
jump @HELI1SC_1396 

:HELI1SC_1389
0165: set_marker $7876 color_to 0 

:HELI1SC_1396
jump @HELI1SC_1410 

:HELI1SC_1403
0165: set_marker $7875 color_to 0 

:HELI1SC_1410
if 
  $7877 == 28 // $ == int 
jf @HELI1SC_1462 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI1SC_1490 

:HELI1SC_1462
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI1SC_1490
jump @HELI1SC_1113 

:HELI1SC_1497
jump @HELI1SC_1521 

:HELI1SC_1504
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI1SC_1521
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1584 == 0 // $ == int 
jf @HELI1SC_1585 
030C: progress_made += 1 
0595: mission_complete 
$1584 = 1 // $ = int 

:HELI1SC_1585
$7878 /= 1000 // $ /= int 
042E: register_lowest_int_stat 12 to $7878 
0084: $7457 = $7878 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $7878 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
001C:   $413 > $7878 // $ > $ int 
jf @HELI1SC_1747 
0084: $413 = $7878 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @HELI1SC_1719 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @HELI1SC_1740 

:HELI1SC_1719
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:HELI1SC_1740
jump @HELI1SC_1814 

:HELI1SC_1747
if 
  $7458 > 9 // $ > int 
jf @HELI1SC_1793 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @HELI1SC_1814 

:HELI1SC_1793
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:HELI1SC_1814
return 

:HELI1SC_1816
$ONMISSION = 0 // $ = int 
014F: stop_timer $7878 
Marker.Disable($7875)
Marker.Disable($7876)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:HELI1SC_1847
if 
  $7877 == 0 // $ == int 
jf @HELI1SC_1913 
0086: $7879 = $7507 // $ = $ float 
0086: $7880 = $7508 // $ = $ float 
0086: $7881 = $7509 // $ = $ float 
0086: $7882 = $7510 // $ = $ float 
0086: $7883 = $7511 // $ = $ float 
0086: $7884 = $7512 // $ = $ float 

:HELI1SC_1913
if 
  $7877 == 1 // $ == int 
jf @HELI1SC_1979 
0086: $7879 = $7510 // $ = $ float 
0086: $7880 = $7511 // $ = $ float 
0086: $7881 = $7512 // $ = $ float 
0086: $7882 = $7513 // $ = $ float 
0086: $7883 = $7514 // $ = $ float 
0086: $7884 = $7515 // $ = $ float 

:HELI1SC_1979
if 
  $7877 == 2 // $ == int 
jf @HELI1SC_2045 
0086: $7879 = $7513 // $ = $ float 
0086: $7880 = $7514 // $ = $ float 
0086: $7881 = $7515 // $ = $ float 
0086: $7882 = $7516 // $ = $ float 
0086: $7883 = $7517 // $ = $ float 
0086: $7884 = $7518 // $ = $ float 

:HELI1SC_2045
if 
  $7877 == 3 // $ == int 
jf @HELI1SC_2111 
0086: $7879 = $7516 // $ = $ float 
0086: $7880 = $7517 // $ = $ float 
0086: $7881 = $7518 // $ = $ float 
0086: $7882 = $7519 // $ = $ float 
0086: $7883 = $7520 // $ = $ float 
0086: $7884 = $7521 // $ = $ float 

:HELI1SC_2111
if 
  $7877 == 4 // $ == int 
jf @HELI1SC_2177 
0086: $7879 = $7519 // $ = $ float 
0086: $7880 = $7520 // $ = $ float 
0086: $7881 = $7521 // $ = $ float 
0086: $7882 = $7522 // $ = $ float 
0086: $7883 = $7523 // $ = $ float 
0086: $7884 = $7524 // $ = $ float 

:HELI1SC_2177
if 
  $7877 == 5 // $ == int 
jf @HELI1SC_2243 
0086: $7879 = $7522 // $ = $ float 
0086: $7880 = $7523 // $ = $ float 
0086: $7881 = $7524 // $ = $ float 
0086: $7882 = $7525 // $ = $ float 
0086: $7883 = $7526 // $ = $ float 
0086: $7884 = $7527 // $ = $ float 

:HELI1SC_2243
if 
  $7877 == 6 // $ == int 
jf @HELI1SC_2309 
0086: $7879 = $7525 // $ = $ float 
0086: $7880 = $7526 // $ = $ float 
0086: $7881 = $7527 // $ = $ float 
0086: $7882 = $7528 // $ = $ float 
0086: $7883 = $7529 // $ = $ float 
0086: $7884 = $7530 // $ = $ float 

:HELI1SC_2309
if 
  $7877 == 7 // $ == int 
jf @HELI1SC_2375 
0086: $7879 = $7528 // $ = $ float 
0086: $7880 = $7529 // $ = $ float 
0086: $7881 = $7530 // $ = $ float 
0086: $7882 = $7531 // $ = $ float 
0086: $7883 = $7532 // $ = $ float 
0086: $7884 = $7533 // $ = $ float 

:HELI1SC_2375
if 
  $7877 == 8 // $ == int 
jf @HELI1SC_2441 
0086: $7879 = $7531 // $ = $ float 
0086: $7880 = $7532 // $ = $ float 
0086: $7881 = $7533 // $ = $ float 
0086: $7882 = $7534 // $ = $ float 
0086: $7883 = $7535 // $ = $ float 
0086: $7884 = $7536 // $ = $ float 

:HELI1SC_2441
if 
  $7877 == 9 // $ == int 
jf @HELI1SC_2507 
0086: $7879 = $7534 // $ = $ float 
0086: $7880 = $7535 // $ = $ float 
0086: $7881 = $7536 // $ = $ float 
0086: $7882 = $7537 // $ = $ float 
0086: $7883 = $7538 // $ = $ float 
0086: $7884 = $7539 // $ = $ float 

:HELI1SC_2507
if 
  $7877 == 10 // $ == int 
jf @HELI1SC_2573 
0086: $7879 = $7537 // $ = $ float 
0086: $7880 = $7538 // $ = $ float 
0086: $7881 = $7539 // $ = $ float 
0086: $7882 = $7540 // $ = $ float 
0086: $7883 = $7541 // $ = $ float 
0086: $7884 = $7542 // $ = $ float 

:HELI1SC_2573
if 
  $7877 == 11 // $ == int 
jf @HELI1SC_2639 
0086: $7879 = $7540 // $ = $ float 
0086: $7880 = $7541 // $ = $ float 
0086: $7881 = $7542 // $ = $ float 
0086: $7882 = $7543 // $ = $ float 
0086: $7883 = $7544 // $ = $ float 
0086: $7884 = $7545 // $ = $ float 

:HELI1SC_2639
if 
  $7877 == 12 // $ == int 
jf @HELI1SC_2705 
0086: $7879 = $7543 // $ = $ float 
0086: $7880 = $7544 // $ = $ float 
0086: $7881 = $7545 // $ = $ float 
0086: $7882 = $7546 // $ = $ float 
0086: $7883 = $7547 // $ = $ float 
0086: $7884 = $7548 // $ = $ float 

:HELI1SC_2705
if 
  $7877 == 13 // $ == int 
jf @HELI1SC_2771 
0086: $7879 = $7546 // $ = $ float 
0086: $7880 = $7547 // $ = $ float 
0086: $7881 = $7548 // $ = $ float 
0086: $7882 = $7549 // $ = $ float 
0086: $7883 = $7550 // $ = $ float 
0086: $7884 = $7551 // $ = $ float 

:HELI1SC_2771
if 
  $7877 == 14 // $ == int 
jf @HELI1SC_2837 
0086: $7879 = $7549 // $ = $ float 
0086: $7880 = $7550 // $ = $ float 
0086: $7881 = $7551 // $ = $ float 
0086: $7882 = $7552 // $ = $ float 
0086: $7883 = $7553 // $ = $ float 
0086: $7884 = $7554 // $ = $ float 

:HELI1SC_2837
if 
  $7877 == 15 // $ == int 
jf @HELI1SC_2903 
0086: $7879 = $7552 // $ = $ float 
0086: $7880 = $7553 // $ = $ float 
0086: $7881 = $7554 // $ = $ float 
0086: $7882 = $7555 // $ = $ float 
0086: $7883 = $7556 // $ = $ float 
0086: $7884 = $7557 // $ = $ float 

:HELI1SC_2903
if 
  $7877 == 16 // $ == int 
jf @HELI1SC_2969 
0086: $7879 = $7555 // $ = $ float 
0086: $7880 = $7556 // $ = $ float 
0086: $7881 = $7557 // $ = $ float 
0086: $7882 = $7558 // $ = $ float 
0086: $7883 = $7559 // $ = $ float 
0086: $7884 = $7560 // $ = $ float 

:HELI1SC_2969
if 
  $7877 == 17 // $ == int 
jf @HELI1SC_3035 
0086: $7879 = $7558 // $ = $ float 
0086: $7880 = $7559 // $ = $ float 
0086: $7881 = $7560 // $ = $ float 
0086: $7882 = $7561 // $ = $ float 
0086: $7883 = $7562 // $ = $ float 
0086: $7884 = $7563 // $ = $ float 

:HELI1SC_3035
if 
  $7877 == 18 // $ == int 
jf @HELI1SC_3101 
0086: $7879 = $7561 // $ = $ float 
0086: $7880 = $7562 // $ = $ float 
0086: $7881 = $7563 // $ = $ float 
0086: $7882 = $7564 // $ = $ float 
0086: $7883 = $7565 // $ = $ float 
0086: $7884 = $7566 // $ = $ float 

:HELI1SC_3101
if 
  $7877 == 19 // $ == int 
jf @HELI1SC_3167 
0086: $7879 = $7564 // $ = $ float 
0086: $7880 = $7565 // $ = $ float 
0086: $7881 = $7566 // $ = $ float 
0086: $7882 = $7567 // $ = $ float 
0086: $7883 = $7568 // $ = $ float 
0086: $7884 = $7569 // $ = $ float 

:HELI1SC_3167
if 
  $7877 == 20 // $ == int 
jf @HELI1SC_3233 
0086: $7879 = $7567 // $ = $ float 
0086: $7880 = $7568 // $ = $ float 
0086: $7881 = $7569 // $ = $ float 
0086: $7882 = $7570 // $ = $ float 
0086: $7883 = $7571 // $ = $ float 
0086: $7884 = $7572 // $ = $ float 

:HELI1SC_3233
if 
  $7877 == 21 // $ == int 
jf @HELI1SC_3299 
0086: $7879 = $7570 // $ = $ float 
0086: $7880 = $7571 // $ = $ float 
0086: $7881 = $7572 // $ = $ float 
0086: $7882 = $7573 // $ = $ float 
0086: $7883 = $7574 // $ = $ float 
0086: $7884 = $7575 // $ = $ float 

:HELI1SC_3299
if 
  $7877 == 22 // $ == int 
jf @HELI1SC_3365 
0086: $7879 = $7573 // $ = $ float 
0086: $7880 = $7574 // $ = $ float 
0086: $7881 = $7575 // $ = $ float 
0086: $7882 = $7576 // $ = $ float 
0086: $7883 = $7577 // $ = $ float 
0086: $7884 = $7578 // $ = $ float 

:HELI1SC_3365
if 
  $7877 == 23 // $ == int 
jf @HELI1SC_3431 
0086: $7879 = $7576 // $ = $ float 
0086: $7880 = $7577 // $ = $ float 
0086: $7881 = $7578 // $ = $ float 
0086: $7882 = $7579 // $ = $ float 
0086: $7883 = $7580 // $ = $ float 
0086: $7884 = $7581 // $ = $ float 

:HELI1SC_3431
if 
  $7877 == 24 // $ == int 
jf @HELI1SC_3497 
0086: $7879 = $7579 // $ = $ float 
0086: $7880 = $7580 // $ = $ float 
0086: $7881 = $7581 // $ = $ float 
0086: $7882 = $7582 // $ = $ float 
0086: $7883 = $7583 // $ = $ float 
0086: $7884 = $7584 // $ = $ float 

:HELI1SC_3497
if 
  $7877 == 25 // $ == int 
jf @HELI1SC_3563 
0086: $7879 = $7582 // $ = $ float 
0086: $7880 = $7583 // $ = $ float 
0086: $7881 = $7584 // $ = $ float 
0086: $7882 = $7585 // $ = $ float 
0086: $7883 = $7586 // $ = $ float 
0086: $7884 = $7587 // $ = $ float 

:HELI1SC_3563
if 
  $7877 == 26 // $ == int 
jf @HELI1SC_3629 
0086: $7879 = $7585 // $ = $ float 
0086: $7880 = $7586 // $ = $ float 
0086: $7881 = $7587 // $ = $ float 
0086: $7882 = $7588 // $ = $ float 
0086: $7883 = $7589 // $ = $ float 
0086: $7884 = $7590 // $ = $ float 

:HELI1SC_3629
if 
  $7877 == 27 // $ == int 
jf @HELI1SC_3695 
0086: $7879 = $7588 // $ = $ float 
0086: $7880 = $7589 // $ = $ float 
0086: $7881 = $7590 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI1SC_3695
if 
  $7877 == 28 // $ == int 
jf @HELI1SC_3761 
0086: $7879 = $7591 // $ = $ float 
0086: $7880 = $7592 // $ = $ float 
0086: $7881 = $7593 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI1SC_3761
return 

//-------------Mission 85---------------
// Originally: Ocean Beach Chopper Checkpoint

:HELI2SC
gosub @HELI2SC_36 
if 
  wasted_or_busted 
jf @HELI2SC_27 
gosub @HELI2SC_1144 

:HELI2SC_27
gosub @HELI2SC_1456 
terminate_this_script 

:HELI2SC_36
$ONMISSION = 1 // $ = int 
$7877 = 0 // $ = int 
script_name 'HELI2SC' 
wait 0 
if 
  $1585 == 0 // $ == int 
jf @HELI2SC_84 
increment_mission_attempts 

:HELI2SC_84
$7507 = 77.8349 // $ = float 
$7508 = -1224.688 // $ = float 
$7509 = 17.9498 // $ = float 
$7510 = 103.4742 // $ = float 
$7511 = -1127.885 // $ = float 
$7512 = 18.187 // $ = float 
$7513 = 203.3635 // $ = float 
$7514 = -1135.508 // $ = float 
$7515 = 21.531 // $ = float 
$7516 = 260.3221 // $ = float 
$7517 = -1217.484 // $ = float 
$7518 = 13.0769 // $ = float 
$7519 = 164.5704 // $ = float 
$7520 = -1245.728 // $ = float 
$7521 = 21.9229 // $ = float 
$7522 = 70.0126 // $ = float 
$7523 = -1278.617 // $ = float 
$7524 = 19.1218 // $ = float 
$7525 = 37.6583 // $ = float 
$7526 = -1373.451 // $ = float 
$7527 = 19.4852 // $ = float 
$7528 = -61.5636 // $ = float 
$7529 = -1381.003 // $ = float 
$7530 = 30.3879 // $ = float 
$7531 = -155.5676 // $ = float 
$7532 = -1349.141 // $ = float 
$7533 = 17.5384 // $ = float 
$7534 = -185.4706 // $ = float 
$7535 = -1444.637 // $ = float 
$7536 = 14.7326 // $ = float 
$7537 = -113.9027 // $ = float 
$7538 = -1513.1 // $ = float 
$7539 = 29.4323 // $ = float 
$7540 = -27.0724 // $ = float 
$7541 = -1561.844 // $ = float 
$7542 = 19.2416 // $ = float 
$7543 = 52.9751 // $ = float 
$7544 = -1502.762 // $ = float 
$7545 = 32.7119 // $ = float 
$7546 = 128.6115 // $ = float 
$7547 = -1438.513 // $ = float 
$7548 = 19.4189 // $ = float 
$7549 = 178.8131 // $ = float 
$7550 = -1351.66 // $ = float 
$7551 = 23.4365 // $ = float 
$7552 = 140.4057 // $ = float 
$7553 = -1259.035 // $ = float 
$7554 = 23.2808 // $ = float 
$7555 = 49.463 // $ = float 
$7556 = -1300.512 // $ = float 
$7557 = 18.1885 // $ = float 
gosub @HELI2SC_1487 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
$7878 = 0 // $ = int 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI2SC_746 
00DA: $7874 = player $PLAYER_CHAR car 
jump @HELI2SC_753 

:HELI2SC_746
jump @HELI2SC_1144 

:HELI2SC_753
if 
   not $7877 == 17 // $ == int 
jf @HELI2SC_1137 
wait 0 
if 
  Car.Wrecked($7874)
jf @HELI2SC_798 
jump @HELI2SC_1144 

:HELI2SC_798
if 
80DC:   not player $PLAYER_CHAR in_car $7874 
jf @HELI2SC_824 
jump @HELI2SC_1144 

:HELI2SC_824
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
jf @HELI2SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
$7877 += 1 // $ += int 
Marker.Disable($7875)
Marker.Disable($7876)
gosub @HELI2SC_1487 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
if 
  16 > $7877 // int > $ 
jf @HELI2SC_1043 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
if 
  15 > $7877 // int > $ 
jf @HELI2SC_1029 
0165: set_marker $7876 color_to 5 
jump @HELI2SC_1036 

:HELI2SC_1029
0165: set_marker $7876 color_to 0 

:HELI2SC_1036
jump @HELI2SC_1050 

:HELI2SC_1043
0165: set_marker $7875 color_to 0 

:HELI2SC_1050
if 
  $7877 == 16 // $ == int 
jf @HELI2SC_1102 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI2SC_1130 

:HELI2SC_1102
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI2SC_1130
jump @HELI2SC_753 

:HELI2SC_1137
jump @HELI2SC_1161 

:HELI2SC_1144
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI2SC_1161
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1585 == 0 // $ == int 
jf @HELI2SC_1225 
030C: progress_made += 1 
0595: mission_complete 
$1585 = 1 // $ = int 

:HELI2SC_1225
$7878 /= 1000 // $ /= int 
042E: register_lowest_int_stat 13 to $7878 
0084: $7457 = $7878 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $7878 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
001C:   $414 > $7878 // $ > $ int 
jf @HELI2SC_1387 
0084: $414 = $7878 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @HELI2SC_1359 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @HELI2SC_1380 

:HELI2SC_1359
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:HELI2SC_1380
jump @HELI2SC_1454 

:HELI2SC_1387
if 
  $7458 > 9 // $ > int 
jf @HELI2SC_1433 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @HELI2SC_1454 

:HELI2SC_1433
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:HELI2SC_1454
return 

:HELI2SC_1456
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
Marker.Disable($7875)
Marker.Disable($7876)
mission_cleanup 
return 

:HELI2SC_1487
if 
  $7877 == 0 // $ == int 
jf @HELI2SC_1553 
0086: $7879 = $7507 // $ = $ float 
0086: $7880 = $7508 // $ = $ float 
0086: $7881 = $7509 // $ = $ float 
0086: $7882 = $7510 // $ = $ float 
0086: $7883 = $7511 // $ = $ float 
0086: $7884 = $7512 // $ = $ float 

:HELI2SC_1553
if 
  $7877 == 1 // $ == int 
jf @HELI2SC_1619 
0086: $7879 = $7510 // $ = $ float 
0086: $7880 = $7511 // $ = $ float 
0086: $7881 = $7512 // $ = $ float 
0086: $7882 = $7513 // $ = $ float 
0086: $7883 = $7514 // $ = $ float 
0086: $7884 = $7515 // $ = $ float 

:HELI2SC_1619
if 
  $7877 == 2 // $ == int 
jf @HELI2SC_1685 
0086: $7879 = $7513 // $ = $ float 
0086: $7880 = $7514 // $ = $ float 
0086: $7881 = $7515 // $ = $ float 
0086: $7882 = $7516 // $ = $ float 
0086: $7883 = $7517 // $ = $ float 
0086: $7884 = $7518 // $ = $ float 

:HELI2SC_1685
if 
  $7877 == 3 // $ == int 
jf @HELI2SC_1751 
0086: $7879 = $7516 // $ = $ float 
0086: $7880 = $7517 // $ = $ float 
0086: $7881 = $7518 // $ = $ float 
0086: $7882 = $7519 // $ = $ float 
0086: $7883 = $7520 // $ = $ float 
0086: $7884 = $7521 // $ = $ float 

:HELI2SC_1751
if 
  $7877 == 4 // $ == int 
jf @HELI2SC_1817 
0086: $7879 = $7519 // $ = $ float 
0086: $7880 = $7520 // $ = $ float 
0086: $7881 = $7521 // $ = $ float 
0086: $7882 = $7522 // $ = $ float 
0086: $7883 = $7523 // $ = $ float 
0086: $7884 = $7524 // $ = $ float 

:HELI2SC_1817
if 
  $7877 == 5 // $ == int 
jf @HELI2SC_1883 
0086: $7879 = $7522 // $ = $ float 
0086: $7880 = $7523 // $ = $ float 
0086: $7881 = $7524 // $ = $ float 
0086: $7882 = $7525 // $ = $ float 
0086: $7883 = $7526 // $ = $ float 
0086: $7884 = $7527 // $ = $ float 

:HELI2SC_1883
if 
  $7877 == 6 // $ == int 
jf @HELI2SC_1949 
0086: $7879 = $7525 // $ = $ float 
0086: $7880 = $7526 // $ = $ float 
0086: $7881 = $7527 // $ = $ float 
0086: $7882 = $7528 // $ = $ float 
0086: $7883 = $7529 // $ = $ float 
0086: $7884 = $7530 // $ = $ float 

:HELI2SC_1949
if 
  $7877 == 7 // $ == int 
jf @HELI2SC_2015 
0086: $7879 = $7528 // $ = $ float 
0086: $7880 = $7529 // $ = $ float 
0086: $7881 = $7530 // $ = $ float 
0086: $7882 = $7531 // $ = $ float 
0086: $7883 = $7532 // $ = $ float 
0086: $7884 = $7533 // $ = $ float 

:HELI2SC_2015
if 
  $7877 == 8 // $ == int 
jf @HELI2SC_2081 
0086: $7879 = $7531 // $ = $ float 
0086: $7880 = $7532 // $ = $ float 
0086: $7881 = $7533 // $ = $ float 
0086: $7882 = $7534 // $ = $ float 
0086: $7883 = $7535 // $ = $ float 
0086: $7884 = $7536 // $ = $ float 

:HELI2SC_2081
if 
  $7877 == 9 // $ == int 
jf @HELI2SC_2147 
0086: $7879 = $7534 // $ = $ float 
0086: $7880 = $7535 // $ = $ float 
0086: $7881 = $7536 // $ = $ float 
0086: $7882 = $7537 // $ = $ float 
0086: $7883 = $7538 // $ = $ float 
0086: $7884 = $7539 // $ = $ float 

:HELI2SC_2147
if 
  $7877 == 10 // $ == int 
jf @HELI2SC_2213 
0086: $7879 = $7537 // $ = $ float 
0086: $7880 = $7538 // $ = $ float 
0086: $7881 = $7539 // $ = $ float 
0086: $7882 = $7540 // $ = $ float 
0086: $7883 = $7541 // $ = $ float 
0086: $7884 = $7542 // $ = $ float 

:HELI2SC_2213
if 
  $7877 == 11 // $ == int 
jf @HELI2SC_2279 
0086: $7879 = $7540 // $ = $ float 
0086: $7880 = $7541 // $ = $ float 
0086: $7881 = $7542 // $ = $ float 
0086: $7882 = $7543 // $ = $ float 
0086: $7883 = $7544 // $ = $ float 
0086: $7884 = $7545 // $ = $ float 

:HELI2SC_2279
if 
  $7877 == 12 // $ == int 
jf @HELI2SC_2345 
0086: $7879 = $7543 // $ = $ float 
0086: $7880 = $7544 // $ = $ float 
0086: $7881 = $7545 // $ = $ float 
0086: $7882 = $7546 // $ = $ float 
0086: $7883 = $7547 // $ = $ float 
0086: $7884 = $7548 // $ = $ float 

:HELI2SC_2345
if 
  $7877 == 13 // $ == int 
jf @HELI2SC_2411 
0086: $7879 = $7546 // $ = $ float 
0086: $7880 = $7547 // $ = $ float 
0086: $7881 = $7548 // $ = $ float 
0086: $7882 = $7549 // $ = $ float 
0086: $7883 = $7550 // $ = $ float 
0086: $7884 = $7551 // $ = $ float 

:HELI2SC_2411
if 
  $7877 == 14 // $ == int 
jf @HELI2SC_2477 
0086: $7879 = $7549 // $ = $ float 
0086: $7880 = $7550 // $ = $ float 
0086: $7881 = $7551 // $ = $ float 
0086: $7882 = $7552 // $ = $ float 
0086: $7883 = $7553 // $ = $ float 
0086: $7884 = $7554 // $ = $ float 

:HELI2SC_2477
if 
  $7877 == 15 // $ == int 
jf @HELI2SC_2543 
0086: $7879 = $7552 // $ = $ float 
0086: $7880 = $7553 // $ = $ float 
0086: $7881 = $7554 // $ = $ float 
0086: $7882 = $7555 // $ = $ float 
0086: $7883 = $7556 // $ = $ float 
0086: $7884 = $7557 // $ = $ float 

:HELI2SC_2543
if 
  $7877 == 16 // $ == int 
jf @HELI2SC_2609 
0086: $7879 = $7555 // $ = $ float 
0086: $7880 = $7556 // $ = $ float 
0086: $7881 = $7557 // $ = $ float 
0086: $7882 = $7558 // $ = $ float 
0086: $7883 = $7559 // $ = $ float 
0086: $7884 = $7560 // $ = $ float 

:HELI2SC_2609
if 
  $7877 == 17 // $ == int 
jf @HELI2SC_2675 
0086: $7879 = $7558 // $ = $ float 
0086: $7880 = $7559 // $ = $ float 
0086: $7881 = $7560 // $ = $ float 
0086: $7882 = $7561 // $ = $ float 
0086: $7883 = $7562 // $ = $ float 
0086: $7884 = $7563 // $ = $ float 

:HELI2SC_2675
if 
  $7877 == 18 // $ == int 
jf @HELI2SC_2741 
0086: $7879 = $7561 // $ = $ float 
0086: $7880 = $7562 // $ = $ float 
0086: $7881 = $7563 // $ = $ float 
0086: $7882 = $7564 // $ = $ float 
0086: $7883 = $7565 // $ = $ float 
0086: $7884 = $7566 // $ = $ float 

:HELI2SC_2741
if 
  $7877 == 19 // $ == int 
jf @HELI2SC_2807 
0086: $7879 = $7564 // $ = $ float 
0086: $7880 = $7565 // $ = $ float 
0086: $7881 = $7566 // $ = $ float 
0086: $7882 = $7567 // $ = $ float 
0086: $7883 = $7568 // $ = $ float 
0086: $7884 = $7569 // $ = $ float 

:HELI2SC_2807
if 
  $7877 == 20 // $ == int 
jf @HELI2SC_2873 
0086: $7879 = $7567 // $ = $ float 
0086: $7880 = $7568 // $ = $ float 
0086: $7881 = $7569 // $ = $ float 
0086: $7882 = $7570 // $ = $ float 
0086: $7883 = $7571 // $ = $ float 
0086: $7884 = $7572 // $ = $ float 

:HELI2SC_2873
if 
  $7877 == 21 // $ == int 
jf @HELI2SC_2939 
0086: $7879 = $7570 // $ = $ float 
0086: $7880 = $7571 // $ = $ float 
0086: $7881 = $7572 // $ = $ float 
0086: $7882 = $7573 // $ = $ float 
0086: $7883 = $7574 // $ = $ float 
0086: $7884 = $7575 // $ = $ float 

:HELI2SC_2939
if 
  $7877 == 22 // $ == int 
jf @HELI2SC_3005 
0086: $7879 = $7573 // $ = $ float 
0086: $7880 = $7574 // $ = $ float 
0086: $7881 = $7575 // $ = $ float 
0086: $7882 = $7576 // $ = $ float 
0086: $7883 = $7577 // $ = $ float 
0086: $7884 = $7578 // $ = $ float 

:HELI2SC_3005
if 
  $7877 == 23 // $ == int 
jf @HELI2SC_3071 
0086: $7879 = $7576 // $ = $ float 
0086: $7880 = $7577 // $ = $ float 
0086: $7881 = $7578 // $ = $ float 
0086: $7882 = $7579 // $ = $ float 
0086: $7883 = $7580 // $ = $ float 
0086: $7884 = $7581 // $ = $ float 

:HELI2SC_3071
if 
  $7877 == 24 // $ == int 
jf @HELI2SC_3137 
0086: $7879 = $7579 // $ = $ float 
0086: $7880 = $7580 // $ = $ float 
0086: $7881 = $7581 // $ = $ float 
0086: $7882 = $7582 // $ = $ float 
0086: $7883 = $7583 // $ = $ float 
0086: $7884 = $7584 // $ = $ float 

:HELI2SC_3137
if 
  $7877 == 25 // $ == int 
jf @HELI2SC_3203 
0086: $7879 = $7582 // $ = $ float 
0086: $7880 = $7583 // $ = $ float 
0086: $7881 = $7584 // $ = $ float 
0086: $7882 = $7585 // $ = $ float 
0086: $7883 = $7586 // $ = $ float 
0086: $7884 = $7587 // $ = $ float 

:HELI2SC_3203
if 
  $7877 == 26 // $ == int 
jf @HELI2SC_3269 
0086: $7879 = $7585 // $ = $ float 
0086: $7880 = $7586 // $ = $ float 
0086: $7881 = $7587 // $ = $ float 
0086: $7882 = $7588 // $ = $ float 
0086: $7883 = $7589 // $ = $ float 
0086: $7884 = $7590 // $ = $ float 

:HELI2SC_3269
if 
  $7877 == 27 // $ == int 
jf @HELI2SC_3335 
0086: $7879 = $7588 // $ = $ float 
0086: $7880 = $7589 // $ = $ float 
0086: $7881 = $7590 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI2SC_3335
if 
  $7877 == 28 // $ == int 
jf @HELI2SC_3401 
0086: $7879 = $7591 // $ = $ float 
0086: $7880 = $7592 // $ = $ float 
0086: $7881 = $7593 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI2SC_3401
return 

//-------------Mission 86---------------
// Originally: Vice Point Chopper Checkpoint

:HELI3SC
gosub @HELI3SC_36 
if 
  wasted_or_busted 
jf @HELI3SC_27 
gosub @HELI3SC_1144 

:HELI3SC_27
gosub @HELI3SC_1456 
terminate_this_script 

:HELI3SC_36
$ONMISSION = 1 // $ = int 
$7877 = 0 // $ = int 
script_name 'HELI3SC' 
wait 0 
if 
  $1586 == 0 // $ == int 
jf @HELI3SC_84 
increment_mission_attempts 

:HELI3SC_84
$7507 = 418.872 // $ = float 
$7508 = 424.212 // $ = float 
$7509 = 23.939 // $ = float 
$7510 = 468.2843 // $ = float 
$7511 = 511.3465 // $ = float 
$7512 = 17.8339 // $ = float 
$7513 = 388.0189 // $ = float 
$7514 = 570.6234 // $ = float 
$7515 = 24.7767 // $ = float 
$7516 = 402.4129 // $ = float 
$7517 = 669.7875 // $ = float 
$7518 = 19.5342 // $ = float 
$7519 = 414.7332 // $ = float 
$7520 = 768.9945 // $ = float 
$7521 = 26.2997 // $ = float 
$7522 = 404.726 // $ = float 
$7523 = 868.2524 // $ = float 
$7524 = 36.0822 // $ = float 
$7525 = 431.2298 // $ = float 
$7526 = 964.5178 // $ = float 
$7527 = 25.8298 // $ = float 
$7528 = 530.7483 // $ = float 
$7529 = 954.3203 // $ = float 
$7530 = 19.5602 // $ = float 
$7531 = 560.0611 // $ = float 
$7532 = 858.4435 // $ = float 
$7533 = 22.8934 // $ = float 
$7534 = 535.6741 // $ = float 
$7535 = 761.8905 // $ = float 
$7536 = 34.4453 // $ = float 
$7537 = 436.7039 // $ = float 
$7538 = 759.5037 // $ = float 
$7539 = 20.3001 // $ = float 
$7540 = 416.7489 // $ = float 
$7541 = 661.619 // $ = float 
$7542 = 14.1113 // $ = float 
$7543 = 365.7069 // $ = float 
$7544 = 575.3921 // $ = float 
$7545 = 13.7494 // $ = float 
$7546 = 368.4762 // $ = float 
$7547 = 474.9647 // $ = float 
$7548 = 21.6989 // $ = float 
$7549 = 325.9177 // $ = float 
$7550 = 384.3626 // $ = float 
$7551 = 16.9171 // $ = float 
$7552 = 362.0646 // $ = float 
$7553 = 291.0115 // $ = float 
$7554 = 22.9123 // $ = float 
$7555 = 299.0425 // $ = float 
$7556 = 366.165 // $ = float 
$7557 = 44.0408 // $ = float 
gosub @HELI3SC_1487 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
$7878 = 0 // $ = int 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI3SC_746 
00DA: $7874 = player $PLAYER_CHAR car 
jump @HELI3SC_753 

:HELI3SC_746
jump @HELI3SC_1144 

:HELI3SC_753
if 
   not $7877 == 17 // $ == int 
jf @HELI3SC_1137 
wait 0 
if 
  Car.Wrecked($7874)
jf @HELI3SC_798 
jump @HELI3SC_1144 

:HELI3SC_798
if 
80DC:   not player $PLAYER_CHAR in_car $7874 
jf @HELI3SC_824 
jump @HELI3SC_1144 

:HELI3SC_824
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
jf @HELI3SC_1050 
018C: play_sound 1 at 0.0 0.0 0.0 
$7877 += 1 // $ += int 
Marker.Disable($7875)
Marker.Disable($7876)
gosub @HELI3SC_1487 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
if 
  16 > $7877 // int > $ 
jf @HELI3SC_1043 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
if 
  15 > $7877 // int > $ 
jf @HELI3SC_1029 
0165: set_marker $7876 color_to 5 
jump @HELI3SC_1036 

:HELI3SC_1029
0165: set_marker $7876 color_to 0 

:HELI3SC_1036
jump @HELI3SC_1050 

:HELI3SC_1043
0165: set_marker $7875 color_to 0 

:HELI3SC_1050
if 
  $7877 == 16 // $ == int 
jf @HELI3SC_1102 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI3SC_1130 

:HELI3SC_1102
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI3SC_1130
jump @HELI3SC_753 

:HELI3SC_1137
jump @HELI3SC_1161 

:HELI3SC_1144
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI3SC_1161
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1586 == 0 // $ == int 
jf @HELI3SC_1225 
030C: progress_made += 1 
0595: mission_complete 
$1586 = 1 // $ = int 

:HELI3SC_1225
$7878 /= 1000 // $ /= int 
042E: register_lowest_int_stat 14 to $7878 
0084: $7457 = $7878 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $7878 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
001C:   $415 > $7878 // $ > $ int 
jf @HELI3SC_1387 
0084: $415 = $7878 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @HELI3SC_1359 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @HELI3SC_1380 

:HELI3SC_1359
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:HELI3SC_1380
jump @HELI3SC_1454 

:HELI3SC_1387
if 
  $7458 > 9 // $ > int 
jf @HELI3SC_1433 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @HELI3SC_1454 

:HELI3SC_1433
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:HELI3SC_1454
return 

:HELI3SC_1456
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
Marker.Disable($7875)
Marker.Disable($7876)
mission_cleanup 
return 

:HELI3SC_1487
if 
  $7877 == 0 // $ == int 
jf @HELI3SC_1553 
0086: $7879 = $7507 // $ = $ float 
0086: $7880 = $7508 // $ = $ float 
0086: $7881 = $7509 // $ = $ float 
0086: $7882 = $7510 // $ = $ float 
0086: $7883 = $7511 // $ = $ float 
0086: $7884 = $7512 // $ = $ float 

:HELI3SC_1553
if 
  $7877 == 1 // $ == int 
jf @HELI3SC_1619 
0086: $7879 = $7510 // $ = $ float 
0086: $7880 = $7511 // $ = $ float 
0086: $7881 = $7512 // $ = $ float 
0086: $7882 = $7513 // $ = $ float 
0086: $7883 = $7514 // $ = $ float 
0086: $7884 = $7515 // $ = $ float 

:HELI3SC_1619
if 
  $7877 == 2 // $ == int 
jf @HELI3SC_1685 
0086: $7879 = $7513 // $ = $ float 
0086: $7880 = $7514 // $ = $ float 
0086: $7881 = $7515 // $ = $ float 
0086: $7882 = $7516 // $ = $ float 
0086: $7883 = $7517 // $ = $ float 
0086: $7884 = $7518 // $ = $ float 

:HELI3SC_1685
if 
  $7877 == 3 // $ == int 
jf @HELI3SC_1751 
0086: $7879 = $7516 // $ = $ float 
0086: $7880 = $7517 // $ = $ float 
0086: $7881 = $7518 // $ = $ float 
0086: $7882 = $7519 // $ = $ float 
0086: $7883 = $7520 // $ = $ float 
0086: $7884 = $7521 // $ = $ float 

:HELI3SC_1751
if 
  $7877 == 4 // $ == int 
jf @HELI3SC_1817 
0086: $7879 = $7519 // $ = $ float 
0086: $7880 = $7520 // $ = $ float 
0086: $7881 = $7521 // $ = $ float 
0086: $7882 = $7522 // $ = $ float 
0086: $7883 = $7523 // $ = $ float 
0086: $7884 = $7524 // $ = $ float 

:HELI3SC_1817
if 
  $7877 == 5 // $ == int 
jf @HELI3SC_1883 
0086: $7879 = $7522 // $ = $ float 
0086: $7880 = $7523 // $ = $ float 
0086: $7881 = $7524 // $ = $ float 
0086: $7882 = $7525 // $ = $ float 
0086: $7883 = $7526 // $ = $ float 
0086: $7884 = $7527 // $ = $ float 

:HELI3SC_1883
if 
  $7877 == 6 // $ == int 
jf @HELI3SC_1949 
0086: $7879 = $7525 // $ = $ float 
0086: $7880 = $7526 // $ = $ float 
0086: $7881 = $7527 // $ = $ float 
0086: $7882 = $7528 // $ = $ float 
0086: $7883 = $7529 // $ = $ float 
0086: $7884 = $7530 // $ = $ float 

:HELI3SC_1949
if 
  $7877 == 7 // $ == int 
jf @HELI3SC_2015 
0086: $7879 = $7528 // $ = $ float 
0086: $7880 = $7529 // $ = $ float 
0086: $7881 = $7530 // $ = $ float 
0086: $7882 = $7531 // $ = $ float 
0086: $7883 = $7532 // $ = $ float 
0086: $7884 = $7533 // $ = $ float 

:HELI3SC_2015
if 
  $7877 == 8 // $ == int 
jf @HELI3SC_2081 
0086: $7879 = $7531 // $ = $ float 
0086: $7880 = $7532 // $ = $ float 
0086: $7881 = $7533 // $ = $ float 
0086: $7882 = $7534 // $ = $ float 
0086: $7883 = $7535 // $ = $ float 
0086: $7884 = $7536 // $ = $ float 

:HELI3SC_2081
if 
  $7877 == 9 // $ == int 
jf @HELI3SC_2147 
0086: $7879 = $7534 // $ = $ float 
0086: $7880 = $7535 // $ = $ float 
0086: $7881 = $7536 // $ = $ float 
0086: $7882 = $7537 // $ = $ float 
0086: $7883 = $7538 // $ = $ float 
0086: $7884 = $7539 // $ = $ float 

:HELI3SC_2147
if 
  $7877 == 10 // $ == int 
jf @HELI3SC_2213 
0086: $7879 = $7537 // $ = $ float 
0086: $7880 = $7538 // $ = $ float 
0086: $7881 = $7539 // $ = $ float 
0086: $7882 = $7540 // $ = $ float 
0086: $7883 = $7541 // $ = $ float 
0086: $7884 = $7542 // $ = $ float 

:HELI3SC_2213
if 
  $7877 == 11 // $ == int 
jf @HELI3SC_2279 
0086: $7879 = $7540 // $ = $ float 
0086: $7880 = $7541 // $ = $ float 
0086: $7881 = $7542 // $ = $ float 
0086: $7882 = $7543 // $ = $ float 
0086: $7883 = $7544 // $ = $ float 
0086: $7884 = $7545 // $ = $ float 

:HELI3SC_2279
if 
  $7877 == 12 // $ == int 
jf @HELI3SC_2345 
0086: $7879 = $7543 // $ = $ float 
0086: $7880 = $7544 // $ = $ float 
0086: $7881 = $7545 // $ = $ float 
0086: $7882 = $7546 // $ = $ float 
0086: $7883 = $7547 // $ = $ float 
0086: $7884 = $7548 // $ = $ float 

:HELI3SC_2345
if 
  $7877 == 13 // $ == int 
jf @HELI3SC_2411 
0086: $7879 = $7546 // $ = $ float 
0086: $7880 = $7547 // $ = $ float 
0086: $7881 = $7548 // $ = $ float 
0086: $7882 = $7549 // $ = $ float 
0086: $7883 = $7550 // $ = $ float 
0086: $7884 = $7551 // $ = $ float 

:HELI3SC_2411
if 
  $7877 == 14 // $ == int 
jf @HELI3SC_2477 
0086: $7879 = $7549 // $ = $ float 
0086: $7880 = $7550 // $ = $ float 
0086: $7881 = $7551 // $ = $ float 
0086: $7882 = $7552 // $ = $ float 
0086: $7883 = $7553 // $ = $ float 
0086: $7884 = $7554 // $ = $ float 

:HELI3SC_2477
if 
  $7877 == 15 // $ == int 
jf @HELI3SC_2543 
0086: $7879 = $7552 // $ = $ float 
0086: $7880 = $7553 // $ = $ float 
0086: $7881 = $7554 // $ = $ float 
0086: $7882 = $7555 // $ = $ float 
0086: $7883 = $7556 // $ = $ float 
0086: $7884 = $7557 // $ = $ float 

:HELI3SC_2543
if 
  $7877 == 16 // $ == int 
jf @HELI3SC_2609 
0086: $7879 = $7555 // $ = $ float 
0086: $7880 = $7556 // $ = $ float 
0086: $7881 = $7557 // $ = $ float 
0086: $7882 = $7558 // $ = $ float 
0086: $7883 = $7559 // $ = $ float 
0086: $7884 = $7560 // $ = $ float 

:HELI3SC_2609
if 
  $7877 == 17 // $ == int 
jf @HELI3SC_2675 
0086: $7879 = $7558 // $ = $ float 
0086: $7880 = $7559 // $ = $ float 
0086: $7881 = $7560 // $ = $ float 
0086: $7882 = $7561 // $ = $ float 
0086: $7883 = $7562 // $ = $ float 
0086: $7884 = $7563 // $ = $ float 

:HELI3SC_2675
if 
  $7877 == 18 // $ == int 
jf @HELI3SC_2741 
0086: $7879 = $7561 // $ = $ float 
0086: $7880 = $7562 // $ = $ float 
0086: $7881 = $7563 // $ = $ float 
0086: $7882 = $7564 // $ = $ float 
0086: $7883 = $7565 // $ = $ float 
0086: $7884 = $7566 // $ = $ float 

:HELI3SC_2741
if 
  $7877 == 19 // $ == int 
jf @HELI3SC_2807 
0086: $7879 = $7564 // $ = $ float 
0086: $7880 = $7565 // $ = $ float 
0086: $7881 = $7566 // $ = $ float 
0086: $7882 = $7567 // $ = $ float 
0086: $7883 = $7568 // $ = $ float 
0086: $7884 = $7569 // $ = $ float 

:HELI3SC_2807
if 
  $7877 == 20 // $ == int 
jf @HELI3SC_2873 
0086: $7879 = $7567 // $ = $ float 
0086: $7880 = $7568 // $ = $ float 
0086: $7881 = $7569 // $ = $ float 
0086: $7882 = $7570 // $ = $ float 
0086: $7883 = $7571 // $ = $ float 
0086: $7884 = $7572 // $ = $ float 

:HELI3SC_2873
if 
  $7877 == 21 // $ == int 
jf @HELI3SC_2939 
0086: $7879 = $7570 // $ = $ float 
0086: $7880 = $7571 // $ = $ float 
0086: $7881 = $7572 // $ = $ float 
0086: $7882 = $7573 // $ = $ float 
0086: $7883 = $7574 // $ = $ float 
0086: $7884 = $7575 // $ = $ float 

:HELI3SC_2939
if 
  $7877 == 22 // $ == int 
jf @HELI3SC_3005 
0086: $7879 = $7573 // $ = $ float 
0086: $7880 = $7574 // $ = $ float 
0086: $7881 = $7575 // $ = $ float 
0086: $7882 = $7576 // $ = $ float 
0086: $7883 = $7577 // $ = $ float 
0086: $7884 = $7578 // $ = $ float 

:HELI3SC_3005
if 
  $7877 == 23 // $ == int 
jf @HELI3SC_3071 
0086: $7879 = $7576 // $ = $ float 
0086: $7880 = $7577 // $ = $ float 
0086: $7881 = $7578 // $ = $ float 
0086: $7882 = $7579 // $ = $ float 
0086: $7883 = $7580 // $ = $ float 
0086: $7884 = $7581 // $ = $ float 

:HELI3SC_3071
if 
  $7877 == 24 // $ == int 
jf @HELI3SC_3137 
0086: $7879 = $7579 // $ = $ float 
0086: $7880 = $7580 // $ = $ float 
0086: $7881 = $7581 // $ = $ float 
0086: $7882 = $7582 // $ = $ float 
0086: $7883 = $7583 // $ = $ float 
0086: $7884 = $7584 // $ = $ float 

:HELI3SC_3137
if 
  $7877 == 25 // $ == int 
jf @HELI3SC_3203 
0086: $7879 = $7582 // $ = $ float 
0086: $7880 = $7583 // $ = $ float 
0086: $7881 = $7584 // $ = $ float 
0086: $7882 = $7585 // $ = $ float 
0086: $7883 = $7586 // $ = $ float 
0086: $7884 = $7587 // $ = $ float 

:HELI3SC_3203
if 
  $7877 == 26 // $ == int 
jf @HELI3SC_3269 
0086: $7879 = $7585 // $ = $ float 
0086: $7880 = $7586 // $ = $ float 
0086: $7881 = $7587 // $ = $ float 
0086: $7882 = $7588 // $ = $ float 
0086: $7883 = $7589 // $ = $ float 
0086: $7884 = $7590 // $ = $ float 

:HELI3SC_3269
if 
  $7877 == 27 // $ == int 
jf @HELI3SC_3335 
0086: $7879 = $7588 // $ = $ float 
0086: $7880 = $7589 // $ = $ float 
0086: $7881 = $7590 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI3SC_3335
if 
  $7877 == 28 // $ == int 
jf @HELI3SC_3401 
0086: $7879 = $7591 // $ = $ float 
0086: $7880 = $7592 // $ = $ float 
0086: $7881 = $7593 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI3SC_3401
return 

//-------------Mission 87---------------
// Originally: Little Haiti Chopper Checkpoint

:HELI4SC
gosub @HELI4SC_36 
if 
  wasted_or_busted 
jf @HELI4SC_27 
gosub @HELI4SC_1294 

:HELI4SC_27
gosub @HELI4SC_1606 
terminate_this_script 

:HELI4SC_36
$ONMISSION = 1 // $ = int 
$7877 = 0 // $ = int 
script_name 'HELI4SC' 
wait 0 
if 
  $1587 == 0 // $ == int 
jf @HELI4SC_84 
increment_mission_attempts 

:HELI4SC_84
$7507 = -884.2508 // $ = float 
$7508 = 236.4205 // $ = float 
$7509 = 14.9104 // $ = float 
$7510 = -877.2639 // $ = float 
$7511 = 136.5762 // $ = float 
$7512 = 15.8618 // $ = float 
$7513 = -962.5753 // $ = float 
$7514 = 84.3949 // $ = float 
$7515 = 15.367 // $ = float 
$7516 = -1008.986 // $ = float 
$7517 = -4.1791 // $ = float 
$7518 = 20.8638 // $ = float 
$7519 = -1024.417 // $ = float 
$7520 = -103.199 // $ = float 
$7521 = 16.4677 // $ = float 
$7522 = -1047.055 // $ = float 
$7523 = -200.7326 // $ = float 
$7524 = 12.6881 // $ = float 
$7525 = -1089.4 // $ = float 
$7526 = -290.992 // $ = float 
$7527 = 21.5889 // $ = float 
$7528 = -1107.393 // $ = float 
$7529 = -389.5861 // $ = float 
$7530 = 16.4733 // $ = float 
$7531 = -1071.663 // $ = float 
$7532 = -482.9736 // $ = float 
$7533 = 12.8348 // $ = float 
$7534 = -1041.907 // $ = float 
$7535 = -578.0964 // $ = float 
$7536 = 24.6455 // $ = float 
$7537 = -1097.65 // $ = float 
$7538 = -661.3502 // $ = float 
$7539 = 26.4531 // $ = float 
$7540 = -1171.575 // $ = float 
$7541 = -594.0601 // $ = float 
$7542 = 23.3888 // $ = float 
$7543 = -1151.249 // $ = float 
$7544 = -495.8622 // $ = float 
$7545 = 23.6951 // $ = float 
$7546 = -1150.541 // $ = float 
$7547 = -395.9956 // $ = float 
$7548 = 14.4461 // $ = float 
$7549 = -1120.839 // $ = float 
$7550 = -300.5818 // $ = float 
$7551 = 19.9118 // $ = float 
$7552 = -1154.166 // $ = float 
$7553 = -206.2119 // $ = float 
$7554 = 28.8656 // $ = float 
$7555 = -1174.708 // $ = float 
$7556 = -109.0531 // $ = float 
$7557 = 16.0939 // $ = float 
$7558 = -1093.543 // $ = float 
$7559 = -50.4117 // $ = float 
$7560 = 19.3924 // $ = float 
$7561 = -1039.967 // $ = float 
$7562 = 34.2455 // $ = float 
$7563 = 22.2088 // $ = float 
$7564 = -1011.107 // $ = float 
$7565 = 129.8569 // $ = float 
$7566 = 14.767 // $ = float 
$7567 = -944.9561 // $ = float 
$7568 = 204.9092 // $ = float 
$7569 = 17.2276 // $ = float 
$7570 = -894.7881 // $ = float 
$7571 = 290.9517 // $ = float 
$7572 = 27.5338 // $ = float 
gosub @HELI4SC_1637 
00BC: text_highpriority 'HELI_1A' time 15000 1  // Test your skills with the Sparrow, see how quickly you can complete the course.
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
0165: set_marker $7876 color_to 5 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
$7878 = 0 // $ = int 
03C3: set_timer_with_text_to $7878 type 0 text 'RACES'  // TIME:
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HELI4SC_896 
00DA: $7874 = player $PLAYER_CHAR car 
jump @HELI4SC_903 

:HELI4SC_896
jump @HELI4SC_1294 

:HELI4SC_903
if 
   not $7877 == 22 // $ == int 
jf @HELI4SC_1287 
wait 0 
if 
  Car.Wrecked($7874)
jf @HELI4SC_948 
jump @HELI4SC_1294 

:HELI4SC_948
if 
80DC:   not player $PLAYER_CHAR in_car $7874 
jf @HELI4SC_974 
jump @HELI4SC_1294 

:HELI4SC_974
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $7879 $7880 $7881 radius 5.0 5.0 5.0 
jf @HELI4SC_1200 
018C: play_sound 1 at 0.0 0.0 0.0 
$7877 += 1 // $ += int 
Marker.Disable($7875)
Marker.Disable($7876)
gosub @HELI4SC_1637 
018A: $7875 = create_checkpoint_at $7879 $7880 $7881 
0165: set_marker $7875 color_to 5 
018B: set_marker $7875 display 2 
0168: set_marker $7875 size 3 
if 
  21 > $7877 // int > $ 
jf @HELI4SC_1193 
018A: $7876 = create_checkpoint_at $7882 $7883 $7884 
018B: set_marker $7876 display 2 
0168: set_marker $7876 size 2 
0166: set_marker $7876 brightness_to 1 
if 
  20 > $7877 // int > $ 
jf @HELI4SC_1179 
0165: set_marker $7876 color_to 5 
jump @HELI4SC_1186 

:HELI4SC_1179
0165: set_marker $7876 color_to 0 

:HELI4SC_1186
jump @HELI4SC_1200 

:HELI4SC_1193
0165: set_marker $7875 color_to 0 

:HELI4SC_1200
if 
  $7877 == 21 // $ == int 
jf @HELI4SC_1252 
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 
jump @HELI4SC_1280 

:HELI4SC_1252
04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 

:HELI4SC_1280
jump @HELI4SC_903 

:HELI4SC_1287
jump @HELI4SC_1311 

:HELI4SC_1294
00BC: text_highpriority 'HELI_F1' time 5000 1  // ~r~Heli Checkpoint mission cancelled!
return 

:HELI4SC_1311
01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1  // Course Complete! $ ~1~
Player.Money($PLAYER_CHAR) += 100
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1587 == 0 // $ == int 
jf @HELI4SC_1375 
030C: progress_made += 1 
0595: mission_complete 
$1587 = 1 // $ = int 

:HELI4SC_1375
$7878 /= 1000 // $ /= int 
042E: register_lowest_int_stat 15 to $7878 
0084: $7457 = $7878 // $ = $ int 
$7457 /= 60 // $ /= int 
0084: $7451 = $7457 // $ = $ int 
$7451 *= 60 // $ *= int 
0084: $7458 = $7878 // $ = $ int 
0060: $7458 -= $7451 // $ -= $ int 
if 
001C:   $416 > $7878 // $ > $ int 
jf @HELI4SC_1537 
0084: $416 = $7878 // $ = $ int 
if 
  $7458 > 9 // $ > int 
jf @HELI4SC_1509 
02FD: text_2numbers_highpriority 'RACES17' $7457 $7458 time 10000 1  // New best time: ~1~:~1~
jump @HELI4SC_1530 

:HELI4SC_1509
02FD: text_2numbers_highpriority 'RACES20' $7457 $7458 time 10000 1  // New best time: ~1~:0~1~

:HELI4SC_1530
jump @HELI4SC_1604 

:HELI4SC_1537
if 
  $7458 > 9 // $ > int 
jf @HELI4SC_1583 
02FD: text_2numbers_highpriority 'RACES_9' $7457 $7458 time 10000 1  // Time: ~1~:~1~
jump @HELI4SC_1604 

:HELI4SC_1583
02FD: text_2numbers_highpriority 'RACES21' $7457 $7458 time 10000 1  // Time: ~1~:0~1~

:HELI4SC_1604
return 

:HELI4SC_1606
$ONMISSION = 0 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014F: stop_timer $7878 
Marker.Disable($7875)
Marker.Disable($7876)
mission_cleanup 
return 

:HELI4SC_1637
if 
  $7877 == 0 // $ == int 
jf @HELI4SC_1703 
0086: $7879 = $7507 // $ = $ float 
0086: $7880 = $7508 // $ = $ float 
0086: $7881 = $7509 // $ = $ float 
0086: $7882 = $7510 // $ = $ float 
0086: $7883 = $7511 // $ = $ float 
0086: $7884 = $7512 // $ = $ float 

:HELI4SC_1703
if 
  $7877 == 1 // $ == int 
jf @HELI4SC_1769 
0086: $7879 = $7510 // $ = $ float 
0086: $7880 = $7511 // $ = $ float 
0086: $7881 = $7512 // $ = $ float 
0086: $7882 = $7513 // $ = $ float 
0086: $7883 = $7514 // $ = $ float 
0086: $7884 = $7515 // $ = $ float 

:HELI4SC_1769
if 
  $7877 == 2 // $ == int 
jf @HELI4SC_1835 
0086: $7879 = $7513 // $ = $ float 
0086: $7880 = $7514 // $ = $ float 
0086: $7881 = $7515 // $ = $ float 
0086: $7882 = $7516 // $ = $ float 
0086: $7883 = $7517 // $ = $ float 
0086: $7884 = $7518 // $ = $ float 

:HELI4SC_1835
if 
  $7877 == 3 // $ == int 
jf @HELI4SC_1901 
0086: $7879 = $7516 // $ = $ float 
0086: $7880 = $7517 // $ = $ float 
0086: $7881 = $7518 // $ = $ float 
0086: $7882 = $7519 // $ = $ float 
0086: $7883 = $7520 // $ = $ float 
0086: $7884 = $7521 // $ = $ float 

:HELI4SC_1901
if 
  $7877 == 4 // $ == int 
jf @HELI4SC_1967 
0086: $7879 = $7519 // $ = $ float 
0086: $7880 = $7520 // $ = $ float 
0086: $7881 = $7521 // $ = $ float 
0086: $7882 = $7522 // $ = $ float 
0086: $7883 = $7523 // $ = $ float 
0086: $7884 = $7524 // $ = $ float 

:HELI4SC_1967
if 
  $7877 == 5 // $ == int 
jf @HELI4SC_2033 
0086: $7879 = $7522 // $ = $ float 
0086: $7880 = $7523 // $ = $ float 
0086: $7881 = $7524 // $ = $ float 
0086: $7882 = $7525 // $ = $ float 
0086: $7883 = $7526 // $ = $ float 
0086: $7884 = $7527 // $ = $ float 

:HELI4SC_2033
if 
  $7877 == 6 // $ == int 
jf @HELI4SC_2099 
0086: $7879 = $7525 // $ = $ float 
0086: $7880 = $7526 // $ = $ float 
0086: $7881 = $7527 // $ = $ float 
0086: $7882 = $7528 // $ = $ float 
0086: $7883 = $7529 // $ = $ float 
0086: $7884 = $7530 // $ = $ float 

:HELI4SC_2099
if 
  $7877 == 7 // $ == int 
jf @HELI4SC_2165 
0086: $7879 = $7528 // $ = $ float 
0086: $7880 = $7529 // $ = $ float 
0086: $7881 = $7530 // $ = $ float 
0086: $7882 = $7531 // $ = $ float 
0086: $7883 = $7532 // $ = $ float 
0086: $7884 = $7533 // $ = $ float 

:HELI4SC_2165
if 
  $7877 == 8 // $ == int 
jf @HELI4SC_2231 
0086: $7879 = $7531 // $ = $ float 
0086: $7880 = $7532 // $ = $ float 
0086: $7881 = $7533 // $ = $ float 
0086: $7882 = $7534 // $ = $ float 
0086: $7883 = $7535 // $ = $ float 
0086: $7884 = $7536 // $ = $ float 

:HELI4SC_2231
if 
  $7877 == 9 // $ == int 
jf @HELI4SC_2297 
0086: $7879 = $7534 // $ = $ float 
0086: $7880 = $7535 // $ = $ float 
0086: $7881 = $7536 // $ = $ float 
0086: $7882 = $7537 // $ = $ float 
0086: $7883 = $7538 // $ = $ float 
0086: $7884 = $7539 // $ = $ float 

:HELI4SC_2297
if 
  $7877 == 10 // $ == int 
jf @HELI4SC_2363 
0086: $7879 = $7537 // $ = $ float 
0086: $7880 = $7538 // $ = $ float 
0086: $7881 = $7539 // $ = $ float 
0086: $7882 = $7540 // $ = $ float 
0086: $7883 = $7541 // $ = $ float 
0086: $7884 = $7542 // $ = $ float 

:HELI4SC_2363
if 
  $7877 == 11 // $ == int 
jf @HELI4SC_2429 
0086: $7879 = $7540 // $ = $ float 
0086: $7880 = $7541 // $ = $ float 
0086: $7881 = $7542 // $ = $ float 
0086: $7882 = $7543 // $ = $ float 
0086: $7883 = $7544 // $ = $ float 
0086: $7884 = $7545 // $ = $ float 

:HELI4SC_2429
if 
  $7877 == 12 // $ == int 
jf @HELI4SC_2495 
0086: $7879 = $7543 // $ = $ float 
0086: $7880 = $7544 // $ = $ float 
0086: $7881 = $7545 // $ = $ float 
0086: $7882 = $7546 // $ = $ float 
0086: $7883 = $7547 // $ = $ float 
0086: $7884 = $7548 // $ = $ float 

:HELI4SC_2495
if 
  $7877 == 13 // $ == int 
jf @HELI4SC_2561 
0086: $7879 = $7546 // $ = $ float 
0086: $7880 = $7547 // $ = $ float 
0086: $7881 = $7548 // $ = $ float 
0086: $7882 = $7549 // $ = $ float 
0086: $7883 = $7550 // $ = $ float 
0086: $7884 = $7551 // $ = $ float 

:HELI4SC_2561
if 
  $7877 == 14 // $ == int 
jf @HELI4SC_2627 
0086: $7879 = $7549 // $ = $ float 
0086: $7880 = $7550 // $ = $ float 
0086: $7881 = $7551 // $ = $ float 
0086: $7882 = $7552 // $ = $ float 
0086: $7883 = $7553 // $ = $ float 
0086: $7884 = $7554 // $ = $ float 

:HELI4SC_2627
if 
  $7877 == 15 // $ == int 
jf @HELI4SC_2693 
0086: $7879 = $7552 // $ = $ float 
0086: $7880 = $7553 // $ = $ float 
0086: $7881 = $7554 // $ = $ float 
0086: $7882 = $7555 // $ = $ float 
0086: $7883 = $7556 // $ = $ float 
0086: $7884 = $7557 // $ = $ float 

:HELI4SC_2693
if 
  $7877 == 16 // $ == int 
jf @HELI4SC_2759 
0086: $7879 = $7555 // $ = $ float 
0086: $7880 = $7556 // $ = $ float 
0086: $7881 = $7557 // $ = $ float 
0086: $7882 = $7558 // $ = $ float 
0086: $7883 = $7559 // $ = $ float 
0086: $7884 = $7560 // $ = $ float 

:HELI4SC_2759
if 
  $7877 == 17 // $ == int 
jf @HELI4SC_2825 
0086: $7879 = $7558 // $ = $ float 
0086: $7880 = $7559 // $ = $ float 
0086: $7881 = $7560 // $ = $ float 
0086: $7882 = $7561 // $ = $ float 
0086: $7883 = $7562 // $ = $ float 
0086: $7884 = $7563 // $ = $ float 

:HELI4SC_2825
if 
  $7877 == 18 // $ == int 
jf @HELI4SC_2891 
0086: $7879 = $7561 // $ = $ float 
0086: $7880 = $7562 // $ = $ float 
0086: $7881 = $7563 // $ = $ float 
0086: $7882 = $7564 // $ = $ float 
0086: $7883 = $7565 // $ = $ float 
0086: $7884 = $7566 // $ = $ float 

:HELI4SC_2891
if 
  $7877 == 19 // $ == int 
jf @HELI4SC_2957 
0086: $7879 = $7564 // $ = $ float 
0086: $7880 = $7565 // $ = $ float 
0086: $7881 = $7566 // $ = $ float 
0086: $7882 = $7567 // $ = $ float 
0086: $7883 = $7568 // $ = $ float 
0086: $7884 = $7569 // $ = $ float 

:HELI4SC_2957
if 
  $7877 == 20 // $ == int 
jf @HELI4SC_3023 
0086: $7879 = $7567 // $ = $ float 
0086: $7880 = $7568 // $ = $ float 
0086: $7881 = $7569 // $ = $ float 
0086: $7882 = $7570 // $ = $ float 
0086: $7883 = $7571 // $ = $ float 
0086: $7884 = $7572 // $ = $ float 

:HELI4SC_3023
if 
  $7877 == 21 // $ == int 
jf @HELI4SC_3089 
0086: $7879 = $7570 // $ = $ float 
0086: $7880 = $7571 // $ = $ float 
0086: $7881 = $7572 // $ = $ float 
0086: $7882 = $7573 // $ = $ float 
0086: $7883 = $7574 // $ = $ float 
0086: $7884 = $7575 // $ = $ float 

:HELI4SC_3089
if 
  $7877 == 22 // $ == int 
jf @HELI4SC_3155 
0086: $7879 = $7573 // $ = $ float 
0086: $7880 = $7574 // $ = $ float 
0086: $7881 = $7575 // $ = $ float 
0086: $7882 = $7576 // $ = $ float 
0086: $7883 = $7577 // $ = $ float 
0086: $7884 = $7578 // $ = $ float 

:HELI4SC_3155
if 
  $7877 == 23 // $ == int 
jf @HELI4SC_3221 
0086: $7879 = $7576 // $ = $ float 
0086: $7880 = $7577 // $ = $ float 
0086: $7881 = $7578 // $ = $ float 
0086: $7882 = $7579 // $ = $ float 
0086: $7883 = $7580 // $ = $ float 
0086: $7884 = $7581 // $ = $ float 

:HELI4SC_3221
if 
  $7877 == 24 // $ == int 
jf @HELI4SC_3287 
0086: $7879 = $7579 // $ = $ float 
0086: $7880 = $7580 // $ = $ float 
0086: $7881 = $7581 // $ = $ float 
0086: $7882 = $7582 // $ = $ float 
0086: $7883 = $7583 // $ = $ float 
0086: $7884 = $7584 // $ = $ float 

:HELI4SC_3287
if 
  $7877 == 25 // $ == int 
jf @HELI4SC_3353 
0086: $7879 = $7582 // $ = $ float 
0086: $7880 = $7583 // $ = $ float 
0086: $7881 = $7584 // $ = $ float 
0086: $7882 = $7585 // $ = $ float 
0086: $7883 = $7586 // $ = $ float 
0086: $7884 = $7587 // $ = $ float 

:HELI4SC_3353
if 
  $7877 == 26 // $ == int 
jf @HELI4SC_3419 
0086: $7879 = $7585 // $ = $ float 
0086: $7880 = $7586 // $ = $ float 
0086: $7881 = $7587 // $ = $ float 
0086: $7882 = $7588 // $ = $ float 
0086: $7883 = $7589 // $ = $ float 
0086: $7884 = $7590 // $ = $ float 

:HELI4SC_3419
if 
  $7877 == 27 // $ == int 
jf @HELI4SC_3485 
0086: $7879 = $7588 // $ = $ float 
0086: $7880 = $7589 // $ = $ float 
0086: $7881 = $7590 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI4SC_3485
if 
  $7877 == 28 // $ == int 
jf @HELI4SC_3551 
0086: $7879 = $7591 // $ = $ float 
0086: $7880 = $7592 // $ = $ float 
0086: $7881 = $7593 // $ = $ float 
0086: $7882 = $7591 // $ = $ float 
0086: $7883 = $7592 // $ = $ float 
0086: $7884 = $7593 // $ = $ float 

:HELI4SC_3551
return 

//-------------Mission 88---------------
// Originally: Trial by Dirt

:BMX_1
gosub @BMX_1_36 
if 
  wasted_or_busted 
jf @BMX_1_27 
gosub @BMX_1_4462 

:BMX_1_27
gosub @BMX_1_4573 
terminate_this_script 

:BMX_1_36
if 
  $363 == 0 // $ == int 
jf @BMX_1_56 
increment_mission_attempts 

:BMX_1_56
script_name 'BMX_1' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'BMX_1' 
wait 0 
$1745 = 0 // $ = int 
$1746 = 1 // $ = int 
$1614 = 0 // $ = int 
$1747 = 0 // $ = int 
$346 = 0 // $ = int 
$7885 = 0 // $ = int 
$1613 = 0 // $ = int 
$1757 = 0 // $ = int 
$1765 = 0 // $ = int 
$1766 = 0 // $ = int 
$1767 = 0 // $ = int 
$1670 = -456.0 // $ = float 
$1671 = 1417.9 // $ = float 
$1672 = 14.24 // $ = float 
$1673 = -467.8 // $ = float 
$1674 = 1398.7 // $ = float 
$1675 = 8.15 // $ = float 
$1676 = -488.4 // $ = float 
$1677 = 1425.9 // $ = float 
$1678 = 14.5 // $ = float 
$1679 = -516.8 // $ = float 
$1680 = 1409.1 // $ = float 
$1681 = 12.6 // $ = float 
$1682 = -529.6 // $ = float 
$1683 = 1430.0 // $ = float 
$1684 = 9.6 // $ = float 
$1685 = -556.4 // $ = float 
$1686 = 1422.7 // $ = float 
$1687 = 10.0 // $ = float 
$1688 = -533.55 // $ = float 
$1689 = 1455.6 // $ = float 
$1690 = 10.3 // $ = float 
$1691 = -560.0 // $ = float 
$1692 = 1460.0 // $ = float 
$1693 = 10.3 // $ = float 
$1694 = -528.5 // $ = float 
$1695 = 1476.9 // $ = float 
$1696 = 10.5 // $ = float 
$1697 = -535.0 // $ = float 
$1698 = 1500.0 // $ = float 
$1699 = 9.8 // $ = float 
$1700 = -502.4 // $ = float 
$1701 = 1474.6 // $ = float 
$1702 = 11.3 // $ = float 
$1703 = -500.6 // $ = float 
$1704 = 1507.1 // $ = float 
$1705 = 9.8 // $ = float 
$1706 = -472.2 // $ = float 
$1707 = 1490.5 // $ = float 
$1708 = 11.0 // $ = float 
$1709 = -499.3 // $ = float 
$1710 = 1447.5 // $ = float 
$1711 = 15.5 // $ = float 
$1712 = -450.2 // $ = float 
$1713 = 1481.4 // $ = float 
$1714 = 9.8 // $ = float 
$1715 = -440.6 // $ = float 
$1716 = 1455.42 // $ = float 
$1717 = 9.8 // $ = float 
$1718 = -429.0 // $ = float 
$1719 = 1491.8 // $ = float 
$1720 = 10.1 // $ = float 
$1721 = -418.0 // $ = float 
$1722 = 1432.1 // $ = float 
$1723 = 10.0 // $ = float 
$1724 = -445.0 // $ = float 
$1725 = 1439.5 // $ = float 
$1726 = 10.4 // $ = float 
$1727 = -453.5 // $ = float 
$1728 = 1434.6 // $ = float 
$1729 = 10.0 // $ = float 
01BD: $1749 = current_time_in_ms 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
if 
  $1755 > 0 // $ > int 
jf @BMX_1_947 
Model.Load(#BARREL4)

:BMX_1_805
if 
  not Model.Available(#BARREL4)
jf @BMX_1_831 
wait 0 
jump @BMX_1_805 

:BMX_1_831
Object.Create($7886, #BARREL4, -413.0, 1434.4, -100.0)
Object.CollisionDetection($7886, True)
Object.Create($7887, #BARREL4, -405.36, 1447.12, -100.0)
Object.CollisionDetection($7887, True)
Object.Create($7888, #BARREL4, -400.0, 1455.5, -100.0)
Object.CollisionDetection($7888, True)
Object.Create($7889, #BARREL4, -402.73, 1465.0, -100.0)
Object.CollisionDetection($7889, True)

:BMX_1_947
if 
  $1755 > 2 // $ > int 
jf @BMX_1_1247 
Model.Load(#HNA)
Model.Load(#HNB)
Model.Load(#MACHETE)

:BMX_1_978
if or
  not Model.Available(#HNA)
  not Model.Available(#HNB)
  not Model.Available(#MACHETE)
jf @BMX_1_1013 
wait 0 
jump @BMX_1_978 

:BMX_1_1013
Car.Create($1762, #SANCHEZ, -478.7, 1524.0, 10.4)
0229: set_car $1762 color_to 0 0 
Car.Angle($1762) = 190.0
0129: $1759 = create_actor 4 #HNA in_car $1762 driverseat 
01B2: give_actor $1759 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1762 driver_behaviour_to 2 
04E0: car $1762 abandon_path_radius 255 
Car.Create($1763, #SANCHEZ, -476.7, 1522.0, 10.4)
0229: set_car $1763 color_to 0 0 
Car.Angle($1763) = 190.0
0129: $1760 = create_actor 4 #HNA in_car $1763 driverseat 
01B2: give_actor $1760 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1763 driver_behaviour_to 2 
04E0: car $1763 abandon_path_radius 255 
Car.Create($1764, #SANCHEZ, -480.7, 1525.0, 10.4)
0229: set_car $1764 color_to 0 0 
Car.Angle($1764) = 190.0
0129: $1761 = create_actor 4 #HNA in_car $1764 driverseat 
01B2: give_actor $1761 weapon 9 ammo 0 // Load the weapon model before using this 
00AF: set_car $1764 driver_behaviour_to 2 
04E0: car $1764 abandon_path_radius 255 

:BMX_1_1247
if 
  2 > $1745 // int > $ 
jf @BMX_1_4302 
wait 0 
01BD: $1748 = current_time_in_ms 
0084: $1747 = $1748 // $ = $ int 
0060: $1747 -= $1749 // $ -= $ int 
if 
  $1613 == 0 // $ == int 
jf @BMX_1_1330 
03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME'  // RACE TIME:
$1613 = 1 // $ = int 

:BMX_1_1330
if 
  $1757 == 0 // $ == int 
jf @BMX_1_1370 
00BC: text_highpriority 'BMX_HOW' time 5000 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
$1757 = 1 // $ = int 

:BMX_1_1370
if and
  $1757 == 1 // $ == int 
  $1747 > 5000 // $ > int 
jf @BMX_1_1418 
00BC: text_highpriority 'BMXREW1' time 5000 1  // ~g~Each time you beat your previous record for the two laps
$1757 = 2 // $ = int 

:BMX_1_1418
if and
  $1757 == 2 // $ == int 
  $1747 > 10000 // $ > int 
jf @BMX_1_1466 
00BC: text_highpriority 'BMXREW2' time 5000 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
$1757 = 3 // $ = int 

:BMX_1_1466
if 
  $1746 == 1 // $ == int 
jf @BMX_1_1593 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 
jf @BMX_1_1593 
Marker.Disable($1622)
018C: play_sound 1 at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
$1746 += 1 // $ += int 

:BMX_1_1593
if 
  $1746 == 2 // $ == int 
jf @BMX_1_1720 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 
jf @BMX_1_1720 
Marker.Disable($1623)
018C: play_sound 1 at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
$1746 += 1 // $ += int 

:BMX_1_1720
if 
  $1746 == 3 // $ == int 
jf @BMX_1_1847 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 
jf @BMX_1_1847 
Marker.Disable($1624)
018C: play_sound 1 at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
$1746 += 1 // $ += int 

:BMX_1_1847
if 
  $1746 == 4 // $ == int 
jf @BMX_1_1974 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 
jf @BMX_1_1974 
Marker.Disable($1625)
018C: play_sound 1 at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
$1746 += 1 // $ += int 

:BMX_1_1974
if 
  $1746 == 5 // $ == int 
jf @BMX_1_2101 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 
jf @BMX_1_2101 
Marker.Disable($1626)
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
$1746 += 1 // $ += int 

:BMX_1_2101
if 
  $1746 == 6 // $ == int 
jf @BMX_1_2228 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 
jf @BMX_1_2228 
Marker.Disable($1627)
018C: play_sound 1 at $1685 $1686 $1687 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
$1746 += 1 // $ += int 

:BMX_1_2228
if 
  $1746 == 7 // $ == int 
jf @BMX_1_2355 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 
jf @BMX_1_2355 
Marker.Disable($1628)
018C: play_sound 1 at $1688 $1689 $1690 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
$1746 += 1 // $ += int 

:BMX_1_2355
if 
  $1746 == 8 // $ == int 
jf @BMX_1_2482 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 
jf @BMX_1_2482 
Marker.Disable($1629)
018C: play_sound 1 at $1691 $1692 $1693 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
$1746 += 1 // $ += int 

:BMX_1_2482
if 
  $1746 == 9 // $ == int 
jf @BMX_1_2668 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 
jf @BMX_1_2668 
Marker.Disable($1630)
018C: play_sound 1 at $1694 $1695 $1696 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
$1746 += 1 // $ += int 
if and
  $1757 == 3 // $ == int 
  $1747 > 12000 // $ > int 
  $1755 > 1 // $ > int 
jf @BMX_1_2668 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' time 4000 1  // ~g~Looks like rain...
$1757 = 4 // $ = int 

:BMX_1_2668
if 
  $1746 == 10 // $ == int 
jf @BMX_1_2795 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 
jf @BMX_1_2795 
Marker.Disable($1631)
018C: play_sound 1 at $1697 $1698 $1699 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
$1746 += 1 // $ += int 

:BMX_1_2795
if 
  $1746 == 11 // $ == int 
jf @BMX_1_2922 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 
jf @BMX_1_2922 
Marker.Disable($1632)
018C: play_sound 1 at $1700 $1701 $1702 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
$1746 += 1 // $ += int 

:BMX_1_2922
if 
  $1746 == 12 // $ == int 
jf @BMX_1_3049 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 
jf @BMX_1_3049 
Marker.Disable($1633)
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
$1746 += 1 // $ += int 

:BMX_1_3049
if 
  $1746 == 13 // $ == int 
jf @BMX_1_3176 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 
jf @BMX_1_3176 
Marker.Disable($1634)
018C: play_sound 1 at $1706 $1707 $1708 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
$1746 += 1 // $ += int 

:BMX_1_3176
if 
  $1746 == 14 // $ == int 
jf @BMX_1_3303 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 
jf @BMX_1_3303 
Marker.Disable($1635)
018C: play_sound 1 at $1709 $1710 $1711 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
$1746 += 1 // $ += int 

:BMX_1_3303
if 
  $1746 == 15 // $ == int 
jf @BMX_1_3430 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 
jf @BMX_1_3430 
Marker.Disable($1636)
018C: play_sound 1 at $1712 $1713 $1714 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
$1746 += 1 // $ += int 

:BMX_1_3430
if 
  $1746 == 16 // $ == int 
jf @BMX_1_3557 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 
jf @BMX_1_3557 
Marker.Disable($1637)
018C: play_sound 1 at $1715 $1716 $1717 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
$1746 += 1 // $ += int 

:BMX_1_3557
if 
  $1746 == 17 // $ == int 
jf @BMX_1_3684 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 
jf @BMX_1_3684 
Marker.Disable($1638)
018C: play_sound 1 at $1718 $1719 $1720 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
$1746 += 1 // $ += int 

:BMX_1_3684
if 
  $1746 == 18 // $ == int 
jf @BMX_1_3811 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 
jf @BMX_1_3811 
Marker.Disable($1639)
018C: play_sound 1 at $1721 $1722 $1723 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
$1746 += 1 // $ += int 

:BMX_1_3811
if 
  $1746 == 19 // $ == int 
jf @BMX_1_3963 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 
jf @BMX_1_3963 
Marker.Disable($1640)
018C: play_sound 1 at $1724 $1725 $1726 
$1746 = 1 // $ = int 
$1745 += 1 // $ += int 
if 
  3 > $1745 // int > $ 
jf @BMX_1_3963 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 

:BMX_1_3963
0084: $1768 = $1759 // $ = $ int 
0084: $1769 = $1762 // $ = $ int 
0084: $1770 = $1765 // $ = $ int 
gosub @BMX_1_4842 
if 
  $1770 == 1 // $ == int 
jf @BMX_1_4019 
$1765 = 1 // $ = int 

:BMX_1_4019
0084: $1768 = $1760 // $ = $ int 
0084: $1769 = $1763 // $ = $ int 
0084: $1770 = $1766 // $ = $ int 
gosub @BMX_1_4842 
if 
  $1770 == 1 // $ == int 
jf @BMX_1_4075 
$1766 = 1 // $ = int 

:BMX_1_4075
0084: $1768 = $1761 // $ = $ int 
0084: $1769 = $1764 // $ = $ int 
0084: $1770 = $1767 // $ = $ int 
gosub @BMX_1_4842 
if 
  $1770 == 1 // $ == int 
jf @BMX_1_4131 
$1767 = 1 // $ = int 

:BMX_1_4131
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMX_1_4295 
01BD: $1751 = current_time_in_ms 

:BMX_1_4155
if 
   not 0 > $1752 // int > $ 
jf @BMX_1_4288 
wait 0 
01BD: $1748 = current_time_in_ms 
0084: $1750 = $1748 // $ = $ int 
0060: $1750 -= $1751 // $ -= $ int 
$1752 = 15000 // $ = int 
0060: $1752 -= $1750 // $ -= $ int 
0084: $1753 = $1752 // $ = $ int 
$1753 /= 1000 // $ /= int 
01E5: text_1number_highpriority 'GETBIK2' $1753 time 2000 1  // ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike!
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 
jf @BMX_1_4281 
$1752 = 1 // $ = int 
jump @BMX_1_4295 

:BMX_1_4281
jump @BMX_1_4155 

:BMX_1_4288
jump @BMX_1_4462 

:BMX_1_4295
jump @BMX_1_1247 

:BMX_1_4302
if 
  $1745 == 2 // $ == int 
jf @BMX_1_4462 
$1747 /= 1000 // $ /= int 
if 
  $363 == 0 // $ == int 
jf @BMX_1_4382 
0084: $1754 = $1747 // $ = $ int 
$7885 = 1 // $ = int 
$1755 = 1 // $ = int 
gosub @BMX_1_4773 
jump @BMX_1_4430 

:BMX_1_4382
if 
001C:   $1754 > $1747 // $ > $ int 
jf @BMX_1_4430 
0084: $1754 = $1747 // $ = $ int 
$7885 = 1 // $ = int 
$1755 += 1 // $ += int 
gosub @BMX_1_4773 

:BMX_1_4430
if 
  $7885 == 1 // $ == int 
jf @BMX_1_4462 
042E: register_lowest_int_stat 17 to $1771 
jump @BMX_1_4494 

:BMX_1_4462
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'BMXFAIL' time 5000 1  // ~r~You failed to set a new record!
return 

:BMX_1_4494
0084: $1756 = $1755 // $ = $ int 
$1756 *= 100 // $ *= int 
01E3: text_1number_styled 'M_PASS' number $1756 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $1756
if 
  $363 == 0 // $ == int 
jf @BMX_1_4571 
$363 = 1 // $ = int 
030C: progress_made += 1 
0595: mission_complete 

:BMX_1_4571
return 

:BMX_1_4573
$1752 = 1 // $ = int 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($1622)
Marker.Disable($1623)
Marker.Disable($1624)
Marker.Disable($1625)
Marker.Disable($1626)
Marker.Disable($1627)
Marker.Disable($1628)
Marker.Disable($1629)
Marker.Disable($1630)
Marker.Disable($1631)
Marker.Disable($1632)
Marker.Disable($1633)
Marker.Disable($1634)
Marker.Disable($1635)
Marker.Disable($1636)
Marker.Disable($1637)
Marker.Disable($1638)
Marker.Disable($1639)
Marker.Disable($1640)
Model.Destroy(#BARREL4)
Model.Destroy(#MACHETE)
Model.Destroy(#HNA)
Model.Destroy(#HNB)
Actor.RemoveReferences($1759)
Car.RemoveReferences($1762)
Actor.RemoveReferences($1760)
Car.RemoveReferences($1763)
Actor.RemoveReferences($1761)
Car.RemoveReferences($1764)
Object.Destroy($7886)
Object.Destroy($7887)
Object.Destroy($7888)
Object.Destroy($7889)
01B7: release_weather 
014F: stop_timer $1747 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BMX_1_4773
$1758 = 0 // $ = int 

:BMX_1_4780
if 
  $1747 > 59 // $ > int 
jf @BMX_1_4819 
$1747 -= 60 // $ -= int 
$1758 += 1 // $ += int 
jump @BMX_1_4780 

:BMX_1_4819
02FD: text_2numbers_highpriority 'NEW_REC' $1758 $1747 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
return 

:BMX_1_4842
if and
  not Actor.Dead($1768)
  $1770 == 0 // $ == int 
jf @BMX_1_4942 
if 
  not Car.Wrecked($1769)
jf @BMX_1_4927 
if or
  not Actor.InCar($1768, $1769)
80E0:   not player $PLAYER_CHAR in_any_car 
jf @BMX_1_4920 
01CC: actor $1768 kill_player $PLAYER_CHAR 
$1770 = 1 // $ = int 

:BMX_1_4920
jump @BMX_1_4942 

:BMX_1_4927
01CC: actor $1768 kill_player $PLAYER_CHAR 
$1770 = 1 // $ = int 

:BMX_1_4942
return 

//-------------Mission 89---------------
// Originally: Test Track

:BMX_2
gosub @BMX_2_36 
if 
  wasted_or_busted 
jf @BMX_2_27 
gosub @BMX_2_4201 

:BMX_2_27
gosub @BMX_2_4312 
terminate_this_script 

:BMX_2_36
if 
  $364 == 0 // $ == int 
jf @BMX_2_56 
increment_mission_attempts 

:BMX_2_56
script_name 'BMX_2' 
$ONMISSION = 1 // $ = int 
wait 0 
$1745 = 0 // $ = int 
$1746 = 19 // $ = int 
$1614 = 0 // $ = int 
$1747 = 0 // $ = int 
$346 = 0 // $ = int 
$7885 = 0 // $ = int 
$1613 = 0 // $ = int 
$1772 = 0 // $ = int 
$1670 = -456.0 // $ = float 
$1671 = 1417.9 // $ = float 
$1672 = 14.24 // $ = float 
$1673 = -467.8 // $ = float 
$1674 = 1398.7 // $ = float 
$1675 = 8.15 // $ = float 
$1676 = -488.4 // $ = float 
$1677 = 1425.9 // $ = float 
$1678 = 14.5 // $ = float 
$1679 = -516.8 // $ = float 
$1680 = 1409.1 // $ = float 
$1681 = 12.6 // $ = float 
$1682 = -529.6 // $ = float 
$1683 = 1430.0 // $ = float 
$1684 = 9.6 // $ = float 
$1685 = -556.4 // $ = float 
$1686 = 1422.7 // $ = float 
$1687 = 10.0 // $ = float 
$1688 = -533.55 // $ = float 
$1689 = 1455.6 // $ = float 
$1690 = 10.3 // $ = float 
$1691 = -560.0 // $ = float 
$1692 = 1460.0 // $ = float 
$1693 = 10.3 // $ = float 
$1694 = -528.5 // $ = float 
$1695 = 1476.9 // $ = float 
$1696 = 10.5 // $ = float 
$1697 = -535.0 // $ = float 
$1698 = 1500.0 // $ = float 
$1699 = 9.8 // $ = float 
$1700 = -502.4 // $ = float 
$1701 = 1474.6 // $ = float 
$1702 = 11.3 // $ = float 
$1703 = -500.6 // $ = float 
$1704 = 1507.1 // $ = float 
$1705 = 9.8 // $ = float 
$1706 = -472.2 // $ = float 
$1707 = 1490.5 // $ = float 
$1708 = 11.0 // $ = float 
$1709 = -499.3 // $ = float 
$1710 = 1447.5 // $ = float 
$1711 = 15.5 // $ = float 
$1712 = -450.2 // $ = float 
$1713 = 1481.4 // $ = float 
$1714 = 9.8 // $ = float 
$1715 = -440.6 // $ = float 
$1716 = 1455.42 // $ = float 
$1717 = 9.8 // $ = float 
$1718 = -429.0 // $ = float 
$1719 = 1491.8 // $ = float 
$1720 = 10.1 // $ = float 
$1721 = -418.0 // $ = float 
$1722 = 1432.1 // $ = float 
$1723 = 10.0 // $ = float 
$1724 = -445.0 // $ = float 
$1725 = 1439.5 // $ = float 
$1726 = 10.4 // $ = float 
jump @BMX_2_976 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
018A: $1639 = create_checkpoint_at $1724 $1725 $1726 
018A: $1638 = create_checkpoint_at $1724 $1725 $1726 
018A: $1637 = create_checkpoint_at $1724 $1725 $1726 
018A: $1636 = create_checkpoint_at $1724 $1725 $1726 
018A: $1635 = create_checkpoint_at $1724 $1725 $1726 
018A: $1634 = create_checkpoint_at $1724 $1725 $1726 
018A: $1633 = create_checkpoint_at $1724 $1725 $1726 
018A: $1632 = create_checkpoint_at $1724 $1725 $1726 
018A: $1631 = create_checkpoint_at $1724 $1725 $1726 
018A: $1630 = create_checkpoint_at $1724 $1725 $1726 
018A: $1629 = create_checkpoint_at $1724 $1725 $1726 
018A: $1628 = create_checkpoint_at $1724 $1725 $1726 
018A: $1627 = create_checkpoint_at $1724 $1725 $1726 
018A: $1626 = create_checkpoint_at $1724 $1725 $1726 
018A: $1625 = create_checkpoint_at $1724 $1725 $1726 
018A: $1624 = create_checkpoint_at $1724 $1725 $1726 
018A: $1623 = create_checkpoint_at $1724 $1725 $1726 
018A: $1622 = create_checkpoint_at $1724 $1725 $1726 

:BMX_2_976
01BD: $1749 = current_time_in_ms 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
if 
  $1773 > 0 // $ > int 
jf @BMX_2_1159 
Model.Load(#BARREL4)

:BMX_2_1017
if 
  not Model.Available(#BARREL4)
jf @BMX_2_1043 
wait 0 
jump @BMX_2_1017 

:BMX_2_1043
Object.Create($7886, #BARREL4, -413.0, 1434.4, -100.0)
Object.CollisionDetection($7886, True)
Object.Create($7887, #BARREL4, -405.36, 1447.12, -100.0)
Object.CollisionDetection($7887, True)
Object.Create($7888, #BARREL4, -400.0, 1455.5, -100.0)
Object.CollisionDetection($7888, True)
Object.Create($7889, #BARREL4, -402.73, 1465.0, -100.0)
Object.CollisionDetection($7889, True)

:BMX_2_1159
if 
  $1773 > 2 // $ > int 
jf @BMX_2_1298 
Model.Load(#RANCHER)
Model.Load(#GDB)
Model.Load(#NITESTICK)

:BMX_2_1191
if or
  not Model.Available(#RANCHER)
  not Model.Available(#GDB)
  not Model.Available(#NITESTICK)
jf @BMX_2_1227 
wait 0 
jump @BMX_2_1191 

:BMX_2_1227
Car.Create($1777, #RANCHER, -478.7, 1524.0, 10.4)
0229: set_car $1777 color_to 0 0 
Car.Angle($1777) = 190.0
0129: $1776 = create_actor 4 #GDB in_car $1777 driverseat 
01B2: give_actor $1776 weapon 4 ammo 0 // Load the weapon model before using this 
01CC: actor $1776 kill_player $PLAYER_CHAR 

:BMX_2_1298
if 
  2 > $1745 // int > $ 
jf @BMX_2_4041 
wait 0 
if 
  $1613 == 0 // $ == int 
jf @BMX_2_1360 
03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME'  // RACE TIME:
$1613 = 1 // $ = int 

:BMX_2_1360
if 
  $1772 == 0 // $ == int 
jf @BMX_2_1400 
00BC: text_highpriority 'BMX_HOW' time 4000 1  // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
$1772 = 1 // $ = int 

:BMX_2_1400
if and
  $1772 == 1 // $ == int 
  $1747 > 4000 // $ > int 
jf @BMX_2_1448 
00BC: text_highpriority 'BMXREW1' time 4000 1  // ~g~Each time you beat your previous record for the two laps
$1772 = 2 // $ = int 

:BMX_2_1448
if and
  $1772 == 2 // $ == int 
  $1747 > 8000 // $ > int 
jf @BMX_2_1496 
00BC: text_highpriority 'BMXREW2' time 4000 1  // ~g~a larger ~y~REWARD ~g~will be awarded!
$1772 = 3 // $ = int 

:BMX_2_1496
if 
  $1746 == 1 // $ == int 
jf @BMX_2_1648 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 
jf @BMX_2_1648 
Marker.Disable($1622)
018C: play_sound 1 at $1670 $1671 $1672 
$1746 = 19 // $ = int 
$1745 += 1 // $ += int 
if 
  3 > $1745 // int > $ 
jf @BMX_2_1648 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 

:BMX_2_1648
if 
  $1746 == 2 // $ == int 
jf @BMX_2_1775 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 
jf @BMX_2_1775 
Marker.Disable($1623)
018C: play_sound 1 at $1673 $1674 $1675 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
$1746 -= 1 // $ -= int 

:BMX_2_1775
if 
  $1746 == 3 // $ == int 
jf @BMX_2_1902 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 
jf @BMX_2_1902 
Marker.Disable($1624)
018C: play_sound 1 at $1676 $1677 $1678 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
$1746 -= 1 // $ -= int 

:BMX_2_1902
if 
  $1746 == 4 // $ == int 
jf @BMX_2_2029 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 
jf @BMX_2_2029 
Marker.Disable($1625)
018C: play_sound 1 at $1679 $1680 $1681 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
$1746 -= 1 // $ -= int 

:BMX_2_2029
if 
  $1746 == 5 // $ == int 
jf @BMX_2_2156 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 
jf @BMX_2_2156 
Marker.Disable($1626)
018C: play_sound 1 at $1682 $1683 $1684 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
$1746 -= 1 // $ -= int 

:BMX_2_2156
if 
  $1746 == 6 // $ == int 
jf @BMX_2_2283 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 
jf @BMX_2_2283 
Marker.Disable($1627)
018C: play_sound 1 at $1685 $1686 $1687 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
$1746 -= 1 // $ -= int 

:BMX_2_2283
if 
  $1746 == 7 // $ == int 
jf @BMX_2_2410 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 
jf @BMX_2_2410 
Marker.Disable($1628)
018C: play_sound 1 at $1688 $1689 $1690 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
$1746 -= 1 // $ -= int 

:BMX_2_2410
if 
  $1746 == 8 // $ == int 
jf @BMX_2_2537 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 
jf @BMX_2_2537 
Marker.Disable($1629)
018C: play_sound 1 at $1691 $1692 $1693 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
$1746 -= 1 // $ -= int 

:BMX_2_2537
if 
  $1746 == 9 // $ == int 
jf @BMX_2_2723 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 
jf @BMX_2_2723 
Marker.Disable($1630)
018C: play_sound 1 at $1694 $1695 $1696 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
$1746 -= 1 // $ -= int 
if and
  $1772 == 3 // $ == int 
  $1747 > 12000 // $ > int 
  $1773 > 3 // $ > int 
jf @BMX_2_2723 
01B5: force_weather 2 
00BC: text_highpriority 'BMXRAIN' time 4000 1  // ~g~Looks like rain...
$1772 = 4 // $ = int 

:BMX_2_2723
if 
  $1746 == 10 // $ == int 
jf @BMX_2_2850 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 
jf @BMX_2_2850 
Marker.Disable($1631)
018C: play_sound 1 at $1697 $1698 $1699 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
$1746 -= 1 // $ -= int 

:BMX_2_2850
if 
  $1746 == 11 // $ == int 
jf @BMX_2_2977 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 
jf @BMX_2_2977 
Marker.Disable($1632)
018C: play_sound 1 at $1700 $1701 $1702 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
$1746 -= 1 // $ -= int 

:BMX_2_2977
if 
  $1746 == 12 // $ == int 
jf @BMX_2_3104 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 
jf @BMX_2_3104 
Marker.Disable($1633)
018C: play_sound 1 at $1703 $1704 $1705 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
$1746 -= 1 // $ -= int 

:BMX_2_3104
if 
  $1746 == 13 // $ == int 
jf @BMX_2_3231 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 
jf @BMX_2_3231 
Marker.Disable($1634)
018C: play_sound 1 at $1706 $1707 $1708 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
$1746 -= 1 // $ -= int 

:BMX_2_3231
if 
  $1746 == 14 // $ == int 
jf @BMX_2_3358 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 
jf @BMX_2_3358 
Marker.Disable($1635)
018C: play_sound 1 at $1709 $1710 $1711 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
$1746 -= 1 // $ -= int 

:BMX_2_3358
if 
  $1746 == 15 // $ == int 
jf @BMX_2_3485 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 
jf @BMX_2_3485 
Marker.Disable($1636)
018C: play_sound 1 at $1712 $1713 $1714 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
$1746 -= 1 // $ -= int 

:BMX_2_3485
if 
  $1746 == 16 // $ == int 
jf @BMX_2_3612 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 
jf @BMX_2_3612 
Marker.Disable($1637)
018C: play_sound 1 at $1715 $1716 $1717 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
$1746 -= 1 // $ -= int 

:BMX_2_3612
if 
  $1746 == 17 // $ == int 
jf @BMX_2_3739 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 
jf @BMX_2_3739 
Marker.Disable($1638)
018C: play_sound 1 at $1718 $1719 $1720 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
$1746 -= 1 // $ -= int 

:BMX_2_3739
if 
  $1746 == 18 // $ == int 
jf @BMX_2_3866 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 
jf @BMX_2_3866 
Marker.Disable($1639)
018C: play_sound 1 at $1721 $1722 $1723 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
$1746 -= 1 // $ -= int 

:BMX_2_3866
if 
  $1746 == 19 // $ == int 
jf @BMX_2_3993 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 
jf @BMX_2_3993 
Marker.Disable($1640)
018C: play_sound 1 at $1724 $1725 $1726 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
$1746 -= 1 // $ -= int 

:BMX_2_3993
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @BMX_2_4034 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @BMX_2_4201 

:BMX_2_4034
jump @BMX_2_1298 

:BMX_2_4041
if 
  $1745 == 2 // $ == int 
jf @BMX_2_4201 
$1747 /= 1000 // $ /= int 
if 
  $364 == 0 // $ == int 
jf @BMX_2_4121 
0084: $1771 = $1747 // $ = $ int 
$7885 = 1 // $ = int 
$1773 = 1 // $ = int 
gosub @BMX_2_4486 
jump @BMX_2_4169 

:BMX_2_4121
if 
001C:   $1771 > $1747 // $ > $ int 
jf @BMX_2_4169 
0084: $1771 = $1747 // $ = $ int 
$7885 = 1 // $ = int 
$1773 += 1 // $ += int 
gosub @BMX_2_4486 

:BMX_2_4169
if 
  $7885 == 1 // $ == int 
jf @BMX_2_4201 
042E: register_lowest_int_stat 18 to $1771 
jump @BMX_2_4233 

:BMX_2_4201
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'BMXFAIL' time 5000 1  // ~r~You failed to set a new record!
return 

:BMX_2_4233
0084: $1774 = $1773 // $ = $ int 
$1774 *= 100 // $ *= int 
01E3: text_1number_styled 'M_PASS' number $1774 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $1774
if 
  $364 == 0 // $ == int 
jf @BMX_2_4310 
0595: mission_complete 
$364 = 1 // $ = int 
030C: progress_made += 1 

:BMX_2_4310
return 

:BMX_2_4312
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($1622)
Marker.Disable($1623)
Marker.Disable($1624)
Marker.Disable($1625)
Marker.Disable($1626)
Marker.Disable($1627)
Marker.Disable($1628)
Marker.Disable($1629)
Marker.Disable($1630)
Marker.Disable($1631)
Marker.Disable($1632)
Marker.Disable($1633)
Marker.Disable($1634)
Marker.Disable($1635)
Marker.Disable($1636)
Marker.Disable($1637)
Marker.Disable($1638)
Marker.Disable($1639)
Marker.Disable($1640)
Model.Destroy(#BARREL4)
Model.Destroy(#RANCHER)
Model.Destroy(#NITESTICK)
Model.Destroy(#GDB)
Actor.RemoveReferences($1776)
Car.RemoveReferences($1777)
Object.Destroy($7886)
Object.Destroy($7887)
Object.Destroy($7888)
Object.Destroy($7889)
01B7: release_weather 
014F: stop_timer $1747 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:BMX_2_4486
$1775 = 0 // $ = int 

:BMX_2_4493
if 
  $1747 > 59 // $ > int 
jf @BMX_2_4532 
$1747 -= 60 // $ -= int 
$1775 += 1 // $ += int 
jump @BMX_2_4493 

:BMX_2_4532
02FD: text_2numbers_highpriority 'NEW_REC' $1775 $1747 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
return 

//-------------Mission 90---------------
// Originally: PCJ Playground

:T4X4_1
gosub @T4X4_1_36 
if 
  wasted_or_busted 
jf @T4X4_1_27 
gosub @T4X4_1_6323 

:T4X4_1_27
gosub @T4X4_1_6528 
terminate_this_script 

:T4X4_1_36
if 
  $339 == 0 // $ == int 
jf @T4X4_1_56 
increment_mission_attempts 

:T4X4_1_56
script_name 'T4X4_1' 
$ONMISSION = 1 // $ = int 
$355 = 1 // $ = int 
054C: use_GXT_table 'MIAMI_1' 
00BA: text_styled 'T4X4_1' 5000 ms 2  // 'PCJ Playground'
wait 0 
$1607 = 0 // $ = int 
$1614 = 120000 // $ = int 
$357 = 0 // $ = int 
$1613 = 0 // $ = int 
$342 = 1 // $ = int 
$1610 = 0 // $ = int 
$359 = 0 // $ = int 
$1609 = 120 // $ = int 
$1612 = 100 // $ = int 
$1611 = 0 // $ = int 
$1616 = 0 // $ = int 
$1617 = 0 // $ = int 
$1646 = 0 // $ = int 
$1647 = 0 // $ = int 
$1648 = 0 // $ = int 
$1649 = 0 // $ = int 
$1650 = 0 // $ = int 
$1651 = 0 // $ = int 
$1652 = 0 // $ = int 
$1653 = 0 // $ = int 
$1654 = 0 // $ = int 
$1655 = 0 // $ = int 
$1656 = 0 // $ = int 
$1657 = 0 // $ = int 
$1658 = 0 // $ = int 
$1659 = 0 // $ = int 
$1660 = 0 // $ = int 
$1661 = 0 // $ = int 
$1662 = 0 // $ = int 
$1663 = 0 // $ = int 
$1664 = 0 // $ = int 
$1665 = 0 // $ = int 
$1666 = 0 // $ = int 
$1667 = 0 // $ = int 
$1668 = 0 // $ = int 
$1669 = 0 // $ = int 
$1742 = 450.0 // $ = float 
$1743 = -389.0 // $ = float 
$1744 = 26.5 // $ = float 
$1670 = 460.0 // $ = float 
$1671 = -400.4 // $ = float 
$1672 = 18.0 // $ = float 
$1673 = 460.0 // $ = float 
$1674 = -441.5 // $ = float 
$1675 = 17.5 // $ = float 
$1676 = 453.0 // $ = float 
$1677 = -517.83 // $ = float 
$1678 = 21.0 // $ = float 
$1679 = 429.5 // $ = float 
$1680 = -580.6 // $ = float 
$1681 = 11.0 // $ = float 
$1682 = 392.0 // $ = float 
$1683 = -661.3 // $ = float 
$1684 = 11.5 // $ = float 
$1685 = 366.5 // $ = float 
$1686 = -719.2 // $ = float 
$1687 = 23.3 // $ = float 
$1688 = 349.5 // $ = float 
$1689 = -762.2 // $ = float 
$1690 = 24.0 // $ = float 
$1691 = 342.26 // $ = float 
$1692 = -802.3 // $ = float 
$1693 = 11.5 // $ = float 
$1694 = 316.0 // $ = float 
$1695 = -858.0 // $ = float 
$1696 = 11.5 // $ = float 
$1697 = 285.0 // $ = float 
$1698 = -890.0 // $ = float 
$1699 = 11.5 // $ = float 
$1700 = 256.7 // $ = float 
$1701 = -955.0 // $ = float 
$1702 = 17.0 // $ = float 
$1703 = 242.5 // $ = float 
$1704 = -1111.8 // $ = float 
$1705 = 11.5 // $ = float 
$1706 = 228.6 // $ = float 
$1707 = -1147.9 // $ = float 
$1708 = 11.5 // $ = float 
$1709 = 193.5 // $ = float 
$1710 = -1303.3 // $ = float 
$1711 = 11.2 // $ = float 
$1712 = 201.44 // $ = float 
$1713 = -1318.7 // $ = float 
$1714 = 11.2 // $ = float 
$1715 = 188.6 // $ = float 
$1716 = -1357.5 // $ = float 
$1717 = 11.2 // $ = float 
$1718 = 167.2 // $ = float 
$1719 = -1369.2 // $ = float 
$1720 = 11.2 // $ = float 
$1721 = 129.6 // $ = float 
$1722 = -1337.8 // $ = float 
$1723 = 9.5 // $ = float 
$1724 = 104.45 // $ = float 
$1725 = -1319.7 // $ = float 
$1726 = 5.5 // $ = float 
$1727 = 78.7 // $ = float 
$1728 = -1300.0 // $ = float 
$1729 = 13.5 // $ = float 
$1730 = 70.1 // $ = float 
$1731 = -1220.4 // $ = float 
$1732 = 11.0 // $ = float 
$1733 = 12.5 // $ = float 
$1734 = -1192.0 // $ = float 
$1735 = 11.4 // $ = float 
$1736 = 4.96 // $ = float 
$1737 = -1253.5 // $ = float 
$1738 = 21.6 // $ = float 
$1739 = 19.8 // $ = float 
$1740 = -1308.9 // $ = float 
$1741 = 17.3 // $ = float 
$1606 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00DA: $1605 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($1605)
jf @T4X4_1_1165 
020A: set_car $1605 door_status_to 1 

:T4X4_1_1165
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 
018A: $1627 = create_checkpoint_at $1685 $1686 $1687 
018A: $1628 = create_checkpoint_at $1688 $1689 $1690 
018A: $1629 = create_checkpoint_at $1691 $1692 $1693 
018A: $1630 = create_checkpoint_at $1694 $1695 $1696 
018A: $1631 = create_checkpoint_at $1697 $1698 $1699 
018A: $1632 = create_checkpoint_at $1700 $1701 $1702 
018A: $1633 = create_checkpoint_at $1703 $1704 $1705 
018A: $1634 = create_checkpoint_at $1706 $1707 $1708 
018A: $1635 = create_checkpoint_at $1709 $1710 $1711 
018A: $1636 = create_checkpoint_at $1712 $1713 $1714 
018A: $1637 = create_checkpoint_at $1715 $1716 $1717 
018A: $1638 = create_checkpoint_at $1718 $1719 $1720 
018A: $1639 = create_checkpoint_at $1721 $1722 $1723 
018A: $1640 = create_checkpoint_at $1724 $1725 $1726 
018A: $1641 = create_checkpoint_at $1727 $1728 $1729 
018A: $1642 = create_checkpoint_at $1730 $1731 $1732 
018A: $1643 = create_checkpoint_at $1733 $1734 $1735 
018A: $1644 = create_checkpoint_at $1736 $1737 $1738 
018A: $1645 = create_checkpoint_at $1739 $1740 $1741 
Model.Load(#YANKEE)

:T4X4_1_1517
if 
  not Model.Available(#YANKEE)
jf @T4X4_1_1544 
wait 0 
jump @T4X4_1_1517 

:T4X4_1_1544
if 
  24 > $1607 // int > $ 
jf @T4X4_1_6298 
wait 0 
if 
  $1613 == 1 // $ == int 
jf @T4X4_1_1624 
if 
  1 > $1614 // int > $ 
jf @T4X4_1_1624 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @T4X4_1_6323 

:T4X4_1_1624
if and
  $1607 == 1 // $ == int 
  $1613 == 0 // $ == int 
jf @T4X4_1_1663 
014E: start_timer_at $1614 count_in_direction 1 
$1613 = 1 // $ = int 

:T4X4_1_1663
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600 
  4 > $357 // int > $ 
jf @T4X4_1_5001 
if 
  $1646 == 0 // $ == int 
jf @T4X4_1_1827 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 
jf @T4X4_1_1827 
Marker.Disable($1622)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1670 $1671 $1672 
$1646 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_1827
if 
  $1647 == 0 // $ == int 
jf @T4X4_1_1965 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 
jf @T4X4_1_1965 
Marker.Disable($1623)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1673 $1674 $1675 
$1647 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_1965
if 
  $1648 == 0 // $ == int 
jf @T4X4_1_2103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 
jf @T4X4_1_2103 
Marker.Disable($1624)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1676 $1677 $1678 
$1648 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2103
if 
  $1649 == 0 // $ == int 
jf @T4X4_1_2241 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 
jf @T4X4_1_2241 
Marker.Disable($1625)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1679 $1680 $1681 
$1649 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2241
if 
  $1650 == 0 // $ == int 
jf @T4X4_1_2379 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 
jf @T4X4_1_2379 
Marker.Disable($1626)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1682 $1683 $1684 
$1650 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2379
if 
  $1651 == 0 // $ == int 
jf @T4X4_1_2517 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 2.5 2.5 3.5 
jf @T4X4_1_2517 
Marker.Disable($1627)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1685 $1686 $1687 
$1651 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2517
if 
  $1652 == 0 // $ == int 
jf @T4X4_1_2655 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 2.5 2.5 3.5 
jf @T4X4_1_2655 
Marker.Disable($1628)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1688 $1689 $1690 
$1652 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2655
if 
  $1653 == 0 // $ == int 
jf @T4X4_1_2793 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 2.5 2.5 3.5 
jf @T4X4_1_2793 
Marker.Disable($1629)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1691 $1692 $1693 
$1653 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2793
if 
  $1654 == 0 // $ == int 
jf @T4X4_1_2931 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 2.5 2.5 3.5 
jf @T4X4_1_2931 
Marker.Disable($1630)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1694 $1695 $1696 
$1654 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_2931
if 
  $1655 == 0 // $ == int 
jf @T4X4_1_3069 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 2.5 2.5 3.5 
jf @T4X4_1_3069 
Marker.Disable($1631)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1697 $1698 $1699 
$1655 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3069
if 
  $1656 == 0 // $ == int 
jf @T4X4_1_3207 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 2.5 2.5 3.5 
jf @T4X4_1_3207 
Marker.Disable($1632)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1700 $1701 $1702 
$1656 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3207
if 
  $1657 == 0 // $ == int 
jf @T4X4_1_3345 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 2.5 2.5 3.5 
jf @T4X4_1_3345 
Marker.Disable($1633)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1703 $1704 $1705 
$1657 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3345
if 
  $1658 == 0 // $ == int 
jf @T4X4_1_3483 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 2.5 2.5 3.5 
jf @T4X4_1_3483 
Marker.Disable($1634)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1706 $1707 $1708 
$1658 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3483
if 
  $1659 == 0 // $ == int 
jf @T4X4_1_3621 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 2.5 2.5 3.5 
jf @T4X4_1_3621 
Marker.Disable($1635)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1709 $1710 $1711 
$1659 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3621
if 
  $1660 == 0 // $ == int 
jf @T4X4_1_3759 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 2.5 2.5 3.5 
jf @T4X4_1_3759 
Marker.Disable($1636)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1712 $1713 $1714 
$1660 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3759
if 
  $1661 == 0 // $ == int 
jf @T4X4_1_3897 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 2.5 2.5 3.5 
jf @T4X4_1_3897 
Marker.Disable($1637)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1715 $1716 $1717 
$1661 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_3897
if 
  $1662 == 0 // $ == int 
jf @T4X4_1_4035 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 2.5 2.5 3.5 
jf @T4X4_1_4035 
Marker.Disable($1638)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1718 $1719 $1720 
$1662 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4035
if 
  $1663 == 0 // $ == int 
jf @T4X4_1_4173 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 2.5 2.5 3.5 
jf @T4X4_1_4173 
Marker.Disable($1639)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1721 $1722 $1723 
$1663 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4173
if 
  $1664 == 0 // $ == int 
jf @T4X4_1_4311 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 2.5 2.5 3.5 
jf @T4X4_1_4311 
Marker.Disable($1640)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1724 $1725 $1726 
$1664 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4311
if 
  $1665 == 0 // $ == int 
jf @T4X4_1_4449 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1727 $1728 $1729 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1727 $1728 $1729 radius 2.5 2.5 3.5 
jf @T4X4_1_4449 
Marker.Disable($1641)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1727 $1728 $1729 
$1665 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4449
if 
  $1666 == 0 // $ == int 
jf @T4X4_1_4587 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1730 $1731 $1732 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1730 $1731 $1732 radius 2.5 2.5 3.5 
jf @T4X4_1_4587 
Marker.Disable($1642)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1730 $1731 $1732 
$1666 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4587
if 
  $1667 == 0 // $ == int 
jf @T4X4_1_4725 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1733 $1734 $1735 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1733 $1734 $1735 radius 2.5 2.5 3.5 
jf @T4X4_1_4725 
Marker.Disable($1643)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1733 $1734 $1735 
$1667 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4725
if 
  $1668 == 0 // $ == int 
jf @T4X4_1_4863 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1736 $1737 $1738 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1736 $1737 $1738 radius 2.5 2.5 3.5 
jf @T4X4_1_4863 
Marker.Disable($1644)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1736 $1737 $1738 
$1668 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_4863
if 
  $1669 == 0 // $ == int 
jf @T4X4_1_5001 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1739 $1740 $1741 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1739 $1740 $1741 radius 2.5 2.5 3.5 
jf @T4X4_1_5001 
Marker.Disable($1645)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1739 $1740 $1741 
$1669 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1C' $1607 time 3000 1  // ~1~ of 24!

:T4X4_1_5001
if 
  $347 == 1 // $ == int 
jf @T4X4_1_5083 
if and
  $1610 == 0 // $ == int 
  4 > $357 // int > $ 
jf @T4X4_1_5083 
if 
00E1:   player 0 pressed_button 16 
jf @T4X4_1_5083 
$359 = 9501 // $ = int 
$357 = 3 // $ = int 
$1610 = 1 // $ = int 

:T4X4_1_5083
if 
  $357 == 0 // $ == int 
jf @T4X4_1_5261 
01BD: $358 = current_time_in_ms 
Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0)
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 0 
fade 0 1000 

:T4X4_1_5151
if 
  fading 
jf @T4X4_1_5175 
wait 0 
jump @T4X4_1_5151 

:T4X4_1_5175
Camera.SetAtPos($1742, $1743, $1744)
Camera.PointAt(459.5, -382.2, 14.0, 2)
fade 1 1000 

:T4X4_1_5212
if 
  fading 
jf @T4X4_1_5236 
wait 0 
jump @T4X4_1_5212 

:T4X4_1_5236
01E5: text_1number_highpriority 'T4X4_1A' $1609 time 5000 1  // ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
$357 = 1 // $ = int 

:T4X4_1_5261
if 
  $1610 == 0 // $ == int 
jf @T4X4_1_5300 
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // $ = $ int 
0060: $359 -= $358 // $ -= $ int 

:T4X4_1_5300
if and
  $359 > 4000 // $ > int 
  $357 == 1 // $ == int 
jf @T4X4_1_5346 
Camera.PointAt($1670, $1671, $1672, 1)
$357 = 2 // $ = int 

:T4X4_1_5346
if and
  $359 > 7000 // $ > int 
  $357 == 2 // $ == int 
jf @T4X4_1_5407 
Camera.PointAt($1676, $1677, $1678, 1)
00BC: text_highpriority 'T4X4_1B' time 5000 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER.
$357 = 3 // $ = int 

:T4X4_1_5407
if and
  $359 > 9500 // $ > int 
  $357 == 3 // $ == int 
jf @T4X4_1_5599 
fade 0 1000 

:T4X4_1_5440
if 
  fading 
jf @T4X4_1_5464 
wait 0 
jump @T4X4_1_5440 

:T4X4_1_5464
00BE: text_clear_all 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
Camera.SetAtPos($95, $96, $97)
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
  not Car.Wrecked($1605)
jf @T4X4_1_5527 
020A: set_car $1605 door_status_to 1 

:T4X4_1_5527
Player.WantedLevel($PLAYER_CHAR) = $1606
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0169: set_fade_color 0 0 0 
fade 1 1000 

:T4X4_1_5557
if 
  fading 
jf @T4X4_1_5581 
wait 0 
jump @T4X4_1_5557 

:T4X4_1_5581
043C: set_game_sounds_disable_on_fade 1 
$357 = 4 // $ = int 
$347 = 1 // $ = int 

:T4X4_1_5599
if 
  $1616 == 0 // $ == int 
jf @T4X4_1_5761 
if 
00E3:   player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 
jf @T4X4_1_5761 
0395: clear_area 1 at 278.0 -961.0 10.0 range 3.0 
Car.Create($1618, #YANKEE, 278.0, -961.0, 10.0)
0129: $1620 = create_actor 4 #MALE01 in_car $1618 driverseat 
Car.Angle($1618) = 70.0
04BA: set_car $1618 speed_instantly 15.0 
Car.DriveTo($1618, 121.5, -912.88, 10.0)
$1616 = 1 // $ = int 

:T4X4_1_5761
if 
  $1616 == 1 // $ == int 
jf @T4X4_1_5845 
if 
  not Car.Wrecked($1618)
jf @T4X4_1_5845 
if 
01AD:   car $1618 sphere 0 near_point 121.5 -912.88 radius 4.0 4.0 
jf @T4X4_1_5845 
Car.SetToPsychoDriver($1618)
$1616 = 2 // $ = int 

:T4X4_1_5845
if 
  $1617 == 0 // $ == int 
jf @T4X4_1_5973 
if 
00E3:   player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 
jf @T4X4_1_5973 
Car.Create($1619, #YANKEE, 210.1, -1136.5, 10.3)
0129: $1621 = create_actor 4 #MALE01 in_car $1619 driverseat 
Car.Angle($1619) = 260.0
04BA: set_car $1619 speed_instantly 10.0 
0477: set_car $1619 action 8 time 20000 
$1617 = 1 // $ = int 

:T4X4_1_5973
if 
  $1617 == 1 // $ == int 
jf @T4X4_1_6057 
if 
  not Car.Wrecked($1619)
jf @T4X4_1_6057 
if 
01AD:   car $1619 sphere 0 near_point 252.4 -1142.4 radius 4.0 4.0 
jf @T4X4_1_6057 
Car.SetToPsychoDriver($1619)
$1617 = 2 // $ = int 

:T4X4_1_6057
if 
  $357 > 3 // $ > int 
jf @T4X4_1_6291 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6291 

:T4X4_1_6094
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6291 
wait 0 
if 
  $1613 == 1 // $ == int 
jf @T4X4_1_6223 
0084: $1608 = $1614 // $ = $ int 
$1608 /= 1000 // $ /= int 
if 
  $1608 > 0 // $ > int 
jf @T4X4_1_6194 
01E5: text_1number_highpriority 'GETBIK1' $1608 time 2000 1  // You have ~1~ seconds to get on a PCJ 600!
jump @T4X4_1_6216 

:T4X4_1_6194
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_1_6323 

:T4X4_1_6216
jump @T4X4_1_6238 

:T4X4_1_6223
00BC: text_highpriority 'GETBIK3' time 1000 1  // ~r~You need a PCJ 600 to attempt this mission!

:T4X4_1_6238
if and
00E0:   player $PLAYER_CHAR in_any_car 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PCJ600 
jf @T4X4_1_6284 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_1_6323 

:T4X4_1_6284
jump @T4X4_1_6094 

:T4X4_1_6291
jump @T4X4_1_1544 

:T4X4_1_6298
if 
  $1607 == 24 // $ == int 
jf @T4X4_1_6323 
jump @T4X4_1_6340 

:T4X4_1_6323
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:T4X4_1_6340
$1614 *= -1 // $ *= int 
$1614 += 120000 // $ += int 
$1614 /= 1000 // $ /= int 
if 
  $339 == 0 // $ == int 
jf @T4X4_1_6398 
0084: $345 = $1614 // $ = $ int 
gosub @T4X4_1_6713 

:T4X4_1_6398
if 
  $339 == 1 // $ == int 
jf @T4X4_1_6464 
if 
001C:   $345 > $1614 // $ > $ int 
jf @T4X4_1_6457 
0084: $345 = $1614 // $ = $ int 
gosub @T4X4_1_6713 
jump @T4X4_1_6464 

:T4X4_1_6457
$1612 = 100 // $ = int 

:T4X4_1_6464
01E3: text_1number_styled 'M_PASS' number $1612 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += $1612
if 
  $339 == 0 // $ == int 
jf @T4X4_1_6526 
0595: mission_complete 
$339 = 1 // $ = int 
030C: progress_made += 1 

:T4X4_1_6526
return 

:T4X4_1_6528
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
Marker.Disable($1622)
Marker.Disable($1623)
Marker.Disable($1624)
Marker.Disable($1625)
Marker.Disable($1626)
Marker.Disable($1627)
Marker.Disable($1628)
Marker.Disable($1629)
Marker.Disable($1630)
Marker.Disable($1631)
Marker.Disable($1632)
Marker.Disable($1633)
Marker.Disable($1634)
Marker.Disable($1635)
Marker.Disable($1636)
Marker.Disable($1637)
Marker.Disable($1638)
Marker.Disable($1639)
Marker.Disable($1640)
Marker.Disable($1641)
Marker.Disable($1642)
Marker.Disable($1643)
Marker.Disable($1644)
Marker.Disable($1645)
Actor.RemoveReferences($1620)
Actor.RemoveReferences($1621)
Model.Destroy(#YANKEE)
014F: stop_timer $1614 
$ONMISSION = 0 // $ = int 
$354 = 0 // $ = int 
$355 = 0 // $ = int 
mission_cleanup 
return 

:T4X4_1_6713
042E: register_lowest_int_stat 16 to $345 
0084: $7890 = $345 // $ = $ int 
$1611 = 0 // $ = int 

:T4X4_1_6735
if 
  $7890 > 59 // $ > int 
jf @T4X4_1_6774 
$7890 -= 60 // $ -= int 
$1611 += 1 // $ += int 
jump @T4X4_1_6735 

:T4X4_1_6774
02FD: text_2numbers_highpriority 'NEW_REC' $1611 $7890 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
$1612 = 1000 // $ = int 
return 

//-------------Mission 91---------------
// Originally: Cone Crazy

:CARPRK1
gosub @CARPRK1_16 
gosub @CARPRK1_3290 
terminate_this_script 

:CARPRK1_16
if 
  $351 == 0 // $ == int 
jf @CARPRK1_36 
increment_mission_attempts 

:CARPRK1_36
script_name 'CARPRK1' 
$ONMISSION = 1 // $ = int 
054C: use_GXT_table 'CARPAR1' 
00BA: text_styled 'MM_1' 5000 ms 2  // 'CONE CRAZY'
wait 0 
$1607 = 0 // $ = int 
$1614 = 0 // $ = int 
$357 = 0 // $ = int 
$1613 = 0 // $ = int 
$1610 = 0 // $ = int 
$359 = 0 // $ = int 
$7891 = 0 // $ = int 
if 
  $351 == 0 // $ == int 
jf @CARPRK1_172 
$1615 = 12000 // $ = int 
$7925 = 12 // $ = int 
$7926 = 200 // $ = int 

:CARPRK1_172
$1616 = 0 // $ = int 
$1617 = 0 // $ = int 
$1646 = 0 // $ = int 
$1647 = 0 // $ = int 
$1648 = 0 // $ = int 
$1649 = 0 // $ = int 
$1650 = 0 // $ = int 
$1651 = 0 // $ = int 
$1652 = 0 // $ = int 
$1653 = 0 // $ = int 
$1654 = 0 // $ = int 
$1655 = 0 // $ = int 
$1656 = 0 // $ = int 
$1657 = 0 // $ = int 
$1658 = 0 // $ = int 
$1659 = 0 // $ = int 
$1660 = 0 // $ = int 
$1661 = 0 // $ = int 
$1662 = 0 // $ = int 
$1663 = 0 // $ = int 
$1664 = 0 // $ = int 
$1665 = 0 // $ = int 
$1666 = 0 // $ = int 
$1667 = 0 // $ = int 
$1668 = 0 // $ = int 
$1669 = 0 // $ = int 
$346 = 0 // $ = int 
$1742 = 106.0 // $ = float 
$1743 = -1242.0 // $ = float 
$1744 = 35.5 // $ = float 
$7962 = 0.0 // $ = float 
$7963 = 128.0 // $ = float 
$7964 = -1180.75 // $ = float 
$7959 = 8.0 // $ = float 
$7930 = -100.0 // $ = float 
$7928 = 108.8 // $ = float 
$7929 = -1232.9 // $ = float 
$7931 = 120.25 // $ = float 
$7932 = -1230.6 // $ = float 
$7933 = 111.2 // $ = float 
$7934 = -1219.7 // $ = float 
$7935 = 138.6 // $ = float 
$7936 = -1211.8 // $ = float 
$7937 = 138.6 // $ = float 
$7938 = -1207.2 // $ = float 
$7939 = 141.6 // $ = float 
$7940 = -1207.2 // $ = float 
$7941 = 141.6 // $ = float 
$7942 = -1211.8 // $ = float 
$7943 = 144.6 // $ = float 
$7944 = -1207.2 // $ = float 
$7945 = 147.6 // $ = float 
$7946 = -1207.2 // $ = float 
$7947 = 113.25 // $ = float 
$7948 = -1146.5 // $ = float 
$7949 = 113.25 // $ = float 
$7950 = -1149.5 // $ = float 
$7951 = 113.25 // $ = float 
$7952 = -1155.5 // $ = float 
$7953 = 109.25 // $ = float 
$7954 = -1155.5 // $ = float 
$7955 = 121.25 // $ = float 
$7956 = -1155.5 // $ = float 
$7957 = 117.25 // $ = float 
$7958 = -1155.5 // $ = float 
$1670 = 108.8 // $ = float 
$1671 = -1228.8 // $ = float 
$1672 = 33.7 // $ = float 
$1673 = 112.6 // $ = float 
$1674 = -1232.9 // $ = float 
$1675 = 33.7 // $ = float 
$1676 = 140.3 // $ = float 
$1677 = -1209.5 // $ = float 
$1678 = 31.5 // $ = float 
$1679 = 108.8 // $ = float 
$1680 = -1147.5 // $ = float 
$1681 = 31.5 // $ = float 
$1682 = 131.5 // $ = float 
$1683 = -1182.9 // $ = float 
$1684 = 31.5 // $ = float 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
$1606 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $1605 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($1605)
jf @CARPRK1_946 
020A: set_car $1605 door_status_to 1 

:CARPRK1_946
03D5: remove_text 'M_PASS'  // MISSION PASSED! $~1~
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
Model.Load(#TRAFFICCONE)

:CARPRK1_971
if 
  not Model.Available(#TRAFFICCONE)
jf @CARPRK1_998 
wait 0 
jump @CARPRK1_971 

:CARPRK1_998
018A: $1622 = create_checkpoint_at $1670 $1671 $1672 
018A: $1623 = create_checkpoint_at $1673 $1674 $1675 
018A: $1624 = create_checkpoint_at $1676 $1677 $1678 
018A: $1625 = create_checkpoint_at $1679 $1680 $1681 
018A: $1626 = create_checkpoint_at $1682 $1683 $1684 

:CARPRK1_1068
if 
  5 > $1607 // int > $ 
jf @CARPRK1_3047 
wait 0 
if 
  $1613 == 1 // $ == int 
jf @CARPRK1_1148 
if 
  1 > $1614 // int > $ 
jf @CARPRK1_1148 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @CARPRK1_3072 

:CARPRK1_1148
if and
  $1607 == 1 // $ == int 
  $1613 == 0 // $ == int 
jf @CARPRK1_1194 
014E: start_timer_at $1614 count_in_direction 1 
TIMERA = 0 // @ = int 
$1613 = 1 // $ = int 

:CARPRK1_1194
if 
  $1646 == 0 // $ == int 
jf @CARPRK1_1322 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 
jf @CARPRK1_1322 
Marker.Disable($1622)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1670 $1671 $1672 
0058: $1614 += $1615 // $ += $ int 
$1646 = 1 // $ = int 

:CARPRK1_1322
if 
  $1647 == 0 // $ == int 
jf @CARPRK1_1450 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 
jf @CARPRK1_1450 
Marker.Disable($1623)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1673 $1674 $1675 
0058: $1614 += $1615 // $ += $ int 
$1647 = 1 // $ = int 

:CARPRK1_1450
if 
  $1648 == 0 // $ == int 
jf @CARPRK1_1578 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 
jf @CARPRK1_1578 
Marker.Disable($1624)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1676 $1677 $1678 
0058: $1614 += $1615 // $ += $ int 
$1648 = 1 // $ = int 

:CARPRK1_1578
if 
  $1649 == 0 // $ == int 
jf @CARPRK1_1706 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 
jf @CARPRK1_1706 
Marker.Disable($1625)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1679 $1680 $1681 
0058: $1614 += $1615 // $ += $ int 
$1649 = 1 // $ = int 

:CARPRK1_1706
if 
  $1650 == 0 // $ == int 
jf @CARPRK1_1834 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 
jf @CARPRK1_1834 
Marker.Disable($1626)
$1607 += 1 // $ += int 
018C: play_sound 1 at $1682 $1683 $1684 
0058: $1614 += $1615 // $ += $ int 
$1650 = 1 // $ = int 

:CARPRK1_1834
if 
  $350 == 1 // $ == int 
jf @CARPRK1_1923 
if and
  $1610 == 0 // $ == int 
  $357 > 0 // $ > int 
  4 > $357 // int > $ 
jf @CARPRK1_1923 
if 
00E1:   player 0 pressed_button 16 
jf @CARPRK1_1923 
$359 = 9501 // $ = int 
$357 = 3 // $ = int 
$1610 = 1 // $ = int 

:CARPRK1_1923
if 
  $357 == 0 // $ == int 
jf @CARPRK1_2587 
01BD: $358 = current_time_in_ms 
Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0)
043C: set_game_sounds_disable_on_fade 0 
fade 0 1000 

:CARPRK1_1983
if 
  fading 
jf @CARPRK1_2007 
wait 0 
jump @CARPRK1_1983 

:CARPRK1_2007
Object.Create($7893, #TRAFFICCONE, $7928, $7929, $7930)
Object.CollisionDetection($7893, True)
Object.ToggleInMovingList($7893, True)
Object.Create($7894, #TRAFFICCONE, $7931, $7932, $7930)
Object.CollisionDetection($7894, True)
Object.ToggleInMovingList($7894, True)
Object.Create($7895, #TRAFFICCONE, $7933, $7934, $7930)
Object.CollisionDetection($7895, True)
Object.ToggleInMovingList($7895, True)
Object.Create($7896, #TRAFFICCONE, $7935, $7936, $7930)
Object.CollisionDetection($7896, True)
Object.ToggleInMovingList($7896, True)
Object.Create($7897, #TRAFFICCONE, $7937, $7938, $7930)
Object.CollisionDetection($7897, True)
Object.ToggleInMovingList($7897, True)
Object.Create($7898, #TRAFFICCONE, $7939, $7940, $7930)
Object.CollisionDetection($7898, True)
Object.ToggleInMovingList($7898, True)
Object.Create($7899, #TRAFFICCONE, $7941, $7942, $7930)
Object.CollisionDetection($7899, True)
Object.ToggleInMovingList($7899, True)
Object.Create($7900, #TRAFFICCONE, $7943, $7944, $7930)
Object.CollisionDetection($7900, True)
Object.ToggleInMovingList($7900, True)
Object.Create($7901, #TRAFFICCONE, $7945, $7946, $7930)
Object.CollisionDetection($7901, True)
Object.ToggleInMovingList($7901, True)
Object.Create($7902, #TRAFFICCONE, $7947, $7948, $7930)
Object.CollisionDetection($7902, True)
Object.ToggleInMovingList($7902, True)
Object.Create($7903, #TRAFFICCONE, $7949, $7950, $7930)
Object.CollisionDetection($7903, True)
Object.ToggleInMovingList($7903, True)
Object.Create($7904, #TRAFFICCONE, $7951, $7952, $7930)
Object.CollisionDetection($7904, True)
Object.ToggleInMovingList($7904, True)
Object.Create($7905, #TRAFFICCONE, $7953, $7954, $7930)
Object.CollisionDetection($7905, True)
Object.ToggleInMovingList($7905, True)
Object.Create($7906, #TRAFFICCONE, $7955, $7956, $7930)
Object.CollisionDetection($7906, True)
Object.ToggleInMovingList($7906, True)
Object.Create($7907, #TRAFFICCONE, $7957, $7958, $7930)
Object.CollisionDetection($7907, True)
Object.ToggleInMovingList($7907, True)
gosub @CARPRK1_3356 
Object.Create($7924, #TRAFFICCONE, $7963, $7964, $7930)
Object.CollisionDetection($7924, True)
Object.ToggleInMovingList($7924, True)
Camera.SetAtPos($1742, $1743, $1744)
Camera.PointAt($1673, $1674, $1675, 2)
fade 1 1000 

:CARPRK1_2541
if 
  fading 
jf @CARPRK1_2565 
wait 0 
jump @CARPRK1_2541 

:CARPRK1_2565
00BC: text_highpriority 'MM_1_A' time 5000 1  // ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER.
$357 = 1 // $ = int 

:CARPRK1_2587
if 
  $1610 == 0 // $ == int 
jf @CARPRK1_2626 
01BD: $360 = current_time_in_ms 
0084: $359 = $360 // $ = $ int 
0060: $359 -= $358 // $ -= $ int 

:CARPRK1_2626
if and
  $359 > 4000 // $ > int 
  $357 == 1 // $ == int 
jf @CARPRK1_2704 
Camera.SetPosition(156.3, -1220.1, 34.0, 0.0, 0.0, 0.0)
Camera.PointAt($1676, $1677, $1678, 2)
$357 = 2 // $ = int 

:CARPRK1_2704
if and
  $359 > 7000 // $ > int 
  $357 == 2 // $ == int 
jf @CARPRK1_2800 
Camera.SetPosition(106.5, -1139.0, 38.13, 0.0, 0.0, 0.0)
Camera.PointAt($1679, $1680, $1681, 2)
01E5: text_1number_highpriority 'MM_1_C' $7925 time 5000 1  // ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~.
$357 = 3 // $ = int 

:CARPRK1_2800
if and
  $359 > 9500 // $ > int 
  $357 == 3 // $ == int 
jf @CARPRK1_2952 
fade 0 1000 

:CARPRK1_2833
if 
  fading 
jf @CARPRK1_2857 
wait 0 
jump @CARPRK1_2833 

:CARPRK1_2857
00BE: text_clear_all 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
if 
  not Car.Wrecked($1605)
jf @CARPRK1_2895 
020A: set_car $1605 door_status_to 1 

:CARPRK1_2895
Player.WantedLevel($PLAYER_CHAR) = $1606
fade 1 1000 

:CARPRK1_2910
if 
  fading 
jf @CARPRK1_2934 
wait 0 
jump @CARPRK1_2910 

:CARPRK1_2934
043C: set_game_sounds_disable_on_fade 1 
$357 = 4 // $ = int 
$350 = 1 // $ = int 

:CARPRK1_2952
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #STALLION 
jf @CARPRK1_2993 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @CARPRK1_3072 

:CARPRK1_2993
gosub @CARPRK1_4276 
if 
  $7891 == 1 // $ == int 
jf @CARPRK1_3040 
00BC: text_highpriority 'CONE_1' time 5000 1  // ~r~You smashed a cone!!
jump @CARPRK1_3072 

:CARPRK1_3040
jump @CARPRK1_1068 

:CARPRK1_3047
if 
  $1607 == 5 // $ == int 
jf @CARPRK1_3072 
jump @CARPRK1_3089 

:CARPRK1_3072
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:CARPRK1_3089
if 
  $351 == 0 // $ == int 
jf @CARPRK1_3137 
008A: $352 = TIMERA // $ = @ int 
$352 /= 1000 // $ /= int 
042E: register_lowest_int_stat 19 to $352 
gosub @CARPRK1_4798 

:CARPRK1_3137
if 
  $351 == 1 // $ == int 
jf @CARPRK1_3252 
008A: $346 = TIMERA // $ = @ int 
$346 /= 1000 // $ /= int 
if 
001C:   $352 > $346 // $ > $ int 
jf @CARPRK1_3226 
0084: $352 = $346 // $ = $ int 
042E: register_lowest_int_stat 19 to $352 
$7926 *= 2 // $ *= int 
gosub @CARPRK1_4798 
jump @CARPRK1_3252 

:CARPRK1_3226
01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 200

:CARPRK1_3252
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $351 == 0 // $ == int 
jf @CARPRK1_3288 
0595: mission_complete 
$351 = 1 // $ = int 
030C: progress_made += 1 

:CARPRK1_3288
return 

:CARPRK1_3290
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR, True)
Marker.Disable($1622)
Marker.Disable($1623)
Marker.Disable($1624)
Marker.Disable($1625)
Marker.Disable($1626)
gosub @CARPRK1_4636 
Model.Destroy(#TRAFFICCONE)
014F: stop_timer $1614 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

:CARPRK1_3356
02F6: $7960 = sine $7962 // float 
0069: $7960 *= $7959 // $ *= $ float 
0059: $7960 += $7963 // $ += $ float 
02F7: $7961 = cosine $7962 // float 
0069: $7961 *= $7959 // $ *= $ float 
0059: $7961 += $7964 // $ += $ float 
if 
  $7962 == 0.0 // $ == float 
jf @CARPRK1_3456 
Object.Create($7908, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7908, True)
Object.ToggleInMovingList($7908, True)

:CARPRK1_3456
if 
  $7962 == 18.0 // $ == float 
jf @CARPRK1_3508 
Object.Create($7909, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7909, True)
Object.ToggleInMovingList($7909, True)

:CARPRK1_3508
if 
  $7962 == 36.0 // $ == float 
jf @CARPRK1_3560 
Object.Create($7910, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7910, True)
Object.ToggleInMovingList($7910, True)

:CARPRK1_3560
if 
  $7962 == 54.0 // $ == float 
jf @CARPRK1_3612 
Object.Create($7911, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7911, True)
Object.ToggleInMovingList($7911, True)

:CARPRK1_3612
if 
  $7962 == 72.0 // $ == float 
jf @CARPRK1_3664 
Object.Create($7912, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7912, True)
Object.ToggleInMovingList($7912, True)

:CARPRK1_3664
if 
  $7962 == 90.0 // $ == float 
jf @CARPRK1_3716 
Object.Create($7913, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7913, True)
Object.ToggleInMovingList($7913, True)

:CARPRK1_3716
if 
  $7962 == 108.0 // $ == float 
jf @CARPRK1_3768 
Object.Create($7914, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7914, True)
Object.ToggleInMovingList($7914, True)

:CARPRK1_3768
if 
  $7962 == 126.0 // $ == float 
jf @CARPRK1_3820 
Object.Create($7915, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7915, True)
Object.ToggleInMovingList($7915, True)

:CARPRK1_3820
if 
  $7962 == 144.0 // $ == float 
jf @CARPRK1_3872 
Object.Create($7916, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7916, True)
Object.ToggleInMovingList($7916, True)

:CARPRK1_3872
if 
  $7962 == 162.0 // $ == float 
jf @CARPRK1_3924 
Object.Create($7917, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7917, True)
Object.ToggleInMovingList($7917, True)

:CARPRK1_3924
if 
  $7962 == 180.0 // $ == float 
jf @CARPRK1_3976 
Object.Create($7918, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7918, True)
Object.ToggleInMovingList($7918, True)

:CARPRK1_3976
if 
  $7962 == 198.0 // $ == float 
jf @CARPRK1_4028 
Object.Create($7919, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7919, True)
Object.ToggleInMovingList($7919, True)

:CARPRK1_4028
if 
  $7962 == 216.0 // $ == float 
jf @CARPRK1_4080 
Object.Create($7920, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7920, True)
Object.ToggleInMovingList($7920, True)

:CARPRK1_4080
if 
  $7962 == 234.0 // $ == float 
jf @CARPRK1_4132 
Object.Create($7921, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7921, True)
Object.ToggleInMovingList($7921, True)

:CARPRK1_4132
if 
  $7962 == 252.0 // $ == float 
jf @CARPRK1_4184 
Object.Create($7922, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7922, True)
Object.ToggleInMovingList($7922, True)

:CARPRK1_4184
if 
  $7962 == 270.0 // $ == float 
jf @CARPRK1_4236 
Object.Create($7923, #TRAFFICCONE, $7960, $7961, $7930)
Object.CollisionDetection($7923, True)
Object.ToggleInMovingList($7923, True)

:CARPRK1_4236
$7962 += 18.0 // $ += float 
if 
  288.0 > $7962 // float > $ 
jf @CARPRK1_4274 
jump @CARPRK1_3356 

:CARPRK1_4274
return 

:CARPRK1_4276
if or
0366:   object $7893 damaged 
0366:   object $7894 damaged 
0366:   object $7895 damaged 
jf @CARPRK1_4309 
$7891 = 1 // $ = int 

:CARPRK1_4309
if or
0366:   object $7896 damaged 
0366:   object $7897 damaged 
0366:   object $7898 damaged 
jf @CARPRK1_4342 
$7891 = 1 // $ = int 

:CARPRK1_4342
if or
0366:   object $7899 damaged 
0366:   object $7900 damaged 
0366:   object $7901 damaged 
jf @CARPRK1_4375 
$7891 = 1 // $ = int 

:CARPRK1_4375
if or
0366:   object $7902 damaged 
0366:   object $7903 damaged 
0366:   object $7904 damaged 
jf @CARPRK1_4408 
$7891 = 1 // $ = int 

:CARPRK1_4408
if or
0366:   object $7905 damaged 
0366:   object $7906 damaged 
0366:   object $7907 damaged 
jf @CARPRK1_4441 
$7891 = 1 // $ = int 

:CARPRK1_4441
if or
0366:   object $7908 damaged 
0366:   object $7909 damaged 
0366:   object $7910 damaged 
jf @CARPRK1_4474 
$7891 = 1 // $ = int 

:CARPRK1_4474
if or
0366:   object $7911 damaged 
0366:   object $7912 damaged 
0366:   object $7913 damaged 
jf @CARPRK1_4507 
$7891 = 1 // $ = int 

:CARPRK1_4507
if or
0366:   object $7914 damaged 
0366:   object $7915 damaged 
0366:   object $7916 damaged 
jf @CARPRK1_4540 
$7891 = 1 // $ = int 

:CARPRK1_4540
if or
0366:   object $7917 damaged 
0366:   object $7918 damaged 
0366:   object $7919 damaged 
jf @CARPRK1_4573 
$7891 = 1 // $ = int 

:CARPRK1_4573
if or
0366:   object $7920 damaged 
0366:   object $7921 damaged 
0366:   object $7922 damaged 
jf @CARPRK1_4606 
$7891 = 1 // $ = int 

:CARPRK1_4606
if or
0366:   object $7923 damaged 
0366:   object $7924 damaged 
jf @CARPRK1_4634 
$7891 = 1 // $ = int 

:CARPRK1_4634
return 

:CARPRK1_4636
Object.Destroy($7893)
Object.Destroy($7894)
Object.Destroy($7895)
Object.Destroy($7896)
Object.Destroy($7897)
Object.Destroy($7898)
Object.Destroy($7899)
Object.Destroy($7900)
Object.Destroy($7901)
Object.Destroy($7902)
Object.Destroy($7903)
Object.Destroy($7904)
Object.Destroy($7905)
Object.Destroy($7906)
Object.Destroy($7907)
Object.Destroy($7908)
Object.Destroy($7909)
Object.Destroy($7910)
Object.Destroy($7911)
Object.Destroy($7912)
Object.Destroy($7913)
Object.Destroy($7914)
Object.Destroy($7915)
Object.Destroy($7916)
Object.Destroy($7917)
Object.Destroy($7918)
Object.Destroy($7919)
Object.Destroy($7920)
Object.Destroy($7921)
Object.Destroy($7922)
Object.Destroy($7923)
Object.Destroy($7924)
return 

:CARPRK1_4798
$7927 = 0 // $ = int 
0084: $7892 = $352 // $ = $ int 

:CARPRK1_4813
if 
  $7892 > 59 // $ > int 
jf @CARPRK1_4852 
$7892 -= 60 // $ -= int 
$7927 += 1 // $ += int 
jump @CARPRK1_4813 

:CARPRK1_4852
02FD: text_2numbers_highpriority 'NEW_REC' $7927 $7892 time 5000 1  // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
$1615 -= 1000 // $ -= int 
if 
  6000 > $1615 // int > $ 
jf @CARPRK1_4908 
$1615 = 6000 // $ = int 

:CARPRK1_4908
$7925 -= 1 // $ -= int 
if 
  6 > $7925 // int > $ 
jf @CARPRK1_4940 
$7925 = 6 // $ = int 

:CARPRK1_4940
01E3: text_1number_styled 'M_PASS' number $7926 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += $7926
return 

//-------------Mission 92---------------
// Originally: PIZZA BOY

:PIZZA
script_name 'PIZZA' 
gosub @PIZZA_46 
if 
  wasted_or_busted 
jf @PIZZA_37 
gosub @PIZZA_2540 

:PIZZA_37
gosub @PIZZA_2649 
terminate_this_script 

:PIZZA_46
03D5: remove_text 'M_FAIL'  // MISSION FAILED!
$ONMISSION = 1 // $ = int 
wait 0 
if 
  $389 == 0 // $ == int 
jf @PIZZA_87 
increment_mission_attempts 

:PIZZA_87
054C: use_GXT_table 'PIZZA' 
$7994 = 1 // $ = int 
$7995 = 0 // $ = int 
$7996 = 0 // $ = int 
$7997 = 0 // $ = int 
$7998 = 0 // $ = int 
$7999 = 0 // $ = int 
$8000 = 0 // $ = int 
$8001 = 0 // $ = int 
$8002 = 0 // $ = int 
$8003 = 0 // $ = int 
$8004 = 0 // $ = int 
$8005 = 0 // $ = int 
$8006 = 0 // $ = int 
$8007 = 0 // $ = int 
$8008 = 6 // $ = int 
$8009 = 0 // $ = int 
$8010 = 0 // $ = int 
$8011 = 0 // $ = int 
$8012 = 301000 // $ = int 
$8013 = 0 // $ = int 
$8014 = 0 // $ = int 
$8015 = 0 // $ = int 
$8016 = 0 // $ = int 
$8017 = 0 // $ = int 
$8018 = 0 // $ = int 
$123 = 0 // $ = int 
$8019 = 0 // $ = int 
$8021 = 0 // $ = int 
$8022 = 0 // $ = int 
$8023 = 0.0 // $ = float 
$8024 = 0.0 // $ = float 
$8025 = 0.0 // $ = float 
$8026 = 0.0 // $ = float 
$8027 = 0.0 // $ = float 
$8028 = 0.0 // $ = float 
$8029 = 0.0 // $ = float 
$8030 = 0.0 // $ = float 
$8031 = 0.0 // $ = float 
$8032 = 0.0 // $ = float 
$8033 = 0.0 // $ = float 
$8034 = 0.0 // $ = float 
$8035 = 0.0 // $ = float 
$8036 = 0.0 // $ = float 
$8037 = 0.0 // $ = float 
$8039 = 0.0 // $ = float 
$8040 = 0.0 // $ = float 
$8041 = 0.0 // $ = float 
$8042 = 0.0 // $ = float 
$8043 = 0.0 // $ = float 
$8044 = 0.0 // $ = float 
$95 = 0.0 // $ = float 
$96 = 0.0 // $ = float 
$97 = 0.0 // $ = float 
$8020 = 0 // $ = int 
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZA_804 
0376: $7966 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7982, $7966)
0376: $7967 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7983, $7967)
0376: $7968 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7984, $7968)
0376: $7969 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7985, $7969)
0376: $7970 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7986, $7970)
0376: $7971 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7987, $7971)
0376: $7972 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7988, $7972)
0376: $7973 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7989, $7973)
0376: $7974 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7990, $7974)
0376: $7975 = create_random_actor $8025 $8026 $8027 
Marker.CreateAboveActor($7991, $7975)
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 

:PIZZA_804
Model.Load(#PIZZABOX)

:PIZZA_809
if 
  not Model.Available(#PIZZABOX)
jf @PIZZA_836 
wait 0 
jump @PIZZA_809 

:PIZZA_836
014C: set_parked_car_generator $1835 cars_to_generate_to 0 
014C: set_parked_car_generator $1833 cars_to_generate_to 0 
014C: set_parked_car_generator $1831 cars_to_generate_to 0 
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @PIZZA_895 
00DA: $7965 = player $PLAYER_CHAR car 
jump @PIZZA_917 

:PIZZA_895
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?
jump @PIZZA_2540 

:PIZZA_917
if 
  $ONMISSION == 0 // $ == int 
jf @PIZZA_943 
Marker.CreateAboveCar($7993, $7965)

:PIZZA_943
014E: start_timer_at $8012 count_in_direction 1 
03C4: set_status_text_to $8008 0 'PIZ1_12'  // Pizzas left:
if 
0121:   player $PLAYER_CHAR in_zone 'DTOWN'  // Downtown
jf @PIZZA_996 
$8011 = 1 // $ = int 

:PIZZA_996
if 
0121:   player $PLAYER_CHAR in_zone 'HAITI'  // Little Haiti
jf @PIZZA_1027 
$8011 = 2 // $ = int 

:PIZZA_1027
if 
0121:   player $PLAYER_CHAR in_zone 'BEACH3'  // Vice Point
jf @PIZZA_1058 
$8011 = 3 // $ = int 

:PIZZA_1058
00BB: text_lowpriority 'PIZ1_01' time 7000 1  // ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas.
00BB: text_lowpriority 'PIZ1_05' time 7000 1  // ~g~You have five minutes to deliver the orders before the customers phone another pizza shop.
TIMERA = 0 // @ = int 

:PIZZA_1095
wait 0 
if 
  $7994 == 1 // $ == int 
jf @PIZZA_1171 
if 
  $8019 == 0 // $ == int 
jf @PIZZA_1171 
if 
  TIMERA > 13999 // @ > int 
jf @PIZZA_1171 
03E5: text_box 'PIZ1_06'  // Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission.
$8019 = 1 // $ = int 

:PIZZA_1171
if 
  not Car.Wrecked($7965)
jf @PIZZA_1315 
if 
00DC:   player $PLAYER_CHAR in_car $7965 
jf @PIZZA_1315 
if 
00FA:   player $PLAYER_CHAR stopped 0 $8036 $8037 $8038 radius 3.0 3.0 3.0 
jf @PIZZA_1315 
if 
  TIMERA > 14000 // @ > int 
jf @PIZZA_1315 
if 
  $8008 > 0 // $ > int 
jf @PIZZA_1315 
00BE: text_clear_all 
$8008 = 6 // $ = int 
gosub @PIZZA_10418 
$123 = 0 // $ = int 
TIMERA = 0 // @ = int 

:PIZZA_1315
if 
  $8012 == 0 // $ == int 
jf @PIZZA_1355 
00BC: text_highpriority 'PIZ1_08' time 5000 1  // ~r~You are out of time. You're fired.
jump @PIZZA_2540 

:PIZZA_1355
if 
001C:   $7994 > $7995 // $ > $ int 
jf @PIZZA_1565 
wait 0 
gosub @PIZZA_2792 
gosub @PIZZA_4808 
$7995 += 1 // $ += int 
if 
  $8015 == 1 // $ == int 
jf @PIZZA_1432 
00BC: text_highpriority 'PIZ1_07' time 5000 1  // ~r~You killed the customer! You're fired.

:PIZZA_1432
if 
  $8015 == 2 // $ == int 
jf @PIZZA_1465 
00BC: text_highpriority 'PIZ1_09' time 5000 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1465
if 
  $8015 == 3 // $ == int 
jf @PIZZA_1498 
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?

:PIZZA_1498
if or
  $8015 == 1 // $ == int 
  $8015 == 2 // $ == int 
  $8015 == 3 // $ == int 
jf @PIZZA_1537 
jump @PIZZA_2540 

:PIZZA_1537
gosub @PIZZA_13081 
gosub @PIZZA_13765 
gosub @PIZZA_12669 
jump @PIZZA_1355 

:PIZZA_1565
if 
  $8015 == 1 // $ == int 
jf @PIZZA_1598 
00BC: text_highpriority 'PIZ1_07' time 5000 1  // ~r~You killed the customer! You're fired.

:PIZZA_1598
if 
  $8015 == 2 // $ == int 
jf @PIZZA_1631 
00BC: text_highpriority 'PIZ1_09' time 5000 1  // ~r~You destroyed our bike! You're fired.

:PIZZA_1631
if 
  $8015 == 3 // $ == int 
jf @PIZZA_1664 
00BC: text_highpriority 'PIZ1_32' time 5000 1  // ~r~Pizza's too hot to handle?

:PIZZA_1664
if or
  $8015 == 1 // $ == int 
  $8015 == 2 // $ == int 
  $8015 == 3 // $ == int 
jf @PIZZA_1703 
jump @PIZZA_2540 

:PIZZA_1703
gosub @PIZZA_13081 
gosub @PIZZA_13765 
gosub @PIZZA_12669 
if 
  $8007 == 0 // $ == int 
jf @PIZZA_2324 
if 
003A:   $8006 == $7994 // $ == $ int 
jf @PIZZA_1829 
if 
  $8017 == 0 // $ == int 
jf @PIZZA_1822 
00BC: text_highpriority 'PIZ1_33' time 7000 1  // ~g~Return to the restaurant for more orders.
Marker.Disable($7992)
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 
$8007 = 1 // $ = int 

:PIZZA_1822
jump @PIZZA_2317 

:PIZZA_1829
if 
  $8008 > 0 // $ > int 
jf @PIZZA_1861 
gosub @PIZZA_6048 
jump @PIZZA_2317 

:PIZZA_1861
gosub @PIZZA_6048 
if 
  $123 == 0 // $ == int 
jf @PIZZA_1908 
00BC: text_highpriority 'PIZ1_02' time 5000 1  // ~g~You have thrown all your pizzas, go back and get some more.
$123 = 1 // $ = int 

:PIZZA_1908
Marker.Disable($7982)
Marker.Disable($7983)
Marker.Disable($7984)
Marker.Disable($7985)
Marker.Disable($7986)
Marker.Disable($7987)
Marker.Disable($7988)
Marker.Disable($7989)
Marker.Disable($7990)
Marker.Disable($7991)
Marker.Disable($7992)
if 
  $8017 == 0 // $ == int 
jf @PIZZA_2317 
Marker.Disable($7992)
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 
if 
00FA:   player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 
jf @PIZZA_2317 
if 
  not Actor.Dead($7966)
jf @PIZZA_2068 
Marker.CreateAboveActor($7982, $7966)

:PIZZA_2068
if 
  not Actor.Dead($7967)
jf @PIZZA_2092 
Marker.CreateAboveActor($7983, $7967)

:PIZZA_2092
if 
  not Actor.Dead($7968)
jf @PIZZA_2116 
Marker.CreateAboveActor($7984, $7968)

:PIZZA_2116
if 
  not Actor.Dead($7969)
jf @PIZZA_2140 
Marker.CreateAboveActor($7985, $7969)

:PIZZA_2140
if 
  not Actor.Dead($7970)
jf @PIZZA_2164 
Marker.CreateAboveActor($7986, $7970)

:PIZZA_2164
if 
  not Actor.Dead($7971)
jf @PIZZA_2188 
Marker.CreateAboveActor($7987, $7971)

:PIZZA_2188
if 
  not Actor.Dead($7972)
jf @PIZZA_2212 
Marker.CreateAboveActor($7988, $7972)

:PIZZA_2212
if 
  not Actor.Dead($7973)
jf @PIZZA_2236 
Marker.CreateAboveActor($7989, $7973)

:PIZZA_2236
if 
  not Actor.Dead($7974)
jf @PIZZA_2260 
Marker.CreateAboveActor($7990, $7974)

:PIZZA_2260
if 
  not Actor.Dead($7975)
jf @PIZZA_2284 
Marker.CreateAboveActor($7991, $7975)

:PIZZA_2284
Marker.Disable($7992)
$8022 = 0 // $ = int 
$8008 = 6 // $ = int 
gosub @PIZZA_10418 
$123 = 0 // $ = int 

:PIZZA_2317
jump @PIZZA_2533 

:PIZZA_2324
if 
00FA:   player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 
jf @PIZZA_2508 
if 
  $7994 == 10 // $ == int 
jf @PIZZA_2430 
if 
  $389 == 0 // $ == int 
jf @PIZZA_2416 
jump @PIZZA_2557 
jump @PIZZA_2423 

:PIZZA_2416
$7994 = 9 // $ = int 

:PIZZA_2423
jump @PIZZA_2501 

:PIZZA_2430
Marker.Disable($7992)
$8012 = 301000 // $ = int 
$8022 = 0 // $ = int 
$8008 = 6 // $ = int 
gosub @PIZZA_10418 
$123 = 0 // $ = int 
$7995 = 0 // $ = int 
$7994 += 1 // $ += int 
$8006 = 0 // $ = int 
$8007 = 0 // $ = int 

:PIZZA_2501
jump @PIZZA_2533 

:PIZZA_2508
if 
  $8008 > 0 // $ > int 
jf @PIZZA_2533 
gosub @PIZZA_6048 

:PIZZA_2533
jump @PIZZA_1095 

:PIZZA_2540
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:PIZZA_2557
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 5000
if 
  $389 == 0 // $ == int 
jf @PIZZA_2647 
014C: set_parked_car_generator $1834 cars_to_generate_to 101 
0595: mission_complete 
00BC: text_highpriority 'PIZ_WON' time 5000 1  // Pizza Mission Complete... you fatass. No extra health for you.
030C: progress_made += 1 
$389 = 1 // $ = int 

:PIZZA_2647
return 

:PIZZA_2649
$ONMISSION = 0 // $ = int 
Player.CanMove($PLAYER_CHAR, True)
Model.Destroy(#FAGGIO)
Model.Destroy(#PIZZABOX)
014C: set_parked_car_generator $1835 cars_to_generate_to 101 
014C: set_parked_car_generator $1833 cars_to_generate_to 101 
014C: set_parked_car_generator $1831 cars_to_generate_to 101 
0534: increment_pizzas_delivered_by $8020 
Marker.Disable($7982)
Marker.Disable($7983)
Marker.Disable($7984)
Marker.Disable($7985)
Marker.Disable($7986)
Marker.Disable($7987)
Marker.Disable($7988)
Marker.Disable($7989)
Marker.Disable($7990)
Marker.Disable($7991)
Marker.Disable($7992)
Marker.Disable($7993)
0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 
0151: remove_status_text $8008 
014F: stop_timer $8012 
$390 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:PIZZA_2792
wait 0 
0054: store_player $PLAYER_CHAR position_to $95 $96 $97 
if 
  $8011 == 1 // $ == int 
jf @PIZZA_2888 
0208: $8023 = random_float -1050.4 -160.9 
0208: $8024 = random_float -160.0 1600.7 
$8036 = -908.0 // $ = float 
$8037 = 809.3 // $ = float 
$8038 = 10.5 // $ = float 

:PIZZA_2888
if 
  $8011 == 2 // $ == int 
jf @PIZZA_2966 
0208: $8023 = random_float -1200.4 -800.9 
0208: $8024 = random_float -660.0 300.7 
$8036 = -1028.9 // $ = float 
$8037 = 82.7 // $ = float 
$8038 = 10.7 // $ = float 

:PIZZA_2966
if 
  $8011 == 3 // $ == int 
jf @PIZZA_3044 
0208: $8023 = random_float -100.9 1000.4 
0208: $8024 = random_float -300.7 800.5 
$8036 = 411.6 // $ = float 
$8037 = 97.8 // $ = float 
$8038 = 10.4 // $ = float 

:PIZZA_3044
02C0: set $8025 $8026 $8027 to_ped_path_coords_closest_to $8023 $8024 $97 
if or
  8.0 > $8027 // float > $ 
  $8027 > 12.0 // $ > float 
jf @PIZZA_3102 
jump @PIZZA_2792 

:PIZZA_3102
if and
  $8025 > 333.358 // $ > float 
  435.544 > $8025 // float > $ 
  $8026 > -557.261 // $ > float 
  -433.179 > $8026 // float > $ 
jf @PIZZA_3160 
jump @PIZZA_2792 

:PIZZA_3160
if and
  $8025 > -64.434 // $ > float 
  81.544 > $8025 // float > $ 
  $8026 > -995.198 // $ > float 
  -896.662 > $8026 // float > $ 
jf @PIZZA_3218 
jump @PIZZA_2792 

:PIZZA_3218
if and
  $8025 > 446.491 // $ > float 
  599.769 > $8025 // float > $ 
  $8026 > -92.564 // $ > float 
  53.415 > $8026 // float > $ 
jf @PIZZA_3276 
jump @PIZZA_2792 

:PIZZA_3276
if and
  $8025 > -82.682 // $ > float 
  234.821 > $8025 // float > $ 
  $8026 > -272.607 // $ > float 
  406.194 > $8026 // float > $ 
jf @PIZZA_3334 
jump @PIZZA_2792 

:PIZZA_3334
if and
  $8025 > -290.702 // $ > float 
  282.265 > $8025 // float > $ 
  $8026 > 398.714 // $ > float 
  661.476 > $8026 // float > $ 
jf @PIZZA_3392 
jump @PIZZA_2792 

:PIZZA_3392
if and
  $8025 > -728.193 // $ > float 
  -67.639 > $8025 // float > $ 
  $8026 > -20.866 // $ > float 
  99.566 > $8026 // float > $ 
jf @PIZZA_3450 
jump @PIZZA_2792 

:PIZZA_3450
if and
  $8025 > -516.97 // $ > float 
  -188.518 > $8025 // float > $ 
  $8026 > -667.97 // $ > float 
  -507.393 > $8026 // float > $ 
jf @PIZZA_3508 
jump @PIZZA_2792 

:PIZZA_3508
if and
  $8025 > -710.393 // $ > float 
  -579.012 > $8025 // float > $ 
  $8026 > -1416.112 // $ > float 
  -1211.742 > $8026 // float > $ 
jf @PIZZA_3566 
jump @PIZZA_2792 

:PIZZA_3566
if and
  $8025 > 333.358 // $ > float 
  493.934 > $8025 // float > $ 
  $8026 > 991.328 // $ > float 
  1261.389 > $8026 // float > $ 
jf @PIZZA_3624 
jump @PIZZA_2792 

:PIZZA_3624
if and
  $8025 > -790.682 // $ > float 
  -626.456 > $8025 // float > $ 
  $8026 > 1196.908 // $ > float 
  1306.392 > $8026 // float > $ 
jf @PIZZA_3682 
jump @PIZZA_2792 

:PIZZA_3682
if and
  $8025 > -1173.877 // $ > float 
  -1027.898 > $8025 // float > $ 
  $8026 > 237.098 // $ > float 
  415.922 > $8026 // float > $ 
jf @PIZZA_3740 
jump @PIZZA_2792 

:PIZZA_3740
if and
  $8025 > -1389.195 // $ > float 
  -1199.422 > $8025 // float > $ 
  $8026 > -47.561 // $ > float 
  229.799 > $8026 // float > $ 
jf @PIZZA_3798 
jump @PIZZA_2792 

:PIZZA_3798
if and
  $8025 > -1571.667 // $ > float 
  -1290.658 > $8025 // float > $ 
  $8026 > -1007.371 // $ > float 
  -784.753 > $8026 // float > $ 
jf @PIZZA_3856 
jump @PIZZA_2792 

:PIZZA_3856
0086: $8029 = $95 // $ = $ float 
0061: $8029 -= $8025 // $ -= $ float 
0086: $8030 = $96 // $ = $ float 
0061: $8030 -= $8026 // $ -= $ float 
0069: $8029 *= $8029 // $ *= $ float 
0069: $8030 *= $8030 // $ *= $ float 
0086: $8028 = $8029 // $ = $ float 
0059: $8028 += $8030 // $ += $ float 
01FB: $8031 = square_root $8028 
if 
  120.0 > $8031 // float > $ 
jf @PIZZA_3956 
jump @PIZZA_2792 

:PIZZA_3956
0086: $8032 = $8036 // $ = $ float 
0061: $8032 -= $8025 // $ -= $ float 
0086: $8033 = $8037 // $ = $ float 
0061: $8033 -= $8026 // $ -= $ float 
0069: $8032 *= $8032 // $ *= $ float 
0069: $8033 *= $8033 // $ *= $ float 
0086: $8028 = $8032 // $ = $ float 
0059: $8028 += $8033 // $ += $ float 
01FB: $8034 = square_root $8028 
if 
  100.0 > $8034 // float > $ 
jf @PIZZA_4056 
jump @PIZZA_2792 

:PIZZA_4056
if 
  $7996 == 1 // $ == int 
jf @PIZZA_4131 
if 
  not Actor.Dead($7966)
jf @PIZZA_4131 
if 
00EC:   actor $7966 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4131 
jump @PIZZA_2792 

:PIZZA_4131
if 
  $7997 == 1 // $ == int 
jf @PIZZA_4206 
if 
  not Actor.Dead($7967)
jf @PIZZA_4206 
if 
00EC:   actor $7967 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4206 
jump @PIZZA_2792 

:PIZZA_4206
if 
  $7998 == 1 // $ == int 
jf @PIZZA_4281 
if 
  not Actor.Dead($7968)
jf @PIZZA_4281 
if 
00EC:   actor $7968 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4281 
jump @PIZZA_2792 

:PIZZA_4281
if 
  $7999 == 1 // $ == int 
jf @PIZZA_4356 
if 
  not Actor.Dead($7969)
jf @PIZZA_4356 
if 
00EC:   actor $7969 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4356 
jump @PIZZA_2792 

:PIZZA_4356
if 
  $8000 == 1 // $ == int 
jf @PIZZA_4431 
if 
  not Actor.Dead($7970)
jf @PIZZA_4431 
if 
00EC:   actor $7970 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4431 
jump @PIZZA_2792 

:PIZZA_4431
if 
  $8001 == 1 // $ == int 
jf @PIZZA_4506 
if 
  not Actor.Dead($7971)
jf @PIZZA_4506 
if 
00EC:   actor $7971 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4506 
jump @PIZZA_2792 

:PIZZA_4506
if 
  $8002 == 1 // $ == int 
jf @PIZZA_4581 
if 
  not Actor.Dead($7972)
jf @PIZZA_4581 
if 
00EC:   actor $7972 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4581 
jump @PIZZA_2792 

:PIZZA_4581
if 
  $8003 == 1 // $ == int 
jf @PIZZA_4656 
if 
  not Actor.Dead($7973)
jf @PIZZA_4656 
if 
00EC:   actor $7973 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4656 
jump @PIZZA_2792 

:PIZZA_4656
if 
  $8004 == 1 // $ == int 
jf @PIZZA_4731 
if 
  not Actor.Dead($7974)
jf @PIZZA_4731 
if 
00EC:   actor $7974 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4731 
jump @PIZZA_2792 

:PIZZA_4731
if 
  $8005 == 1 // $ == int 
jf @PIZZA_4806 
if 
  not Actor.Dead($7975)
jf @PIZZA_4806 
if 
00EC:   actor $7975 0 $8025 $8026 radius 25.0 25.0 
jf @PIZZA_4806 
jump @PIZZA_2792 

:PIZZA_4806
return 

:PIZZA_4808
if and
  $7994 > 0 // $ > int 
  $7996 == 0 // $ == int 
jf @PIZZA_4897 
0376: $7966 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7966) = $8035
01ED: clear_actor $7966 threat_search 
0192: set_actor $7966 objective_to_stand_still 
Marker.CreateAboveActor($7982, $7966)
$7996 = 1 // $ = int 
return 

:PIZZA_4897
if and
  $7994 > 1 // $ > int 
  $7997 == 0 // $ == int 
jf @PIZZA_4986 
0376: $7967 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7967) = $8035
01ED: clear_actor $7967 threat_search 
0192: set_actor $7967 objective_to_stand_still 
Marker.CreateAboveActor($7983, $7967)
$7997 = 1 // $ = int 
return 

:PIZZA_4986
if and
  $7994 > 2 // $ > int 
  $7998 == 0 // $ == int 
jf @PIZZA_5075 
0376: $7968 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7968) = $8035
01ED: clear_actor $7968 threat_search 
0192: set_actor $7968 objective_to_stand_still 
Marker.CreateAboveActor($7984, $7968)
$7998 = 1 // $ = int 
return 

:PIZZA_5075
if and
  $7994 > 3 // $ > int 
  $7999 == 0 // $ == int 
jf @PIZZA_5164 
0376: $7969 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7969) = $8035
01ED: clear_actor $7969 threat_search 
0192: set_actor $7969 objective_to_stand_still 
Marker.CreateAboveActor($7985, $7969)
$7999 = 1 // $ = int 
return 

:PIZZA_5164
if and
  $7994 > 4 // $ > int 
  $8000 == 0 // $ == int 
jf @PIZZA_5253 
0376: $7970 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7970) = $8035
01ED: clear_actor $7970 threat_search 
0192: set_actor $7970 objective_to_stand_still 
Marker.CreateAboveActor($7986, $7970)
$8000 = 1 // $ = int 
return 

:PIZZA_5253
if and
  $7994 > 5 // $ > int 
  $8001 == 0 // $ == int 
jf @PIZZA_5342 
0376: $7971 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7971) = $8035
01ED: clear_actor $7971 threat_search 
0192: set_actor $7971 objective_to_stand_still 
Marker.CreateAboveActor($7987, $7971)
$8001 = 1 // $ = int 
return 

:PIZZA_5342
if and
  $7994 > 6 // $ > int 
  $8002 == 0 // $ == int 
jf @PIZZA_5431 
0376: $7972 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7972) = $8035
01ED: clear_actor $7972 threat_search 
0192: set_actor $7972 objective_to_stand_still 
Marker.CreateAboveActor($7988, $7972)
$8002 = 1 // $ = int 
return 

:PIZZA_5431
if and
  $7994 > 7 // $ > int 
  $8003 == 0 // $ == int 
jf @PIZZA_5520 
0376: $7973 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7973) = $8035
01ED: clear_actor $7973 threat_search 
0192: set_actor $7973 objective_to_stand_still 
Marker.CreateAboveActor($7989, $7973)
$8003 = 1 // $ = int 
return 

:PIZZA_5520
if and
  $7994 > 8 // $ > int 
  $8004 == 0 // $ == int 
jf @PIZZA_5609 
0376: $7974 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7974) = $8035
01ED: clear_actor $7974 threat_search 
0192: set_actor $7974 objective_to_stand_still 
Marker.CreateAboveActor($7990, $7974)
$8004 = 1 // $ = int 
return 

:PIZZA_5609
if and
  $7994 > 9 // $ > int 
  $8005 == 0 // $ == int 
jf @PIZZA_5698 
0376: $7975 = create_random_actor $8025 $8026 $8027 
0208: $8035 = random_float 0.0 359.9 
Actor.Angle($7975) = $8035
01ED: clear_actor $7975 threat_search 
0192: set_actor $7975 objective_to_stand_still 
Marker.CreateAboveActor($7991, $7975)
$8005 = 1 // $ = int 
return 

:PIZZA_5698
return 

:PIZZA_5700
if 
  $8009 == 0 // $ == int 
jf @PIZZA_5872 
Object.Init($8010, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $8010 relative_to_car $7965 offset 0.7 0.0 0.7 
Object.CollisionDetection($8010, True)
Object.ToggleInMovingList($8010, True)
0170: $8039 = player $PLAYER_CHAR z_angle 
$8040 -= 90.0 // $ -= float 
$8041 -= 90.0 // $ -= float 
02F7: $8040 = cosine $8039 // float 
02F6: $8041 = sine $8039 // float 
$8040 *= 12.0 // $ *= float 
$8041 *= 12.0 // $ *= float 
038C: object $8010 scatter $8040 $8041 5.0 
$8008 -= 1 // $ -= int 
$8009 = 1 // $ = int 

:PIZZA_5872
return 

:PIZZA_5874
if 
  $8009 == 0 // $ == int 
jf @PIZZA_6046 
Object.Init($8010, #PIZZABOX, 0.0, 0.0, 100.0)
035C: place_object $8010 relative_to_car $7965 offset -0.7 0.0 0.7 
Object.CollisionDetection($8010, True)
Object.ToggleInMovingList($8010, True)
0170: $8039 = player $PLAYER_CHAR z_angle 
$8040 -= 90.0 // $ -= float 
$8041 -= 90.0 // $ -= float 
02F7: $8040 = cosine $8039 // float 
02F6: $8041 = sine $8039 // float 
$8040 *= -12.0 // $ *= float 
$8041 *= -12.0 // $ *= float 
038C: object $8010 scatter $8040 $8041 5.0 
$8008 -= 1 // $ -= int 
$8009 = 1 // $ = int 

:PIZZA_6046
return 

:PIZZA_6048
if 
  not Car.Wrecked($7965)
jf @PIZZA_6575 
if 
00DC:   player $PLAYER_CHAR in_car $7965 
jf @PIZZA_6575 
if 
00E1:   player 0 pressed_button 7 
jf @PIZZA_6329 
if 
00E1:   player 0 pressed_button 17 
jf @PIZZA_6322 
if 
  $8008 == 6 // $ == int 
jf @PIZZA_6150 
gosub @PIZZA_5700 
0084: $7976 = $8010 // $ = $ int 

:PIZZA_6150
if 
  $8008 == 5 // $ == int 
jf @PIZZA_6183 
gosub @PIZZA_5700 
0084: $7977 = $8010 // $ = $ int 

:PIZZA_6183
if 
  $8008 == 4 // $ == int 
jf @PIZZA_6216 
gosub @PIZZA_5700 
0084: $7978 = $8010 // $ = $ int 

:PIZZA_6216
if 
  $8008 == 3 // $ == int 
jf @PIZZA_6249 
gosub @PIZZA_5700 
0084: $7979 = $8010 // $ = $ int 

:PIZZA_6249
if 
  $8008 == 2 // $ == int 
jf @PIZZA_6282 
gosub @PIZZA_5700 
0084: $7980 = $8010 // $ = $ int 

:PIZZA_6282
if 
  $8008 == 1 // $ == int 
jf @PIZZA_6315 
gosub @PIZZA_5700 
0084: $7981 = $8010 // $ = $ int 

:PIZZA_6315
jump @PIZZA_6329 

:PIZZA_6322
$8009 = 0 // $ = int 

:PIZZA_6329
if 
00E1:   player 0 pressed_button 5 
jf @PIZZA_6575 
if 
00E1:   player 0 pressed_button 17 
jf @PIZZA_6568 
if 
  $8008 == 6 // $ == int 
jf @PIZZA_6396 
gosub @PIZZA_5874 
0084: $7976 = $8010 // $ = $ int 

:PIZZA_6396
if 
  $8008 == 5 // $ == int 
jf @PIZZA_6429 
gosub @PIZZA_5874 
0084: $7977 = $8010 // $ = $ int 

:PIZZA_6429
if 
  $8008 == 4 // $ == int 
jf @PIZZA_6462 
gosub @PIZZA_5874 
0084: $7978 = $8010 // $ = $ int 

:PIZZA_6462
if 
  $8008 == 3 // $ == int 
jf @PIZZA_6495 
gosub @PIZZA_5874 
0084: $7979 = $8010 // $ = $ int 

:PIZZA_6495
if 
  $8008 == 2 // $ == int 
jf @PIZZA_6528 
gosub @PIZZA_5874 
0084: $7980 = $8010 // $ = $ int 

:PIZZA_6528
if 
  $8008 == 1 // $ == int 
jf @PIZZA_6561 
gosub @PIZZA_5874 
0084: $7981 = $8010 // $ = $ int 

:PIZZA_6561
jump @PIZZA_6575 

:PIZZA_6568
$8009 = 0 // $ = int 

:PIZZA_6575
if 
  $7996 == 1 // $ == int 
jf @PIZZA_6787 
if 
  not Actor.Dead($7966)
jf @PIZZA_6780 
0084: $8014 = $7966 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_6773 
if 
  not Actor.Dead($7966)
jf @PIZZA_6675 
0372: set_actor $7966 anim 14 wait_state_time 500 ms 
jump @PIZZA_6682 

:PIZZA_6675
$8015 = 1 // $ = int 

:PIZZA_6682
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7966)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7982)
$7996 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_6773
jump @PIZZA_6787 

:PIZZA_6780
$8015 = 1 // $ = int 

:PIZZA_6787
if 
  $7997 == 1 // $ == int 
jf @PIZZA_6999 
if 
  not Actor.Dead($7967)
jf @PIZZA_6992 
0084: $8014 = $7967 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_6985 
if 
  not Actor.Dead($7967)
jf @PIZZA_6887 
0372: set_actor $7967 anim 14 wait_state_time 500 ms 
jump @PIZZA_6894 

:PIZZA_6887
$8015 = 1 // $ = int 

:PIZZA_6894
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7967)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7983)
$7997 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_6985
jump @PIZZA_6999 

:PIZZA_6992
$8015 = 1 // $ = int 

:PIZZA_6999
if 
  $7998 == 1 // $ == int 
jf @PIZZA_7211 
if 
  not Actor.Dead($7968)
jf @PIZZA_7204 
0084: $8014 = $7968 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_7197 
if 
  not Actor.Dead($7968)
jf @PIZZA_7099 
0372: set_actor $7968 anim 14 wait_state_time 500 ms 
jump @PIZZA_7106 

:PIZZA_7099
$8015 = 1 // $ = int 

:PIZZA_7106
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7968)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7984)
$7998 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_7197
jump @PIZZA_7211 

:PIZZA_7204
$8015 = 1 // $ = int 

:PIZZA_7211
if 
  $7999 == 1 // $ == int 
jf @PIZZA_7423 
if 
  not Actor.Dead($7969)
jf @PIZZA_7416 
0084: $8014 = $7969 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_7409 
if 
  not Actor.Dead($7969)
jf @PIZZA_7311 
0372: set_actor $7969 anim 14 wait_state_time 500 ms 
jump @PIZZA_7318 

:PIZZA_7311
$8015 = 1 // $ = int 

:PIZZA_7318
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7969)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7985)
$7999 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_7409
jump @PIZZA_7423 

:PIZZA_7416
$8015 = 1 // $ = int 

:PIZZA_7423
if 
  $8000 == 1 // $ == int 
jf @PIZZA_7635 
if 
  not Actor.Dead($7970)
jf @PIZZA_7628 
0084: $8014 = $7970 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_7621 
if 
  not Actor.Dead($7970)
jf @PIZZA_7523 
0372: set_actor $7970 anim 14 wait_state_time 500 ms 
jump @PIZZA_7530 

:PIZZA_7523
$8015 = 1 // $ = int 

:PIZZA_7530
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7970)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7986)
$8000 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_7621
jump @PIZZA_7635 

:PIZZA_7628
$8015 = 1 // $ = int 

:PIZZA_7635
if 
  $8001 == 1 // $ == int 
jf @PIZZA_7847 
if 
  not Actor.Dead($7971)
jf @PIZZA_7840 
0084: $8014 = $7971 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_7833 
if 
  not Actor.Dead($7971)
jf @PIZZA_7735 
0372: set_actor $7971 anim 14 wait_state_time 500 ms 
jump @PIZZA_7742 

:PIZZA_7735
$8015 = 1 // $ = int 

:PIZZA_7742
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7971)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7987)
$8001 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_7833
jump @PIZZA_7847 

:PIZZA_7840
$8015 = 1 // $ = int 

:PIZZA_7847
if 
  $8002 == 1 // $ == int 
jf @PIZZA_8059 
if 
  not Actor.Dead($7972)
jf @PIZZA_8052 
0084: $8014 = $7972 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_8045 
if 
  not Actor.Dead($7972)
jf @PIZZA_7947 
0372: set_actor $7972 anim 14 wait_state_time 500 ms 
jump @PIZZA_7954 

:PIZZA_7947
$8015 = 1 // $ = int 

:PIZZA_7954
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7972)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7988)
$8002 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_8045
jump @PIZZA_8059 

:PIZZA_8052
$8015 = 1 // $ = int 

:PIZZA_8059
if 
  $8003 == 1 // $ == int 
jf @PIZZA_8271 
if 
  not Actor.Dead($7973)
jf @PIZZA_8264 
0084: $8014 = $7973 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_8257 
if 
  not Actor.Dead($7973)
jf @PIZZA_8159 
0372: set_actor $7973 anim 14 wait_state_time 500 ms 
jump @PIZZA_8166 

:PIZZA_8159
$8015 = 1 // $ = int 

:PIZZA_8166
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7973)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7989)
$8003 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_8257
jump @PIZZA_8271 

:PIZZA_8264
$8015 = 1 // $ = int 

:PIZZA_8271
if 
  $8004 == 1 // $ == int 
jf @PIZZA_8483 
if 
  not Actor.Dead($7974)
jf @PIZZA_8476 
0084: $8014 = $7974 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_8469 
if 
  not Actor.Dead($7974)
jf @PIZZA_8371 
0372: set_actor $7974 anim 14 wait_state_time 500 ms 
jump @PIZZA_8378 

:PIZZA_8371
$8015 = 1 // $ = int 

:PIZZA_8378
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7974)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7990)
$8004 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_8469
jump @PIZZA_8483 

:PIZZA_8476
$8015 = 1 // $ = int 

:PIZZA_8483
if 
  $8005 == 1 // $ == int 
jf @PIZZA_8695 
if 
  not Actor.Dead($7975)
jf @PIZZA_8688 
0084: $8014 = $7975 // $ = $ int 
gosub @PIZZA_8704 
if 
  $8013 == 1 // $ == int 
jf @PIZZA_8681 
if 
  not Actor.Dead($7975)
jf @PIZZA_8583 
0372: set_actor $7975 anim 14 wait_state_time 500 ms 
jump @PIZZA_8590 

:PIZZA_8583
$8015 = 1 // $ = int 

:PIZZA_8590
wait 500 
gosub @PIZZA_10278 
Actor.RemoveReferences($7975)
018C: play_sound 1 at 0.0 0.0 0.0 
00BC: text_highpriority 'PIZ1_34' time 5000 1  // ~g~Pizza delivered, here's your cash.
Player.Money($PLAYER_CHAR) += 10
Marker.Disable($7991)
$8005 = 0 // $ = int 
$8006 += 1 // $ += int 
$8020 += 1 // $ += int 
$8013 = 0 // $ = int 

:PIZZA_8681
jump @PIZZA_8695 

:PIZZA_8688
$8015 = 1 // $ = int 

:PIZZA_8695
gosub @PIZZA_13081 
return 

:PIZZA_8704
if 
03CA:   object $7976 exists 
jf @PIZZA_8966 
if 
  not Actor.Dead($8014)
jf @PIZZA_8959 
if 
0472:   actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_8952 
$8016 = 1 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_8785
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_8815 
jump @PIZZA_8945 

:PIZZA_8815
if 
  not Actor.Dead($8014)
jf @PIZZA_8917 
if 
03CA:   object $7976 exists 
jf @PIZZA_8910 
Object.StorePos($7976, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_8910 
jump @PIZZA_8945 

:PIZZA_8910
jump @PIZZA_8924 

:PIZZA_8917
$8015 = 1 // $ = int 

:PIZZA_8924
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_8785 

:PIZZA_8945
$8013 = 1 // $ = int 

:PIZZA_8952
jump @PIZZA_8966 

:PIZZA_8959
$8015 = 1 // $ = int 

:PIZZA_8966
if 
03CA:   object $7977 exists 
jf @PIZZA_9228 
if 
  not Actor.Dead($8014)
jf @PIZZA_9221 
if 
0472:   actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9214 
$8016 = 2 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9047
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9077 
jump @PIZZA_9207 

:PIZZA_9077
if 
  not Actor.Dead($8014)
jf @PIZZA_9179 
if 
03CA:   object $7977 exists 
jf @PIZZA_9172 
Object.StorePos($7977, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9172 
jump @PIZZA_9207 

:PIZZA_9172
jump @PIZZA_9186 

:PIZZA_9179
$8015 = 1 // $ = int 

:PIZZA_9186
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_9047 

:PIZZA_9207
$8013 = 1 // $ = int 

:PIZZA_9214
jump @PIZZA_9228 

:PIZZA_9221
$8015 = 1 // $ = int 

:PIZZA_9228
if 
03CA:   object $7978 exists 
jf @PIZZA_9490 
if 
  not Actor.Dead($8014)
jf @PIZZA_9483 
if 
0472:   actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9476 
$8016 = 3 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9309
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9339 
jump @PIZZA_9469 

:PIZZA_9339
if 
  not Actor.Dead($8014)
jf @PIZZA_9441 
if 
03CA:   object $7978 exists 
jf @PIZZA_9434 
Object.StorePos($7978, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9434 
jump @PIZZA_9469 

:PIZZA_9434
jump @PIZZA_9448 

:PIZZA_9441
$8015 = 1 // $ = int 

:PIZZA_9448
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_9309 

:PIZZA_9469
$8013 = 1 // $ = int 

:PIZZA_9476
jump @PIZZA_9490 

:PIZZA_9483
$8015 = 1 // $ = int 

:PIZZA_9490
if 
03CA:   object $7979 exists 
jf @PIZZA_9752 
if 
  not Actor.Dead($8014)
jf @PIZZA_9745 
if 
0472:   actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9738 
$8016 = 4 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9571
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9601 
jump @PIZZA_9731 

:PIZZA_9601
if 
  not Actor.Dead($8014)
jf @PIZZA_9703 
if 
03CA:   object $7979 exists 
jf @PIZZA_9696 
Object.StorePos($7979, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9696 
jump @PIZZA_9731 

:PIZZA_9696
jump @PIZZA_9710 

:PIZZA_9703
$8015 = 1 // $ = int 

:PIZZA_9710
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_9571 

:PIZZA_9731
$8013 = 1 // $ = int 

:PIZZA_9738
jump @PIZZA_9752 

:PIZZA_9745
$8015 = 1 // $ = int 

:PIZZA_9752
if 
03CA:   object $7980 exists 
jf @PIZZA_10014 
if 
  not Actor.Dead($8014)
jf @PIZZA_10007 
if 
0472:   actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10000 
$8016 = 5 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_9833
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_9863 
jump @PIZZA_9993 

:PIZZA_9863
if 
  not Actor.Dead($8014)
jf @PIZZA_9965 
if 
03CA:   object $7980 exists 
jf @PIZZA_9958 
Object.StorePos($7980, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_9958 
jump @PIZZA_9993 

:PIZZA_9958
jump @PIZZA_9972 

:PIZZA_9965
$8015 = 1 // $ = int 

:PIZZA_9972
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_9833 

:PIZZA_9993
$8013 = 1 // $ = int 

:PIZZA_10000
jump @PIZZA_10014 

:PIZZA_10007
$8015 = 1 // $ = int 

:PIZZA_10014
if 
03CA:   object $7981 exists 
jf @PIZZA_10276 
if 
  not Actor.Dead($8014)
jf @PIZZA_10269 
if 
0472:   actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10262 
$8016 = 6 // $ = int 
wait 20 
TIMERB = 0 // @ = int 

:PIZZA_10095
wait 0 
if 
  TIMERB > 3000 // @ > int 
jf @PIZZA_10125 
jump @PIZZA_10255 

:PIZZA_10125
if 
  not Actor.Dead($8014)
jf @PIZZA_10227 
if 
03CA:   object $7981 exists 
jf @PIZZA_10220 
Object.StorePos($7981, $8042, $8043, $8044)
0239: actor $8014 run_to $8042 $8043 
if 
0472:   actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 
jf @PIZZA_10220 
jump @PIZZA_10255 

:PIZZA_10220
jump @PIZZA_10234 

:PIZZA_10227
$8015 = 1 // $ = int 

:PIZZA_10234
gosub @PIZZA_13081 
gosub @PIZZA_13765 
jump @PIZZA_10095 

:PIZZA_10255
$8013 = 1 // $ = int 

:PIZZA_10262
jump @PIZZA_10276 

:PIZZA_10269
$8015 = 1 // $ = int 

:PIZZA_10276
return 

:PIZZA_10278
if 
  $8016 == 1 // $ == int 
jf @PIZZA_10301 
Object.Destroy($7976)

:PIZZA_10301
if 
  $8016 == 2 // $ == int 
jf @PIZZA_10324 
Object.Destroy($7977)

:PIZZA_10324
if 
  $8016 == 3 // $ == int 
jf @PIZZA_10347 
Object.Destroy($7978)

:PIZZA_10347
if 
  $8016 == 4 // $ == int 
jf @PIZZA_10370 
Object.Destroy($7979)

:PIZZA_10370
if 
  $8016 == 5 // $ == int 
jf @PIZZA_10393 
Object.Destroy($7980)

:PIZZA_10393
if 
  $8016 == 6 // $ == int 
jf @PIZZA_10416 
Object.Destroy($7981)

:PIZZA_10416
return 

:PIZZA_10418
Object.RemoveReferences($7976)
Object.RemoveReferences($7977)
Object.RemoveReferences($7978)
Object.RemoveReferences($7979)
Object.RemoveReferences($7980)
Object.RemoveReferences($7981)
0209: $8021 = random_int_in_ranges 1 20 
if 
  $8022 == 0 // $ == int 
jf @PIZZA_12667 
if 
  $8021 == 1 // $ == int 
jf @PIZZA_10590 
03CF: load_wav 'PISS_01' as 1 

:PIZZA_10505
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10531 
wait 0 
jump @PIZZA_10505 

:PIZZA_10531
00BC: text_highpriority 'PIZ1_13' time 4000 1  // Get these delivered nice and hot.
03D1: play_wav 1 

:PIZZA_10550
if 
83D2:   not wav 1 ended 
jf @PIZZA_10576 
wait 0 
jump @PIZZA_10550 

:PIZZA_10576
040D: unload_wav 1 
03D5: remove_text 'PIZ1_13'  // Get these delivered nice and hot.

:PIZZA_10590
if 
  $8021 == 2 // $ == int 
jf @PIZZA_10705 
03CF: load_wav 'PISS_02' as 1 

:PIZZA_10620
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10646 
wait 0 
jump @PIZZA_10620 

:PIZZA_10646
00BC: text_highpriority 'PIZ1_14' time 4000 1  // Pal, pizza's for you.
03D1: play_wav 1 

:PIZZA_10665
if 
83D2:   not wav 1 ended 
jf @PIZZA_10691 
wait 0 
jump @PIZZA_10665 

:PIZZA_10691
040D: unload_wav 1 
03D5: remove_text 'PIZ1_14'  // Pal, pizza's for you.

:PIZZA_10705
if 
  $8021 == 3 // $ == int 
jf @PIZZA_10820 
03CF: load_wav 'PISS_03' as 1 

:PIZZA_10735
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10761 
wait 0 
jump @PIZZA_10735 

:PIZZA_10761
00BC: text_highpriority 'PIZ1_15' time 4000 1  // Hey, come on Mister, deliver these quick.
03D1: play_wav 1 

:PIZZA_10780
if 
83D2:   not wav 1 ended 
jf @PIZZA_10806 
wait 0 
jump @PIZZA_10780 

:PIZZA_10806
040D: unload_wav 1 
03D5: remove_text 'PIZ1_15'  // Hey, come on Mister, deliver these quick.

:PIZZA_10820
if 
  $8021 == 4 // $ == int 
jf @PIZZA_10935 
03CF: load_wav 'PISS_04' as 1 

:PIZZA_10850
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10876 
wait 0 
jump @PIZZA_10850 

:PIZZA_10876
00BC: text_highpriority 'PIZ1_16' time 4000 1  // What are you waiting around for Mister? You got pizza to deliver.
03D1: play_wav 1 

:PIZZA_10895
if 
83D2:   not wav 1 ended 
jf @PIZZA_10921 
wait 0 
jump @PIZZA_10895 

:PIZZA_10921
040D: unload_wav 1 
03D5: remove_text 'PIZ1_16'  // What are you waiting around for Mister? You got pizza to deliver.

:PIZZA_10935
if 
  $8021 == 5 // $ == int 
jf @PIZZA_11050 
03CF: load_wav 'PISS_05' as 1 

:PIZZA_10965
if 
83D0:   not wav 1 loaded 
jf @PIZZA_10991 
wait 0 
jump @PIZZA_10965 

:PIZZA_10991
00BC: text_highpriority 'PIZ1_17' time 4000 1  // I know you didn't want to be a pizza boy, well I don't give a damn.
03D1: play_wav 1 

:PIZZA_11010
if 
83D2:   not wav 1 ended 
jf @PIZZA_11036 
wait 0 
jump @PIZZA_11010 

:PIZZA_11036
040D: unload_wav 1 
03D5: remove_text 'PIZ1_17'  // I know you didn't want to be a pizza boy, well I don't give a damn.

:PIZZA_11050
if 
  $8021 == 6 // $ == int 
jf @PIZZA_11165 
03CF: load_wav 'PISS_06' as 1 

:PIZZA_11080
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11106 
wait 0 
jump @PIZZA_11080 

:PIZZA_11106
00BC: text_highpriority 'PIZ1_18' time 4000 1  // Deliver these.
03D1: play_wav 1 

:PIZZA_11125
if 
83D2:   not wav 1 ended 
jf @PIZZA_11151 
wait 0 
jump @PIZZA_11125 

:PIZZA_11151
040D: unload_wav 1 
03D5: remove_text 'PIZ1_18'  // Deliver these.

:PIZZA_11165
if 
  $8021 == 7 // $ == int 
jf @PIZZA_11280 
03CF: load_wav 'PISS_07' as 1 

:PIZZA_11195
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11221 
wait 0 
jump @PIZZA_11195 

:PIZZA_11221
00BC: text_highpriority 'PIZ1_19' time 4000 1  // These need delivering.
03D1: play_wav 1 

:PIZZA_11240
if 
83D2:   not wav 1 ended 
jf @PIZZA_11266 
wait 0 
jump @PIZZA_11240 

:PIZZA_11266
040D: unload_wav 1 
03D5: remove_text 'PIZ1_19'  // These need delivering.

:PIZZA_11280
if 
  $8021 == 8 // $ == int 
jf @PIZZA_11395 
03CF: load_wav 'PISS_08' as 1 

:PIZZA_11310
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11336 
wait 0 
jump @PIZZA_11310 

:PIZZA_11336
00BC: text_highpriority 'PIZ1_20' time 4000 1  // Come on Mister, deliver these things or you're sacked.
03D1: play_wav 1 

:PIZZA_11355
if 
83D2:   not wav 1 ended 
jf @PIZZA_11381 
wait 0 
jump @PIZZA_11355 

:PIZZA_11381
040D: unload_wav 1 
03D5: remove_text 'PIZ1_20'  // Come on Mister, deliver these things or you're sacked.

:PIZZA_11395
if 
  $8021 == 9 // $ == int 
jf @PIZZA_11510 
03CF: load_wav 'PISS_09' as 1 

:PIZZA_11425
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11451 
wait 0 
jump @PIZZA_11425 

:PIZZA_11451
00BC: text_highpriority 'PIZ1_21' time 4000 1  // We got people waiting pal.
03D1: play_wav 1 

:PIZZA_11470
if 
83D2:   not wav 1 ended 
jf @PIZZA_11496 
wait 0 
jump @PIZZA_11470 

:PIZZA_11496
040D: unload_wav 1 
03D5: remove_text 'PIZ1_21'  // We got people waiting pal.

:PIZZA_11510
if 
  $8021 == 10 // $ == int 
jf @PIZZA_11625 
03CF: load_wav 'PISS_10' as 1 

:PIZZA_11540
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11566 
wait 0 
jump @PIZZA_11540 

:PIZZA_11566
00BC: text_highpriority 'PIZ1_22' time 4000 1  // What are you waiting around for? These need delivering!
03D1: play_wav 1 

:PIZZA_11585
if 
83D2:   not wav 1 ended 
jf @PIZZA_11611 
wait 0 
jump @PIZZA_11585 

:PIZZA_11611
040D: unload_wav 1 
03D5: remove_text 'PIZ1_22'  // What are you waiting around for? These need delivering!

:PIZZA_11625
if 
  $8021 == 11 // $ == int 
jf @PIZZA_11740 
03CF: load_wav 'PISS_11' as 1 

:PIZZA_11655
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11681 
wait 0 
jump @PIZZA_11655 

:PIZZA_11681
00BC: text_highpriority 'PIZ1_23' time 4000 1  // Deliver the damn food Mister.
03D1: play_wav 1 

:PIZZA_11700
if 
83D2:   not wav 1 ended 
jf @PIZZA_11726 
wait 0 
jump @PIZZA_11700 

:PIZZA_11726
040D: unload_wav 1 
03D5: remove_text 'PIZ1_23'  // Deliver the damn food Mister.

:PIZZA_11740
if 
  $8021 == 12 // $ == int 
jf @PIZZA_11855 
03CF: load_wav 'PISS_12' as 1 

:PIZZA_11770
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11796 
wait 0 
jump @PIZZA_11770 

:PIZZA_11796
00BC: text_highpriority 'PIZ1_24' time 4000 1  // These need delivering pal.
03D1: play_wav 1 

:PIZZA_11815
if 
83D2:   not wav 1 ended 
jf @PIZZA_11841 
wait 0 
jump @PIZZA_11815 

:PIZZA_11841
040D: unload_wav 1 
03D5: remove_text 'PIZ1_24'  // These need delivering pal.

:PIZZA_11855
if 
  $8021 == 13 // $ == int 
jf @PIZZA_11970 
03CF: load_wav 'PISS_13' as 1 

:PIZZA_11885
if 
83D0:   not wav 1 loaded 
jf @PIZZA_11911 
wait 0 
jump @PIZZA_11885 

:PIZZA_11911
00BC: text_highpriority 'PIZ1_25' time 4000 1  // Man, can you take these?
03D1: play_wav 1 

:PIZZA_11930
if 
83D2:   not wav 1 ended 
jf @PIZZA_11956 
wait 0 
jump @PIZZA_11930 

:PIZZA_11956
040D: unload_wav 1 
03D5: remove_text 'PIZ1_25'  // Man, can you take these?

:PIZZA_11970
if 
  $8021 == 14 // $ == int 
jf @PIZZA_12085 
03CF: load_wav 'PISS_14' as 1 

:PIZZA_12000
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12026 
wait 0 
jump @PIZZA_12000 

:PIZZA_12026
00BC: text_highpriority 'PIZ1_26' time 4000 1  // Mister, deliver these pronto, avamos amigo.
03D1: play_wav 1 

:PIZZA_12045
if 
83D2:   not wav 1 ended 
jf @PIZZA_12071 
wait 0 
jump @PIZZA_12045 

:PIZZA_12071
040D: unload_wav 1 
03D5: remove_text 'PIZ1_26'  // Mister, deliver these pronto, avamos amigo.

:PIZZA_12085
if 
  $8021 == 15 // $ == int 
jf @PIZZA_12200 
03CF: load_wav 'PISS_15' as 1 

:PIZZA_12115
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12141 
wait 0 
jump @PIZZA_12115 

:PIZZA_12141
00BC: text_highpriority 'PIZ1_27' time 4000 1  // Come on, we're in a rush, deliver these.
03D1: play_wav 1 

:PIZZA_12160
if 
83D2:   not wav 1 ended 
jf @PIZZA_12186 
wait 0 
jump @PIZZA_12160 

:PIZZA_12186
040D: unload_wav 1 
03D5: remove_text 'PIZ1_27'  // Come on, we're in a rush, deliver these.

:PIZZA_12200
if 
  $8021 == 16 // $ == int 
jf @PIZZA_12315 
03CF: load_wav 'PISS_16' as 1 

:PIZZA_12230
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12256 
wait 0 
jump @PIZZA_12230 

:PIZZA_12256
00BC: text_highpriority 'PIZ1_28' time 4000 1  // You again? well deliver these quick pal.
03D1: play_wav 1 

:PIZZA_12275
if 
83D2:   not wav 1 ended 
jf @PIZZA_12301 
wait 0 
jump @PIZZA_12275 

:PIZZA_12301
040D: unload_wav 1 
03D5: remove_text 'PIZ1_28'  // You again? well deliver these quick pal.

:PIZZA_12315
if 
  $8021 == 17 // $ == int 
jf @PIZZA_12430 
03CF: load_wav 'PISS_17' as 1 

:PIZZA_12345
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12371 
wait 0 
jump @PIZZA_12345 

:PIZZA_12371
00BC: text_highpriority 'PIZ1_29' time 4000 1  // No wasting time this time pal.
03D1: play_wav 1 

:PIZZA_12390
if 
83D2:   not wav 1 ended 
jf @PIZZA_12416 
wait 0 
jump @PIZZA_12390 

:PIZZA_12416
040D: unload_wav 1 
03D5: remove_text 'PIZ1_29'  // No wasting time this time pal.

:PIZZA_12430
if 
  $8021 == 18 // $ == int 
jf @PIZZA_12545 
03CF: load_wav 'PISS_18' as 1 

:PIZZA_12460
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12486 
wait 0 
jump @PIZZA_12460 

:PIZZA_12486
00BC: text_highpriority 'PIZ1_30' time 4000 1  // Come on you lazy bastard, deliver this crap on time.
03D1: play_wav 1 

:PIZZA_12505
if 
83D2:   not wav 1 ended 
jf @PIZZA_12531 
wait 0 
jump @PIZZA_12505 

:PIZZA_12531
040D: unload_wav 1 
03D5: remove_text 'PIZ1_30'  // Come on you lazy bastard, deliver this crap on time.

:PIZZA_12545
if 
  $8021 == 19 // $ == int 
jf @PIZZA_12660 
03CF: load_wav 'PISS_19' as 1 

:PIZZA_12575
if 
83D0:   not wav 1 loaded 
jf @PIZZA_12601 
wait 0 
jump @PIZZA_12575 

:PIZZA_12601
00BC: text_highpriority 'PIZ1_31' time 4000 1  // You'll never get a promotion unless you move faster this time.
03D1: play_wav 1 

:PIZZA_12620
if 
83D2:   not wav 1 ended 
jf @PIZZA_12646 
wait 0 
jump @PIZZA_12620 

:PIZZA_12646
040D: unload_wav 1 
03D5: remove_text 'PIZ1_31'  // You'll never get a promotion unless you move faster this time.

:PIZZA_12660
$8022 = 1 // $ = int 

:PIZZA_12667
return 

:PIZZA_12669
if 
  $7996 == 1 // $ == int 
jf @PIZZA_12710 
if 
  Actor.Dead($7966)
jf @PIZZA_12710 
$8015 = 1 // $ = int 

:PIZZA_12710
if 
  $7997 == 1 // $ == int 
jf @PIZZA_12751 
if 
  Actor.Dead($7967)
jf @PIZZA_12751 
$8015 = 1 // $ = int 

:PIZZA_12751
if 
  $7998 == 1 // $ == int 
jf @PIZZA_12792 
if 
  Actor.Dead($7968)
jf @PIZZA_12792 
$8015 = 1 // $ = int 

:PIZZA_12792
if 
  $7999 == 1 // $ == int 
jf @PIZZA_12833 
if 
  Actor.Dead($7969)
jf @PIZZA_12833 
$8015 = 1 // $ = int 

:PIZZA_12833
if 
  $8000 == 1 // $ == int 
jf @PIZZA_12874 
if 
  Actor.Dead($7970)
jf @PIZZA_12874 
$8015 = 1 // $ = int 

:PIZZA_12874
if 
  $8001 == 1 // $ == int 
jf @PIZZA_12915 
if 
  Actor.Dead($7971)
jf @PIZZA_12915 
$8015 = 1 // $ = int 

:PIZZA_12915
if 
  $8002 == 1 // $ == int 
jf @PIZZA_12956 
if 
  Actor.Dead($7972)
jf @PIZZA_12956 
$8015 = 1 // $ = int 

:PIZZA_12956
if 
  $8003 == 1 // $ == int 
jf @PIZZA_12997 
if 
  Actor.Dead($7973)
jf @PIZZA_12997 
$8015 = 1 // $ = int 

:PIZZA_12997
if 
  $8004 == 1 // $ == int 
jf @PIZZA_13038 
if 
  Actor.Dead($7974)
jf @PIZZA_13038 
$8015 = 1 // $ = int 

:PIZZA_13038
if 
  $8005 == 1 // $ == int 
jf @PIZZA_13079 
if 
  Actor.Dead($7975)
jf @PIZZA_13079 
$8015 = 1 // $ = int 

:PIZZA_13079
return 

:PIZZA_13081
if 
  not Car.Wrecked($7965)
jf @PIZZA_13756 
if and
01F4:   car $7965 flipped 
01C1:   car $7965 stopped 
jf @PIZZA_13125 
$8018 = 1 // $ = int 

:PIZZA_13125
if and
80DC:   not player $PLAYER_CHAR in_car $7965 
  $8017 == 0 // $ == int 
  $8018 == 0 // $ == int 
jf @PIZZA_13243 
00BC: text_highpriority 'PIZ1_11' time 5000 1  // Hey! Get back on the bike!
Marker.CreateAboveCar($7993, $7965)
Marker.Disable($7982)
Marker.Disable($7983)
Marker.Disable($7984)
Marker.Disable($7985)
Marker.Disable($7986)
Marker.Disable($7987)
Marker.Disable($7988)
Marker.Disable($7989)
Marker.Disable($7990)
Marker.Disable($7991)
Marker.Disable($7992)
$8017 = 1 // $ = int 

:PIZZA_13243
if and
00DC:   player $PLAYER_CHAR in_car $7965 
  $8017 == 1 // $ == int 
jf @PIZZA_13749 
Marker.Disable($7993)
if 
  $8007 == 0 // $ == int 
jf @PIZZA_13719 
if 
  $7996 == 1 // $ == int 
jf @PIZZA_13334 
if 
  not Actor.Dead($7966)
jf @PIZZA_13334 
Marker.CreateAboveActor($7982, $7966)

:PIZZA_13334
if 
  $7997 == 1 // $ == int 
jf @PIZZA_13376 
if 
  not Actor.Dead($7967)
jf @PIZZA_13376 
Marker.CreateAboveActor($7983, $7967)

:PIZZA_13376
if 
  $7998 == 1 // $ == int 
jf @PIZZA_13418 
if 
  not Actor.Dead($7968)
jf @PIZZA_13418 
Marker.CreateAboveActor($7984, $7968)

:PIZZA_13418
if 
  $7999 == 1 // $ == int 
jf @PIZZA_13460 
if 
  not Actor.Dead($7969)
jf @PIZZA_13460 
Marker.CreateAboveActor($7985, $7969)

:PIZZA_13460
if 
  $8000 == 1 // $ == int 
jf @PIZZA_13502 
if 
  not Actor.Dead($7970)
jf @PIZZA_13502 
Marker.CreateAboveActor($7986, $7970)

:PIZZA_13502
if 
  $8001 == 1 // $ == int 
jf @PIZZA_13544 
if 
  not Actor.Dead($7971)
jf @PIZZA_13544 
Marker.CreateAboveActor($7987, $7971)

:PIZZA_13544
if 
  $8002 == 1 // $ == int 
jf @PIZZA_13586 
if 
  not Actor.Dead($7972)
jf @PIZZA_13586 
Marker.CreateAboveActor($7988, $7972)

:PIZZA_13586
if 
  $8003 == 1 // $ == int 
jf @PIZZA_13628 
if 
  not Actor.Dead($7973)
jf @PIZZA_13628 
Marker.CreateAboveActor($7989, $7973)

:PIZZA_13628
if 
  $8004 == 1 // $ == int 
jf @PIZZA_13670 
if 
  not Actor.Dead($7974)
jf @PIZZA_13670 
Marker.CreateAboveActor($7990, $7974)

:PIZZA_13670
if 
  $8005 == 1 // $ == int 
jf @PIZZA_13712 
if 
  not Actor.Dead($7975)
jf @PIZZA_13712 
Marker.CreateAboveActor($7991, $7975)

:PIZZA_13712
jump @PIZZA_13740 

:PIZZA_13719
Marker.Disable($7992)
018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 

:PIZZA_13740
00BE: text_clear_all 
$8017 = 0 // $ = int 

:PIZZA_13749
jump @PIZZA_13763 

:PIZZA_13756
$8015 = 2 // $ = int 

:PIZZA_13763
return 

:PIZZA_13765
if 
  $8017 == 0 // $ == int 
jf @PIZZA_13809 
if 
00E1:   player 0 pressed_button 19 
jf @PIZZA_13809 
00BE: text_clear_all 
$8015 = 3 // $ = int 

:PIZZA_13809
return 

//-------------Mission 93---------------
// Originally: RC Raider Pickup

:RCHELI
script_name 'RCHELI' 
gosub @RCHELI_46 
if 
  wasted_or_busted 
jf @RCHELI_37 
gosub @RCHELI_6036 

:RCHELI_37
gosub @RCHELI_6262 
terminate_this_script 

:RCHELI_46
if 
  $8156 == 0 // $ == int 
jf @RCHELI_66 
increment_mission_attempts 

:RCHELI_66
$ONMISSION = 1 // $ = int 
$1084 = 1 // $ = int 
wait 0 
054C: use_GXT_table 'RCHELI1' 
Model.Load(#RCRAIDER)

:RCHELI_99
if 
  not Model.Available(#RCRAIDER)
jf @RCHELI_126 
wait 0 
jump @RCHELI_99 

:RCHELI_126
$8049 = 0 // $ = int 
$8052 = 20 // $ = int 
$8051 = 0 // $ = int 
$8053 = 0 // $ = int 
$8054 = 0 // $ = int 
$8055 = 0 // $ = int 
$8056 = 0 // $ = int 
$8057 = 0 // $ = int 
$8058 = 0 // $ = int 
$8059 = 0 // $ = int 
$8060 = 0 // $ = int 
$8061 = 0 // $ = int 
$8062 = 0 // $ = int 
$8063 = 0 // $ = int 
$8064 = 0 // $ = int 
$8065 = 0 // $ = int 
$8066 = 0 // $ = int 
$8067 = 0 // $ = int 
$8068 = 0 // $ = int 
$8069 = 0 // $ = int 
$8070 = 0 // $ = int 
$8071 = 0 // $ = int 
$8072 = 0 // $ = int 
$8073 = -1290.792 // $ = float 
$8074 = -1253.498 // $ = float 
$8075 = 21.376 // $ = float 
$8076 = -1369.82 // $ = float 
$8077 = -1256.41 // $ = float 
$8078 = 18.17883 // $ = float 
$8079 = -1482.534 // $ = float 
$8080 = -1254.653 // $ = float 
$8081 = 14.86 // $ = float 
$8082 = -1573.508 // $ = float 
$8083 = -1239.667 // $ = float 
$8084 = 21.762 // $ = float 
$8085 = -1785.86 // $ = float 
$8086 = -1343.75 // $ = float 
$8087 = 15.97 // $ = float 
$8088 = -1793.35 // $ = float 
$8089 = -1248.55 // $ = float 
$8090 = 22.08 // $ = float 
$8091 = -1689.206 // $ = float 
$8092 = -1103.073 // $ = float 
$8093 = 14.03599 // $ = float 
$8094 = -1774.523 // $ = float 
$8095 = -1060.862 // $ = float 
$8096 = 14.96548 // $ = float 
$8097 = -1793.91 // $ = float 
$8098 = -908.69 // $ = float 
$8099 = 14.86 // $ = float 
$8100 = -1788.039 // $ = float 
$8101 = -884.2224 // $ = float 
$8102 = 42.33138 // $ = float 
$8103 = -1646.72 // $ = float 
$8104 = -929.44 // $ = float 
$8105 = 13.94 // $ = float 
$8106 = -1563.474 // $ = float 
$8107 = -814.6355 // $ = float 
$8108 = 16.21071 // $ = float 
$8109 = -1514.844 // $ = float 
$8110 = -951.425 // $ = float 
$8111 = 15.168 // $ = float 
$8112 = -1488.26 // $ = float 
$8113 = -892.6786 // $ = float 
$8114 = 26.17459 // $ = float 
$8115 = -1355.305 // $ = float 
$8116 = -951.825 // $ = float 
$8117 = 15.168 // $ = float 
$8118 = -1352.431 // $ = float 
$8119 = -751.111 // $ = float 
$8120 = 25.78808 // $ = float 
$8121 = -1240.26 // $ = float 
$8122 = -841.24 // $ = float 
$8123 = 22.3 // $ = float 
$8124 = -1253.92 // $ = float 
$8125 = -1056.68 // $ = float 
$8126 = 13.94 // $ = float 
$8127 = -1270.146 // $ = float 
$8128 = -1151.49 // $ = float 
$8129 = 22.3 // $ = float 
$8130 = -1270.47 // $ = float 
$8131 = -1272.444 // $ = float 
$8132 = 14.866 // $ = float 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $8047 = player $PLAYER_CHAR car 
0395: clear_area 1 at -1237.285 -1232.121 14.77 range 10.0 
$8050 = Player.WantedLevel($PLAYER_CHAR)
wait 0 
if 
  not Car.Wrecked($8047)
jf @RCHELI_1076 
if 
0442:   player $PLAYER_CHAR sitting_in_car $8047 
jf @RCHELI_1076 
020A: set_car $8047 door_status_to 2 
02A3: enable_widescreen 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121 14.77 angle 337.839 RC_model #RCRAIDER 
$8048 = Player.RC_car($PLAYER_CHAR)
Camera.SetPosition(-1237.81, -1227.21, 19.33038, 0.0, 0.0, 0.0)
Camera.PointAt(-1237.587, -1227.994, 18.74902, 2)

:RCHELI_1076
fade 1 1500 

:RCHELI_1083
if 
  fading 
jf @RCHELI_1107 
wait 0 
jump @RCHELI_1083 

:RCHELI_1107
if 
  $8051 == 0 // $ == int 
jf @RCHELI_1720 
TIMERA = 0 // @ = int 

:RCHELI_1132
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1253 
wait 0 
00BC: text_highpriority 'RCH1_6' time 5000 2  // ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1246 
jump @RCHELI_1645 

:RCHELI_1246
jump @RCHELI_1132 

:RCHELI_1253
Camera.SetAtPos(-1357.869, -1258.004, 21.487)
Camera.SetPosition(-1357.869, -1258.004, 21.487, -0.948, 0.121, -0.2947)
Camera.PointAt(-1358.82, -1257.88, 21.192, 2)
TIMERA = 0 // @ = int 

:RCHELI_1328
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1449 
wait 0 
00BC: text_highpriority 'RCH1_7' time 5000 2  // ~g~There are 20 checkpoints in total.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1442 
jump @RCHELI_1645 

:RCHELI_1442
jump @RCHELI_1328 

:RCHELI_1449
Camera.SetAtPos(-1786.243, -1073.31, 15.304)
Camera.PointAt(-1785.705, -1072.465, 15.27, 2)
Camera.SetPosition(-1786.243, -1073.31, 15.304, 0.0, 0.0, 0.0)
TIMERA = 0 // @ = int 

:RCHELI_1524
if 
  5000 > TIMERA // int > @ 
jf @RCHELI_1645 
wait 0 
00BC: text_highpriority 'RCH1_8' time 500 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter.
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
if 
00E1:   player 0 pressed_button 16 
jf @RCHELI_1638 
jump @RCHELI_1645 

:RCHELI_1638
jump @RCHELI_1524 

:RCHELI_1645
if 
  not Car.Wrecked($8048)
jf @RCHELI_1670 
Camera.OnVehicle($8048, 18, 2)

:RCHELI_1670
03EB: clear_small_messages_only 
03C3: set_timer_with_text_to $8049 type 0 text 'RCH1_5'  // Time:
03C4: set_status_text_to $8052 0 'RCH1_4'  // Checkpoints:
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
$8051 = 1 // $ = int 

:RCHELI_1720
if 
  $8052 > 0 // $ > int 
jf @RCHELI_6036 
wait 0 
if 
  2 > $8053 // int > $ 
jf @RCHELI_1921 
if 
  $8053 == 0 // $ == int 
jf @RCHELI_1799 
018A: $8133 = create_checkpoint_at $8073 $8074 $8075 
$8053 = 1 // $ = int 

:RCHELI_1799
if 
  not Car.Wrecked($8048)
jf @RCHELI_1921 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8073 $8074 $8075 
if 
01AF:   car $8048 0 $8073 $8074 $8075 radius 2.0 2.0 2.0 
jf @RCHELI_1921 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8133)
$8052 -= 1 // $ -= int 
$8053 = 2 // $ = int 

:RCHELI_1921
if 
  $8053 == 2 // $ == int 
jf @RCHELI_2118 
if 
  2 > $8054 // int > $ 
jf @RCHELI_2118 
if 
  $8054 == 0 // $ == int 
jf @RCHELI_1996 
018A: $8134 = create_checkpoint_at $8076 $8077 $8078 
$8054 = 1 // $ = int 

:RCHELI_1996
if 
  not Car.Wrecked($8048)
jf @RCHELI_2118 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8076 $8077 $8078 
if 
01AF:   car $8048 0 $8076 $8077 $8078 radius 2.0 2.0 2.0 
jf @RCHELI_2118 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8134)
$8052 -= 1 // $ -= int 
$8054 = 2 // $ = int 

:RCHELI_2118
if 
  $8054 == 2 // $ == int 
jf @RCHELI_2315 
if 
  2 > $8055 // int > $ 
jf @RCHELI_2315 
if 
  $8055 == 0 // $ == int 
jf @RCHELI_2193 
018A: $8135 = create_checkpoint_at $8079 $8080 $8081 
$8055 = 1 // $ = int 

:RCHELI_2193
if 
  not Car.Wrecked($8048)
jf @RCHELI_2315 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8079 $8080 $8081 
if 
01AF:   car $8048 0 $8079 $8080 $8081 radius 2.0 2.0 2.0 
jf @RCHELI_2315 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8135)
$8052 -= 1 // $ -= int 
$8055 = 2 // $ = int 

:RCHELI_2315
if 
  $8055 == 2 // $ == int 
jf @RCHELI_2512 
if 
  2 > $8056 // int > $ 
jf @RCHELI_2512 
if 
  $8056 == 0 // $ == int 
jf @RCHELI_2390 
018A: $8136 = create_checkpoint_at $8082 $8083 $8084 
$8056 = 1 // $ = int 

:RCHELI_2390
if 
  not Car.Wrecked($8048)
jf @RCHELI_2512 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8082 $8083 $8084 
if 
01AF:   car $8048 0 $8082 $8083 $8084 radius 2.0 2.0 2.0 
jf @RCHELI_2512 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8136)
$8052 -= 1 // $ -= int 
$8056 = 2 // $ = int 

:RCHELI_2512
if 
  $8056 == 2 // $ == int 
jf @RCHELI_2709 
if 
  2 > $8057 // int > $ 
jf @RCHELI_2709 
if 
  $8057 == 0 // $ == int 
jf @RCHELI_2587 
018A: $8137 = create_checkpoint_at $8085 $8086 $8087 
$8057 = 1 // $ = int 

:RCHELI_2587
if 
  not Car.Wrecked($8048)
jf @RCHELI_2709 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8085 $8086 $8087 
if 
01AF:   car $8048 0 $8085 $8086 $8087 radius 2.0 2.0 2.0 
jf @RCHELI_2709 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8137)
$8052 -= 1 // $ -= int 
$8057 = 2 // $ = int 

:RCHELI_2709
if 
  $8057 == 2 // $ == int 
jf @RCHELI_2906 
if 
  2 > $8058 // int > $ 
jf @RCHELI_2906 
if 
  $8058 == 0 // $ == int 
jf @RCHELI_2784 
018A: $8138 = create_checkpoint_at $8088 $8089 $8090 
$8058 = 1 // $ = int 

:RCHELI_2784
if 
  not Car.Wrecked($8048)
jf @RCHELI_2906 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8088 $8089 $8090 
if 
01AF:   car $8048 0 $8088 $8089 $8090 radius 2.0 2.0 2.0 
jf @RCHELI_2906 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8138)
$8052 -= 1 // $ -= int 
$8058 = 2 // $ = int 

:RCHELI_2906
if 
  $8058 == 2 // $ == int 
jf @RCHELI_3103 
if 
  2 > $8059 // int > $ 
jf @RCHELI_3103 
if 
  $8059 == 0 // $ == int 
jf @RCHELI_2981 
018A: $8139 = create_checkpoint_at $8091 $8092 $8093 
$8059 = 1 // $ = int 

:RCHELI_2981
if 
  not Car.Wrecked($8048)
jf @RCHELI_3103 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8091 $8092 $8093 
if 
01AF:   car $8048 0 $8091 $8092 $8093 radius 2.0 2.0 2.0 
jf @RCHELI_3103 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8139)
$8052 -= 1 // $ -= int 
$8059 = 2 // $ = int 

:RCHELI_3103
if 
  $8059 == 2 // $ == int 
jf @RCHELI_3300 
if 
  2 > $8060 // int > $ 
jf @RCHELI_3300 
if 
  $8060 == 0 // $ == int 
jf @RCHELI_3178 
018A: $8140 = create_checkpoint_at $8094 $8095 $8096 
$8060 = 1 // $ = int 

:RCHELI_3178
if 
  not Car.Wrecked($8048)
jf @RCHELI_3300 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8094 $8095 $8096 
if 
01AF:   car $8048 0 $8094 $8095 $8096 radius 2.0 2.0 2.0 
jf @RCHELI_3300 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8140)
$8052 -= 1 // $ -= int 
$8060 = 2 // $ = int 

:RCHELI_3300
if 
  $8060 == 2 // $ == int 
jf @RCHELI_3497 
if 
  2 > $8061 // int > $ 
jf @RCHELI_3497 
if 
  $8061 == 0 // $ == int 
jf @RCHELI_3375 
018A: $8141 = create_checkpoint_at $8097 $8098 $8099 
$8061 = 1 // $ = int 

:RCHELI_3375
if 
  not Car.Wrecked($8048)
jf @RCHELI_3497 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8097 $8098 $8099 
if 
01AF:   car $8048 0 $8097 $8098 $8099 radius 2.0 2.0 2.0 
jf @RCHELI_3497 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8141)
$8052 -= 1 // $ -= int 
$8061 = 2 // $ = int 

:RCHELI_3497
if 
  $8061 == 2 // $ == int 
jf @RCHELI_3694 
if 
  2 > $8062 // int > $ 
jf @RCHELI_3694 
if 
  $8062 == 0 // $ == int 
jf @RCHELI_3572 
018A: $8142 = create_checkpoint_at $8100 $8101 $8102 
$8062 = 1 // $ = int 

:RCHELI_3572
if 
  not Car.Wrecked($8048)
jf @RCHELI_3694 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8100 $8101 $8102 
if 
01AF:   car $8048 0 $8100 $8101 $8102 radius 2.0 2.0 2.0 
jf @RCHELI_3694 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8142)
$8052 -= 1 // $ -= int 
$8062 = 2 // $ = int 

:RCHELI_3694
if 
  $8062 == 2 // $ == int 
jf @RCHELI_3891 
if 
  2 > $8063 // int > $ 
jf @RCHELI_3891 
if 
  $8063 == 0 // $ == int 
jf @RCHELI_3769 
018A: $8143 = create_checkpoint_at $8103 $8104 $8105 
$8063 = 1 // $ = int 

:RCHELI_3769
if 
  not Car.Wrecked($8048)
jf @RCHELI_3891 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8103 $8104 $8105 
if 
01AF:   car $8048 0 $8103 $8104 $8105 radius 2.0 2.0 2.0 
jf @RCHELI_3891 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8143)
$8052 -= 1 // $ -= int 
$8063 = 2 // $ = int 

:RCHELI_3891
if 
  $8063 == 2 // $ == int 
jf @RCHELI_4088 
if 
  2 > $8064 // int > $ 
jf @RCHELI_4088 
if 
  $8064 == 0 // $ == int 
jf @RCHELI_3966 
018A: $8144 = create_checkpoint_at $8106 $8107 $8108 
$8064 = 1 // $ = int 

:RCHELI_3966
if 
  not Car.Wrecked($8048)
jf @RCHELI_4088 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8106 $8107 $8108 
if 
01AF:   car $8048 0 $8106 $8107 $8108 radius 2.0 2.0 2.0 
jf @RCHELI_4088 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8144)
$8052 -= 1 // $ -= int 
$8064 = 2 // $ = int 

:RCHELI_4088
if 
  $8064 == 2 // $ == int 
jf @RCHELI_4285 
if 
  2 > $8065 // int > $ 
jf @RCHELI_4285 
if 
  $8065 == 0 // $ == int 
jf @RCHELI_4163 
018A: $8145 = create_checkpoint_at $8109 $8110 $8111 
$8065 = 1 // $ = int 

:RCHELI_4163
if 
  not Car.Wrecked($8048)
jf @RCHELI_4285 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8109 $8110 $8111 
if 
01AF:   car $8048 0 $8109 $8110 $8111 radius 2.0 2.0 2.0 
jf @RCHELI_4285 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8145)
$8052 -= 1 // $ -= int 
$8065 = 2 // $ = int 

:RCHELI_4285
if 
  $8065 == 2 // $ == int 
jf @RCHELI_4482 
if 
  2 > $8066 // int > $ 
jf @RCHELI_4482 
if 
  $8066 == 0 // $ == int 
jf @RCHELI_4360 
018A: $8146 = create_checkpoint_at $8112 $8113 $8114 
$8066 = 1 // $ = int 

:RCHELI_4360
if 
  not Car.Wrecked($8048)
jf @RCHELI_4482 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8112 $8113 $8114 
if 
01AF:   car $8048 0 $8112 $8113 $8114 radius 2.0 2.0 2.0 
jf @RCHELI_4482 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8146)
$8052 -= 1 // $ -= int 
$8066 = 2 // $ = int 

:RCHELI_4482
if 
  $8066 == 2 // $ == int 
jf @RCHELI_4679 
if 
  2 > $8067 // int > $ 
jf @RCHELI_4679 
if 
  $8067 == 0 // $ == int 
jf @RCHELI_4557 
018A: $8147 = create_checkpoint_at $8115 $8116 $8117 
$8067 = 1 // $ = int 

:RCHELI_4557
if 
  not Car.Wrecked($8048)
jf @RCHELI_4679 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8115 $8116 $8117 
if 
01AF:   car $8048 0 $8115 $8116 $8117 radius 2.0 2.0 2.0 
jf @RCHELI_4679 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8147)
$8052 -= 1 // $ -= int 
$8067 = 2 // $ = int 

:RCHELI_4679
if 
  $8067 == 2 // $ == int 
jf @RCHELI_4876 
if 
  2 > $8068 // int > $ 
jf @RCHELI_4876 
if 
  $8068 == 0 // $ == int 
jf @RCHELI_4754 
018A: $8148 = create_checkpoint_at $8118 $8119 $8120 
$8068 = 1 // $ = int 

:RCHELI_4754
if 
  not Car.Wrecked($8048)
jf @RCHELI_4876 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8118 $8119 $8120 
if 
01AF:   car $8048 0 $8118 $8119 $8120 radius 2.0 2.0 2.0 
jf @RCHELI_4876 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8148)
$8052 -= 1 // $ -= int 
$8068 = 2 // $ = int 

:RCHELI_4876
if 
  $8068 == 2 // $ == int 
jf @RCHELI_5073 
if 
  2 > $8069 // int > $ 
jf @RCHELI_5073 
if 
  $8069 == 0 // $ == int 
jf @RCHELI_4951 
018A: $8149 = create_checkpoint_at $8121 $8122 $8123 
$8069 = 1 // $ = int 

:RCHELI_4951
if 
  not Car.Wrecked($8048)
jf @RCHELI_5073 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8121 $8122 $8123 
if 
01AF:   car $8048 0 $8121 $8122 $8123 radius 2.0 2.0 2.0 
jf @RCHELI_5073 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8149)
$8052 -= 1 // $ -= int 
$8069 = 2 // $ = int 

:RCHELI_5073
if 
  $8069 == 2 // $ == int 
jf @RCHELI_5270 
if 
  2 > $8070 // int > $ 
jf @RCHELI_5270 
if 
  $8070 == 0 // $ == int 
jf @RCHELI_5148 
018A: $8150 = create_checkpoint_at $8124 $8125 $8126 
$8070 = 1 // $ = int 

:RCHELI_5148
if 
  not Car.Wrecked($8048)
jf @RCHELI_5270 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8124 $8125 $8126 
if 
01AF:   car $8048 0 $8124 $8125 $8126 radius 2.0 2.0 2.0 
jf @RCHELI_5270 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8150)
$8052 -= 1 // $ -= int 
$8070 = 2 // $ = int 

:RCHELI_5270
if 
  $8070 == 2 // $ == int 
jf @RCHELI_5467 
if 
  2 > $8071 // int > $ 
jf @RCHELI_5467 
if 
  $8071 == 0 // $ == int 
jf @RCHELI_5345 
018A: $8151 = create_checkpoint_at $8127 $8128 $8129 
$8071 = 1 // $ = int 

:RCHELI_5345
if 
  not Car.Wrecked($8048)
jf @RCHELI_5467 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8127 $8128 $8129 
if 
01AF:   car $8048 0 $8127 $8128 $8129 radius 2.0 2.0 2.0 
jf @RCHELI_5467 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8151)
$8052 -= 1 // $ -= int 
$8071 = 2 // $ = int 

:RCHELI_5467
if 
  $8071 == 2 // $ == int 
jf @RCHELI_5664 
if 
  2 > $8072 // int > $ 
jf @RCHELI_5664 
if 
  $8072 == 0 // $ == int 
jf @RCHELI_5542 
018A: $8152 = create_checkpoint_at $8130 $8131 $8132 
$8072 = 1 // $ = int 

:RCHELI_5542
if 
  not Car.Wrecked($8048)
jf @RCHELI_5664 
024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8130 $8131 $8132 
if 
01AF:   car $8048 0 $8130 $8131 $8132 radius 2.0 2.0 2.0 
jf @RCHELI_5664 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8152)
$8052 -= 1 // $ -= int 
$8072 = 2 // $ = int 

:RCHELI_5664
if 
  $8052 == 0 // $ == int 
jf @RCHELI_5730 
if 
  not Car.Wrecked($8047)
jf @RCHELI_5730 
if 
  $8049 > 0 // $ > int 
jf @RCHELI_5730 
020A: set_car $8047 door_status_to 1 
jump @RCHELI_6061 

:RCHELI_5730
if 
  not Car.Wrecked($8048)
jf @RCHELI_5837 
if 
80B0:   not car $8048 0 -1881.576 -1612.496 -979.9678 -582.2634 
jf @RCHELI_5837 
if 
00B0:   car $8048 0 -2104.88 -1655.804 -866.489 -430.5 
jf @RCHELI_5837 
00BC: text_highpriority 'RCH1_12' time 3000 1  // ~g~The RC helicopter is getting too far out of range!

:RCHELI_5837
if 
  not Car.Wrecked($8048)
jf @RCHELI_5915 
if 
80B0:   not car $8048 0 -2104.88 -1655.804 -866.489 -430.5 
jf @RCHELI_5915 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCH1_13' time 5000 1  // ~r~The RC helicopter went out of range!
jump @RCHELI_6036 

:RCHELI_5915
if 
  Car.Wrecked($8047)
jf @RCHELI_5955 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
04DB: exit_rc_mode 
jump @RCHELI_6036 

:RCHELI_5955
if 
  $8051 == 1 // $ == int 
jf @RCHELI_6029 
if 
  Car.Wrecked($8048)
jf @RCHELI_6029 
if 
   not $8052 == 0 // $ == int 
jf @RCHELI_6029 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RCHELI_6036 

:RCHELI_6029
jump @RCHELI_1720 

:RCHELI_6036
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
Player.WantedLevel($PLAYER_CHAR) = $8050
return 

:RCHELI_6061
$398 = 1 // $ = int 
0084: $8153 = $8049 // $ = $ int 
$8153 /= 1000 // $ /= int 
042E: register_lowest_int_stat 5 to $8153 
0084: $8154 = $8153 // $ = $ int 
$8154 /= 60 // $ /= int 
0084: $8155 = $8154 // $ = $ int 
$8155 *= 60 // $ *= int 
0060: $8153 -= $8155 // $ -= $ int 
if 
  $8153 >= 10 // $ >= int 
jf @RCHELI_6175 
02FD: text_2numbers_highpriority 'RCH1_9' $8154 $8153 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCHELI_6196 

:RCHELI_6175
02FD: text_2numbers_highpriority 'RCH1_10' $8154 $8153 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCHELI_6196
if 
  $8156 == 0 // $ == int 
jf @RCHELI_6227 
030C: progress_made += 1 
0595: mission_complete 
$8156 = 1 // $ = int 

:RCHELI_6227
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Player.Money($PLAYER_CHAR) += 100
return 

:RCHELI_6262
$ONMISSION = 0 // $ = int 
$1084 = 0 // $ = int 
014F: stop_timer $8049 
0151: remove_status_text $8052 
04DB: exit_rc_mode 
if 
  not Car.Wrecked($8047)
jf @RCHELI_6311 
020A: set_car $8047 door_status_to 1 

:RCHELI_6311
Model.Destroy(#RCRAIDER)
Model.Destroy(#INFERNUS)
Marker.Disable($8133)
Marker.Disable($8134)
Marker.Disable($8135)
Marker.Disable($8136)
Marker.Disable($8137)
Marker.Disable($8138)
Marker.Disable($8139)
Marker.Disable($8140)
Marker.Disable($8141)
Marker.Disable($8142)
Marker.Disable($8143)
Marker.Disable($8144)
Marker.Disable($8145)
Marker.Disable($8146)
Marker.Disable($8147)
Marker.Disable($8148)
Marker.Disable($8149)
Marker.Disable($8150)
Marker.Disable($8151)
Marker.Disable($8152)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$397 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 94---------------
// Originally: RC Bandit Race

:RCRACE1
script_name 'RCRACE1' 
gosub @RCRACE1_46 
if 
  wasted_or_busted 
jf @RCRACE1_37 
gosub @RCRACE1_4896 

:RCRACE1_37
gosub @RCRACE1_5107 
terminate_this_script 

:RCRACE1_46
$ONMISSION = 1 // $ = int 
$1084 = 1 // $ = int 
if 
  $8241 == 0 // $ == int 
jf @RCRACE1_80 
increment_mission_attempts 

:RCRACE1_80
wait 0 
054C: use_GXT_table 'RCRACE1' 
$8236 = 50 // $ = int 
$8242 = 720.21 // $ = float 
$8243 = 723.979 // $ = float 
$8244 = 11.095 // $ = float 
$8245 = 772.386 // $ = float 
$8246 = 737.37 // $ = float 
$8247 = 15.651 // $ = float 
$8248 = 801.8997 // $ = float 
$8249 = 755.155 // $ = float 
$8250 = 14.029 // $ = float 
$8251 = 818.443 // $ = float 
$8252 = 723.4467 // $ = float 
$8253 = 13.89174 // $ = float 
$8254 = 789.7374 // $ = float 
$8255 = 689.6965 // $ = float 
$8256 = 13.68476 // $ = float 
$8257 = 840.7286 // $ = float 
$8258 = 673.7933 // $ = float 
$8259 = 12.00719 // $ = float 
$8260 = 881.6089 // $ = float 
$8261 = 694.4305 // $ = float 
$8262 = 11.47722 // $ = float 
$8263 = 869.6669 // $ = float 
$8264 = 734.155 // $ = float 
$8265 = 18.03658 // $ = float 
$8266 = 857.4133 // $ = float 
$8267 = 775.2335 // $ = float 
$8268 = 11.75751 // $ = float 
$8269 = 879.8929 // $ = float 
$8270 = 804.4685 // $ = float 
$8271 = 12.73355 // $ = float 
$8272 = 888.0801 // $ = float 
$8273 = 838.5257 // $ = float 
$8274 = 13.69488 // $ = float 
$8275 = 874.35 // $ = float 
$8276 = 866.9433 // $ = float 
$8277 = 13.12859 // $ = float 
$8278 = 815.8032 // $ = float 
$8279 = 881.502 // $ = float 
$8280 = 11.89595 // $ = float 
$8281 = 808.4997 // $ = float 
$8282 = 851.3824 // $ = float 
$8283 = 9.721323 // $ = float 
$8284 = 824.7369 // $ = float 
$8285 = 827.1093 // $ = float 
$8286 = 8.638121 // $ = float 
$8287 = 795.3524 // $ = float 
$8288 = 821.6034 // $ = float 
$8289 = 10.47627 // $ = float 
$8290 = 766.2229 // $ = float 
$8291 = 835.0671 // $ = float 
$8292 = 12.00815 // $ = float 
$8293 = 750.0553 // $ = float 
$8294 = 882.0937 // $ = float 
$8295 = 13.63987 // $ = float 
$8296 = 726.0835 // $ = float 
$8297 = 840.0163 // $ = float 
$8298 = 14.14287 // $ = float 
$8299 = 756.2438 // $ = float 
$8300 = 792.2355 // $ = float 
$8301 = 17.65154 // $ = float 
$8302 = 727.5995 // $ = float 
$8303 = 775.9979 // $ = float 
$8304 = 11.35199 // $ = float 
$8305 = 700.1736 // $ = float 
$8306 = 800.7557 // $ = float 
$8307 = 12.54427 // $ = float 
$8308 = 673.1154 // $ = float 
$8309 = 831.9152 // $ = float 
$8310 = 14.80559 // $ = float 
$8311 = 672.1528 // $ = float 
$8312 = 798.6282 // $ = float 
$8313 = 12.67831 // $ = float 
$8314 = 692.795 // $ = float 
$8315 = 761.6599 // $ = float 
$8316 = 10.67259 // $ = float 
$8317 = 741.0423 // $ = float 
$8318 = 716.2507 // $ = float 
$8319 = 11.22578 // $ = float 
$8320 = 772.386 // $ = float 
$8321 = 737.37 // $ = float 
$8322 = 15.651 // $ = float 
$8323 = 801.8997 // $ = float 
$8324 = 755.155 // $ = float 
$8325 = 14.029 // $ = float 
$8326 = 818.443 // $ = float 
$8327 = 723.4467 // $ = float 
$8328 = 13.89174 // $ = float 
$8329 = 789.7374 // $ = float 
$8330 = 689.6965 // $ = float 
$8331 = 13.68476 // $ = float 
$8332 = 840.7286 // $ = float 
$8333 = 673.7933 // $ = float 
$8334 = 12.00719 // $ = float 
$8335 = 881.6089 // $ = float 
$8336 = 694.4305 // $ = float 
$8337 = 11.47722 // $ = float 
$8338 = 869.6669 // $ = float 
$8339 = 734.155 // $ = float 
$8340 = 18.03658 // $ = float 
$8341 = 857.4133 // $ = float 
$8342 = 775.2335 // $ = float 
$8343 = 11.75751 // $ = float 
$8344 = 879.8929 // $ = float 
$8345 = 804.4685 // $ = float 
$8346 = 12.73355 // $ = float 
$8347 = 888.0801 // $ = float 
$8348 = 838.5257 // $ = float 
$8349 = 13.69488 // $ = float 
$8350 = 874.35 // $ = float 
$8351 = 866.9433 // $ = float 
$8352 = 13.12859 // $ = float 
$8353 = 815.8032 // $ = float 
$8354 = 881.502 // $ = float 
$8355 = 11.89595 // $ = float 
$8356 = 808.4997 // $ = float 
$8357 = 851.3824 // $ = float 
$8358 = 9.721323 // $ = float 
$8359 = 824.7369 // $ = float 
$8360 = 827.1093 // $ = float 
$8361 = 8.638121 // $ = float 
$8362 = 795.3524 // $ = float 
$8363 = 821.6034 // $ = float 
$8364 = 10.47627 // $ = float 
$8365 = 766.2229 // $ = float 
$8366 = 835.0671 // $ = float 
$8367 = 12.00815 // $ = float 
$8368 = 750.0553 // $ = float 
$8369 = 882.0937 // $ = float 
$8370 = 13.63987 // $ = float 
$8371 = 726.0835 // $ = float 
$8372 = 840.0163 // $ = float 
$8373 = 14.14287 // $ = float 
$8374 = 756.2438 // $ = float 
$8375 = 792.2355 // $ = float 
$8376 = 17.65154 // $ = float 
$8377 = 727.5995 // $ = float 
$8378 = 775.9979 // $ = float 
$8379 = 11.35199 // $ = float 
$8380 = 700.1736 // $ = float 
$8381 = 800.7557 // $ = float 
$8382 = 12.54427 // $ = float 
$8383 = 673.1154 // $ = float 
$8384 = 831.9152 // $ = float 
$8385 = 14.80559 // $ = float 
$8386 = 672.1528 // $ = float 
$8387 = 798.6282 // $ = float 
$8388 = 12.67831 // $ = float 
$8389 = 692.795 // $ = float 
$8390 = 761.6599 // $ = float 
$8391 = 10.67259 // $ = float 
$8392 = 741.0423 // $ = float 
$8393 = 716.2507 // $ = float 
$8394 = 11.22578 // $ = float 
$8175 = 740.8333 // $ = float 
$8176 = 721.5853 // $ = float 
$8177 = 11.0126 // $ = float 
$8178 = 740.5471 // $ = float 
$8179 = 718.5853 // $ = float 
$8180 = 11.0884 // $ = float 
$8181 = 740.2183 // $ = float 
$8182 = 715.5853 // $ = float 
$8183 = 11.1233 // $ = float 
$8160 = 262.9725 // $ = float 
$8227 = 0 // $ = int 
$8223 = 0 // $ = int 
$8224 = 0 // $ = int 
$8225 = 0 // $ = int 
$8226 = 0 // $ = int 
$8164 = 3.5 // $ = float 
$8165 = 3.5 // $ = float 
$8166 = 3.5 // $ = float 
$8395 = 0 // $ = int 
$8396 = 0 // $ = int 
$8397 = 0 // $ = int 
$8398 = 2 // $ = int 
$8399 = 1 // $ = int 
$8400 = 0 // $ = int 
Model.Load(#RCBANDIT)

:RCRACE1_1843
if 
  not Model.Available(#RCBANDIT)
jf @RCRACE1_1870 
wait 0 
jump @RCRACE1_1843 

:RCRACE1_1870
$8240 = Player.WantedLevel($PLAYER_CHAR)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
00DA: $8213 = player $PLAYER_CHAR car 
$8240 = Player.WantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 757.152 811.371 500.0 range 500.0 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 
$8219 = Player.RC_car($PLAYER_CHAR)
04D6: enable_rc_car_detonation 0 
0229: set_car $8219 color_to 4 1 
Car.Create($8214, #RCBANDIT, $8175, $8176, $8177)
0229: set_car $8214 color_to 3 1 
03AB: set_car $8214 strong 1 
03ED: set_car $8214 not_damaged_when_upside_down 1 
Car.Angle($8214) = $8160
Car.SetToNormalDriver($8214)
00AE: set_vehicle $8214 traffic_behavior_to 2 
Car.SetMaxSpeed($8214, 26.0)
Car.ImmuneToNonPlayer($8214, True)
04E0: car $8214 abandon_path_radius 1 
Car.Create($8215, #RCBANDIT, $8178, $8179, $8180)
0229: set_car $8215 color_to 2 1 
03AB: set_car $8215 strong 1 
03ED: set_car $8215 not_damaged_when_upside_down 1 
Car.Angle($8215) = $8160
Car.SetToNormalDriver($8215)
00AE: set_vehicle $8215 traffic_behavior_to 2 
Car.SetMaxSpeed($8215, 20.0)
Car.ImmuneToNonPlayer($8215, True)
04E0: car $8215 abandon_path_radius 1 
Car.Create($8216, #RCBANDIT, $8181, $8182, $8183)
0229: set_car $8216 color_to 6 1 
03AB: set_car $8216 strong 1 
03ED: set_car $8216 not_damaged_when_upside_down 1 
Car.Angle($8216) = $8160
Car.SetToNormalDriver($8216)
00AE: set_vehicle $8216 traffic_behavior_to 2 
Car.SetMaxSpeed($8216, 23.0)
Car.ImmuneToNonPlayer($8216, True)
04E0: car $8216 abandon_path_radius 1 
Camera.SetPosition(742.2905, 724.4449, 12.35194, 0.0, 0.0, 0.0)
Camera.PointAt(742.1665, 723.5028, 12.04059, 2)
00C0: set_current_time 10 0 
set_weather 4 
fade 1 2000 

:RCRACE1_2307
if 
  fading 
jf @RCRACE1_2331 
wait 0 
jump @RCRACE1_2307 

:RCRACE1_2331
TIMERA = 0 // @ = int 

:RCRACE1_2338
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2407 
wait 0 
00BC: text_highpriority 'RCR1_1' time 5000 2  // ~g~Compete in a checkpoint race with 3 other RC Cars.
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2400 
jump @RCRACE1_2661 

:RCRACE1_2400
jump @RCRACE1_2338 

:RCRACE1_2407
Camera.SetPosition(893.1815, 624.3833, 41.4995, 0.0, 0.0, 0.0)
Camera.PointAt(892.6742, 625.2084, 41.25115, 2)
TIMERA = 0 // @ = int 

:RCRACE1_2465
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2534 
wait 0 
00BC: text_highpriority 'RCR1_2' time 5000 2  // ~g~Be the first to complete two laps of the track to win!
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2527 
jump @RCRACE1_2661 

:RCRACE1_2527
jump @RCRACE1_2465 

:RCRACE1_2534
Camera.SetPosition(743.5344, 710.3741, 12.71469, 0.0, 0.0, 0.0)
Camera.PointAt(743.0029, 711.2059, 12.55033, 2)
TIMERA = 0 // @ = int 

:RCRACE1_2592
if 
  5000 > TIMERA // int > @ 
jf @RCRACE1_2661 
wait 0 
00BC: text_highpriority 'RCR1_3' time 5000 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car.
if 
00E1:   player 0 pressed_button 16 
jf @RCRACE1_2654 
jump @RCRACE1_2661 

:RCRACE1_2654
jump @RCRACE1_2592 

:RCRACE1_2661
if 
  not Car.Wrecked($8219)
jf @RCRACE1_2697 
03EB: clear_small_messages_only 
Camera.OnVehicle($8219, 3, 2)
02A3: enable_widescreen 0 
wait 500 

:RCRACE1_2697
0084: $8237 = $8236 // $ = $ int 
$8237 -= 1 // $ -= int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03C4: set_status_text_to $8398 0 'RCR1_4'  // laps left:
if 
  Car.Wrecked($8214)
jf @RCRACE1_2933 
jump @RCRACE1_4896 

:RCRACE1_2933
if 
  Car.Wrecked($8215)
jf @RCRACE1_2956 
jump @RCRACE1_4896 

:RCRACE1_2956
if 
  Car.Wrecked($8216)
jf @RCRACE1_2979 
jump @RCRACE1_4896 

:RCRACE1_2979
gosub @RCRACE1_5192 
0086: $8187 = $8202 // $ = $ float 
0086: $8188 = $8203 // $ = $ float 
0086: $8189 = $8204 // $ = $ float 
0086: $8190 = $8205 // $ = $ float 
0086: $8191 = $8206 // $ = $ float 
0086: $8192 = $8207 // $ = $ float 
0086: $8193 = $8202 // $ = $ float 
0086: $8194 = $8203 // $ = $ float 
0086: $8195 = $8204 // $ = $ float 
0086: $8196 = $8202 // $ = $ float 
0086: $8197 = $8203 // $ = $ float 
0086: $8198 = $8204 // $ = $ float 
0086: $8199 = $8202 // $ = $ float 
0086: $8200 = $8203 // $ = $ float 
0086: $8201 = $8204 // $ = $ float 
018A: $8208 = create_checkpoint_at $8187 $8188 $8189 
0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 display 2 
0166: set_marker $8209 brightness_to 1 
Car.DriveTo($8214, $8193, $8194, $8195)
Car.DriveTo($8215, $8196, $8197, $8198)
Car.DriveTo($8216, $8199, $8200, $8201)
$8229 = 0 // $ = int 
03C3: set_timer_with_text_to $8229 type 0 text 'RCH1_5'  // Time:
if 
  Car.Wrecked($8219)
jf @RCRACE1_3232 
jump @RCRACE1_4896 

:RCRACE1_3232
if 
001C:   $8236 > $8223 // $ > $ int 
jf @RCRACE1_4889 
wait 0 
0395: clear_area 1 at -447.8 1442.95 10.0 range 120.0 
$8228 = 0 // $ = int 
if 
  not Car.Wrecked($8219)
jf @RCRACE1_3526 
if 
01AD:   car $8219 sphere 0 near_point $8187 $8188 radius 4.2 4.2 
jf @RCRACE1_3526 
$8223 += 1 // $ += int 
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8208)
Marker.Disable($8209)
0084: $8227 = $8223 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8187 = $8202 // $ = $ float 
0086: $8188 = $8203 // $ = $ float 
0086: $8189 = $8204 // $ = $ float 
0086: $8190 = $8205 // $ = $ float 
0086: $8191 = $8206 // $ = $ float 
0086: $8192 = $8207 // $ = $ float 
if 
003A:   $8223 == $8236 // $ == $ int 
jf @RCRACE1_3461 
jump @RCRACE1_4913 

:RCRACE1_3461
018A: $8208 = create_checkpoint_at $8187 $8188 $8189 
if 
803A:   not  $8223 == $8237 // $ == $ int 
jf @RCRACE1_3526 
0167: $8209 = create_marker_at $8190 $8191 $8192 color 5 display 2 
0166: set_marker $8209 brightness_to 1 
0168: set_marker $8209 size 2 

:RCRACE1_3526
if 
  not Car.Wrecked($8214)
jf @RCRACE1_3818 
0084: $8218 = $8214 // $ = $ int 
0084: $8227 = $8224 // $ = $ int 
0086: $8184 = $8175 // $ = $ float 
0086: $8185 = $8176 // $ = $ float 
0086: $8186 = $8177 // $ = $ float 
0084: $8234 = $8230 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8175 = $8184 // $ = $ float 
0086: $8176 = $8185 // $ = $ float 
0086: $8177 = $8186 // $ = $ float 
0084: $8230 = $8234 // $ = $ int 
if 
  not Car.Wrecked($8214)
jf @RCRACE1_3818 
if 
01AD:   car $8214 sphere 0 near_point $8193 $8194 radius $8164 $8164 
jf @RCRACE1_3818 
$8224 += 1 // $ += int 
0084: $8227 = $8224 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8193 = $8202 // $ = $ float 
0086: $8194 = $8203 // $ = $ float 
0086: $8195 = $8204 // $ = $ float 
if 
003A:   $8224 == $8236 // $ == $ int 
jf @RCRACE1_3762 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_3762
if 
  $8164 == 7.0 // $ == float 
jf @RCRACE1_3804 
Car.DriveTo($8214, $8193, $8194, $8195)
jump @RCRACE1_3818 

:RCRACE1_3804
02C2: car $8214 drive_to_point $8193 $8194 $8195 

:RCRACE1_3818
if 
  not Car.Wrecked($8215)
jf @RCRACE1_4110 
0084: $8218 = $8215 // $ = $ int 
0084: $8227 = $8225 // $ = $ int 
0086: $8184 = $8178 // $ = $ float 
0086: $8185 = $8179 // $ = $ float 
0086: $8186 = $8180 // $ = $ float 
0084: $8234 = $8231 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8178 = $8184 // $ = $ float 
0086: $8179 = $8185 // $ = $ float 
0086: $8180 = $8186 // $ = $ float 
0084: $8231 = $8234 // $ = $ int 
if 
  not Car.Wrecked($8215)
jf @RCRACE1_4110 
if 
01AD:   car $8215 sphere 0 near_point $8196 $8197 radius $8165 $8165 
jf @RCRACE1_4110 
$8225 += 1 // $ += int 
0084: $8227 = $8225 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8196 = $8202 // $ = $ float 
0086: $8197 = $8203 // $ = $ float 
0086: $8198 = $8204 // $ = $ float 
if 
003A:   $8225 == $8236 // $ == $ int 
jf @RCRACE1_4054 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_4054
if 
  $8165 == 7.0 // $ == float 
jf @RCRACE1_4096 
Car.DriveTo($8215, $8196, $8197, $8198)
jump @RCRACE1_4110 

:RCRACE1_4096
02C2: car $8215 drive_to_point $8196 $8197 $8198 

:RCRACE1_4110
if 
  not Car.Wrecked($8216)
jf @RCRACE1_4402 
0084: $8218 = $8216 // $ = $ int 
0084: $8227 = $8226 // $ = $ int 
0086: $8184 = $8181 // $ = $ float 
0086: $8185 = $8182 // $ = $ float 
0086: $8186 = $8183 // $ = $ float 
0084: $8234 = $8232 // $ = $ int 
gosub @RCRACE1_8494 
0086: $8181 = $8184 // $ = $ float 
0086: $8182 = $8185 // $ = $ float 
0086: $8183 = $8186 // $ = $ float 
0084: $8232 = $8234 // $ = $ int 
if 
  not Car.Wrecked($8216)
jf @RCRACE1_4402 
if 
01AD:   car $8216 sphere 0 near_point $8199 $8200 radius $8166 $8166 
jf @RCRACE1_4402 
$8226 += 1 // $ += int 
0084: $8227 = $8226 // $ = $ int 
gosub @RCRACE1_5192 
0086: $8199 = $8202 // $ = $ float 
0086: $8200 = $8203 // $ = $ float 
0086: $8201 = $8204 // $ = $ float 
if 
003A:   $8226 == $8236 // $ == $ int 
jf @RCRACE1_4346 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCRACE1_4896 

:RCRACE1_4346
if 
  $8166 == 7.0 // $ == float 
jf @RCRACE1_4388 
Car.DriveTo($8216, $8199, $8200, $8201)
jump @RCRACE1_4402 

:RCRACE1_4388
02C2: car $8216 drive_to_point $8199 $8200 $8201 

:RCRACE1_4402
if 
  $8228 == 0 // $ == int 
jf @RCRACE1_4434 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RCRACE1_4434
if 
  $8228 == 1 // $ == int 
jf @RCRACE1_4466 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RCRACE1_4466
if 
  $8228 == 2 // $ == int 
jf @RCRACE1_4498 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RCRACE1_4498
if 
  $8228 == 3 // $ == int 
jf @RCRACE1_4530 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RCRACE1_4530
if 
003A:   $8223 == $8237 // $ == $ int 
jf @RCRACE1_4582 
04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 100 5 5 
jump @RCRACE1_4611 

:RCRACE1_4582
04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 255 137 205 

:RCRACE1_4611
if 
  Car.Wrecked($8219)
jf @RCRACE1_4634 
jump @RCRACE1_4896 

:RCRACE1_4634
if 
  $8223 > 24 // $ > int 
jf @RCRACE1_4697 
if 
  $8400 == 0 // $ == int 
jf @RCRACE1_4697 
0151: remove_status_text $8398 
03C4: set_status_text_to $8399 0 'RCR1_4'  // laps left:
$8400 = 1 // $ = int 

:RCRACE1_4697
if 
  not Car.Wrecked($8219)
jf @RCRACE1_4804 
if 
80B0:   not car $8219 0 595.94 930.07 950.085 606.168 
jf @RCRACE1_4804 
if 
00B0:   car $8219 0 473.016 1102.161 939.0 217.567 
jf @RCRACE1_4804 
00BC: text_highpriority 'RCR1_6' time 3000 1  // ~g~Your RC Car is going out of range!

:RCRACE1_4804
if 
  not Car.Wrecked($8219)
jf @RCRACE1_4882 
if 
80B0:   not car $8219 0 473.016 1102.161 939.0 217.567 
jf @RCRACE1_4882 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCR1_7' time 5000 1  // ~r~Your RC Car went out of range!
jump @RCRACE1_4896 

:RCRACE1_4882
jump @RCRACE1_3232 

:RCRACE1_4889
jump @RCRACE1_4913 

:RCRACE1_4896
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:RCRACE1_4913
0084: $8395 = $8229 // $ = $ int 
$8395 /= 1000 // $ /= int 
042E: register_lowest_int_stat 4 to $8395 
0084: $8397 = $8395 // $ = $ int 
$8397 /= 60 // $ /= int 
0084: $8396 = $8397 // $ = $ int 
$8396 *= 60 // $ *= int 
0060: $8395 -= $8396 // $ -= $ int 
if 
  $8395 >= 10 // $ >= int 
jf @RCRACE1_5020 
02FD: text_2numbers_highpriority 'RCH1_9' $8397 $8395 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCRACE1_5041 

:RCRACE1_5020
02FD: text_2numbers_highpriority 'RCH1_10' $8397 $8395 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCRACE1_5041
if 
  $8241 == 0 // $ == int 
jf @RCRACE1_5072 
030C: progress_made += 1 
0595: mission_complete 
$8241 = 1 // $ = int 

:RCRACE1_5072
Player.Money($PLAYER_CHAR) += 100
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:RCRACE1_5107
04DB: exit_rc_mode 
Marker.Disable($8208)
Marker.Disable($8209)
Model.Destroy(#RCBANDIT)
Car.Destroy($8214)
Car.Destroy($8215)
Car.Destroy($8216)
014F: stop_timer $8229 
$ONMISSION = 0 // $ = int 
$1084 = 0 // $ = int 
$399 = 1 // $ = int 
04D6: enable_rc_car_detonation 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0151: remove_status_text $8398 
0151: remove_status_text $8399 
01B7: release_weather 
mission_cleanup 
return 

:RCRACE1_5192
if 
  $8227 == 0 // $ == int 
jf @RCRACE1_5258 
0086: $8202 = $8245 // $ = $ float 
0086: $8203 = $8246 // $ = $ float 
0086: $8204 = $8247 // $ = $ float 
0086: $8205 = $8248 // $ = $ float 
0086: $8206 = $8249 // $ = $ float 
0086: $8207 = $8250 // $ = $ float 

:RCRACE1_5258
if 
  $8227 == 1 // $ == int 
jf @RCRACE1_5324 
0086: $8202 = $8248 // $ = $ float 
0086: $8203 = $8249 // $ = $ float 
0086: $8204 = $8250 // $ = $ float 
0086: $8205 = $8251 // $ = $ float 
0086: $8206 = $8252 // $ = $ float 
0086: $8207 = $8253 // $ = $ float 

:RCRACE1_5324
if 
  $8227 == 2 // $ == int 
jf @RCRACE1_5390 
0086: $8202 = $8251 // $ = $ float 
0086: $8203 = $8252 // $ = $ float 
0086: $8204 = $8253 // $ = $ float 
0086: $8205 = $8254 // $ = $ float 
0086: $8206 = $8255 // $ = $ float 
0086: $8207 = $8256 // $ = $ float 

:RCRACE1_5390
if 
  $8227 == 3 // $ == int 
jf @RCRACE1_5456 
0086: $8202 = $8254 // $ = $ float 
0086: $8203 = $8255 // $ = $ float 
0086: $8204 = $8256 // $ = $ float 
0086: $8205 = $8257 // $ = $ float 
0086: $8206 = $8258 // $ = $ float 
0086: $8207 = $8259 // $ = $ float 

:RCRACE1_5456
if 
  $8227 == 4 // $ == int 
jf @RCRACE1_5522 
0086: $8202 = $8257 // $ = $ float 
0086: $8203 = $8258 // $ = $ float 
0086: $8204 = $8259 // $ = $ float 
0086: $8205 = $8260 // $ = $ float 
0086: $8206 = $8261 // $ = $ float 
0086: $8207 = $8262 // $ = $ float 

:RCRACE1_5522
if 
  $8227 == 5 // $ == int 
jf @RCRACE1_5588 
0086: $8202 = $8260 // $ = $ float 
0086: $8203 = $8261 // $ = $ float 
0086: $8204 = $8262 // $ = $ float 
0086: $8205 = $8263 // $ = $ float 
0086: $8206 = $8264 // $ = $ float 
0086: $8207 = $8265 // $ = $ float 

:RCRACE1_5588
if 
  $8227 == 6 // $ == int 
jf @RCRACE1_5654 
0086: $8202 = $8263 // $ = $ float 
0086: $8203 = $8264 // $ = $ float 
0086: $8204 = $8265 // $ = $ float 
0086: $8205 = $8266 // $ = $ float 
0086: $8206 = $8267 // $ = $ float 
0086: $8207 = $8268 // $ = $ float 

:RCRACE1_5654
if 
  $8227 == 7 // $ == int 
jf @RCRACE1_5720 
0086: $8202 = $8266 // $ = $ float 
0086: $8203 = $8267 // $ = $ float 
0086: $8204 = $8268 // $ = $ float 
0086: $8205 = $8269 // $ = $ float 
0086: $8206 = $8270 // $ = $ float 
0086: $8207 = $8271 // $ = $ float 

:RCRACE1_5720
if 
  $8227 == 8 // $ == int 
jf @RCRACE1_5786 
0086: $8202 = $8269 // $ = $ float 
0086: $8203 = $8270 // $ = $ float 
0086: $8204 = $8271 // $ = $ float 
0086: $8205 = $8272 // $ = $ float 
0086: $8206 = $8273 // $ = $ float 
0086: $8207 = $8274 // $ = $ float 

:RCRACE1_5786
if 
  $8227 == 9 // $ == int 
jf @RCRACE1_5852 
0086: $8202 = $8272 // $ = $ float 
0086: $8203 = $8273 // $ = $ float 
0086: $8204 = $8274 // $ = $ float 
0086: $8205 = $8275 // $ = $ float 
0086: $8206 = $8276 // $ = $ float 
0086: $8207 = $8277 // $ = $ float 

:RCRACE1_5852
if 
  $8227 == 10 // $ == int 
jf @RCRACE1_5918 
0086: $8202 = $8275 // $ = $ float 
0086: $8203 = $8276 // $ = $ float 
0086: $8204 = $8277 // $ = $ float 
0086: $8205 = $8278 // $ = $ float 
0086: $8206 = $8279 // $ = $ float 
0086: $8207 = $8280 // $ = $ float 

:RCRACE1_5918
if 
  $8227 == 11 // $ == int 
jf @RCRACE1_5984 
0086: $8202 = $8278 // $ = $ float 
0086: $8203 = $8279 // $ = $ float 
0086: $8204 = $8280 // $ = $ float 
0086: $8205 = $8281 // $ = $ float 
0086: $8206 = $8282 // $ = $ float 
0086: $8207 = $8283 // $ = $ float 

:RCRACE1_5984
if 
  $8227 == 12 // $ == int 
jf @RCRACE1_6050 
0086: $8202 = $8281 // $ = $ float 
0086: $8203 = $8282 // $ = $ float 
0086: $8204 = $8283 // $ = $ float 
0086: $8205 = $8284 // $ = $ float 
0086: $8206 = $8285 // $ = $ float 
0086: $8207 = $8286 // $ = $ float 

:RCRACE1_6050
if 
  $8227 == 13 // $ == int 
jf @RCRACE1_6116 
0086: $8202 = $8284 // $ = $ float 
0086: $8203 = $8285 // $ = $ float 
0086: $8204 = $8286 // $ = $ float 
0086: $8205 = $8287 // $ = $ float 
0086: $8206 = $8288 // $ = $ float 
0086: $8207 = $8289 // $ = $ float 

:RCRACE1_6116
if 
  $8227 == 14 // $ == int 
jf @RCRACE1_6182 
0086: $8202 = $8287 // $ = $ float 
0086: $8203 = $8288 // $ = $ float 
0086: $8204 = $8289 // $ = $ float 
0086: $8205 = $8290 // $ = $ float 
0086: $8206 = $8291 // $ = $ float 
0086: $8207 = $8292 // $ = $ float 

:RCRACE1_6182
if 
  $8227 == 15 // $ == int 
jf @RCRACE1_6248 
0086: $8202 = $8290 // $ = $ float 
0086: $8203 = $8291 // $ = $ float 
0086: $8204 = $8292 // $ = $ float 
0086: $8205 = $8293 // $ = $ float 
0086: $8206 = $8294 // $ = $ float 
0086: $8207 = $8295 // $ = $ float 

:RCRACE1_6248
if 
  $8227 == 16 // $ == int 
jf @RCRACE1_6314 
0086: $8202 = $8293 // $ = $ float 
0086: $8203 = $8294 // $ = $ float 
0086: $8204 = $8295 // $ = $ float 
0086: $8205 = $8296 // $ = $ float 
0086: $8206 = $8297 // $ = $ float 
0086: $8207 = $8298 // $ = $ float 

:RCRACE1_6314
if 
  $8227 == 17 // $ == int 
jf @RCRACE1_6380 
0086: $8202 = $8296 // $ = $ float 
0086: $8203 = $8297 // $ = $ float 
0086: $8204 = $8298 // $ = $ float 
0086: $8205 = $8299 // $ = $ float 
0086: $8206 = $8300 // $ = $ float 
0086: $8207 = $8301 // $ = $ float 

:RCRACE1_6380
if 
  $8227 == 18 // $ == int 
jf @RCRACE1_6446 
0086: $8202 = $8299 // $ = $ float 
0086: $8203 = $8300 // $ = $ float 
0086: $8204 = $8301 // $ = $ float 
0086: $8205 = $8302 // $ = $ float 
0086: $8206 = $8303 // $ = $ float 
0086: $8207 = $8304 // $ = $ float 

:RCRACE1_6446
if 
  $8227 == 19 // $ == int 
jf @RCRACE1_6512 
0086: $8202 = $8302 // $ = $ float 
0086: $8203 = $8303 // $ = $ float 
0086: $8204 = $8304 // $ = $ float 
0086: $8205 = $8305 // $ = $ float 
0086: $8206 = $8306 // $ = $ float 
0086: $8207 = $8307 // $ = $ float 

:RCRACE1_6512
if 
  $8227 == 20 // $ == int 
jf @RCRACE1_6578 
0086: $8202 = $8305 // $ = $ float 
0086: $8203 = $8306 // $ = $ float 
0086: $8204 = $8307 // $ = $ float 
0086: $8205 = $8308 // $ = $ float 
0086: $8206 = $8309 // $ = $ float 
0086: $8207 = $8310 // $ = $ float 

:RCRACE1_6578
if 
  $8227 == 21 // $ == int 
jf @RCRACE1_6644 
0086: $8202 = $8308 // $ = $ float 
0086: $8203 = $8309 // $ = $ float 
0086: $8204 = $8310 // $ = $ float 
0086: $8205 = $8311 // $ = $ float 
0086: $8206 = $8312 // $ = $ float 
0086: $8207 = $8313 // $ = $ float 

:RCRACE1_6644
if 
  $8227 == 22 // $ == int 
jf @RCRACE1_6710 
0086: $8202 = $8311 // $ = $ float 
0086: $8203 = $8312 // $ = $ float 
0086: $8204 = $8313 // $ = $ float 
0086: $8205 = $8314 // $ = $ float 
0086: $8206 = $8315 // $ = $ float 
0086: $8207 = $8316 // $ = $ float 

:RCRACE1_6710
if 
  $8227 == 23 // $ == int 
jf @RCRACE1_6776 
0086: $8202 = $8314 // $ = $ float 
0086: $8203 = $8315 // $ = $ float 
0086: $8204 = $8316 // $ = $ float 
0086: $8205 = $8317 // $ = $ float 
0086: $8206 = $8318 // $ = $ float 
0086: $8207 = $8319 // $ = $ float 

:RCRACE1_6776
if 
  $8227 == 24 // $ == int 
jf @RCRACE1_6842 
0086: $8202 = $8317 // $ = $ float 
0086: $8203 = $8318 // $ = $ float 
0086: $8204 = $8319 // $ = $ float 
0086: $8205 = $8320 // $ = $ float 
0086: $8206 = $8321 // $ = $ float 
0086: $8207 = $8322 // $ = $ float 

:RCRACE1_6842
if 
  $8227 == 25 // $ == int 
jf @RCRACE1_6908 
0086: $8202 = $8320 // $ = $ float 
0086: $8203 = $8321 // $ = $ float 
0086: $8204 = $8322 // $ = $ float 
0086: $8205 = $8323 // $ = $ float 
0086: $8206 = $8324 // $ = $ float 
0086: $8207 = $8325 // $ = $ float 

:RCRACE1_6908
if 
  $8227 == 26 // $ == int 
jf @RCRACE1_6974 
0086: $8202 = $8323 // $ = $ float 
0086: $8203 = $8324 // $ = $ float 
0086: $8204 = $8325 // $ = $ float 
0086: $8205 = $8326 // $ = $ float 
0086: $8206 = $8327 // $ = $ float 
0086: $8207 = $8328 // $ = $ float 

:RCRACE1_6974
if 
  $8227 == 27 // $ == int 
jf @RCRACE1_7040 
0086: $8202 = $8326 // $ = $ float 
0086: $8203 = $8327 // $ = $ float 
0086: $8204 = $8328 // $ = $ float 
0086: $8205 = $8329 // $ = $ float 
0086: $8206 = $8330 // $ = $ float 
0086: $8207 = $8331 // $ = $ float 

:RCRACE1_7040
if 
  $8227 == 28 // $ == int 
jf @RCRACE1_7106 
0086: $8202 = $8329 // $ = $ float 
0086: $8203 = $8330 // $ = $ float 
0086: $8204 = $8331 // $ = $ float 
0086: $8205 = $8332 // $ = $ float 
0086: $8206 = $8333 // $ = $ float 
0086: $8207 = $8334 // $ = $ float 

:RCRACE1_7106
if 
  $8227 == 29 // $ == int 
jf @RCRACE1_7172 
0086: $8202 = $8332 // $ = $ float 
0086: $8203 = $8333 // $ = $ float 
0086: $8204 = $8334 // $ = $ float 
0086: $8205 = $8335 // $ = $ float 
0086: $8206 = $8336 // $ = $ float 
0086: $8207 = $8337 // $ = $ float 

:RCRACE1_7172
if 
  $8227 == 30 // $ == int 
jf @RCRACE1_7238 
0086: $8202 = $8335 // $ = $ float 
0086: $8203 = $8336 // $ = $ float 
0086: $8204 = $8337 // $ = $ float 
0086: $8205 = $8338 // $ = $ float 
0086: $8206 = $8339 // $ = $ float 
0086: $8207 = $8340 // $ = $ float 

:RCRACE1_7238
if 
  $8227 == 31 // $ == int 
jf @RCRACE1_7304 
0086: $8202 = $8338 // $ = $ float 
0086: $8203 = $8339 // $ = $ float 
0086: $8204 = $8340 // $ = $ float 
0086: $8205 = $8341 // $ = $ float 
0086: $8206 = $8342 // $ = $ float 
0086: $8207 = $8343 // $ = $ float 

:RCRACE1_7304
if 
  $8227 == 32 // $ == int 
jf @RCRACE1_7370 
0086: $8202 = $8341 // $ = $ float 
0086: $8203 = $8342 // $ = $ float 
0086: $8204 = $8343 // $ = $ float 
0086: $8205 = $8344 // $ = $ float 
0086: $8206 = $8345 // $ = $ float 
0086: $8207 = $8346 // $ = $ float 

:RCRACE1_7370
if 
  $8227 == 33 // $ == int 
jf @RCRACE1_7436 
0086: $8202 = $8344 // $ = $ float 
0086: $8203 = $8345 // $ = $ float 
0086: $8204 = $8346 // $ = $ float 
0086: $8205 = $8347 // $ = $ float 
0086: $8206 = $8348 // $ = $ float 
0086: $8207 = $8349 // $ = $ float 

:RCRACE1_7436
if 
  $8227 == 34 // $ == int 
jf @RCRACE1_7502 
0086: $8202 = $8347 // $ = $ float 
0086: $8203 = $8348 // $ = $ float 
0086: $8204 = $8349 // $ = $ float 
0086: $8205 = $8350 // $ = $ float 
0086: $8206 = $8351 // $ = $ float 
0086: $8207 = $8352 // $ = $ float 

:RCRACE1_7502
if 
  $8227 == 35 // $ == int 
jf @RCRACE1_7568 
0086: $8202 = $8350 // $ = $ float 
0086: $8203 = $8351 // $ = $ float 
0086: $8204 = $8352 // $ = $ float 
0086: $8205 = $8353 // $ = $ float 
0086: $8206 = $8354 // $ = $ float 
0086: $8207 = $8355 // $ = $ float 

:RCRACE1_7568
if 
  $8227 == 36 // $ == int 
jf @RCRACE1_7634 
0086: $8202 = $8353 // $ = $ float 
0086: $8203 = $8354 // $ = $ float 
0086: $8204 = $8355 // $ = $ float 
0086: $8205 = $8356 // $ = $ float 
0086: $8206 = $8357 // $ = $ float 
0086: $8207 = $8358 // $ = $ float 

:RCRACE1_7634
if 
  $8227 == 37 // $ == int 
jf @RCRACE1_7700 
0086: $8202 = $8356 // $ = $ float 
0086: $8203 = $8357 // $ = $ float 
0086: $8204 = $8358 // $ = $ float 
0086: $8205 = $8359 // $ = $ float 
0086: $8206 = $8360 // $ = $ float 
0086: $8207 = $8361 // $ = $ float 

:RCRACE1_7700
if 
  $8227 == 38 // $ == int 
jf @RCRACE1_7766 
0086: $8202 = $8359 // $ = $ float 
0086: $8203 = $8360 // $ = $ float 
0086: $8204 = $8361 // $ = $ float 
0086: $8205 = $8362 // $ = $ float 
0086: $8206 = $8363 // $ = $ float 
0086: $8207 = $8364 // $ = $ float 

:RCRACE1_7766
if 
  $8227 == 39 // $ == int 
jf @RCRACE1_7832 
0086: $8202 = $8362 // $ = $ float 
0086: $8203 = $8363 // $ = $ float 
0086: $8204 = $8364 // $ = $ float 
0086: $8205 = $8365 // $ = $ float 
0086: $8206 = $8366 // $ = $ float 
0086: $8207 = $8367 // $ = $ float 

:RCRACE1_7832
if 
  $8227 == 40 // $ == int 
jf @RCRACE1_7898 
0086: $8202 = $8365 // $ = $ float 
0086: $8203 = $8366 // $ = $ float 
0086: $8204 = $8367 // $ = $ float 
0086: $8205 = $8368 // $ = $ float 
0086: $8206 = $8369 // $ = $ float 
0086: $8207 = $8370 // $ = $ float 

:RCRACE1_7898
if 
  $8227 == 41 // $ == int 
jf @RCRACE1_7964 
0086: $8202 = $8368 // $ = $ float 
0086: $8203 = $8369 // $ = $ float 
0086: $8204 = $8370 // $ = $ float 
0086: $8205 = $8371 // $ = $ float 
0086: $8206 = $8372 // $ = $ float 
0086: $8207 = $8373 // $ = $ float 

:RCRACE1_7964
if 
  $8227 == 42 // $ == int 
jf @RCRACE1_8030 
0086: $8202 = $8371 // $ = $ float 
0086: $8203 = $8372 // $ = $ float 
0086: $8204 = $8373 // $ = $ float 
0086: $8205 = $8374 // $ = $ float 
0086: $8206 = $8375 // $ = $ float 
0086: $8207 = $8376 // $ = $ float 

:RCRACE1_8030
if 
  $8227 == 43 // $ == int 
jf @RCRACE1_8096 
0086: $8202 = $8374 // $ = $ float 
0086: $8203 = $8375 // $ = $ float 
0086: $8204 = $8376 // $ = $ float 
0086: $8205 = $8377 // $ = $ float 
0086: $8206 = $8378 // $ = $ float 
0086: $8207 = $8379 // $ = $ float 

:RCRACE1_8096
if 
  $8227 == 44 // $ == int 
jf @RCRACE1_8162 
0086: $8202 = $8377 // $ = $ float 
0086: $8203 = $8378 // $ = $ float 
0086: $8204 = $8379 // $ = $ float 
0086: $8205 = $8380 // $ = $ float 
0086: $8206 = $8381 // $ = $ float 
0086: $8207 = $8382 // $ = $ float 

:RCRACE1_8162
if 
  $8227 == 45 // $ == int 
jf @RCRACE1_8228 
0086: $8202 = $8380 // $ = $ float 
0086: $8203 = $8381 // $ = $ float 
0086: $8204 = $8382 // $ = $ float 
0086: $8205 = $8383 // $ = $ float 
0086: $8206 = $8384 // $ = $ float 
0086: $8207 = $8385 // $ = $ float 

:RCRACE1_8228
if 
  $8227 == 46 // $ == int 
jf @RCRACE1_8294 
0086: $8202 = $8383 // $ = $ float 
0086: $8203 = $8384 // $ = $ float 
0086: $8204 = $8385 // $ = $ float 
0086: $8205 = $8386 // $ = $ float 
0086: $8206 = $8387 // $ = $ float 
0086: $8207 = $8388 // $ = $ float 

:RCRACE1_8294
if 
  $8227 == 47 // $ == int 
jf @RCRACE1_8360 
0086: $8202 = $8386 // $ = $ float 
0086: $8203 = $8387 // $ = $ float 
0086: $8204 = $8388 // $ = $ float 
0086: $8205 = $8389 // $ = $ float 
0086: $8206 = $8390 // $ = $ float 
0086: $8207 = $8391 // $ = $ float 

:RCRACE1_8360
if 
  $8227 == 48 // $ == int 
jf @RCRACE1_8426 
0086: $8202 = $8389 // $ = $ float 
0086: $8203 = $8390 // $ = $ float 
0086: $8204 = $8391 // $ = $ float 
0086: $8205 = $8392 // $ = $ float 
0086: $8206 = $8393 // $ = $ float 
0086: $8207 = $8394 // $ = $ float 

:RCRACE1_8426
if 
  $8227 == 49 // $ == int 
jf @RCRACE1_8492 
0086: $8202 = $8392 // $ = $ float 
0086: $8203 = $8393 // $ = $ float 
0086: $8204 = $8394 // $ = $ float 
0086: $8205 = $8392 // $ = $ float 
0086: $8206 = $8393 // $ = $ float 
0086: $8207 = $8394 // $ = $ float 

:RCRACE1_8492
return 

:RCRACE1_8494
$8217 = Car.Health($8218)
if 
  500 > $8217 // int > $ 
jf @RCRACE1_8529 
Car.Health($8218) = 1000

:RCRACE1_8529
if 
  not Car.Wrecked($8219)
jf @RCRACE1_8795 
if 
003A:   $8223 == $8227 // $ == $ int 
jf @RCRACE1_8769 
Car.StorePos($8218, $8157, $8158, $8159)
0086: $8161 = $8157 // $ = $ float 
0061: $8161 -= $8187 // $ -= $ float 
0086: $8162 = $8158 // $ = $ float 
0061: $8162 -= $8188 // $ -= $ float 
0069: $8161 *= $8161 // $ *= $ float 
0069: $8162 *= $8162 // $ *= $ float 
0086: $8163 = $8161 // $ = $ float 
0059: $8163 += $8162 // $ += $ float 
01FB: $8167 = square_root $8163 
Car.StorePos($8219, $8157, $8158, $8159)
0086: $8161 = $8157 // $ = $ float 
0061: $8161 -= $8187 // $ -= $ float 
0086: $8162 = $8158 // $ = $ float 
0061: $8162 -= $8188 // $ -= $ float 
0069: $8161 *= $8161 // $ *= $ float 
0069: $8162 *= $8162 // $ *= $ float 
0086: $8163 = $8161 // $ = $ float 
0059: $8163 += $8162 // $ += $ float 
01FB: $8168 = square_root $8163 
if 
0024:   $8168 > $8167 // $ > $ float 
jf @RCRACE1_8762 
$8228 += 1 // $ += int 

:RCRACE1_8762
jump @RCRACE1_8795 

:RCRACE1_8769
if 
001C:   $8227 > $8223 // $ > $ int 
jf @RCRACE1_8795 
$8228 += 1 // $ += int 

:RCRACE1_8795
return 

//-------------Mission 95---------------
// Originally: RC Baron Race

:RCPLNE1
script_name 'RCPLNE1' 
gosub @RCPLNE1_46 
if 
  wasted_or_busted 
jf @RCPLNE1_37 
gosub @RCPLNE1_6348 

:RCPLNE1_37
gosub @RCPLNE1_6567 
terminate_this_script 

:RCPLNE1_46
$ONMISSION = 1 // $ = int 
$1084 = 1 // $ = int 
if 
  $8485 == 0 // $ == int 
jf @RCPLNE1_80 
increment_mission_attempts 

:RCPLNE1_80
wait 0 
054C: use_GXT_table 'RCPLNE1' 
Model.Load(#RCBARON)

:RCPLNE1_99
if 
  not Model.Available(#RCBARON)
jf @RCPLNE1_126 
wait 0 
jump @RCPLNE1_99 

:RCPLNE1_126
$8481 = 28 // $ = int 
$8486 = 313.0 // $ = float 
$8487 = 1238.332 // $ = float 
$8488 = 27.546 // $ = float 
$8489 = 317.926 // $ = float 
$8490 = 1219.877 // $ = float 
$8491 = 26.554 // $ = float 
$8492 = 321.35 // $ = float 
$8493 = 1102.111 // $ = float 
$8494 = 31.448 // $ = float 
$8495 = 317.778 // $ = float 
$8496 = 949.34 // $ = float 
$8497 = 29.25 // $ = float 
$8498 = 289.354 // $ = float 
$8499 = 789.471 // $ = float 
$8500 = 27.426 // $ = float 
$8501 = 201.599 // $ = float 
$8502 = 689.725 // $ = float 
$8503 = 27.896 // $ = float 
$8504 = 378.602 // $ = float 
$8505 = 564.227 // $ = float 
$8506 = 20.846 // $ = float 
$8507 = 346.553 // $ = float 
$8508 = 445.865 // $ = float 
$8509 = 19.168 // $ = float 
$8510 = 331.891 // $ = float 
$8511 = 344.459 // $ = float 
$8512 = 18.385 // $ = float 
$8513 = 337.064 // $ = float 
$8514 = 243.41 // $ = float 
$8515 = 24.428 // $ = float 
$8516 = 407.542 // $ = float 
$8517 = 102.447 // $ = float 
$8518 = 24.134 // $ = float 
$8519 = 332.597 // $ = float 
$8520 = -12.219 // $ = float 
$8521 = 25.134 // $ = float 
$8522 = 284.866 // $ = float 
$8523 = -144.529 // $ = float 
$8524 = 22.046 // $ = float 
$8525 = 225.013 // $ = float 
$8526 = -271.518 // $ = float 
$8527 = 19.929 // $ = float 
$8528 = 194.309 // $ = float 
$8529 = -365.009 // $ = float 
$8530 = 19.146 // $ = float 
$8531 = 179.89 // $ = float 
$8532 = -500.032 // $ = float 
$8533 = 17.304 // $ = float 
$8534 = 171.669 // $ = float 
$8535 = -638.857 // $ = float 
$8536 = 17.328 // $ = float 
$8537 = 149.798 // $ = float 
$8538 = -738.283 // $ = float 
$8539 = 16.001 // $ = float 
$8540 = 95.276 // $ = float 
$8541 = -838.345 // $ = float 
$8542 = 15.527 // $ = float 
$8543 = -22.699 // $ = float 
$8544 = -869.548 // $ = float 
$8545 = 16.142 // $ = float 
$8546 = -107.153 // $ = float 
$8547 = -895.34 // $ = float 
$8548 = 18.43 // $ = float 
$8549 = -190.477 // $ = float 
$8550 = -944.935 // $ = float 
$8551 = 20.094 // $ = float 
$8552 = -186.305 // $ = float 
$8553 = -1075.039 // $ = float 
$8554 = 32.099 // $ = float 
$8555 = -193.016 // $ = float 
$8556 = -1232.925 // $ = float 
$8557 = 16.655 // $ = float 
$8558 = -164.456 // $ = float 
$8559 = -1402.917 // $ = float 
$8560 = 16.294 // $ = float 
$8561 = -115.326 // $ = float 
$8562 = -1512.663 // $ = float 
$8563 = 15.455 // $ = float 
$8564 = -11.818 // $ = float 
$8565 = -1576.647 // $ = float 
$8566 = 15.96 // $ = float 
$8567 = 110.56 // $ = float 
$8568 = -1588.121 // $ = float 
$8569 = 16.516 // $ = float 
$8570 = 174.464 // $ = float 
$8571 = -1527.732 // $ = float 
$8572 = 20.699 // $ = float 
$8573 = 259.539 // $ = float 
$8574 = -1234.819 // $ = float 
$8575 = 32.351 // $ = float 
$8419 = 316.0 // $ = float 
$8420 = 1238.332 // $ = float 
$8421 = 26.554 // $ = float 
$8422 = 319.0 // $ = float 
$8423 = 1238.332 // $ = float 
$8424 = 26.554 // $ = float 
$8425 = 322.0 // $ = float 
$8426 = 1238.332 // $ = float 
$8427 = 26.554 // $ = float 
$8404 = 182.29 // $ = float 
$8472 = 0 // $ = int 
$8468 = 0 // $ = int 
$8469 = 0 // $ = int 
$8470 = 0 // $ = int 
$8471 = 0 // $ = int 
$8408 = 4.0 // $ = float 
$8409 = 4.0 // $ = float 
$8410 = 4.0 // $ = float 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
00DA: $8458 = player $PLAYER_CHAR car 
if 
  not Car.Wrecked($8458)
jf @RCPLNE1_1236 
020A: set_car $8458 door_status_to 2 

:RCPLNE1_1236
$8576 = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at $8486 $8487 $8488 range 80.0 
02A3: enable_widescreen 1 
Car.Create($8459, #RCBARON, $8419, $8420, $8421)
03AB: set_car $8459 strong 1 
03ED: set_car $8459 not_damaged_when_upside_down 1 
Car.Angle($8459) = $8404
Car.ImmuneToNonPlayer($8459, True)
Car.Create($8460, #RCBARON, $8422, $8423, $8424)
03AB: set_car $8460 strong 1 
03ED: set_car $8460 not_damaged_when_upside_down 1 
Car.Angle($8460) = $8404
Car.ImmuneToNonPlayer($8460, True)
Car.Create($8461, #RCBARON, $8425, $8426, $8427)
03AB: set_car $8461 strong 1 
03ED: set_car $8461 not_damaged_when_upside_down 1 
Car.Angle($8461) = $8404
Car.ImmuneToNonPlayer($8461, True)
046E: put_player $PLAYER_CHAR in_RC_mode_at $8486 $8487 $8488 angle 182.29 RC_model #RCBARON 
$8464 = Player.RC_car($PLAYER_CHAR)
04D6: enable_rc_car_detonation 0 
Camera.SetPosition(323.6173, 1239.22, 26.80053, 0.0, 0.0, 0.0)
Camera.PointAt(322.7087, 1238.807, 26.85948, 2)
fade 1 3000 

:RCPLNE1_1501
if 
  fading 
jf @RCPLNE1_1525 
wait 0 
jump @RCPLNE1_1501 

:RCPLNE1_1525
TIMERA = 0 // @ = int 

:RCPLNE1_1532
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1601 
wait 0 
00BC: text_highpriority 'RCPL1_4' time 5000 2  // ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1594 
jump @RCPLNE1_1907 

:RCPLNE1_1594
jump @RCPLNE1_1532 

:RCPLNE1_1601
TIMERA = 0 // @ = int 
Camera.SetAtPos(289.354, 789.471, 27.426)
Camera.SetPosition(307.078, 842.687, 33.651, 0.0, 0.0, 0.0)
Camera.PointAt(289.354, 789.471, 27.426, 2)

:RCPLNE1_1676
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1780 
wait 0 
00BC: text_highpriority 'RCPL1_5' time 5000 2  // ~g~Fly through the checkpoints scattered throughout Vice City.
04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1773 
jump @RCPLNE1_1907 

:RCPLNE1_1773
jump @RCPLNE1_1676 

:RCPLNE1_1780
TIMERA = 0 // @ = int 

:RCPLNE1_1787
if 
  5000 > TIMERA // int > @ 
jf @RCPLNE1_1907 
wait 0 
Camera.SetPosition(311.3789, 1236.672, 26.99365, 0.0, 0.0, 0.0)
Camera.PointAt(312.2311, 1237.193, 26.93967, 2)
00BC: text_highpriority 'RCPL1_6' time 5000 2  // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane.
if 
00E1:   player 0 pressed_button 16 
jf @RCPLNE1_1900 
jump @RCPLNE1_1907 

:RCPLNE1_1900
jump @RCPLNE1_1787 

:RCPLNE1_1907
if 
  not Car.Wrecked($8464)
jf @RCPLNE1_1951 
03EB: clear_small_messages_only 
Camera.OnVehicle($8464, 18, 2)
wait 0 
032A: set_behind_camera_mode_to 0 
wait 300 
02A3: enable_widescreen 0 

:RCPLNE1_1951
0084: $8482 = $8481 // $ = $ int 
$8482 -= 1 // $ -= int 
Player.CanMove($PLAYER_CHAR, False)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'RACE2' 1100 ms 4  // ~g~3
018C: play_sound 7 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE3' 1100 ms 4  // ~g~2
018C: play_sound 8 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE4' 1100 ms 4  // ~g~1
018C: play_sound 9 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'RACE5' 800 ms 4  // ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR, True)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0293: $18 = get_controller_mode 
if 
  $18 == 3 // $ == int 
jf @RCPLNE1_2193 
03E5: text_box 'PLANE_4'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
jump @RCPLNE1_2203 

:RCPLNE1_2193
03E5: text_box 'PLANE_H'  // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:RCPLNE1_2203
if 
  Car.Wrecked($8459)
jf @RCPLNE1_2226 
jump @RCPLNE1_6348 

:RCPLNE1_2226
if 
  Car.Wrecked($8460)
jf @RCPLNE1_2249 
jump @RCPLNE1_6348 

:RCPLNE1_2249
if 
  Car.Wrecked($8461)
jf @RCPLNE1_2272 
jump @RCPLNE1_6348 

:RCPLNE1_2272
if 
  not Car.Wrecked($8459)
jf @RCPLNE1_2300 
Marker.TieToCar($8455, $8459, 0, 1)

:RCPLNE1_2300
if 
  not Car.Wrecked($8460)
jf @RCPLNE1_2328 
Marker.TieToCar($8456, $8460, 0, 1)

:RCPLNE1_2328
if 
  not Car.Wrecked($8461)
jf @RCPLNE1_2356 
Marker.TieToCar($8457, $8461, 0, 1)

:RCPLNE1_2356
gosub @RCPLNE1_4129 
0086: $8431 = $8446 // $ = $ float 
0086: $8432 = $8447 // $ = $ float 
0086: $8433 = $8448 // $ = $ float 
0086: $8434 = $8449 // $ = $ float 
0086: $8435 = $8450 // $ = $ float 
0086: $8436 = $8451 // $ = $ float 
0086: $8437 = $8446 // $ = $ float 
0086: $8438 = $8447 // $ = $ float 
0086: $8439 = $8448 // $ = $ float 
0086: $8440 = $8446 // $ = $ float 
0086: $8441 = $8447 // $ = $ float 
0086: $8442 = $8448 // $ = $ float 
0086: $8443 = $8446 // $ = $ float 
0086: $8444 = $8447 // $ = $ float 
0086: $8445 = $8448 // $ = $ float 
018A: $8453 = create_checkpoint_at $8431 $8432 $8433 
0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 display 2 
0168: set_marker $8454 size 2 
0166: set_marker $8454 brightness_to 1 
04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 30 
04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 25 
04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 35 
$8474 = 0 // $ = int 
03C3: set_timer_with_text_to $8474 type 0 text 'RCH1_5'  // Time:
if 
  Car.Wrecked($8464)
jf @RCPLNE1_2622 
jump @RCPLNE1_6348 

:RCPLNE1_2622
if 
001C:   $8481 > $8468 // $ > $ int 
jf @RCPLNE1_4122 
wait 0 
0395: clear_area 0 at -447.8 1442.95 10.0 range 120.0 
$8473 = 0 // $ = int 
if 
  not Car.Wrecked($8464)
jf @RCPLNE1_2924 
if 
01AF:   car $8464 0 $8431 $8432 $8433 radius 7.5 7.5 7.5 
jf @RCPLNE1_2924 
$8468 += 1 // $ += int 
Marker.Disable($8453)
018C: play_sound 1 at 0.0 0.0 0.0 
Marker.Disable($8454)
0084: $8472 = $8468 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8431 = $8446 // $ = $ float 
0086: $8432 = $8447 // $ = $ float 
0086: $8433 = $8448 // $ = $ float 
0086: $8434 = $8449 // $ = $ float 
0086: $8435 = $8450 // $ = $ float 
0086: $8436 = $8451 // $ = $ float 
if 
003A:   $8468 == $8481 // $ == $ int 
jf @RCPLNE1_2859 
jump @RCPLNE1_6373 

:RCPLNE1_2859
018A: $8453 = create_checkpoint_at $8431 $8432 $8433 
if 
803A:   not  $8468 == $8482 // $ == $ int 
jf @RCPLNE1_2924 
0167: $8454 = create_marker_at $8434 $8435 $8436 color 5 display 2 
0166: set_marker $8454 brightness_to 1 
0168: set_marker $8454 size 2 

:RCPLNE1_2924
if 
  not Car.Wrecked($8459)
jf @RCPLNE1_3182 
0084: $8463 = $8459 // $ = $ int 
0084: $8472 = $8469 // $ = $ int 
0086: $8428 = $8419 // $ = $ float 
0086: $8429 = $8420 // $ = $ float 
0086: $8430 = $8421 // $ = $ float 
0084: $8479 = $8475 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8419 = $8428 // $ = $ float 
0086: $8420 = $8429 // $ = $ float 
0086: $8421 = $8430 // $ = $ float 
0084: $8475 = $8479 // $ = $ int 
if 
  not Car.Wrecked($8459)
jf @RCPLNE1_3182 
if 
01AF:   car $8459 0 $8437 $8438 $8439 radius $8408 $8408 $8408 
jf @RCPLNE1_3182 
$8469 += 1 // $ += int 
0084: $8472 = $8469 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8437 = $8446 // $ = $ float 
0086: $8438 = $8447 // $ = $ float 
0086: $8439 = $8448 // $ = $ float 
if 
003A:   $8469 == $8481 // $ == $ int 
jf @RCPLNE1_3166 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3166
04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 36 

:RCPLNE1_3182
if 
  not Car.Wrecked($8460)
jf @RCPLNE1_3440 
0084: $8463 = $8460 // $ = $ int 
0084: $8472 = $8470 // $ = $ int 
0086: $8428 = $8422 // $ = $ float 
0086: $8429 = $8423 // $ = $ float 
0086: $8430 = $8424 // $ = $ float 
0084: $8479 = $8476 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8422 = $8428 // $ = $ float 
0086: $8423 = $8429 // $ = $ float 
0086: $8424 = $8430 // $ = $ float 
0084: $8476 = $8479 // $ = $ int 
if 
  not Car.Wrecked($8460)
jf @RCPLNE1_3440 
if 
01AF:   car $8460 0 $8440 $8441 $8442 radius $8409 $8409 $8409 
jf @RCPLNE1_3440 
$8470 += 1 // $ += int 
0084: $8472 = $8470 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8440 = $8446 // $ = $ float 
0086: $8441 = $8447 // $ = $ float 
0086: $8442 = $8448 // $ = $ float 
if 
003A:   $8470 == $8481 // $ == $ int 
jf @RCPLNE1_3424 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3424
04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 27 

:RCPLNE1_3440
if 
  not Car.Wrecked($8461)
jf @RCPLNE1_3698 
0084: $8463 = $8461 // $ = $ int 
0084: $8472 = $8471 // $ = $ int 
0086: $8428 = $8425 // $ = $ float 
0086: $8429 = $8426 // $ = $ float 
0086: $8430 = $8427 // $ = $ float 
0084: $8479 = $8477 // $ = $ int 
gosub @RCPLNE1_6045 
0086: $8425 = $8428 // $ = $ float 
0086: $8426 = $8429 // $ = $ float 
0086: $8427 = $8430 // $ = $ float 
0084: $8477 = $8479 // $ = $ int 
if 
  not Car.Wrecked($8461)
jf @RCPLNE1_3698 
if 
01AF:   car $8461 0 $8443 $8444 $8445 radius $8410 $8410 $8410 
jf @RCPLNE1_3698 
$8471 += 1 // $ += int 
0084: $8472 = $8471 // $ = $ int 
gosub @RCPLNE1_4129 
0086: $8443 = $8446 // $ = $ float 
0086: $8444 = $8447 // $ = $ float 
0086: $8445 = $8448 // $ = $ float 
if 
003A:   $8471 == $8481 // $ == $ int 
jf @RCPLNE1_3682 
00BC: text_highpriority 'RACEFA' time 5000 1  // ~r~You failed to win the race!
jump @RCPLNE1_6348 

:RCPLNE1_3682
04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 42 

:RCPLNE1_3698
if 
  $8473 == 0 // $ == int 
jf @RCPLNE1_3730 
00BC: text_highpriority 'FIRST' time 100 1  // ~b~1st

:RCPLNE1_3730
if 
  $8473 == 1 // $ == int 
jf @RCPLNE1_3762 
00BC: text_highpriority 'SECOND' time 100 1  // ~b~2nd

:RCPLNE1_3762
if 
  $8473 == 2 // $ == int 
jf @RCPLNE1_3794 
00BC: text_highpriority 'THIRD' time 100 1  // ~b~3rd

:RCPLNE1_3794
if 
  $8473 == 3 // $ == int 
jf @RCPLNE1_3826 
00BC: text_highpriority 'FOURTH' time 100 1  // ~b~4th

:RCPLNE1_3826
if 
003A:   $8468 == $8482 // $ == $ int 
jf @RCPLNE1_3878 
04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 100 0 100 
jump @RCPLNE1_3907 

:RCPLNE1_3878
04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 255 137 205 

:RCPLNE1_3907
if 
  Car.Wrecked($8464)
jf @RCPLNE1_3930 
jump @RCPLNE1_6348 

:RCPLNE1_3930
if 
  not Car.Wrecked($8464)
jf @RCPLNE1_4037 
if 
80B0:   not car $8464 0 833.0 1340.0 -225.0 -1666.0 
jf @RCPLNE1_4037 
if 
00B0:   car $8464 0 940.212 1340.225 -253.15 -1700.0 
jf @RCPLNE1_4037 
00BC: text_highpriority 'RCPL1_8' time 3000 1  // ~g~Your RC Plane is going out of range!

:RCPLNE1_4037
if 
  not Car.Wrecked($8464)
jf @RCPLNE1_4115 
if 
80B0:   not car $8464 0 940.212 1340.225 -253.15 -1700.0 
jf @RCPLNE1_4115 
0409: blow_up_rc_buggy 
00BC: text_highpriority 'RCPL1_9' time 5000 1  // ~r~Your RC Plane went out of range!
jump @RCPLNE1_6348 

:RCPLNE1_4115
jump @RCPLNE1_2622 

:RCPLNE1_4122
jump @RCPLNE1_6373 

:RCPLNE1_4129
if 
  $8472 == 0 // $ == int 
jf @RCPLNE1_4195 
0086: $8446 = $8489 // $ = $ float 
0086: $8447 = $8490 // $ = $ float 
0086: $8448 = $8491 // $ = $ float 
0086: $8449 = $8492 // $ = $ float 
0086: $8450 = $8493 // $ = $ float 
0086: $8451 = $8494 // $ = $ float 

:RCPLNE1_4195
if 
  $8472 == 1 // $ == int 
jf @RCPLNE1_4261 
0086: $8446 = $8492 // $ = $ float 
0086: $8447 = $8493 // $ = $ float 
0086: $8448 = $8494 // $ = $ float 
0086: $8449 = $8495 // $ = $ float 
0086: $8450 = $8496 // $ = $ float 
0086: $8451 = $8497 // $ = $ float 

:RCPLNE1_4261
if 
  $8472 == 2 // $ == int 
jf @RCPLNE1_4327 
0086: $8446 = $8495 // $ = $ float 
0086: $8447 = $8496 // $ = $ float 
0086: $8448 = $8497 // $ = $ float 
0086: $8449 = $8498 // $ = $ float 
0086: $8450 = $8499 // $ = $ float 
0086: $8451 = $8500 // $ = $ float 

:RCPLNE1_4327
if 
  $8472 == 3 // $ == int 
jf @RCPLNE1_4393 
0086: $8446 = $8498 // $ = $ float 
0086: $8447 = $8499 // $ = $ float 
0086: $8448 = $8500 // $ = $ float 
0086: $8449 = $8501 // $ = $ float 
0086: $8450 = $8502 // $ = $ float 
0086: $8451 = $8503 // $ = $ float 

:RCPLNE1_4393
if 
  $8472 == 4 // $ == int 
jf @RCPLNE1_4459 
0086: $8446 = $8501 // $ = $ float 
0086: $8447 = $8502 // $ = $ float 
0086: $8448 = $8503 // $ = $ float 
0086: $8449 = $8504 // $ = $ float 
0086: $8450 = $8505 // $ = $ float 
0086: $8451 = $8506 // $ = $ float 

:RCPLNE1_4459
if 
  $8472 == 5 // $ == int 
jf @RCPLNE1_4525 
0086: $8446 = $8504 // $ = $ float 
0086: $8447 = $8505 // $ = $ float 
0086: $8448 = $8506 // $ = $ float 
0086: $8449 = $8507 // $ = $ float 
0086: $8450 = $8508 // $ = $ float 
0086: $8451 = $8509 // $ = $ float 

:RCPLNE1_4525
if 
  $8472 == 6 // $ == int 
jf @RCPLNE1_4591 
0086: $8446 = $8507 // $ = $ float 
0086: $8447 = $8508 // $ = $ float 
0086: $8448 = $8509 // $ = $ float 
0086: $8449 = $8510 // $ = $ float 
0086: $8450 = $8511 // $ = $ float 
0086: $8451 = $8512 // $ = $ float 

:RCPLNE1_4591
if 
  $8472 == 7 // $ == int 
jf @RCPLNE1_4657 
0086: $8446 = $8510 // $ = $ float 
0086: $8447 = $8511 // $ = $ float 
0086: $8448 = $8512 // $ = $ float 
0086: $8449 = $8513 // $ = $ float 
0086: $8450 = $8514 // $ = $ float 
0086: $8451 = $8515 // $ = $ float 

:RCPLNE1_4657
if 
  $8472 == 8 // $ == int 
jf @RCPLNE1_4723 
0086: $8446 = $8513 // $ = $ float 
0086: $8447 = $8514 // $ = $ float 
0086: $8448 = $8515 // $ = $ float 
0086: $8449 = $8516 // $ = $ float 
0086: $8450 = $8517 // $ = $ float 
0086: $8451 = $8518 // $ = $ float 

:RCPLNE1_4723
if 
  $8472 == 9 // $ == int 
jf @RCPLNE1_4789 
0086: $8446 = $8516 // $ = $ float 
0086: $8447 = $8517 // $ = $ float 
0086: $8448 = $8518 // $ = $ float 
0086: $8449 = $8519 // $ = $ float 
0086: $8450 = $8520 // $ = $ float 
0086: $8451 = $8521 // $ = $ float 

:RCPLNE1_4789
if 
  $8472 == 10 // $ == int 
jf @RCPLNE1_4855 
0086: $8446 = $8519 // $ = $ float 
0086: $8447 = $8520 // $ = $ float 
0086: $8448 = $8521 // $ = $ float 
0086: $8449 = $8522 // $ = $ float 
0086: $8450 = $8523 // $ = $ float 
0086: $8451 = $8524 // $ = $ float 

:RCPLNE1_4855
if 
  $8472 == 11 // $ == int 
jf @RCPLNE1_4921 
0086: $8446 = $8522 // $ = $ float 
0086: $8447 = $8523 // $ = $ float 
0086: $8448 = $8524 // $ = $ float 
0086: $8449 = $8525 // $ = $ float 
0086: $8450 = $8526 // $ = $ float 
0086: $8451 = $8527 // $ = $ float 

:RCPLNE1_4921
if 
  $8472 == 12 // $ == int 
jf @RCPLNE1_4987 
0086: $8446 = $8525 // $ = $ float 
0086: $8447 = $8526 // $ = $ float 
0086: $8448 = $8527 // $ = $ float 
0086: $8449 = $8528 // $ = $ float 
0086: $8450 = $8529 // $ = $ float 
0086: $8451 = $8530 // $ = $ float 

:RCPLNE1_4987
if 
  $8472 == 13 // $ == int 
jf @RCPLNE1_5053 
0086: $8446 = $8528 // $ = $ float 
0086: $8447 = $8529 // $ = $ float 
0086: $8448 = $8530 // $ = $ float 
0086: $8449 = $8531 // $ = $ float 
0086: $8450 = $8532 // $ = $ float 
0086: $8451 = $8533 // $ = $ float 

:RCPLNE1_5053
if 
  $8472 == 14 // $ == int 
jf @RCPLNE1_5119 
0086: $8446 = $8531 // $ = $ float 
0086: $8447 = $8532 // $ = $ float 
0086: $8448 = $8533 // $ = $ float 
0086: $8449 = $8534 // $ = $ float 
0086: $8450 = $8535 // $ = $ float 
0086: $8451 = $8536 // $ = $ float 

:RCPLNE1_5119
if 
  $8472 == 15 // $ == int 
jf @RCPLNE1_5185 
0086: $8446 = $8534 // $ = $ float 
0086: $8447 = $8535 // $ = $ float 
0086: $8448 = $8536 // $ = $ float 
0086: $8449 = $8537 // $ = $ float 
0086: $8450 = $8538 // $ = $ float 
0086: $8451 = $8539 // $ = $ float 

:RCPLNE1_5185
if 
  $8472 == 16 // $ == int 
jf @RCPLNE1_5251 
0086: $8446 = $8537 // $ = $ float 
0086: $8447 = $8538 // $ = $ float 
0086: $8448 = $8539 // $ = $ float 
0086: $8449 = $8540 // $ = $ float 
0086: $8450 = $8541 // $ = $ float 
0086: $8451 = $8542 // $ = $ float 

:RCPLNE1_5251
if 
  $8472 == 17 // $ == int 
jf @RCPLNE1_5317 
0086: $8446 = $8540 // $ = $ float 
0086: $8447 = $8541 // $ = $ float 
0086: $8448 = $8542 // $ = $ float 
0086: $8449 = $8543 // $ = $ float 
0086: $8450 = $8544 // $ = $ float 
0086: $8451 = $8545 // $ = $ float 

:RCPLNE1_5317
if 
  $8472 == 18 // $ == int 
jf @RCPLNE1_5383 
0086: $8446 = $8543 // $ = $ float 
0086: $8447 = $8544 // $ = $ float 
0086: $8448 = $8545 // $ = $ float 
0086: $8449 = $8546 // $ = $ float 
0086: $8450 = $8547 // $ = $ float 
0086: $8451 = $8548 // $ = $ float 

:RCPLNE1_5383
if 
  $8472 == 19 // $ == int 
jf @RCPLNE1_5449 
0086: $8446 = $8546 // $ = $ float 
0086: $8447 = $8547 // $ = $ float 
0086: $8448 = $8548 // $ = $ float 
0086: $8449 = $8549 // $ = $ float 
0086: $8450 = $8550 // $ = $ float 
0086: $8451 = $8551 // $ = $ float 

:RCPLNE1_5449
if 
  $8472 == 20 // $ == int 
jf @RCPLNE1_5515 
0086: $8446 = $8549 // $ = $ float 
0086: $8447 = $8550 // $ = $ float 
0086: $8448 = $8551 // $ = $ float 
0086: $8449 = $8552 // $ = $ float 
0086: $8450 = $8553 // $ = $ float 
0086: $8451 = $8554 // $ = $ float 

:RCPLNE1_5515
if 
  $8472 == 21 // $ == int 
jf @RCPLNE1_5581 
0086: $8446 = $8552 // $ = $ float 
0086: $8447 = $8553 // $ = $ float 
0086: $8448 = $8554 // $ = $ float 
0086: $8449 = $8555 // $ = $ float 
0086: $8450 = $8556 // $ = $ float 
0086: $8451 = $8557 // $ = $ float 

:RCPLNE1_5581
if 
  $8472 == 22 // $ == int 
jf @RCPLNE1_5647 
0086: $8446 = $8555 // $ = $ float 
0086: $8447 = $8556 // $ = $ float 
0086: $8448 = $8557 // $ = $ float 
0086: $8449 = $8558 // $ = $ float 
0086: $8450 = $8559 // $ = $ float 
0086: $8451 = $8560 // $ = $ float 

:RCPLNE1_5647
if 
  $8472 == 23 // $ == int 
jf @RCPLNE1_5713 
0086: $8446 = $8558 // $ = $ float 
0086: $8447 = $8559 // $ = $ float 
0086: $8448 = $8560 // $ = $ float 
0086: $8449 = $8561 // $ = $ float 
0086: $8450 = $8562 // $ = $ float 
0086: $8451 = $8563 // $ = $ float 

:RCPLNE1_5713
if 
  $8472 == 24 // $ == int 
jf @RCPLNE1_5779 
0086: $8446 = $8561 // $ = $ float 
0086: $8447 = $8562 // $ = $ float 
0086: $8448 = $8563 // $ = $ float 
0086: $8449 = $8564 // $ = $ float 
0086: $8450 = $8565 // $ = $ float 
0086: $8451 = $8566 // $ = $ float 

:RCPLNE1_5779
if 
  $8472 == 25 // $ == int 
jf @RCPLNE1_5845 
0086: $8446 = $8564 // $ = $ float 
0086: $8447 = $8565 // $ = $ float 
0086: $8448 = $8566 // $ = $ float 
0086: $8449 = $8567 // $ = $ float 
0086: $8450 = $8568 // $ = $ float 
0086: $8451 = $8569 // $ = $ float 

:RCPLNE1_5845
if 
  $8472 == 26 // $ == int 
jf @RCPLNE1_5911 
0086: $8446 = $8567 // $ = $ float 
0086: $8447 = $8568 // $ = $ float 
0086: $8448 = $8569 // $ = $ float 
0086: $8449 = $8570 // $ = $ float 
0086: $8450 = $8571 // $ = $ float 
0086: $8451 = $8572 // $ = $ float 

:RCPLNE1_5911
if 
  $8472 == 27 // $ == int 
jf @RCPLNE1_5977 
0086: $8446 = $8570 // $ = $ float 
0086: $8447 = $8571 // $ = $ float 
0086: $8448 = $8572 // $ = $ float 
0086: $8449 = $8573 // $ = $ float 
0086: $8450 = $8574 // $ = $ float 
0086: $8451 = $8575 // $ = $ float 

:RCPLNE1_5977
if 
  $8472 == 28 // $ == int 
jf @RCPLNE1_6043 
0086: $8446 = $8573 // $ = $ float 
0086: $8447 = $8574 // $ = $ float 
0086: $8448 = $8575 // $ = $ float 
0086: $8449 = $8573 // $ = $ float 
0086: $8450 = $8574 // $ = $ float 
0086: $8451 = $8575 // $ = $ float 

:RCPLNE1_6043
return 

:RCPLNE1_6045
$8462 = Car.Health($8463)
if 
  500 > $8462 // int > $ 
jf @RCPLNE1_6080 
Car.Health($8463) = 1000

:RCPLNE1_6080
if 
  not Car.Wrecked($8464)
jf @RCPLNE1_6346 
if 
003A:   $8468 == $8472 // $ == $ int 
jf @RCPLNE1_6320 
Car.StorePos($8463, $8401, $8402, $8403)
0086: $8405 = $8401 // $ = $ float 
0061: $8405 -= $8431 // $ -= $ float 
0086: $8406 = $8402 // $ = $ float 
0061: $8406 -= $8432 // $ -= $ float 
0069: $8405 *= $8405 // $ *= $ float 
0069: $8406 *= $8406 // $ *= $ float 
0086: $8407 = $8405 // $ = $ float 
0059: $8407 += $8406 // $ += $ float 
01FB: $8411 = square_root $8407 
Car.StorePos($8464, $8401, $8402, $8403)
0086: $8405 = $8401 // $ = $ float 
0061: $8405 -= $8431 // $ -= $ float 
0086: $8406 = $8402 // $ = $ float 
0061: $8406 -= $8432 // $ -= $ float 
0069: $8405 *= $8405 // $ *= $ float 
0069: $8406 *= $8406 // $ *= $ float 
0086: $8407 = $8405 // $ = $ float 
0059: $8407 += $8406 // $ += $ float 
01FB: $8412 = square_root $8407 
if 
0024:   $8412 > $8411 // $ > $ float 
jf @RCPLNE1_6313 
$8473 += 1 // $ += int 

:RCPLNE1_6313
jump @RCPLNE1_6346 

:RCPLNE1_6320
if 
001C:   $8472 > $8468 // $ > $ int 
jf @RCPLNE1_6346 
$8473 += 1 // $ += int 

:RCPLNE1_6346
return 

:RCPLNE1_6348
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
Player.WantedLevel($PLAYER_CHAR) = $8576
return 

:RCPLNE1_6373
0084: $8577 = $8474 // $ = $ int 
$8577 /= 1000 // $ /= int 
042E: register_lowest_int_stat 3 to $8577 
0084: $8579 = $8577 // $ = $ int 
$8579 /= 60 // $ /= int 
0084: $8578 = $8579 // $ = $ int 
$8578 *= 60 // $ *= int 
0060: $8577 -= $8578 // $ -= $ int 
if 
  $8577 >= 10 // $ >= int 
jf @RCPLNE1_6480 
02FD: text_2numbers_highpriority 'RCH1_9' $8579 $8577 time 7000 1  // ~b~TOTAL TIME: ~1~:~1~
jump @RCPLNE1_6501 

:RCPLNE1_6480
02FD: text_2numbers_highpriority 'RCH1_10' $8579 $8577 time 7000 1  // ~b~TOTAL TIME: ~1~:0~1~

:RCPLNE1_6501
01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1  // MISSION PASSED! $~1~
Player.ClearWantedLevel($PLAYER_CHAR)
Player.Money($PLAYER_CHAR) += 100
if 
  $8485 == 0 // $ == int 
jf @RCPLNE1_6561 
030C: progress_made += 1 
0595: mission_complete 
$8485 = 1 // $ = int 

:RCPLNE1_6561
0394: play_music 1 
return 

:RCPLNE1_6567
$ONMISSION = 0 // $ = int 
$1084 = 0 // $ = int 
014F: stop_timer $8474 
Marker.Disable($8453)
Marker.Disable($8454)
Marker.Disable($8455)
Marker.Disable($8456)
Marker.Disable($8457)
04DB: exit_rc_mode 
if 
  not Car.Wrecked($8458)
jf @RCPLNE1_6636 
020A: set_car $8458 door_status_to 1 

:RCPLNE1_6636
Car.RemoveReferences($8458)
Model.Destroy(#RCBARON)
Car.RemoveReferences($8459)
Car.RemoveReferences($8460)
Car.RemoveReferences($8461)
Car.Destroy($8459)
Car.Destroy($8460)
Car.Destroy($8461)
042E: register_lowest_int_stat 3 to $8474 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$400 = 1 // $ = int 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 96---------------
// Originally: Checkpoint Charlie

:COKERUN
gosub @COKERUN_36 
if 
  wasted_or_busted 
jf @COKERUN_27 
gosub @COKERUN_6981 

:COKERUN_27
gosub @COKERUN_7327 
terminate_this_script 

:COKERUN_36
$ONMISSION = 1 // $ = int 
script_name 'COKERUN' 
wait 0 
0@ = 0 // @ = int 
6@ = 0 // @ = int 
Model.Load(#MARQUIS)
if 
  $607 == 0 // $ == int 
jf @COKERUN_96 
increment_mission_attempts 

:COKERUN_96
if 
  not Model.Available(#MARQUIS)
jf @COKERUN_123 
wait 0 
jump @COKERUN_96 

:COKERUN_123
018A: 2@ = create_checkpoint_at -540.1 -1526.9 8.0 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_227 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -540.1, -1526.9, 8.0)
6@ = 1 // @ = int 

:COKERUN_227
Camera.SetAtPos(-569.272, -1503.455, 9.428)
Camera.SetPosition(-570.041, -1502.827, 9.547, 0.0, 0.0, 0.0)
Camera.PointAt(-569.272, -1503.455, 9.428, 2)
fade 1 1500 
$8580 = 151000 // $ = int 
00D9: 7@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
  not Car.Wrecked(7@)
jf @COKERUN_346 
Car.Angle(7@) = 250.0

:COKERUN_346
if 
  $8582 == 0 // $ == int 
jf @COKERUN_368 
set_weather 0 

:COKERUN_368
if 
  $8582 == 1 // $ == int 
jf @COKERUN_398 
$8580 -= 5000 // $ -= int 
set_weather 4 

:COKERUN_398
if 
  $8582 == 2 // $ == int 
jf @COKERUN_428 
$8580 -= 10000 // $ -= int 
set_weather 1 

:COKERUN_428
if 
  $8582 == 3 // $ == int 
jf @COKERUN_458 
$8580 -= 15000 // $ -= int 
set_weather 3 

:COKERUN_458
if 
  $8582 == 4 // $ == int 
jf @COKERUN_488 
$8580 -= 20000 // $ -= int 
set_weather 2 

:COKERUN_488
if 
  $8582 > 4 // $ > int 
jf @COKERUN_514 
$8580 -= 30000 // $ -= int 

:COKERUN_514
0084: $8583 = $8580 // $ = $ int 
Object.Create(3@, #WATERJUMPX2, -273.3, -1463.1, 5.5)
Object.CollisionDetection(3@, True)
Object.Create(4@, #WATERJUMPX2, -275.4, -1372.8, 5.5)
Object.CollisionDetection(4@, True)
Object.Create(5@, #WATERJUMPX2, -305.6, -1225.3, 5.5)
Object.CollisionDetection(5@, True)
TIMERA = 0 // @ = int 
00BC: text_highpriority 'BOAT_P' time 6000 1  // ~g~collect the packages before the time runs out.

:COKERUN_634
if 
   not TIMERA > 500 // @ > int 
jf @COKERUN_698 
wait 0 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
jump @COKERUN_634 

:COKERUN_698
if 
   not TIMERA > 5500 // @ > int 
jf @COKERUN_786 
wait 0 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
00E1:   player 0 pressed_button 16 
jf @COKERUN_779 
jump @COKERUN_786 

:COKERUN_779
jump @COKERUN_698 

:COKERUN_786
Player.CanMove($PLAYER_CHAR, True)
Camera.Restore_WithJumpCut
014E: start_timer_at $8580 count_in_direction 1 

:COKERUN_802
if 
   not 0@ > 25 // @ > int 
jf @COKERUN_6395 
wait 0 
if 
  $8580 == 0 // $ == int 
jf @COKERUN_864 
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @COKERUN_6981 

:COKERUN_864
if 
  0@ == 0 // @ == int 
jf @COKERUN_1027 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1027 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -540.1 -1526.9 8.0 
018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1027
if 
  0@ == 1 // @ == int 
jf @COKERUN_1240 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -458.2 -1575.2 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1129 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -458.2, -1575.2, 8.0)
6@ = 1 // @ = int 

:COKERUN_1129
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1240 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -458.2 -1575.2 8.0 
018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1240
if 
  0@ == 2 // @ == int 
jf @COKERUN_1453 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -361.2 -1599.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1342 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -361.2, -1599.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_1342
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1453 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -361.2 -1599.6 8.0 
018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1453
if 
  0@ == 3 // @ == int 
jf @COKERUN_1666 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -333.0 -1678.1 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1555 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -333.0, -1678.1, 8.0)
6@ = 1 // @ = int 

:COKERUN_1555
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1666 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -333.0 -1678.1 8.0 
018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1666
if 
  0@ == 4 // @ == int 
jf @COKERUN_1879 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -401.3 -1730.7 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1768 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -401.3, -1730.7, 8.0)
6@ = 1 // @ = int 

:COKERUN_1768
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_1879 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -401.3 -1730.7 8.0 
018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_1879
if 
  0@ == 5 // @ == int 
jf @COKERUN_2092 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -312.3 -1715.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_1981 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -312.3, -1715.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_1981
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_2092 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -312.3 -1715.6 8.0 
018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2092
if 
  0@ == 6 // @ == int 
jf @COKERUN_2305 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -273.3 -1556.2 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2194 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -273.3, -1556.2, 8.0)
6@ = 1 // @ = int 

:COKERUN_2194
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_2305 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -273.3 -1556.2 8.0 
018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2305
if 
  0@ == 7 // @ == int 
jf @COKERUN_2518 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -272.4 -1449.7 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2407 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -272.4, -1449.7, 13.0)
6@ = 1 // @ = int 

:COKERUN_2407
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2518 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -272.4 -1449.7 13.0 
018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2518
if 
  0@ == 8 // @ == int 
jf @COKERUN_2731 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -275.4 -1360.2 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2620 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -275.4, -1360.2, 13.0)
6@ = 1 // @ = int 

:COKERUN_2620
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2731 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -275.4 -1360.2 13.0 
018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2731
if 
  0@ == 9 // @ == int 
jf @COKERUN_2944 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -305.6 -1214.4 13.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_2833 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -305.6, -1214.4, 13.0)
6@ = 1 // @ = int 

:COKERUN_2833
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 
jf @COKERUN_2944 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -305.6 -1214.4 13.0 
018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_2944
if 
  0@ == 10 // @ == int 
jf @COKERUN_3157 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -298.6 -1074.4 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3046 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -298.6, -1074.4, 8.0)
6@ = 1 // @ = int 

:COKERUN_3046
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3157 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -298.6 -1074.4 8.0 
018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3157
if 
  0@ == 11 // @ == int 
jf @COKERUN_3370 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -252.0 -939.9 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3259 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -252.0, -939.9, 8.0)
6@ = 1 // @ = int 

:COKERUN_3259
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -252.0 -939.9 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3370 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -252.0 -939.9 8.0 
018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3370
if 
  0@ == 12 // @ == int 
jf @COKERUN_3583 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -85.0 -766.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3472 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -85.0, -766.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3472
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -85.0 -766.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3583 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -85.0 -766.0 8.0 
018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3583
if 
  0@ == 13 // @ == int 
jf @COKERUN_3796 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 158.0 -634.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3685 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 158.0, -634.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3685
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 158.0 -634.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_3796 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 158.0 -634.0 8.0 
018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_3796
if 
  0@ == 14 // @ == int 
jf @COKERUN_4009 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 279.0 -475.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_3898 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 279.0, -475.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_3898
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 279.0 -475.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4009 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 279.0 -475.0 8.0 
018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4009
if 
  0@ == 15 // @ == int 
jf @COKERUN_4222 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 410.0 -269.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4111 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 410.0, -269.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4111
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 410.0 -269.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4222 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 410.0 -269.0 8.0 
018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4222
if 
  0@ == 16 // @ == int 
jf @COKERUN_4435 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 392.0 20.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4324 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 392.0, 20.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4324
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 392.0 20.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4435 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 392.0 20.0 8.0 
018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4435
if 
  0@ == 17 // @ == int 
jf @COKERUN_4648 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 249.0 100.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4537 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 249.0, 100.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4537
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 249.0 100.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4648 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 249.0 100.0 8.0 
018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4648
if 
  0@ == 18 // @ == int 
jf @COKERUN_4861 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 194.0 -170.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4750 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 194.0, -170.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4750
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 194.0 -170.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_4861 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 194.0 -170.0 8.0 
018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_4861
if 
  0@ == 19 // @ == int 
jf @COKERUN_5074 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 49.0 -150.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_4963 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 49.0, -150.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_4963
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 49.0 -150.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5074 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 49.0 -150.0 8.0 
018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5074
if 
  0@ == 20 // @ == int 
jf @COKERUN_5287 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -64.0 -156.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5176 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -64.0, -156.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5176
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -64.0 -156.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5287 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -64.0 -156.0 8.0 
018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5287
if 
  0@ == 21 // @ == int 
jf @COKERUN_5500 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -93.0 67.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5389 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -93.0, 67.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5389
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -93.0 67.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5500 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -93.0 67.0 8.0 
018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5500
if 
  0@ == 22 // @ == int 
jf @COKERUN_5713 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -70.0 294.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5602 
Pickup.Create(8@, #CRAIGPACKAGE, 3, -70.0, 294.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5602
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car -70.0 294.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5713 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at -70.0 294.0 8.0 
018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_5713
if 
  0@ == 23 // @ == int 
jf @COKERUN_5959 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 25.0 394.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_5815 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 25.0, 394.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_5815
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 25.0 394.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_5959 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 25.0 394.0 8.0 
018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 
0@ += 1 // @ += int 
Car.Create(1@, #MARQUIS, 324.0, 604.0, 6.0)
Car.Angle(1@) = 60.0
6@ = 0 // @ = int 

:COKERUN_5959
if 
  0@ == 24 // @ == int 
jf @COKERUN_6172 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 196.0 403.0 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_6061 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 196.0, 403.0, 8.0)
6@ = 1 // @ = int 

:COKERUN_6061
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 196.0 403.0 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_6172 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 196.0 403.0 8.0 
018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_6172
if 
  0@ == 25 // @ == int 
jf @COKERUN_6388 
024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 255 0 0 at 304.4 540.6 8.0 
if 
  6@ == 0 // @ == int 
jf @COKERUN_6273 
Pickup.Create(8@, #CRAIGPACKAGE, 3, 304.4, 540.6, 8.0)
6@ = 1 // @ = int 

:COKERUN_6273
if 
00F7:   player $PLAYER_CHAR sphere 0 near_point_in_car 304.4 540.6 8.0 radius 5.0 5.0 3.0 
jf @COKERUN_6388 
Marker.Disable(2@)
Pickup.Destroy(8@)
018C: play_sound 1 at 304.4 540.6 8.0 
if 
  not Car.Wrecked(1@)
jf @COKERUN_6374 
Marker.CreateAboveCar(2@, 1@)

:COKERUN_6374
0@ += 1 // @ += int 
6@ = 0 // @ = int 

:COKERUN_6388
jump @COKERUN_802 

:COKERUN_6395
014F: stop_timer $8580 
if 
  $8582 == 0 // $ == int 
jf @COKERUN_6974 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 rate $605 
0169: set_fade_color 0 0 0 
fade 0 1000 

:COKERUN_6464
if 
  fading 
jf @COKERUN_6488 
wait 0 
jump @COKERUN_6464 

:COKERUN_6488
03AF: set_streaming 0 
Model.Load(#B_HSE_PIER)
Model.Load(#B_HSE_EXT)
Model.Load(#DOCKS28)
Model.Load(#DOCKSPROPS12)
Model.Load(#DOCKS85)
Model.Load(#DK_DOCKROADS04)
Model.Load(#B_HSE_PIERFENCE)
Model.Load(#B_HSE_INTERIOR)
Model.Load(#DK_REEF)
Model.Load(#BOAT_KB2)
038B: load_requested_models 

:COKERUN_6544
if or
  not Model.Available(#B_HSE_PIER)
  not Model.Available(#B_HSE_EXT)
  not Model.Available(#DOCKS28)
  not Model.Available(#DOCKSPROPS12)
  not Model.Available(#DOCKS85)
  not Model.Available(#DK_DOCKROADS04)
jf @COKERUN_6596 
wait 0 
jump @COKERUN_6544 

:COKERUN_6596
if or
  not Model.Available(#B_HSE_PIERFENCE)
  not Model.Available(#B_HSE_INTERIOR)
  not Model.Available(#DK_REEF)
  not Model.Available(#BOAT_KB2)
jf @COKERUN_6638 
wait 0 
jump @COKERUN_6596 

:COKERUN_6638
03AF: set_streaming 1 
Camera.SetPosition(-631.643, -1495.598, 26.104, 0.0, 0.0, 0.0)
Camera.PointAt(-632.27, -1495.064, 25.537, 2)
wait 500 
0169: set_fade_color 0 0 0 
fade 1 1000 

:COKERUN_6713
if 
  fading 
jf @COKERUN_6737 
wait 0 
jump @COKERUN_6713 

:COKERUN_6737
0394: play_music 1 
00BA: text_styled 'BOAT_A2' 5000 ms 6  // BOATYARD ASSET COMPLETED
wait 5000 
Camera.SetPosition(-636.797, -1497.307, 17.588, 0.0, 0.0, 0.0)
Camera.PointAt(-637.279, -1496.606, 17.062, 2)
01E5: text_1number_highpriority 'BOAT_AS' $605 time 6000 1  // ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
wait 6000 
0169: set_fade_color 0 0 0 
fade 0 500 

:COKERUN_6850
if 
  fading 
jf @COKERUN_6874 
wait 0 
jump @COKERUN_6850 

:COKERUN_6874
Model.Destroy(#B_HSE_PIER)
Model.Destroy(#B_HSE_EXT)
Model.Destroy(#DOCKS28)
Model.Destroy(#DOCKSPROPS12)
Model.Destroy(#DOCKS85)
Model.Destroy(#DK_DOCKROADS04)
Model.Destroy(#B_HSE_PIERFENCE)
Model.Destroy(#BOAT_KB2)
Model.Destroy(#DK_REEF)
Model.Destroy(#B_HSE_INTERIOR)
Camera.SetAtPos(324.0, 604.0, 7.0)
wait 500 
0169: set_fade_color 0 0 0 
fade 1 500 
Player.CanMove($PLAYER_CHAR, True)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut

:COKERUN_6974
jump @COKERUN_6998 

:COKERUN_6981
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:COKERUN_6998
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $8582 == 0 // $ == int 
jf @COKERUN_7067 
01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 5000
$1175 += 1 // $ += int 
030C: progress_made += 1 
0595: mission_complete 
$607 = 1 // $ = int 

:COKERUN_7067
if 
  $8582 == 1 // $ == int 
jf @COKERUN_7111 
01E3: text_1number_styled 'M_PASS' number 6000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 6000

:COKERUN_7111
if 
  $8582 == 2 // $ == int 
jf @COKERUN_7155 
01E3: text_1number_styled 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 7000

:COKERUN_7155
if 
  $8582 == 3 // $ == int 
jf @COKERUN_7199 
01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 8000

:COKERUN_7199
if 
  $8582 == 4 // $ == int 
jf @COKERUN_7243 
01E3: text_1number_styled 'M_PASS' number 9000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 9000

:COKERUN_7243
if 
  $8582 > 4 // $ > int 
jf @COKERUN_7287 
01E3: text_1number_styled 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED! $~1~
Player.Money($PLAYER_CHAR) += 15000

:COKERUN_7287
0060: $8583 -= $8580 // $ -= $ int 
0084: $8581 = $8583 // $ = $ int 
$8581 /= 1000 // $ /= int 
042E: register_lowest_int_stat 22 to $8581 
$8582 += 1 // $ += int 
return 

:COKERUN_7327
01B7: release_weather 
Marker.Disable(2@)
Object.Destroy(3@)
Object.Destroy(4@)
Object.Destroy(5@)
Pickup.Destroy(8@)
Model.Destroy(#MARQUIS)
Model.Destroy(#B_HSE_PIER)
Model.Destroy(#B_HSE_EXT)
Model.Destroy(#DOCKS28)
Model.Destroy(#DOCKSPROPS12)
Model.Destroy(#DOCKS85)
Model.Destroy(#DK_DOCKROADS04)
Model.Destroy(#B_HSE_PIERFENCE)
Model.Destroy(#BOAT_KB2)
Model.Destroy(#DK_REEF)
Model.Destroy(#B_HSE_INTERIOR)
Car.RemoveReferences(1@)
014F: stop_timer $8580 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 
